Signals

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Revision as of 12:28, 2 December 2013 by Benny (Talk | contribs) (Splitted two-way eol to separate page)

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Signal types

OpenTTD currently has 4 basic signal types (not counting presignals). These 4 are:

Signals basic.png

Each of these 4 signal types has different properties and should be used in different circumstances. An overview:

Signal Type Direction Comments
Standard single Block One-way The standard signal for one-way tracks, and therefor the most-used signal in coop games.
Standard double Block Two-way Arguably the hardest signal to use properly. Standard double signals have an EOL property that means that if they are red, the pathfinder considers the signal the End Of a Line, thereby discaring its route. This property can lead to very unexpected and unwelcome behaviour. Use with caution.
PBS 1-Way Path-based One-way The bath-based version of the standard single signal. In general, use this instead of the PBS signal. However, whenever path-based signals are nog strictly needed, use the standard single signal instead.
PBS Path-based Two-way While this path-based signal can be driven two-ways, it does have a preference for one direction. This preferred driving direction is indicated by the single signal pole and is the same as with the PBS 1-Way. Driving a PBS signal the wrong way gives a massive penalty in the pathfinder. This is the reason why we commonly use the reversed versions of these signals as penalties in our games.

The two block signals themselves have specific versions, called pre-signals. More about those can be found in Presignal Basics. Path-based signals themselves have their own unique features, which are detailed here.


Placing Signals

Basic Signalling

Before you start to use Automatic Signalling or Signal Dragging you should check the signal density. You can change it in the signal interface or edit the drag_signals_density value in your openttd.cfg. Make sure the value is set to two.

Basic Signalling

The first thing you should know is how use the basic signal dragging feature of OpenTTD: Build a signal (fastest Shortcut is A & S), left-click it and hold the button, drag it as far as you want to build signals. Release the button and the signals will be built. Very easy.

Automatic Signal Completion

Automatic Signal Completion

Now we are ready to build signals and know how to use the basic feature of dragging. We can go a step further. Again Build a signal and drag it. While you are dragging it a little bit press the CTRL button and release it. The track will be filled up with signals until a breakpoint which are existing signals on the track, stations and junctions.

Removing Signals

Removing Signals

It's also possible to remove Signals with the Automatic Completion feature. If you have build a track with signals, use the signal deletion function (Shortcut: A & S & R): click the signal, drag it while pressing the CTRL button and all the signals will be deleted. The breakpoints are stations and junctions.

Breakpoints

Breakpoints

Automatic Signal Completion won't stop at: Tunnels and Bridges but stops at: Junctions, Stations and Existing Signals

Checking anyway

After you have "signaled" a track, you should optimize signaling at junctions, they might need a signal right before or after the interruption to avoid signal gaps.

Two-way signals

Two-way signals are a common way to influence trains on coop servers. This is possible with the setting Two-way end of line.

Two-way end of line

Two-way end of line is a setting in OpenTTD that can be altered to create interesting train behaviour. By default it is off, but it is activated on every openttdcoop server. A red two-way signal directs train to a different route if one is available.

Read more: http://wiki.openttdcoop.org/Two-way_end_of_line

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