Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You could also use this mod to get achievements back while using other mods.
https://steamcommunity.com/sharedfiles/filedetails/?id=1934088615
Only when you have multiple lines sharing a double track do you benefit from increasing the number of signals beyond the number of trains. And even then the extent of the advantage depends on the concentration of trains.
In general, it works well, especially for your average "connect the dots" TpF 2 setup.
It will work less effectively in more complex track setups, as the mod stops looking as soon as something interrupts the tracks, including rail switches.
https://steamcommunity.com/sharedfiles/filedetails/?id=2138210967
For achievements, use the mod suggested above.
Track setups are highly variable, and so are vehicle lengths - i.e. no point using signals every 200 meters if the trains running in that section are significantly longer than that - and signalling may not even be required or desired - i.e. single tracks - so in general, manual placement of it is preferrable.
Thank you, I was not aware of this mod, I will give it a try.
The signalling mod above includes a preset where you can change the distance between signals, so no need to measure anything manually.
If you do not want to use the signalling mod, you could use this mod so you could simply use tracks as opposed to a station, for manual measurements:
https://steamcommunity.com/sharedfiles/filedetails/?id=2298331429
Given station to station line lengths are about 2-3 km or so, very roughly speaking, you do not need a ton of signals.
Assuming the line is double tracked, you do not need any signals at all if you only have 2 trains operating in that section, as stations do have their own inbuilt signals.
For every train you add thereafter in this section, you must add at least a signal. Alternative platforms may enable you to run an extra train you would otherwise be unable to, though.
The easiest solution is just to eyeball it, and place signals roughly every X hundred yards, even if they sometimes end up closer together and sometimes farther apart.
I realize that's not what you want to hear. I just think it's useful to see this game for what it is.
Personally I don't fuss about such things. This game does offer considerable enjoyment, but mostly to those of us who doesn't even attempt realistic or prototypical solutions
Signals should also be used to split a very long section of track into smaller blocks. For single track, a siding should be used, with one-way signals all the way at the end, before it becomes single track again. This will allow a train to stand in the siding and wait for a train to move in the opposite direction.
I like how they did the signalling in the game, and I keep coming back to it, but it is very basic, and uses absolute blocks. There are no approach signals, which allow a signal to check the status of the signal in front of it. This is called pre-signal or chain signal in other games like TTD or Factorio.
I would love to do a Youtube on where to use single/double track, how to complete a double track project, and proper signalling, but I havent gotten around to it. Maybe one day I'll find the time.
There is no option for timetable, rolling block (as in CBTC), approach signals or distant signals, which add to complexity but could alleviate a lot of traffic issues. I also havent found a way to check traffic locking, such as in Factorio you can drop a cargo wagon in a block and see what the signals do when that block is occupied. *sad signal maintainer noises*
I enjoy helping out using real world knowledge, and I try to get into signal design threads on r/Factorio when I find the time. Hopefully I've helped and reach out if you think I can help out more. High greens to ya, friend!
Look for "Signalling 101" just posted. It's basically my comment to this discussion as well.