OpenTTD

OpenTTD

For the love of ♥♥♥♥
Please for the love of ♥♥♥♥ explain to me how train signals work, i cant for the life of me get them to work. is there a video that explains it like im a 6 year old... Jesus ♥♥♥♥♥♥♥ Christ. ive watched a few videos and apparantly am too stupid to figure it out and im so tired of working on one part of my map only to reaize that the other side has stalled because one train is in a tucking terminal so everything is now locked down
Originally posted by Matewis:
The video I thought explained it best is this one:
https://www.youtube.com/watch?v=1kcgylFM3y4

I think it would be advisable to take it slow at first to get used to the logic: Only use the basic block and one-way block signals (block signals are the bottom row in the signals toolbar). Start with something simple, like 3 trains going between 2 stations in a loop, and then try 2 loops with 3 stations in the shape of an 8 also with multiple trains. Play around with it until you get it to work.
If you get comfortable with that, only then check out the entry/exit/combo signals, and/or learn how the more versatile path signals work. Once you understand that you won't want to use the normal block signals again (ref kamnet comment above).
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Showing 1-13 of 13 comments
Thermal Lance Apr 7, 2021 @ 9:28pm 
If you didn't already. Watch Master Hellish's tutorial videos. Helped me a lot. Outside from that, I would suggest experimenting with signals until you can wrap your head around it.
kamnet Apr 7, 2021 @ 11:21pm 
My simple signal guide:

1. Only use Path-Based Signals (PBS). There is no need to use anything else until you become a far more advanced player, and even then it's mostly unnecessary. Seriously, just pretend the rest do not exist. If you heard from somebody else that path-based signals use more CPU, ignore it, it's not true, it's never been true.

2. The space between two signals is called a block. Always make sure that your block will fit your longest train on that line.

3. Always put a signal where you intend for a train to stop. Always put a signal before any intersection of other rails or road crossings.

4. Never put a signal where you don't want a train to stop. Never put a signal immediately after an intersection. Only place a signal after an intersection if it is far enough away so that your longest train doesn't stop in the intersection and block other trains.

5. Platforms do not have signals built into them. Place a signal if you need it to stop before it enters a platform. Always place a signal going out from the platform, facing inward, to ensure that trains which need to leave the station are prioritized over new incoming trains.
A moderator of this forum has indicated that this post answers the original topic.
Matewis Apr 8, 2021 @ 12:40am 
The video I thought explained it best is this one:
https://www.youtube.com/watch?v=1kcgylFM3y4

I think it would be advisable to take it slow at first to get used to the logic: Only use the basic block and one-way block signals (block signals are the bottom row in the signals toolbar). Start with something simple, like 3 trains going between 2 stations in a loop, and then try 2 loops with 3 stations in the shape of an 8 also with multiple trains. Play around with it until you get it to work.
If you get comfortable with that, only then check out the entry/exit/combo signals, and/or learn how the more versatile path signals work. Once you understand that you won't want to use the normal block signals again (ref kamnet comment above).
Last edited by Matewis; Apr 8, 2021 @ 12:41am
petererer Apr 8, 2021 @ 4:24am 
Originally posted by Matewis:
If you get comfortable with that, only then check out the entry/exit/combo signals, and/or learn how the more versatile path signals work.
I think you have it backwards. Learning how path signals work is much simpler if you don't have any concept of the outdated block signals and pre-signal system to unlearn, and a user asking how to place signals doesn't need to know about the obscure cases.

Learn what the two types of path signal do, and learn what a "safe waiting point" is.
Svalbaz Apr 8, 2021 @ 6:23am 
@WolfVonhinslik, Read kamnet's response. It is correct and super easy to follow.
Originally posted by kamnet:
My simple signal guide:

1. Only use Path-Based Signals (PBS). There is no need to use anything else until you become a far more advanced player, and even then it's mostly unnecessary. Seriously, just pretend the rest do not exist. If you heard from somebody else that path-based signals use more CPU, ignore it, it's not true, it's never been true.

2. The space between two signals is called a block. Always make sure that your block will fit your longest train on that line.

3. Always put a signal where you intend for a train to stop. Always put a signal before any intersection of other rails or road crossings.

4. Never put a signal where you don't want a train to stop. Never put a signal immediately after an intersection. Only place a signal after an intersection if it is far enough away so that your longest train doesn't stop in the intersection and block other trains.

5. Platforms do not have signals built into them. Place a signal if you need it to stop before it enters a platform. Always place a signal going out from the platform, facing inward, to ensure that trains which need to leave the station are prioritized over new incoming trains.

listen to this guy
I spent a huge number of hours playing TTD and the original back in the day. I'm pretty sure they changed how signals work from the original. More versions that do different things. But, it has been a few decades since I last played the original so I could be mistaken.
kamnet Apr 9, 2021 @ 5:34pm 
Originally posted by Admiral Oblivious:
I spent a huge number of hours playing TTD and the original back in the day. I'm pretty sure they changed how signals work from the original. More versions that do different things. But, it has been a few decades since I last played the original so I could be mistaken.

Yes, the original game only had block signals and semaphores. TTDPatch introduced the more complex combo signals (pre/entry/exit). OpenTTD introduced path-based signals/semaphores, and brought over the combo signals because they were popular at the time. Patch packs have now also introduced programmable signals for more complex and advanced controls, but for the most part you can do just about anything you want with a PBS.
Pepe Apr 10, 2021 @ 3:35am 
Originally posted by Matewis:
The video I thought explained it best is this one:
https://www.youtube.com/watch?v=1kcgylFM3y4
I've used the basic block signals, until now, since those I knew from TTD. That YouTube video explains pretty much everything. Thanks! I've gave you an award for that. :steamthumbsup: Interesting to see how signals evolved. The entry/exit/combo signal are pretty cool, yet they just got redundant by the path signals who fix everything related to intersections and stations. :trolol:
Owlf-SCP.117- Apr 10, 2021 @ 9:40am 
ive watched 5 different vids and still dont know ♥♥♥♥
IAM`PSYKO Apr 10, 2021 @ 10:07am 
maybe than its nothing for u :)
Matewis Apr 10, 2021 @ 11:38am 
Originally posted by Radoo:
I've used the basic block signals, until now, since those I knew from TTD. That YouTube video explains pretty much everything. Thanks! I've gave you an award for that. :steamthumbsup: Interesting to see how signals evolved. The entry/exit/combo signal are pretty cool, yet they just got redundant by the path signals who fix everything related to intersections and stations. :trolol:

Thank you :) I only use path signals myself, but I do think it helped me to better understand and reason how to utilize path based signals effectively, having played with the block based signals first. If nothing else, it makes me appreciate path based signals more!
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Date Posted: Apr 7, 2021 @ 4:22pm
Posts: 13