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I actually expected that the first response would be, "If you don't want to mess with signals, just activate Automatic Signals!" To which I reply, "If they're entirely automatic, why are they even necessary for gameplay?" Just another abstraction.
[How hard can it be? The feature was present in RE1. All that was needed was to scroll once to the right in Options. Flip a switch, it's off. Let the players at least have the option and let them decide for themselves. Making it available takes _nothing_ away from realists.]
I haven't had a signal problem myself but from other posts it seems that manual placement would solve some game problems that basically -- you can't forsee every possibility and code for it.
IF I could place signals the problem I think would be solved. Don't know what else gridirons do re traffic paths.
I kinda miss the individual signals.. but then again, I don't miss the headaches.
To the people basically telling the OP to "Get good" - go away. Its a game and some people want differing levels of realism. Some want more arcade and some want more simulation.
Its truly baffling that with the option to remove signals in RE1 and that manual signal setup was the norm in RE1, that RE2 would remove both of those in favour of auto signals only...
RE2 should have had all three options; No signals, auto signals, and manual signals.
I started the first campaign mission and that's precisely what I did: single track all the way and sidetracks every 1/4 of the stretch between destinations. But then I noticed "opposing" trains were never anywhere on the route at the same time; the program wasn't using the sidetracks at all. It was waiting for one train to clear out before the other was allowed in.
I looked deeper into Tips and Hints and discovered that track, sidetracks in particular, had to have the traffic _direction_ defined. A sidetrack can only be used by traffic going ONE direction. And apparently mainlines have to be assigned a direction, and you need a parallel line going in the other direction if you want simultaneous two-way traffic. (Which means, I'm guessing, is that sidetracks are meant for ONLY slower trains to get out of the way of faster trains coming up from behind.)
I mean if you want historical accuracy the semaphore arm signal didn't exist before 1842. which was 16 years after the first passenger railway existed in England.
My grandfather was a major stockholder for the American operations of the Canadian Pacific Railway. (Specifically, the Minneapolis, St. Paul and Sault Ste. Marie Railroad.) It was absorbed by the Americanized Soo Line in 1949. Grandpa died before I was born, but learning some of his biography spurred my interest in RR history.
You're right about how most -- all? -- RR games get it wrong in many ways. The devs are more interested in workable, simplified game mechanics rather than trying to get closer to Reality. Like 8-car consists from the very beginning in 1830? Ludicrous. And then NEVER exceeding 8 cars all the way through to 1930 -- ridiculous! It is even less understandable when you look back at the FIRST RR empire game, Railroad Tycoon, released in 1990 for DOS with less than 1 Mb of any kind of memory, where trains could have consists (for later, more powerful locomotives) stretching out up to 28 cars. Furthermore, there were _22_ distinctly different cars to serve a wide variety of purposes. And A LOT of the game manual was actually quite educational.
I can understand how many players can be enamored by RE2, because for most of them, their exposure to RR games is limited to what they were exposed to just in the last 10 years. But having NEVER played RRT, they really don't know how shortchanged they have been.