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FYI: Diamond (i.e. double crossover) switches will interrupt directional signalling.
You need to place a Directional Signal to get the animation you are asking about; like Stop Signals these have an arrow to show which direction a train needs to be going - if you expect said train to pay attention to said signal - but the Directional Signal also shows a "Wrong Way" sign-board to stop trains from entering from the wrong direction. Directional Signals work best when placed next to a switch - to prevent trains from leaving the switch via the track the Directional Signal is on; only one Directional Signal is required on a single stretch of track between switches/stations, if there is enough room left for multiple signals - these may be Stop Signals.
If all else fails - once a directional signal has been placed - try changing the direction of the signal, to see what happens. One can also change the type (stop or directional) of an existing signal.
BTW: you need to be in either signalling mode or build signals mode to see the desired animation.
And as you are advertising signalling advise - you might go into a bit of detail about 'railroad blocking'? That is how to break up long sections of track with signals? Maybe something about when and where directional signalling might be desired? (The in-game wording is a bit confusing to me - "trains might be pushed ahead into switch, blocking the tracks" - as, on short sections of track, it seems to be warning me that I have placed my signal on the wrong side of the switch?)
Thanks for the suggestions, Logistics part is now expanded with a bit more about directional signals and line blocks. Also, I already mention the "Large station building with signalling", just below the illustration of the 4-4 solution principle. Cheers!
Do double tracks with directional signals anywhere possible. 😊
"Signals divide track into blocks. In Realistic mode, only ONE train may use a block of track at a time, the first train to claim a particular block goes first while the others wait for it to exit the block.
The signals may require some practice and experiment to use effectively. Please play with them while not trying to win a scenario!!!
There are two types of signal: Stop and Directional. Stop signals are represented during construction by a yellow cone, Directional by a yellow cone with a red disc (the "no" symbol.)
Signals will cause trains traveling in the direction of the cone to stop if the block ahead is not clear. Stop signals will have no effect on trains going the other way, but Directional signals will completely prevent trains from going in the other direction. Use them to make an efficient two-track setup.
You can place individual signals, or many at a time. Hitting CTRL will place signals along an entire section of track with one click. They will be spaced roughly a full train length apart."
Simple Hell, nice tip! 👍
https://steamcommunity.com/sharedfiles/filedetails/?id=1595721141
If I do pass-through I generally use this signal/switch pattern which can be used with a regular station also. Just sharing in case you are interested. I see you went to good detail about some setups, I especially like the recognition that short-haul resources should be handled differently to longer lines such as city-city.
I'll recommend a solution like this anytime over reducing your switching capability.
If the track you want to use for passthrough is the shortest available, that of course will be automatic.
I'm certainly a fan of the physically separated bypass. Cheap, easy, effective. They even get automatically selected by the pathfinding method unless they are more than 17 miles longer than the shorter path through the Station.
In low density areas, "main tracks" are straight and go past a City, so the Station is actually offset for those trains going there ... which minimizes global train path distance by letting many long-haul trains pass by without curving while only the stopping trains take the small extra distance. Clean, minimal interference.
I'm also a fan of track separation that "branch off" into cities, but otherwise bypass them.
In this image you can see that both trains take up two blocks, but they are very close together.
https://steamcommunity.com/sharedfiles/filedetails/?id=1687496674
Behind them you can see that the upward blocks are smaller than the downwards blocks, because I haven't changed them yet.
This can also be done on feeder business tracks where the inbounds should always be empty and take up little space.
In this image I can have two inbounds (there aren't any now) waiting rather than just the one that would fit the length of the passing track:
https://steamcommunity.com/sharedfiles/filedetails/?id=1687506334
In this image I can shorten the conflict to the passing track and stack more inbounds without blocking the mainline:
https://steamcommunity.com/sharedfiles/filedetails/?id=1687507091