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If you haven't already try taking a train and manually drive it on each path, I once found a track that should be switchable not being switchable that way - I'd suggest just an engine, no rail cars, so you can easily delete the engine to move it vs finding a spot to turn around.
The screenshot cuts off the left and upper signals but based on what I see you have a path signal at every 'entrance' and a block signal at every 'exit', going each direction, which is indeed correct. I'm not seeing any alarms on the path signals in the pic, so perhaps the issue isn't the signals themselves and maybe a track misbehaving?
If it's any consolation, I played over 1000 hours of the game before path signals finally 'clicked' despite watching several videos and just not understanding the logic.
The game really needs a rail debugger so we can see the logic causing the issue.
If at all possible, make the double track sections leading into this block right-hand-running.
The single track on top is a bigger problem. Assuming there's a merge somewhere above the screen, you can move the signals back to that so that one signal is on each track.
The junction is a single green block. That means every direction has to take turns driving through. A pair of trains can not pass through going the same direction, nor can they go in opposite directions. That is what a single color block means.
https://steamcommunity.com/sharedfiles/filedetails/?id=3361073118
They way you describe it, they'd act just the same as block signals, why even have them then?
As for the OP, I agree that it' just too messy. Without seeing the context I'm not sure what youre trying to do here, though. If left and right are 2-lane lines that keep going on like that, I'd keep each lane only going into one direction.
If that's 4 bi-directional lines, you'll need some bypass / waiting area at least up on top of the spiral, maybe down to the left and right too.
*edit*
As Eiko said above, it might be enough to remove the signals on the spiral (upper left in the picture), if there's a properly signalled split/merger up there.
One block, one train. It's a very easy system to work with. This is a case where copying the homework from other games with more robust train systems would have been the right play.
The point of a GOOD path signal is to deal with block dependencies. A train can't just drive halfway through a turn and stop. It will get in the way of everyone else. A proper pathing signal would tell the train "no you can't stop here, wait until the whole path is clear". That's a good system.
But to be fair I don't understand how path signals work or what they're supposed to do. Whatever set of rules they're following, doesn't make any sense.
2 trains occupying the same block, both set on autodrive, could have tried to set up to show both engines but I was having to turn off and back on selfdrive to line trains up to demonstrate this, something I noticed while riding a train a couple of days ago
A path signal checks two things: 1) Is the path this trains wants to take free to use? 2) Is the next block signal, the one that marks the end of this trains' path, green?
Only if both are true, the train will pass. You put an exit block behind the intersection, that is just big enough to fit the longest train your using.
Now the path signal will stop the train from entering if it cannot cleanly exit on the other side.
And from what I've seen so far, while such a train waits for it's exit to clear it will not reserve the path, so other trains that want to eg. go across from another side can do it.