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It´s simply wrong positioned.
Try it like this:
https://steamcommunity.com/profiles/76561198056240758/screenshot/787483722237830947
Bull sheet. Forgive me harsh words.
Signaling in the game works almost perfect now. Its like in reality - block and chain system.
I invite you to official Discord server where you can find a channel #soviet-youtubers. There you will find my few guide movies about signaling in the game.
https://discord.gg/QKHrhmY
Most time the signals work fine till I add a new item like a filling station. After setting new semiphores other stay to be red till them deleted and set new. That works till you expand again. So best is to make all tracks in one and never add??
And of course that with Gulag was a joke. I like the game since I purcahsed it in April. But there still some part annoying.
I am able to use it now, but there's some limitations in my opinion, a path should not be taken in account if train can't go there. I will check how it works IRL, but it sound quite strange to me...
It isn't that way in real life, that way, here in The Netherlands, no train will ever ride ever (a well, that is the case most of the time... but for other reasons, like some thieves are stealing copper cables, somebody jumps for the train, leaves on the track, tracks are to hot, switches that break and strikes.
So when they also would not ride when they take into account a train that can't go to another track, BUT they need a signal for that.... No, delete public transport, game over :)
I'm not sure if it's realistic either, but that is the big remaining problem...if any path, even physically impossible to traverse ones, can be traced then the block is considered occupied.
Granted, I'm also getting a little tired of "It doesn't work like I think it should, therefore it sucks and everyone who tries explaining why I've got the wrong expectation is a sycophant" too. The invevitable comparison...Transport Fever...uses 'Path' signals ("Is this train's path clear"), this uses 'Block' ("is this block clear") and 'Chain' ("is the next signal red") signals. That's why in this game trains will intelligently use parallel tracks instead of being hard locked to 'my path is blocked by a slow train. I could go around in this passing block because I'm WAY faster, but nah. I'll wait.'...
It is known.
You have a signal in the middle of a junction, and no release signal on the other side. Is there a train on that other rail, before the next signal on that rail? That'll do it.
It also looks like you might have part of an N junction underneath the train, but it could be a graphical glitch or something. If it's there, get rid of it.
The quick and dirty fix:
1) Remove the signal the train is stopped at
2) Put a new Chain signal on that same rail, but before the road.
3) Put a regular signal on the other [headed down and left] track, on the down/left side of the road.
For any junction you don't want to be blocked, put Chain signals on the entrances, and regular signals on the exits. If any given signal is both an entrance and an exit [such as the |/| by the fuel station, for turning around], make it a Chain signal. Doing it that way keeps junctions clear, and making sure every route has a signal at both entrance and exit will confine the "This collection of track is one 'block'" so that you don't have to wait forever for trains to clear out before the next can go.
That said, you might want to consider turning the entire thing into a single junction [Entrance / Exit near the fuel station, Entrance / Exit at the Aggregate station, Entrance / Exit at the road, and Entrance / Exit at the little branch line]....or once you get a feel for it, peppering in additional chain signals for 'early releases', so that a train waiting to go west to the aggregate station doesn't have to wait for a train coming from the southeast to clear the fuel station.
If loading your screenshot into paint and making a mess of things would make more sense, I'd be happy to do so.