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Happiness restored. The game is just not the same unless I can see UK signals, UK Locomotives and UK rolling stock.
Thank you SO much.
Is this still planned, or is the idea abandoned?
@MrSledge it can be fiddly getting them to "snap" together as it can take time and patience, even if you think you have a straight section of track, make sure that it's in the middle of a section and not where sections of track are connected together. I found that was an issue and made sure that when I added a gantry it was in the centre of a section of track and not at the end. It worked for me. Also try using the reverse sections too, and see if that helps out.
Hope that this helps you out.
Could you possibly add diverging aspects or banner repeaters. Photos for reference:
https://th.bing.com/th/id/R.366be70a03cc904b8c32a5b3545b01e0?rik=6Y0%2bK1sIru94tQ&riu=http%3a%2f%2fwww.railsigns.uk%2fphotos%2fp_route2%2fpic_jisi.jpg&ehk=GrZU7h17OuSN%2fFLzk9ZlwYqvUSgcjb4Jb4j9vfmkJYQ%3d&risl=&pid=ImgRaw
https://anticsonline.uk/Product/Image?k=2923816
http://www.igg.org.uk/rail/3-sigs/pic00001s.jpg
I need to update the video... The "reverse" sections are for signals in the other direction from where you're building, if that makes sense. It's only available for the solid, I never got round to finishing it for the lattice.
Also, no. I have not worked with, affiliated with or tested with Autosig. I do not expect it to be compatible. If it does work, I'd be pleasantly surprised.
The gantry's are available in the assets section, simply look for the killakanz logo there and you'll see them.
[there's one above the comments section here]
Are these gantries compatible with Autosig?
What do you think of the idea of the red stop ... yellow go idea?
This would be a stand alone version that displays a yellow light instead of a green, so the new signal would only change from red to a yellow
.... placed before a standard "red stop-green go" signal @ a very busy junction or for a signal or 2 before a standard red-green in q-ing areas .
This would simulate an amber before a red if placed right ... and there is no change to the game signal logic only a change of the colour of the light displayed to yellow instead of green....... yes that does require restraint on the players part !
Signals in the game only go into 'green-state' when the train is approaching it, so it's only in that state for the few seconds it takes a train to pass. If I changed my 4-aspect signals to show their yellow sequences on 'green state', it would never actually get to the green light because it would never be on long enough.
As pointed out, signal logic in this game is very basic and not true at all to real life.
However I have a request for another version that is not true to life.
Could you please consider making a version that is 2 aspect but displays a yellow light instead of a green.
This version could be placed prior to a standard 2 aspect at places that a red light is usually expected (very busy junction or Q-ing systems for loading/shunting).
The other suggestion I have is not so simple, ... I know you have a timer system that changes these lights through their sequence from red to the 2 amber sequences but if you reversed the yellow (3 or 4 aspect) function to "green" instead of "red" ,reversing the sequencing then this would allow trains to pass under a yellow instead of stopping .
I have absolutely no idea how mush work this would involve as I can't mod for toffee.
Thanking in advance for the time to read this.
The only difference between the TpF1 version and this one, that would affect the lights, is this one uses HDR for the light glow. If you are running on integrated graphics or low graphical settings that would explain not being able to see the lights...
Otherwise excellent mod (and the TF1 version was fully functional on this same PC, if that's any help)
'hard-coded' i assumed all code can be altered by file replacement but i no nothing about JavaScript (i only know .Net Framework CLR), I will have to lean it someday!
I assume the massive platform to train gap can't be changed ether!
For any signals more advanced than stop or go, we could use animations to mimic it, but it's not really happening. So the amber lights on my signals are actually just an animation on the Red condition state, nothing more. I really wish it could work with real-life signalling logic...
Try re-laying that section of track, build all lanes in the same direction. Don't build off a curve, lay straight then connect them afterwards, then try the gantries again.
Wish Urban Games would actually concentrate on the core rail mechanics of the game.
1) - The more technical term is "permissive signal", used when more than 1 train should be allowed into a block, for example shunting forward or "calling on".
Examples of use would be controlling access to a platform that is partially occupied, for example 2 DMU's connecting or a loco picking up coaches.
Of course, of no actual use in the game, and not working as they would IRL... but nice for decorative purposes, which leads on to...
2) ... I'd like to include feather signals, but I was kinda hoping the big patch would introduce some more advanced signalling options. It hasn't. There's no way to make feather signals work properly, since there's no condition state for a diverging route. I can add one, but it'll be purely decorative and wouldn't work properly, but then it wouldn't be the first signal in this pack that wouldn't work properly...
I notice that at some point you even fixed the small shunting signals so that the concrete support meets the ground.
The additional solid gantry options are sweet!
Some questions:
1) Regarding the 2-aspect offsets with shunting signals, can someone who understands UK signalling better than I do advise when and where they would be used? At the entrance to sidings on a main line?
2) Finally, I know that the engine does not support advance signalling (my biggest gripe with TPF2), but do you have any plans to introduce "feather" signals at some point (for diverging routes)?
These additional modules have not yet been added for the lattice type, they will come later.
I've also added a new smaller base for the standard standalone signals, as people were saying the big base looked bad with them...
@mongolteiko - that's what I was doing but as kk says they don't *quite* line up. It will do until kk can do the reverse modules. I also tried building a separate gantry on the reverse side and only filling every other fitting. It's also ugly but also works.
Am I missing something obvious?
"Is there something the rest of us don't know? Are they finally going to improve the signal system?"
I don't know, but the devs have told us they are still working to improve the game, even after the patch that's about to arrive. So we can expect at least one more update to the game later in the year before they move on to something new, I don't know what it will involve but I still hope they improve the signalling system...
Tried them in game, wow do these look nice.
I think track assets and signals are my favourite mods; they add so much flavour to to otherwise boring, empty track. I do hope you continue to make stuff like this.
Thank you so much for your time and sharing with us.
For the purposes of this mod, with the simple signalling system in game, it makes much more sense for a signal to step up to an appropriate proceed aspect than it does to stop at a proceed aspect.
From a gameplay point of view I like to ride around in trains, which means I see them stop at proceed aspects. I find this reasonably jarring (and such only use the two aspect signals from the mod because I like them). I can understand that from the perspective of people who don't follow the trains but instead watch the tracks then maybe the current method is better. Maybe there could be a config option in some file somewhere to switch between modes?
Given we don't have junction indicators, flashing aspects or flags these can be largely discounted.