Transport Fever 2

Transport Fever 2

UK Light Signals
83 Comments
Kieranhendy Dec 7, 2024 @ 10:01am 
I misplaced one of the AWS magnets on a bridge and now I'm unable to delete it. Assets from other mods seem to be fine so I'm not sure why this is. Even tried removing the tracks and spamming the bulldozer to no avail.
Nathaniak Aug 19, 2024 @ 10:49am 
What a great mod, exactly what I was looking for!
Methba Jun 16, 2024 @ 2:47am 
Came back to the game from a long break and originally thought this mod was not working, until I realised that there is another mod for UK Semaphore signals before 1925. Doh!
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.
BCrossing Aug 19, 2022 @ 9:21am 
"Note the lattice type gantry has not yet received these additional modules, they will come later!"

Is this still planned, or is the idea abandoned?
impy1980 Jun 19, 2022 @ 2:12am 
I'd like to up vote Pulkzestörer's suggestion of adding diverging aspects for the gantry signals please.
wabbithunta Aug 11, 2021 @ 12:56pm 
Gantries are not compatible with Autosig, at least when I tried, it didn't work for me.

@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.
JFJohnny5 Aug 11, 2021 @ 11:57am 
Absolutely great mod! Well done! Minor issue: some of the standalone signal boxes can clip into the tops of some trains - most noticeable on passenger wagons.
killakanz  [author] Apr 29, 2021 @ 6:31am 
@MrSledge
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.
wabbithunta Apr 28, 2021 @ 8:33am 
@MrSledge
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]
MrSledge Apr 28, 2021 @ 3:42am 
Can't snap them together, I have 8 parallel tracks 1 metre apart with rail in both directions. How do you provide signals for the opposite directions. Your video only shows tracks in one direction..

Are these gantries compatible with Autosig?
wellover-50 Mar 31, 2021 @ 5:06am 
Thanks for the swift reply and explanation I can see that the 3-4 aspect idea is a total non runner

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 !
killakanz  [author] Mar 31, 2021 @ 4:38am 
@wellover-50
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.
wellover-50 Mar 31, 2021 @ 4:18am 
Hi Killakanz thanks for these they are great I only use these signals.
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.
killakanz  [author] Mar 4, 2021 @ 2:31pm 
@stratz use the asset eraser tool. Video above shows how @2:44
stratz Mar 4, 2021 @ 1:51pm 
how do i delete the infrastructure ? seems i can't highlight it
AdamW Feb 26, 2021 @ 11:37am 
Thanks for the response; yes, my graphics are definitely lower end (!) and I've only got OpenGL, which doesn't have the HDR option.
killakanz  [author] Feb 26, 2021 @ 11:14am 
@AdamW
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...
AdamW Feb 26, 2021 @ 10:28am 
For a strange reason on my game I don't see any lights in the signals - is there a graphics setting I should or shouldn't be using?

Otherwise excellent mod (and the TF1 version was fully functional on this same PC, if that's any help)
johan.hulting Jan 4, 2021 @ 6:24pm 
Hi, do you have any plan to do lose 4 aspect headers to attatch? I miss shunting signal and junktion signal. I's that something you can do?
briansyston Dec 30, 2020 @ 2:24pm 
And different railways have different signalling systems making things get more complex as some systems need setting by human operators!

'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!
killakanz  [author] Dec 30, 2020 @ 1:03pm 
@briansyston Correct, the signal logic in the game is very basic, so signals just have 2 condition states: Red or Green. It's also hard-coded so modders can't do anything about it.
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...
briansyston Dec 30, 2020 @ 11:23am 
In other words the signal control logic written in the game is not right for absolute block/MASS !
killakanz  [author] Dec 30, 2020 @ 10:16am 
@briansyston please read the "Please Note:" bit in the description above.
briansyston Dec 30, 2020 @ 5:55am 
Trains stop at amber !
Chuck017 Nov 13, 2020 @ 1:57pm 
Just stumbled upon this and love the signals. Any chance the Lattice gantry can have the same options as the solid gantry?
Kuba 💉❣ Aug 16, 2020 @ 4:47pm 
Hey I absolutely love the new gantries you've added, however I've noticed that they are incredibly difficult to remove after placing. Maybe this is something that hasn't been addressed so thought I might share. Still an excellent mod, one of the best on the workshop! :3
killakanz  [author] Jul 27, 2020 @ 5:55am 
@Wingnut it depends on where the snap points are on the track. Sometimes they don't line up.
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.
mongolteiko Jul 12, 2020 @ 5:41am 
Hi Killa. Just noticed with the main aspect + position light signal, that when it is 'pulled off', it displays a green and the two white lights. In reality, it only displays the two white lights and the main aspect remains red. It only allows a train to proceed at caution and be able to stop short of any obstruction [occupied section/platform], so cannot show a proceed or even a caution aspect. Thanks.
Magic Bullet Jun 11, 2020 @ 3:06pm 
Thanks for the explanation on the signal. I realise you can't make the feather signals work properly, and it would be eye-candy only... but as you said, lots of the signally doesn't really function.
Wish Urban Games would actually concentrate on the core rail mechanics of the game.
killakanz  [author] Jun 11, 2020 @ 10:45am 
Also, and perhaps I should have said this first... But thankyou for your donation! I appreciate your support immensely!
killakanz  [author] Jun 11, 2020 @ 10:42am 
Thinking about it I could add options for feather signals, if you want the feather to light up or not... But it would still be a case of, on green, the feather would always light up or it would never light up...
killakanz  [author] Jun 11, 2020 @ 10:41am 
@Magic Bullet
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...
Magic Bullet Jun 11, 2020 @ 6:00am 
These signals and gantries are so nice to have, thank you for making them Killakanz. I've made a small donation via PayPal.
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)?
APasz May 31, 2020 @ 11:01am 
Nice.
killakanz  [author] May 31, 2020 @ 9:14am 
I have just uploaded an update. The solid type gantry has additional modules.
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...
killakanz  [author] May 31, 2020 @ 7:24am 
@thewildsimon141 Please use the asset remover tool to get rid of gantries, not the bulldozer, as demonstrated at the end of the video above.
mongolteiko May 31, 2020 @ 6:21am 
Try the shift + bulldoze or the asset remover tool @ thewildsimon141 The latter def works!
thewildsimon141 May 31, 2020 @ 5:55am 
Hi I’m struggling to delete my gantrys when I put my cursor over it to delete it it won’t turn yellow please help
APasz May 31, 2020 @ 2:55am 
Looking forward to those reverse and 2 way gantries.
Matt May 29, 2020 @ 9:03am 
@killakanz fair enough - will look forward to that when it comes.

@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.
killakanz  [author] May 29, 2020 @ 7:39am 
@Matt, you've missed where I haven't added reverse modules yet. It's just in one direction at the moment and it doesn't quite line up if you just turn the module around. I am planning to add reverse direction and 2-way modules, but the gantries project is taking a back-seat until the weekend, I'm spending the weekdays working on a new mod...
Matt May 29, 2020 @ 7:11am 
I may be dumb but I can't figure out if it's possible to make a gantry for alternating tracks in each direction. (ie up - down - up down). I've tried using the left and right middle bits, but AFAICT left only joins to left and right to right.

Am I missing something obvious?
mongolteiko May 29, 2020 @ 6:46am 
Hi killakanz Is there a possibility that you could add a positioning tool to your signal gantries [4-3-2-1-0-1-2-3-4] like you see in some catenary mods. I know the signals can't be placed the same but the gantries can look better aligned near junctions using this tool. Thanks.
killakanz  [author] May 23, 2020 @ 5:29am 
@cartographer29
"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...
cartographer29 May 22, 2020 @ 8:36pm 
@killakanz, to quote something you said "The railway signalling system in this game is very basic at the moment..." Is there something the rest of us don't know? Are they finally going to improve the signal system?
mongolteiko May 20, 2020 @ 3:47pm 
Wow I did not see the gantries until I scrolled through the track assets button. These are brilliant @ killa. You can even put them on top of each other to have signals on both sides! Really good as the 6 line double sided gantry at Leeds can now be done!
Magic Bullet May 19, 2020 @ 2:25am 
Gantries! I so hoped that these would come along. I can't tell you how exciting this is!
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.
mongolteiko May 18, 2020 @ 7:45am 
@Bigbigcheese Yes I know in the real world you wouldn't be stopping at a yellow/double yellow, [unless one had to make a call using the spt [signal post telephone] although that is not needed these days with GSMR etc.] but it just adds more variety than a plain red/green. You don't have to place them, just use the two aspect red/green ones.
Bigbigcheese May 18, 2020 @ 6:07am 
@mongolteiko if you consider that "automatic signals" have the route permanently set then my comment still makes sense. ie two conditions for a signal to be at proceed (Route set && block clear).

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.