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PostPosted: Mon Jan 21, 2013 10:24 pm 
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Put a locomotive right in front of the signal...

Stevo

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PostPosted: Tue Jan 22, 2013 2:58 am 
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G'day oldfartdan,

Postst, has pointed out a minor issue - in order for signals to work in Surveyor, Dan, a loco must be situated almost dead in front of the signal. Also, Trainz is 'stupid' and as Aaron™ has suggested, you WILL need an invisible signal to protect movements out of the head shunt. Speaking of Signals, I have been studying the diagram for Dobie and you don't have Post 3 in your 'arrangement' (Post 3 is a single mast Home Signal that applies in the Up direction out of No. 2 towards the main line. Oddly enough, its the only signal in the loop - which I don't quite understand, as I would have had something in the head shunt to protect No. 2 road and there are no Home Signals at the Down end for the departure of Trains...

Jerker {:)}


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PostPosted: Tue Jan 22, 2013 8:20 am 
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One of my first signal frustrations was when I started on the Geelong Route and set up a few signals to the track diagram, then I'll get a few AI's to run the session to look for a invisible turnout that sometimes happens when you lay track, the first problem I had is AI's would not do a run-around-train, they would stop at the signal just near the points to the train it's going to re-couple too, had me frustrated for some time and turns out you need invisible signals just behind every home signal where a loop siding is, another issue when you don't use invisible signals is the 'couple to' command, the AI parks at the Home signal and refuses to drive to the train you told it to couple too, I think signals need an exception added to the script "if couple to ignore red" "if run around ignore red" I think that's the only way to solve the stupidity of the signal system.

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PostPosted: Tue Jan 22, 2013 12:04 pm 
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Hi guys,
This is the yard map
Image
My up signals
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down sigs
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train on track near signal, home signals app 450 meters from platform (seen in mini map) and distant signals about 600 meters away. And nothing.
Aaron you say invisible signal - ok where? maybe that's what missing
dan


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PostPosted: Tue Jan 22, 2013 6:24 pm 
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A good example would be to download Zec's Healesville route or Koo-Wee route in Beta, the Green posts marked 'S' are invisible signals.

Cheers.

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PostPosted: Wed Jan 23, 2013 10:59 am 
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Hi Aaron

could please give me a link or email me with a link to both or either

dan

Goggled and found beta for koo eee rup only, currently d/l missing dependencies in content manager
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PostPosted: Wed Jan 23, 2013 12:58 pm 
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G'day oldafartdan,

...it's good to see we are both working off the same diagram, Dan...

...for your information, the following 'entry' appears in the official 1949 Book Of Signals that I have in my possession...
Code:
Post 1 - Down Distant Signal
Post 2 - Bracket Post, two arms.  Down Home Signals -
            Left-hand arm, from Main Line to No. 1 Road.
            Right-hand arm, from Main Line to No. 2 Road.
Post 3 - Up Home Signal, from No. 2 Road to Main Line.
Post 4 - Bracket Post, two arms. Up Home Signals -
            Left-hand arm, from Main Line to No. 2 Road - to post 3
            Right-hand arm, from Main Line to No. 1 Road.
Post 5 - Up Distant Signal

...all of which is fairly self explanatory, however the following notes may be of importance (and certainly useful, given your stated 'era' of depiction)...

[i]Notes,[/i]-1.  The fixed Signals at Dobie are out of use and have crosses affixed thereto in accordance with Regulation 91.

                  2.  The Main Line Points at the Down end are rodded to a Derail in No. 2 Road and the Main Line Points at the Up end are rodded to Safety Points in No. 2 Road: each set is secured by Staff Lock, the key of which is the Electric Staff for the section Buangor-Ararat.


...now, the above noted Signalling arrangements ALL relate to Signalling Diagram 18/18; that is, the 18th Signal Diagram published in the year 1918. I am uncertain if the notes apply to that same diagram (which means that nothing changed after 1918, if they do) but I am certain that they MUST apply from the date of publication of the Book, which is 01/11/1949..

...understanding Rocker Interlocking sketches is not one of my 'better' capabilities (I specialise in Cam and Tappet Interlocking), so I am having difficulty understanding exactly what it is David Langley is telling us by including the Interlocking Diagram...

...nonetheless, I feel you may need to apply a 'T Feather Straight' indicator on the diverge out of No.2 Road to force Post 3 to operate in the proper manner (if this can even be done), as well as applying the invisible signal to the movement from the head-shunt into No. 2 Road. Don't forget, you'll need to include some kind of 'proper' "end track" buffer at the end of the head-shunt...

...I've also observed from your images that you could easily shift the signalbox a meter or so closer to the edge of the platform (read; the track), without obscuring the stairway too much, which would have it in a more prototypical position, as well...

Jerker {:)}


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PostPosted: Thu Jan 24, 2013 11:59 am 
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Hi Jerker and Aaron,

Still trying to get it to work at Dobie, followed suggestions to making the main line a straight feather at each end of main line and the siding's Left and Right respectively ( Feather L&R 1 Position) and put the invisible signal mid main line (road 1). At last all lamps work but no signal movement.

I D/L Koo Wee Rup as suggested 3 CDP's and D/L missing asset's in content manager 516Mb in TS10, and 536Mb in TS12. Alas no workie in TS10 but ok in 12.
In TS12 there are no signals shown any where only the green square with a red S on it and shows as Invisible.

Now post 2 shows line clear ahead and post 4 shows train ahead.
hears a pic from melb end.
Image
Signal box relocated closer to platform by raising groung level as suggested along with the 2 worker residents that were there in the early days.
dan


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PostPosted: Thu Jan 24, 2013 12:25 pm 
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Hi Dan,

Those are the signals I was talking about, Green with a Red S, the route has a good indication where they go, if you look at Point A to Point B Zec also placed them at the very ends of the route too, not just sidings, the ones at the ends creates a block clear for the last signals on the route.

I'll build you a little route to show how the signals work, will need some time as I'm wataching Meitantei Conan, but this time with subtitles, watched it other day without.

Cheers.

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PostPosted: Thu Jan 24, 2013 12:56 pm 
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Aaron™ wrote:
Hi Dan,

Those are the signals I was talking about, Green with a Red S, the route has a good indication where they go, if you look at Point A to Point B Zec also placed them at the very ends of the route too, not just sidings, the ones at the ends creates a block clear for the last signals on the route.

I'll build you a little route to show how the signals work, will need some time as I'm wataching Meitantei Conan, but this time with subtitles, watched it other day without.

Cheers.

ok Aaron
thank you
dan


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