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-\batchmode
-\makeatletter
-\def\input@path{{/home/moritz/Home/Projekte/Minetest/minetest/mods/advtrains/assets/}}
-\makeatother
-\documentclass[english]{paper}
-\usepackage[T1]{fontenc}
-\usepackage[latin9]{inputenc}
-\usepackage{geometry}
-\geometry{verbose,tmargin=1cm,bmargin=1cm,lmargin=1cm,rmargin=1cm}
-\setlength{\parindent}{0bp}
-\usepackage{graphicx}
-\usepackage{babel}
-\begin{document}
-
-\title{Minetest Mod - Advanced Trains {[}advtrains{]}}
-
-\title{Interlocking System Guide}
-\maketitle
-
-\section{Introduction}
-
-In real-world railways, a so-called interlocking system is a set of
-railway signals and trackside equipment. Its purpose is to prevent
-conflicting train movements which otherwise could result in derailing
-or colliding trains. If you want more information, just search for
-``railway interlocking'' on the internet.
-
-Real-world interlocking systems perform this task by setting routes.
-A route is a path along a track that a train can safely pass. To set
-a route for a train, the signalman (the operator of a signal box)
-has to set switches (turnouts) to the correct position and lock them
-in order to make a signal for a train show ``Proceed''. In newer
-systems, this is done automatically by the interlocking system. A
-route can not be set if switches are locked to a wrong position by
-another route or if any portion of the route is occupied by a train.
-
-The interlocking system in this Minetest mod tries to follow real-world
-interlocking systems as far as applicable. It divides tracks into
-track sections and implements a route setting mechanism following
-the same principle.
-
-However, for the sake of simplicity of implementation and usage, not
-all concepts of real-world interlocking have been taken over. Especially,
-there is no mechanism for overlap.
-
-If you are looking for a place to learn how real-world interlocking
-systems work, have a look at ``SimSig''. By looking at their simulations,
-you can obtain experience on how to set up your own interlocking systems
-in AdvTrains. The SimSig glossary is a good place to look up unknown
-terms in this document.
-
-\section{Setting up track sections}
-
-In the real world, a line of track is divided into so-called track
-sections, or track circuits. Those systems often can not tell where
-exactly a train is, but only which track sections it occupies. A route
-can never be set through an occupied track section.
-
-A track section often covers:
-\begin{itemize}
-\item A section on a main running line, between two signals
-\item A single turnout
-\item A rail crossing, or a set of turnouts acting as a double/single slip
-switch
-\item A siding
-\end{itemize}
-You will find some examples on how to interlock certain patterns later.
-
-\subsection{Track Circuit Breaks}
-
-In this mod, you will not directly configure the locations of track
-sections. Instead, you designate the borders of each track section
-using a special node, the Track Circuit Break, abbreviated TCB.
-
-For example, if you want to create a track section for a piece of
-a main running line, you set up two TCBs at the ends of this track
-circuit.
-
-Setting up a TCB works as follows:
-\begin{enumerate}
-\item Place a TCB node somewhere near the place where the circuit break
-is going to be located.
-\item Right-click the TCB node
-\item Punch the rail which should act as TCB
-\end{enumerate}
-The result should look like this:
-
-\includegraphics[width=10cm]{0_home_moritz_Home_Projekte_Minetest_minetest_m___s_assets_lyx_img_screenshot_20180830_142551.png}
-
-Now you have assigned the TCB node to a rail. Right-click the TCB
-node once again. This will bring up a form which looks as follows:
-
-\includegraphics[width=10cm]{1_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-26-35.png}
-
-You see that the form is divided in side A and side B. To designate
-where each side is, a marker is displayed on the rail. You can always
-make this marker show up by punching the TCB node, and remove it by
-punching the marker. Both sides are shown as ``End of interlocking''.
-This means that there is no track section set up at this place.
-
-You should repeat this procedure once again a few meters away from
-the first TCB to create a second TCB on the same track.
-
-\includegraphics[width=10cm]{2_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-32-48.png}
-
-Once you have both bordering TCBs set up, you can now create the actual
-track section. To do this:
-\begin{enumerate}
-\item Right-click one of the TCBs
-\item Locate the correct side (A or B) to create the track section
-\item Click ``Create interlocked Track Section'' in the formspec on the
-chosen side.
-\end{enumerate}
-Now, the text on the formspec has changed. It shows something like
-this:
-
-\includegraphics[width=5cm]{3_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-27-25.png}
-
-Clicking ``Show Track Section'' brings up another formspec:
-
-\includegraphics[width=5cm]{4_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-28-32.png}
-
-On the top, you see a list of all TCBs that border this track section.
-In your case, there should be two TCBs listed. If there's only one,
-head over to \ref{subsec:Long-track-sections,}. You should now select
-a name for the track section, to identify it later.
-
-The same procedure is applicable when you create a turnout track section,
-except that you have to set up three or more TCBs.
-
-The AdvTrains interlocking system allows you to add more TCBs after
-you have created a track section. This works without problems in most
-cases. For example, you can easily insert a turnout into an already
-set-up track section and create another TCB behind it, and AdvTrains
-will automatically detect the existing track section. Problems arise
-only if you try to insert a TCB in-between a section, in which case
-both sides of the TCB will end up assigned to the same section. The
-code currently does not handle this case properly, so try to avoid
-this situation by all means. As a last resort, you can always dissolve
-a faulty track section, as described in the next chapter.
-
-\subsection{Long track sections, crossings and other edge cases\label{subsec:Long-track-sections,}}
-
-\subsubsection{Very long track sections}
-
-If you try to set up a track section that is longer than 1000 nodes,
-advtrains won't recognize the TCB at the other end because of a safety
-limit in the traverser function, which is supposed to prevent deadlocks.
-This case has happened when the Track Section overview screen only
-shows one TCB in the list. The procedure for this is as follows:
-\begin{enumerate}
-\item Go to the second TCB (the one that wasn't recognized). It should show
-``End of Interlocking'' on the relevant side.
-\item Click ``Create interlocked track section''. The section created
-will be different from the one that is already present.
-\item In the track section overview, click ``Join into other section''
-\item Go back to the first TCB, bring up the Track Section overview screen
-of the first track section and click ``Join with ???''
-\end{enumerate}
-The other, missing TCB should now appear in the list. If you accidentally
-started such a joining procedure, click the ``X'' button on the
-right.
-
-\subsubsection{Rail crosses}
-
-Since rail crosses are created by laying tracks across each other
-without logical connection, there's no way for advtrains to know whether
-rails cross each other.
-
-Rail crossings in interlocking systems are always one single track
-section, which in most cases has 4 TCBs adjacent.
-
-\includegraphics[width=5cm]{5_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-51-25.png}
-
-The procedure is quite similar to the one for long sections: First,
-create two track sections for the branches, and then use the ``Join''
-function to merge both sections into one.
-
-\subsubsection{Deleting and re-adding single TCBs to a section}
-
-In some occasions, for example when you remove a siding or a crossover,
-it can be necessary to unassign a TCB from a track section. There
-are multiple ways to do this:
-\begin{itemize}
-\item In the TCB form, click the ``Remove from section'' button
-\item In the track section form, first select the TCB in the list and then
-click ``Unlink selected TCB''
-\end{itemize}
-The result is that the TCB shows ``End of Interlocking'' and the
-section does not list the TCB as an endpoint anymore.
-
-The other case is adding a siding or a crossover, in which case one
-or more TCBs still show ``End of Interlocking'' although they should
-be part of a section:
-\begin{itemize}
-\item Go to another TCB that is registered in the track section and click
-``Update near TCBs''
-\item If that did not work, follow the procedure of creating a long track
-section
-\end{itemize}
-
-\subsubsection{Dissolving sections}
-
-If you made a mistake setting up something and you don't see any other
-way to fix a misconfigured track section, you can always delete it
-using the ``Dissolve section'' button. This operation removes the
-track section and sets all TCBs that previously belonged to the section
-as ``End of Interlocking''. This will always work and lets you start
-over new with setting up track sections.
-
-\subsection{Interlocking patterns}
-
-Have a look at the following images. They show you how you can set
-up sections so that reasonable train moves are possible.
-
-You should settle on a naming scheme for your sections. This way,
-you can determine the source of an issue faster
-
-\section{Signals and routes}
-
-Signals are appliances that can give instructions to trains. That
-can be the permission to proceed, a speed restriction, or other information.
-
-There are 2 types of signals:
-\begin{itemize}
-\item Static signals always display the same information to the train. This
-can be a speed restriction (or the end of one), a disallowal to proceed
-as shunt move or similar things. In most cases, these are signs.
-\item Dynamic signals are what most people would call a ``signal''. Its
-function is to inform trains about whether and at which speed they
-can proceed into the next section safely.
-\end{itemize}
-
-\subsection{Signal Influence Point}
-
-Every signal is associated to a track on which the instruction should
-be followed. Signals are usually placed right next to the track on
-the right side. Human observers do know then that the signal belongs
-to the track left of it, however, train safety systems (like the one
-in advtrains) can not.
-
-This is the reason why a so-called ``influence point'' needs to
-be assigned to any signal that should actually give instructions to
-trains, should the driver (if even there is one) fail to recognize
-the instructions.
-
-Depending on the signal and the mod that adds the signal, there are
-different ways to configure this. Signals integrated into advtrains
-behave as follows:
-\begin{itemize}
-\item Static signals and all red-green light signals from core advtrains
-that are not assigned to a TCB can be configured by holding the ``Use''
-key and then right-clicking the signal
-\item All signals that are assigned to a TCB can be configured by first
-right-clicking them, then selecting ``Influence Point'' in the signalling
-formspec.
-\end{itemize}
-The small formspec that opens allows you to set and later view or
-clear the Influence Point. To set the influence point, click the ``Set''
-button, face towards the signal and punch a rail about 2m in front
-of the signal. A small marker will be shown, indicating success. To
-cancel setting an influence point, punch anything other. (note that
-then the influence point remains unset, regardless of its previous
-state)
-
-The advtrains-internal train safety system ensures that the train
-always obeys any restrictions imposed by signals, if (and only if)
-the influence point is set properly.
-
-\subsection{Signal Aspects}
-
-While static signals are mainly used for speed restrictions, the interesting
-ones are variable signals. Of course, you can always control any variable
-signal by traditional means (mesecons, digiline, right-click) if the
-signal allows it, but that misses the point of this interlocking system.
-
-A signal aspect is a piece of information that a signal shows to the
-train driver. It contains information about whether and at what speed
-the driver may proceed at the signal.
-
-Every signal, both static and dynamic ones, imposes a certain aspect
-to trains passing the signal. For static signals, this is always the
-same aspect, such as ``Proceed at speed of 8'' or ``Shunt moves
-may not pass''. Dynamic signals, however, can display multiple different
-aspects. The default for them is always as restrictive as possible,
-mostly ``Halt!''.
-
-You should know that both static and dynamic signals use exactly the
-same properties for signal aspects. There is no difference in the
-meaning of the aspect definitions.
-
-In the following sections, we will talk about main signals. By this,
-we mean a variable signal that can display both a ``Danger'' aspect
-(trains are not allowed to proceed) and at least one ``Proceed''
-aspect (train may proceed as train/shunt move, with optional speed
-restriction), which act as an ``entry signal'' for one or multiple
-routes.
-
-\subsection{Train moves and Shunt Moves}
-\begin{itemize}
-\item A ``Train move'' is a train that is running, going to run on or
-coming from a main line between stations, passing through or stopping
-at a station. Train moves can expect that there are no obstacles on
-the route and they can proceed at the maximum permitted speed of the
-line. This is the regular operation mode for trains. Shunt signals
-have no meaning for train moves.
-\item A ``Shunt move'' is a train that moves within a station and/or is
-coupling or decoupling wagons or engines. A shunt move may never leave
-a station except into a siding. Also, shunt moves may drive at a maximum
-speed of 6 speed units, because it is usually not ensured that the
-path is free of obstacles. (however, advtrains ensures that every
-route is free of railway vehicles, even shunt routes)
-\end{itemize}
-There are also 2 general types of signals: Main signals and Shunt
-signals. While main signals have a meaning for all types of trains,
-Shunt signals only have to be followed by shunt moves. Usually, Shunt
-signals that are on a train move route are set to a Proceed aspect
-as well.
-
-When a train reverses, its mode automatically changes to ``shunt
-move'' until it passes a main signal that shows ``Proceed as train
-move'', which is usually designated by a green light. From this point
-on, it can accelerate to maximum permitted speed.
-
-Some main signals, like the ones from the Ks signals mod included
-by default, can also display ``Proceed as shunt move'', which is
-designated by 2 white lights along with the red light. Once a train
-passes this signal, it becomes a shunt move.
-
-\subsection{The concept of routes}
-
-A so-called route is a locked path between two main signals, which
-locks all turnouts in the correct position. Its purpose is to offer
-a train a path on which it can safely proceed without interfering
-with any other train. A route always incorporates and locks one to
-multiple track sections, starting with the one that lies directly
-behind the ``entry'' signal.
-
-Example: Imagine a station with 2 platforms on a single track running
-line. We are looking at signal A. You probably want trains coming
-from the right to go into platform 1 or into platform 2, so you need
-to program 2 routes.
-
-\includegraphics[width=7cm]{6_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_route_ex1.png}
-
-This leads us to the most important aspect of route programming: Routes
-always start at a signal (A) and end at a signal facing in the \textbf{same
-direction} (D and E), not at an opposite-facing signal (B and C).
-There are only few exceptions, we'll cover this later.
-
-When you set a route to make a train proceed on it, the interlocking
-system ensures that:
-\begin{itemize}
-\item There are no rail vehicles on the route
-\item All turnouts are set to the correct position and it is impossible
-to move them
-\item No other routes can be set that would in any way conflict with this
-route
-\end{itemize}
-For this to work, you need to specify all track sections the train
-will pass along, as well as the positions of all turnouts that need
-to be locked. Those are not only the turnouts that lay directly on
-the train's route, but also some turnouts on adjacent tracks, the
-so-called flank protection.
-
-The purpose of flank protection is to prevent runaway trains and/or
-wagons to pass into a route. This is achieved by setting nearby turnouts
-to a position that points ``away'' from the route. Example:
-
-\includegraphics[width=7cm]{7_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_route_ex2.png}
-
-The upper turnout, of course, needs to be locked in straight (normal)
-position, while the lower one is not relevant for the route itself.
-But what if the lower turnout was set to the diverging (reverse) position
-and the driver of another train approaching signal B fails to see
-the red light? This train would crash into the first one. To minimise
-danger, that other train would need to be routed towards signal D.
-
-There are, of course, situations, where both positions of a turnout
-would conflict with a route equally. In those situations, there's
-nothing you can do and no flank lock needs to be set.
-
-\subsection{Assigning main signals to TCBs}
-
-Main signals in the advtrains interlocking system are positioned -
-like in real life - at the border of track sections, because routes
-also start and end there. For advtrains to know from which signal
-which routes can be set, you need to assign the signal to a TCB.
-
-To do this, perform the following steps:
-\begin{enumerate}
-\item If not already happened, set up a TCB (you don't need to, but are
-advised to, configure track sections there)
-\item Place the signal a few meters in front of the TCB, so that trains
-stopping at the signal do never pass the TCB
-\item Locate the side of the TCB which points in the direction that trains
-will proceed past the signal, as shown in the figure below.
-\item Right-click the TCB, and click ``Assign a signal'' on this side.
-\item Punch the signal.
-\end{enumerate}
-\includegraphics[width=8cm]{8_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_assign_signal.png}
-
-If you haven't set an influence point for the signal yet, the influence
-point formspec automatically opens.
-
-You can assign a signal to each side of a TCB. This is, for example,
-useful when creating block sections on a bi-directional main running
-line.
-
-Only main signals can ever be assigned to TCBs, because static ones
-can either not display ``Danger'' or do not permit to proceed at
-all.
-
-\subsection{Shunt routes}
-
-\textbf{The information in this section is subject to future change
-because of safety issues!}
-
-Operating railways is not all about driving trains around. Coupling,
-decoupling and moving single engines, wagons or groups of wagons across
-a station, called shunting, also plays an important role.
-
-Remember what we said about routes: There must be no rail vehicles
-on the route. So what if you have some goods wagons ready on a siding,
-and want to couple an engine to it? You can not set a regular route
-into the siding, because it is occupied.
-
-The solution is to program a second route into the siding, but with
-the difference that it already ends at the rear-facing signal of it,
-so it doesn't include the siding section itself:
-
-\includegraphics[width=7cm]{9_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_route_ex3.png}
-
-The Sht2 route then needs to show a shunt aspect, which instructs
-the driver to proceed slowly and watch out for vehicles on the route.
-See later on for how to set this up.
-
-Shunt routes like this are, so far, the only exception to the ``Routes
-should end at a signal facing the same direction'' rule.
-
-\subsection{Route Release}
-
-In early real-life interlocking systems, routes either had to be cancelled
-by the signalman after the train had passed the route, or there was
-a single release contact at the end of the route. However, as interlocking
-systems evolved and the position of trains is now roughly known by
-the track sections, portions of the route can be freed as soon as
-the train has left the corresponding section.
-
-AdvTrains has chosen a modern approach to route releasing. Each turnout
-lock is associated to a track section belonging to the route's path.
-Once the train leaves this section, all assigned locks are also freed.
-
-Please note that reversing a train outside of stations is not only
-discouraged, but also very dangerous, because even real-world interlocking
-system do not expect this. There is a clear, human-sense rule that
-you should never reverse the driving direction of a train while on
-a main line or on a turnout. Else, you can be considered a terrorist.
-(quote from professional!)
-
-\subsection{Programming a route}
-
-The route programming procedure is quite straightforward if you've
-read the previous sections and understood how routes should be set.
-
-Routes always start at a main signal. You must have assigned the signal
-to a TCB, as described earlier.
-
-When you right-click the main signal, it no longer changes its aspect.
-Instead, a formspec pops up, showing you an (empty) list of routes
-with the possibility to set them or to create new routes. Click the
-``Create new route'' button to start programming a new route.
-
-The form closes, and an arrow is displayed on the TCB. You are now
-in ``Route Programming'' mode, programming the first track section
-of the route. Now:
-\begin{itemize}
-\item Put any turnouts you need to lock in the correct position (e.g. by
-right-clicking them). This includes flank protection.
-\item Punch them. This makes a marker with a blue lock symbol appear.
-\item If you punch a turnout again, or punch the marker, you can remove
-the lock again.
-\item When you've locked all turnouts in the current section, go to and
-punch the TCB that is the border to the next track section the train
-proceeds into.
-\end{itemize}
-Depending on the situation, you are now offered some possibilities
-to proceed:
-\begin{itemize}
-\item Click the ``Advance to next section'' button if your route consists
-of more sections with turnouts to lock, and you need to continue programming.
-Follow the above steps to set locks for the next section.
-\end{itemize}
-Once you've clicked the ``Advance'' button, the lock markers change
-to a red lock symbol, telling they can't be changed anymore. Repeat
-the above procedure until you are ready to complete the programming
-procedure:
-\begin{itemize}
-\item Click the ``Finish route HERE'' button when you've set up the locks
-for the last track section of the route and punched the final TCB
-(the one with the next signal). You will be asked for a route name
-and your route will be saved.
-\item The ``Finish route at end of NEXT section'' button (third button)
-is an useful quickhand to make the route proceed one more section.
-Using this button is equivalent to first clicking the ``Advance''
-button, then flying to the end of the next track section and finishing
-the route there. You can not (officially) set turnout locks in the
-final section using this method.
-\end{itemize}
-A few hints:
-\begin{itemize}
-\item If you accidentally advanced the route wrongly, you can use the ``Step
-back one section'' button to undo this.
-\item If you want to stop programming the entire route without saving it,
-use the ``Cancel route programming'' button.
-\item The third button is especially useful for programming simple block
-sections on a main running line, since you can stay at the starting
-signal (punch starting TCB and select third button).
-\item If a route should end in a dead end, you MUST use the ``Finish in
-NEXT section'' button, because there is no final TCB that you could
-punch.
-\item The third button does NOT work on sections with more than 2 exits,
-because the system won't be able to determine the final TCB of the
-route then.
-\end{itemize}
-
-\subsection{Route information screen}
-
-\includegraphics[width=10cm]{10_home_moritz_Home_Projekte_Minetest_minetest_____lyx_img_Bildschirmfoto_2019-01-15_19-28-09.png}
-
-This is the screen that appears when you click ``Edit Route''. It
-lets you change the route name and delete the route. Also, it shows
-a summary of the route and its elements.
-
-The route summary lists information per track section on the route,
-so the line starting with ``1'' is the first section of the route.
-
-The ARS rule list and its purpose is explained later.
-
-\subsection{Specifying signal aspects}
-
-By default, newly programmed routes show an aspect that comes closest
-to ``Proceed at maximum speed''. However, it can be desirable to
-change this behavior, like when the route passes a diverging turnout,
-the train should be signalled to drive slower, or the route is a shunt
-route and therefore only ``Shunting allowed'' should be shown.
-
-This is the purpose of the ``Change Aspect'' button in the route
-info screen.
-
-Signal aspects in advtrains consist of 4 sections: main (Information
-for train moves), dst (Distant signal information, not implemented
-yet), shunt (Information for shunt moves) and info (additional information,
-currently not in use).
-\begin{itemize}
-\item Train may proceed as train move at maximum speed: ``main: free, speed
--1''
-\item Train may proceed as train move at speed of 8: ``main: free, speed
-8''
-\item Train may proceed as shunt move: ``shunt: free''
-\end{itemize}
-There's a field in the ``shunt'' part of signal aspects that is
-not displayed in the GUI, but is of potential interest to developers
-of signal addons: shunt.proceed\_as\_main.
-\begin{itemize}
-\item A train move can always become a shunt move by passing a signal that
-shows ``Halt for train moves, shunting permitted''
-\item A shunt move can only pass a signal saying ``Proceed as train move,
-shunting not permitted'' when proceed\_as\_main is true.
-\end{itemize}
-The property is used by the Limit Of Shunt sign, where proceed\_as\_main
-is set to false. Shunt moves have to stop in front of it, while train
-moves are signalled ``Proceed''. Regular main signals that show
-``green'' have the field set to true, so that all trains can pass
-it.
-
-\section{Interlocking system operation}
-
-Setting up the interlocking for a portion of a railway network requires
-some time, experience and planning, but once done, there's not much
-to do anymore to make trains run on your, now safer, railway. This
-section covers some useful practices to route trains across your network.
-
-At the moment, routes can either be set by clicking the signal or
-via LuaATC, or by using the ``Remote Routesetting'' button from
-the Onboard Computer. It is planned to control this via a ``signal
-box'' view based on the currently broken itrainmap.
-
-\subsection{Train Safety System}
-
-The Train Safety System, called ``LZB'' in the code (from the german
-term Linienzugbeeinflussung, although this is a completely different
-system), ensures that trains obey any restrictions imposed by signals
-when influence points are set. This way, it is not possible to pass
-signals at danger or to bypass speed restrictions.
-
-It is possible to overrun red signals, if a route is cancelled while
-a train is approaching. Real interlocking systems use a mechanism
-called Approach locking for this, however, as of now, there's no similar
-system in this mod. If a red signal is overrun, the train brakes using
-emergency brake (``BB'') and can not be moved any further. You should
-then examine the situation and drive the train backwards out of the
-section.
-
-\subsection{Simple route setting and cancelling}
-
-To set a route, simply right-click the signal, select a route and
-click ``set route''. If there are no conflicts, the signal turns
-green and the train is allowed to proceed.
-
-It may be possible that the route can not be set, because one or more
-other routes conflict with the current one, or a section is blocked.
-In this case, the signal stays red, and the conflicting item is shown
-in the formspec. As soon as the conflict is resolved (by cancellation
-or release of the conflicting route, or the section becoming free),
-the requested route will be set and the signal turns green.
-
-If a route is either requested or set, it can be cancelled from the
-signalling formspec. This means that all turnouts and sections are
-released, and the signal reverts back to red. This of course only
-works when the train has not passed the signal yet. There is no mechanism
-for Approach Locking.
-
-\subsection{Automatic Working}
-
-Block signals on main running lines usually only have a single route
-to set, the one proceeding along the main line. Their purpose is only
-to show whether there are trains in the next section. So, it would
-be convenient if this only route would set itself again after a train
-passed.
-
-This is what Automatic Working is for. Set a route, click ``Enable
-Automatic Working'', and as soon as a train passes, the route is
-automatically re-set.
-
-This function is nearly identical to SimSig automatic signals. It
-can also be useful on a line with high traffic, when there's a low-frequented
-access to a siding. You'd enable automatic working for the main route
-and cancel it only when you need a train to go into the siding.
-
-\subsection{Automatic Route Setting (ARS)}
-
-As interlocking systems evolved, the goal always was to offload work
-from the human to the system, automating things. Modern interlocking
-systems can automatically set routes based on a pre-programmed routing
-table for each particular train. Since one outstanding feature of
-Advtrains is it's high degree of automation, it has a similar system
-to automatically set routes for a train depending on certain parameters.
-
-Every train in Advtrains has 2 internal properties that can be set
-through the Onboard Computer of every engine in the train, the ``Line''
-and the ``Routing Code''
-\begin{itemize}
-\item The ``Line'' property is supposed to distinguish trains of multiple
-lines that share a track.
-\item The ``Routing Code'' property is supposed to tell the target of
-a train or which route it should take to reach the target
-\end{itemize}
-Examples:
-
-\includegraphics{11_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_arslin_ex1.png}
-
-Both lines share the section between Blackbirdshire and Parktown.
-To divert them again, they can save their line number in the ``Line''
-field.
-
-\includegraphics{12_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_arslin_ex2.png}
-
-Some trains should go to B, some to C, the direction can be set with
-a routing code.
-
-One single routing code should not contain spaces. You can set multiple
-routing codes by just separating them with spaces in the Routing Code
-field. So, ``Stn Ori'' would be matched by ARS rules either containing
-``Stn'' or ``Ori''. This does not work for lines.
-
-\subsubsection{Writing ARS Rules}
-
-Every route of every signal can be given a set of ARS rules. A single
-ARS rule can either match a line or a routing code (combinations,
-e.g. and's, are not yet supported). The first rule in the first route
-that matches any of the properties of the train is selected, and that
-route is set for the train.
-
-\includegraphics{13_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_ars_ex1.png}
-
-You can add an asterisk (``{*}'') to the ARS rules of one route.
-That route then becomes the default route.
-
-If no explicit ARS rule matches the train, then the default route
-is chosen and set. If there is no default route, nothing happens and
-the signal remains red.
-
-\subsubsection{Using ARS}
-
-In contrast to Automatic working, where the route is re-set immediately
-after the train passed, ARS sets the route only when the train approaches
-the signal, e.g. is just about to start braking in front of it.
-
-At any place where one of the following things take place, you should
-use the ARS system in favor of Automatic Working:
-\begin{itemize}
-\item A main line diverts into 2 or more lines: Using ARS, you can direct
-the trains along the line where they should go
-\item Two or more main lines join into one: You cannot use automatic working
-here, because all routes are tried to be set at the same time and
-it is a matter of luck which one ``wins''. In a bad situation, you
-have a train coming from A, but it cannot proceed because Signal B
-has won the ``route race'' into the shared section, even if there's
-no train coming from B. Using ARS, by just specifying the ``default
-route'' by a {*}, the inward route is only set when a train approaches.
-\item Complex intersections, which are probably a combination of the above
-two
-\item sometimes-used branching tracks on which only certain trains (with
-certain routing code or line) should head off, like the entrance to
-a factory where only one specific goods train should drive in.
-\end{itemize}
-In the route overview, you can see some information on the ARS settings:
-All routes that have ARS rules are highlighted red, the ``default
-route'' is highlighted green.
-
-ARS does not affect signals which already have a route set, and signals
-which are operating under ``Automatic Working''.
-
-\section{Final notes}
-
-The interlocking system is mainly finished, though there are still
-some plans and ideas. They include:
-\begin{itemize}
-\item Signalbox panels, as revival of itrainmap
-\item Distant signals
-\item On-Train head-up display for oncoming signals (they have something
-like this in Czech Republic, I forgot how it's called.)
-\end{itemize}
-Apart from this, there's the large oncoming project of a new timetable-based
-train automation system, but this will take some time to evolve and
-is out of the scope of this document.
-
-If you have any suggestions, corrections, improvements, criticism
-or cute kittens and stuff, you can always contact me by various means
-(Forum PM, E-Mail (orwell@bleipb.de), Linuxworks server chat a.s.o.).
-Have fun!
-
-- orwell
-\end{document}