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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}