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* Adding Train ID to Onboard Computer formspec so we know what the Train ID is ↵erstazi2024-08-08
| | | | without LuaATC
* Fix incorrect speed indicator; include routing info in text HUDY. Wang2024-08-08
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* Rework graphical train HUD codeY. Wang2024-08-08
| | | | | | | | | | | | | | | - A basic texture manipulation API is added; currently this is only a (selected) subset of texture modifiers provided by MT; the goal is to avoid writing (potentially incorrect) texture strings by hand; - The graphical HUD code is cleaned up; in particular, most code used for generating texture patterns are moved to texture.lua so that the code can be used outside of the HUD; - Inactive elements are given the darkslategray background. A basic unittest is added; however, it needs to be expanded for better coverage. Reported-by: Lars Müller <appgurulars@gmx.de>
* Remove superfluous train_id check from reverse_lookuprelease-2.4.4orwell2024-08-01
| | | | Reported by Sebastien F4GRX, thank you!
* Fix crossing bell positional stereo1F616EMO2024-08-01
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* Fix for broken get_trains_at, fixing LuaATC/Lines Scheduler executionorwell2024-05-06
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* Fix use_texture_alpha for tracksY. Wang2024-02-25
| | | | | | | | | | | | | | | | The use of textures with transparent pixels (for the default tracks: the "features" on the track) without specifying use_texture_alpha (at least for the mesh drawtype) has been deprecated in a PR from August 2020[1] (i.e. since 5.4.0[2]) and removed in the latest dev version[3]. As a consequence, regular tracks are now rendered with black markers at the same position where e.g. the blue (Lua)ATC marker would be found. This commit fixes the issue by enabling use_texture_alpha by default for all tracks. [1] https://github.com/minetest/minetest/pull/10122 [2] https://dev.minetest.net/Changelog#5.3.0_.E2.86.92_5.4.0 [3] https://github.com/minetest/minetest/pull/13929
* Add chatcommand and luaatc function to get global_slowdownorwell2024-02-06
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* Set maximum train length and prevent coupling if it would exceedorwell2023-12-20
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* advtrains_techage: Liquid infotext display needs to be added in corerelease-2.4.3orwell962023-07-20
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* Fix path_invalidate_ahead after recent commitorwell962023-07-01
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* Occupation system: store multiple indices for the same train, introduce ↵orwell962023-06-24
| | | | reverse_lookup_sel() to select appropriate index out of multiple based on a heuristic
* Add function to get wagon in train from indexorwell962023-05-27
| | | | | Can be used to determine which wagon is at a certain world position Testing: use debugitems.lua
* Make selection boxes of track nodes largerBlockhead2023-04-12
| | | | | | | This reduces the difficulty of having to point at the centre of the correct track node, and hopefully does not prevent placing tracks in more than a couple of cases. Three-way turnouts on an angle may be an exception but they may be worth it. User feedback is needed.
* Report coordinates of wagons with unregistered prototypesY. Wang2023-04-12
| | | | Related issue: https://forum.minetest.net/viewtopic.php?p=414307#p414307
* On_Joinplayer: fix train ID check for attachment updateorwell962022-06-13
| | | | Previously, statement was always false because train_id is no longer in the luaentity
* Fix new wagon positioning when wheel positions are asymmetric, and remove ↵orwell962022-02-24
| | | | leftover train.debug
* Wagons: Add two-pos wheel positioning logic for more realistic look of long ↵orwell962022-02-09
| | | | | | wagons Adds field "wheel_positions" in wagon definition
* atc_reset(): Removed unused string parameter and also clear ATC autocouple ↵orwell962021-12-31
| | | | | | flag (Cpl) Fixes H#189 and H#190
* Automatically group wagons and locomotives based on definition valuesMaverick27972021-12-29
| | | | | | | | | Based on the advtrains wiki groups: Type Group Classifier - Locomotives: group:at_loco is_locomotive = true - Controllable: group:at_control seat_groups.dstand - Passengers: group:at_pax seat_groups.pass - Freight: group:at_freight has_inventory = true
* Fix speed sign allowing v>max_speedY. Wang2021-12-16
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* Trivial fixup for train decoupling regressionrelease-2.4.1ywang2021-11-20
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* Interlocking: Correct duplicate influence points semi-automaticallyrelease-2.4.0orwell962021-11-14
| | | | Searches and deletes duplicate influence points for the same signal when "Influence Point" formspec is opened.
* Add more unit tests, fix broken unit testGabriel Pérez-Cerezo2021-11-09
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* New-Ks: minor additions/corrections to ywang's work:orwell962021-11-08
| | | | | | - Add sign for line speed 20 (else no way to return to max line speed once set) - When no distant signal info available (default), Ks displays green light (2 sections free) - Normal and wall signals again signal maximum speed (persistent restriction can be given via line speed nouw)
* Add documentation on signal aspectsywang2021-11-07
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* Make train HUD check for existing speed restrictionsywang2021-11-07
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* Support different types of speed restrictions; add documentationywang2021-11-07
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* On-Track Collision system: Fix train teleportation when using ↵orwell962021-11-04
| | | | | | split_at_index() from LuaATC Issue was that train thought it would collide with the newly added back portion although it was already long past this train. Added additional check that current train index is not further than the collision point.
* LuaATC: Add Mesecons LuaATC Controller (similar to Mesecons Luacontroller)orwell962021-11-02
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* Coupler types: Better output when there are no couplers on a wagonorwell962021-10-25
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* Coupling: Add concept of coupler types, allow coupling only when coupler ↵orwell962021-10-25
| | | | types match
* Train Coupling: Change behavior so that train direction of initiating train ↵orwell962021-10-25
| | | | is kept, add ATC Cpl command
* Disable position-based collision and coupling system for very short trains ↵orwell962021-07-07
| | | | (such as single minecarts) to solve #155
* Rework train same-track collision system and deterministic couplingorwell962021-07-07
| | | | | | | - Adds a separate collision system for trains sharing a path - Moved some coupling-related code to couple.lua and refactor it - Handle coupling in a way that the initiating train always keeps its ID - As a side effect, engine has its direction reversed after coupling
* Shutdown callback: don't save advtrains save files when MT crashed within ↵orwell962021-07-07
| | | | advtrains's main step
* Make the collision mode configurableGabriel Pérez-Cerezo2021-06-30
| | | | | | | | If the advtrains_forgiving_collision setting is set to true, then the train only collides with nodes that do not have normal drawtype. Otherwise the old behavior is restored. This change is being made because there were users and mods relying on the old behavior, such as the railroad_paraphernalia mod's track blocker.
* Train-World collisions: Collide only with 'normal'-drawtype nodes.orwell962021-06-29
| | | | | | | As per discussion on the forum (https://forum.minetest.net/viewtopic.php?p=396745#p396745), changes the train-world collision logic to make trains only collide with nodes that are solid cubes. This allows for more creative freedom, but shifts the responsibility of building realistic railways to the players. In the future, a more sophisticated environment collision system might be invented, but this is low-priority and should be optional to save CPU.
* Entity Damage: Correct sign entity nameorwell962021-06-29
| | | | Reported by VanessaE
* Trains splitting: retain important properties (door state, line, texts etc)orwell962021-05-22
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* Serialization: strip trailing \r also in nodedb callbackrelease-2.3.1orwell962021-05-07
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* Deregister player from train on death in all cases (fixes #119)release-2.3.0orwell962021-04-25
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* Prevent splitting trains when they're off track (fixes #178)orwell962021-04-25
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* Fix undeclared globals warnings (#176)orwell962021-04-25
| | | | Reported by Vanessa Dannenberg
* Add /at_whereis command to check the position of a train.Gabriel Pérez-Cerezo2021-04-10
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* Remove sounds = default.sound_stone_defaults() as default is no longer a ↵orwell962021-04-04
| | | | dependency
* Make mesecons_switch a proper optional dependency (H#175)Blockhead2021-03-31
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* Use mono font to ATC rail command fieldshlqkj2021-03-22
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* Do not crash when operating signals without interlockingBlockhead2021-03-22
| | | | | The default set of signals were crashing when operated by right-clicking or mesecons when advtrains_interlocking was not enabled.
* Replace deprecated depends.txt's by mod.conf and organize dependencies ↵orwell962021-03-13
| | | | consistently, add modpack.conf
span> id="Q1-1-0"></a> <!--l. 22--><p class="noindent" >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 &#8220;railway interlocking&#8221; on the internet. <!--l. 28--><p class="noindent" >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 &#8220;Proceed&#8221;. 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. <!--l. 37--><p class="noindent" >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. <!--l. 42--><p class="noindent" >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. <!--l. 46--><p class="noindent" >If you are looking for a place to learn how real-world interlocking systems work, have a look at &#8220;SimSig&#8221;. 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. <!--l. 52--><p class="noindent" > <a id="x1-3r2"></a> <!--l. 52--><p class="noindent" ><span class="ecsx-1200">2</span> <span class="ecsx-1200">Setting</span> <span class="ecsx-1200">up</span> <span class="ecsx-1200">track</span> <span class="ecsx-1200">sections</span> <a id="Q1-1-0"></a> <!--l. 54--><p class="noindent" >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. <!--l. 59--><p class="noindent" >A track section often covers: <ul class="itemize1"> <li class="itemize">A section on a main running line, between two signals </li> <li class="itemize">A single turnout </li> <li class="itemize">A rail crossing, or a set of turnouts acting as a double/single slip switch </li> <li class="itemize">A siding</li></ul> <!--l. 67--><p class="noindent" >You will find some examples on how to interlock certain patterns later. <!--l. 69--><p class="noindent" > <a id="x1-4r1"></a> <!--l. 69--><p class="noindent" ><span class="ecsx-1200">2.1</span> <span class="ecsx-1200">Track</span> <span class="ecsx-1200">Circuit</span> <span class="ecsx-1200">Breaks</span> <a id="Q1-1-0"></a> <!--l. 71--><p class="noindent" >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. <!--l. 75--><p class="noindent" >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. <!--l. 79--><p class="noindent" >Setting up a TCB works as follows: <ol class="enumerate1" > <li class="enumerate" id="x1-6x1">Place a TCB node somewhere near the place where the circuit break is going to be located. </li> <li class="enumerate" id="x1-8x2">Right-click the TCB node </li> <li class="enumerate" id="x1-10x3">Punch the rail which should act as TCB</li></ol> <!--l. 86--><p class="noindent" >The result should look like this: <!--l. 88--><p class="noindent" ><img src="0_home_moritz_Home_Projekte_Minetest_minetest_m___s_assets_lyx_img_screenshot_20180830_142551.png" alt="PIC" > <!--l. 90--><p class="noindent" >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: <!--l. 93--><p class="noindent" ><img src="1_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-26-35.png" alt="PIC" > <!--l. 95--><p class="noindent" >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 &#8220;End of interlocking&#8221;. This means that there is no track section set up at this place. <!--l. 101--><p class="noindent" >You should repeat this procedure once again a few meters away from the first TCB to create a second TCB on the same track. <!--l. 104--><p class="noindent" ><img src="2_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-32-48.png" alt="PIC" > <!--l. 106--><p class="noindent" >Once you have both bordering TCBs set up, you can now create the actual track section. To do this: <ol class="enumerate1" > <li class="enumerate" id="x1-12x1">Right-click one of the TCBs </li> <li class="enumerate" id="x1-14x2">Locate the correct side (A or B) to create the track section </li> <li class="enumerate" id="x1-16x3">Click &#8220;Create interlocked Track Section&#8221; in the formspec on the chosen side.</li></ol> <!--l. 114--><p class="noindent" >Now, the text on the formspec has changed. It shows something like this: <!--l. 117--><p class="noindent" ><img src="3_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-27-25.png" alt="PIC" > <!--l. 119--><p class="noindent" >Clicking &#8220;Show Track Section&#8221; brings up another formspec: <!--l. 121--><p class="noindent" ><img src="4_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-28-32.png" alt="PIC" > <!--l. 123--><p class="noindent" >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&#8217;s only one, head over to <a href="#x1-17r2">2.2<!--tex4ht:ref: subsec:Long-track-sections, --></a>. You should now select a name for the track section, to identify it later. <!--l. 128--><p class="noindent" >The same procedure is applicable when you create a turnout track section, except that you have to set up three or more TCBs. <!--l. 131--><p class="noindent" >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. <!--l. 142--><p class="noindent" > <a id="x1-17r2"></a> <!--l. 142--><p class="noindent" ><span class="ecsx-1200">2.2</span> <span class="ecsx-1200">Long</span> <span class="ecsx-1200">track</span> <span class="ecsx-1200">sections,</span> <span class="ecsx-1200">crossings</span> <span class="ecsx-1200">and</span> <span class="ecsx-1200">other</span> <span class="ecsx-1200">edge</span> <span class="ecsx-1200">cases</span> <a id="Q1-1-0"></a> <!--l. 144--><p class="noindent" > <a id="x1-18r1"></a> <!--l. 144--><p class="noindent" ><span class="ecsx-1000">2.2.1</span> <span class="ecsx-1000">Very</span> <span class="ecsx-1000">long</span> <span class="ecsx-1000">track</span> <span class="ecsx-1000">sections</span> <a id="Q1-1-0"></a> <!--l. 146--><p class="noindent" >If you try to set up a track section that is longer than 1000 nodes, advtrains won&#8217;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: <ol class="enumerate1" > <li class="enumerate" id="x1-20x1">Go to the second TCB (the one that wasn&#8217;t recognized). It should show &#8220;End of Interlocking&#8221; on the relevant side. </li> <li class="enumerate" id="x1-22x2">Click &#8220;Create interlocked track section&#8221;. The section created will be different from the one that is already present. </li> <li class="enumerate" id="x1-24x3">In the track section overview, click &#8220;Join into other section&#8221; </li> <li class="enumerate" id="x1-26x4">Go back to the first TCB, bring up the Track Section overview screen of the first track section and click &#8220;Join with ???&#8221;</li></ol> <!--l. 160--><p class="noindent" >The other, missing TCB should now appear in the list. If you accidentally started such a joining procedure, click the &#8220;X&#8221; button on the right. <!--l. 164--><p class="noindent" > <a id="x1-27r2"></a> <!--l. 164--><p class="noindent" ><span class="ecsx-1000">2.2.2</span> <span class="ecsx-1000">Rail</span> <span class="ecsx-1000">crosses</span> <a id="Q1-1-0"></a> <!--l. 166--><p class="noindent" >Since rail crosses are created by laying tracks across each other without logical connection, there&#8217;s no way for advtrains to know whether rails cross each other. <!--l. 170--><p class="noindent" >Rail crossings in interlocking systems are always one single track section, which in most cases has 4 TCBs adjacent. <!--l. 173--><p class="noindent" ><img src="5_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-51-25.png" alt="PIC" > <!--l. 175--><p class="noindent" >The procedure is quite similar to the one for long sections: First, create two track sections for the branches, and then use the &#8220;Join&#8221; function to merge both sections into one. <!--l. 179--><p class="noindent" > <a id="x1-28r3"></a> <!--l. 179--><p class="noindent" ><span class="ecsx-1000">2.2.3</span> <span class="ecsx-1000">Deleting</span> <span class="ecsx-1000">and</span> <span class="ecsx-1000">re-adding</span> <span class="ecsx-1000">single</span> <span class="ecsx-1000">TCBs</span> <span class="ecsx-1000">to</span> <span class="ecsx-1000">a</span> <span class="ecsx-1000">section</span> <a id="Q1-1-0"></a> <!--l. 181--><p class="noindent" >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: <ul class="itemize1"> <li class="itemize">In the TCB form, click the &#8220;Remove from section&#8221; button </li> <li class="itemize">In the track section form, first select the TCB in the list and then click &#8220;Unlink selected TCB&#8221;</li></ul> <!--l. 189--><p class="noindent" >The result is that the TCB shows &#8220;End of Interlocking&#8221; and the section does not list the TCB as an endpoint anymore. <!--l. 192--><p class="noindent" >The other case is adding a siding or a crossover, in which case one or more TCBs still show &#8220;End of Interlocking&#8221; although they should be part of a section: <ul class="itemize1"> <li class="itemize">Go to another TCB that is registered in the track section and click &#8220;Update near TCBs&#8221; </li> <li class="itemize">If that did not work, follow the procedure of creating a long track section</li></ul> <!--l. 202--><p class="noindent" > <a id="x1-29r4"></a> <!--l. 202--><p class="noindent" ><span class="ecsx-1000">2.2.4</span> <span class="ecsx-1000">Dissolving</span> <span class="ecsx-1000">sections</span> <a id="Q1-1-0"></a> <!--l. 204--><p class="noindent" >If you made a mistake setting up something and you don&#8217;t see any other way to fix a misconfigured track section, you can always delete it using the &#8220;Dissolve section&#8221; button. This operation removes the track section and sets all TCBs that previously belonged to the section as &#8220;End of Interlocking&#8221;. This will always work and lets you start over new with setting up track sections. <!--l. 211--><p class="noindent" > <a id="x1-30r3"></a> <!--l. 211--><p class="noindent" ><span class="ecsx-1200">2.3</span> <span class="ecsx-1200">Interlocking</span> <span class="ecsx-1200">patterns</span> <a id="Q1-1-0"></a> <!--l. 213--><p class="noindent" >Have a look at the following images. They show you how you can set up sections so that reasonable train moves are possible. <!--l. 216--><p class="noindent" >You should settle on a naming scheme for your sections. This way, you can determine the source of an issue faster <!--l. 219--><p class="noindent" > <a id="x1-31r3"></a> <!--l. 219--><p class="noindent" ><span class="ecsx-1200">3</span> <span class="ecsx-1200">Signals</span> <span class="ecsx-1200">and</span> <span class="ecsx-1200">routes</span> <a id="Q1-1-0"></a> <!--l. 221--><p class="noindent" >Signals are appliances that can give instructions to trains. That can be the permission to proceed, a speed restriction, or other information. <!--l. 224--><p class="noindent" >There are 2 types of signals: <ul class="itemize1"> <li class="itemize">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. </li> <li class="itemize">Dynamic signals are what most people would call a &#8220;signal&#8221;. Its function is to inform trains about whether and at which speed they can proceed into the next section safely.</li></ul> <!--l. 234--><p class="noindent" > <a id="x1-32r1"></a> <!--l. 234--><p class="noindent" ><span class="ecsx-1200">3.1</span> <span class="ecsx-1200">Signal</span> <span class="ecsx-1200">Influence</span> <span class="ecsx-1200">Point</span> <a id="Q1-1-0"></a> <!--l. 236--><p class="noindent" >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. <!--l. 242--><p class="noindent" >This is the reason why a so-called &#8220;influence point&#8221; 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. <!--l. 247--><p class="noindent" >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: <ul class="itemize1"> <li class="itemize">Static signals and all red-green light signals from core advtrains that are not assigned to a TCB can be configured by holding the &#8220;Use&#8221; key and then right-clicking the signal </li> <li class="itemize">All signals that are assigned to a TCB can be configured by first right-clicking them, then selecting &#8220;Influence Point&#8221; in the signalling formspec.</li></ul> <!--l. 258--><p class="noindent" >The small formspec that opens allows you to set and later view or clear the Influence Point. To set the influence point, click the &#8220;Set&#8221; 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) <!--l. 266--><p class="noindent" >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. <!--l. 270--><p class="noindent" > <a id="x1-33r2"></a> <!--l. 270--><p class="noindent" ><span class="ecsx-1200">3.2</span> <span class="ecsx-1200">Signal</span> <span class="ecsx-1200">Aspects</span> <a id="Q1-1-0"></a> <!--l. 272--><p class="noindent" >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. <!--l. 277--><p class="noindent" >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. <!--l. 281--><p class="noindent" >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 &#8220;Proceed at speed of 8&#8221; or &#8220;Shunt moves may not pass&#8221;. Dynamic signals, however, can display multiple different aspects. The default for them is always as restrictive as possible, mostly &#8220;Halt!&#8221;. <!--l. 288--><p class="noindent" >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. <!--l. 292--><p class="noindent" >In the following sections, we will talk about main signals. By this, we mean a variable signal that can display both a &#8220;Danger&#8221; aspect (trains are not allowed to proceed) and at least one &#8220;Proceed&#8221; aspect (train may proceed as train/shunt move, with optional speed restriction), which act as an &#8220;entry signal&#8221; for one or multiple routes. <!--l. 299--><p class="noindent" > <a id="x1-34r3"></a> <!--l. 299--><p class="noindent" ><span class="ecsx-1200">3.3</span> <span class="ecsx-1200">Train</span> <span class="ecsx-1200">moves</span> <span class="ecsx-1200">and</span> <span class="ecsx-1200">Shunt</span> <span class="ecsx-1200">Moves</span> <a id="Q1-1-0"></a> <ul class="itemize1"> <li class="itemize">A &#8220;Train move&#8221; 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. </li> <li class="itemize">A &#8220;Shunt move&#8221; 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)</li></ul> <!--l. 314--><p class="noindent" >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. <!--l. 320--><p class="noindent" >When a train reverses, its mode automatically changes to &#8220;shunt move&#8221; until it passes a main signal that shows &#8220;Proceed as train move&#8221;, which is usually designated by a green light. From this point on, it can accelerate to maximum permitted speed. <!--l. 325--><p class="noindent" >Some main signals, like the ones from the Ks signals mod included by default, can also display &#8220;Proceed as shunt move&#8221;, which is designated by 2 white lights along with the red light. Once a train passes this signal, it becomes a shunt move. <!--l. 330--><p class="noindent" > <a id="x1-35r4"></a> <!--l. 330--><p class="noindent" ><span class="ecsx-1200">3.4</span> <span class="ecsx-1200">The</span> <span class="ecsx-1200">concept</span> <span class="ecsx-1200">of</span> <span class="ecsx-1200">routes</span> <a id="Q1-1-0"></a> <!--l. 332--><p class="noindent" >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 &#8220;entry&#8221; signal. <!--l. 339--><p class="noindent" >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. <!--l. 344--><p class="noindent" ><img src="6_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_route_ex1.png" alt="PIC" > <!--l. 346--><p class="noindent" >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 <span class="ecbx-1000">same direction </span>(D and E), not at an opposite-facing signal (B and C). There are only few exceptions, we&#8217;ll cover this later. <!--l. 351--><p class="noindent" >When you set a route to make a train proceed on it, the interlocking system ensures that: <ul class="itemize1"> <li class="itemize">There are no rail vehicles on the route </li> <li class="itemize">All turnouts are set to the correct position and it is impossible to move them </li> <li class="itemize">No other routes can be set that would in any way conflict with this route</li></ul> <!--l. 360--><p class="noindent" >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&#8217;s route, but also some turnouts on adjacent tracks, the so-called flank protection. <!--l. 366--><p class="noindent" >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 &#8220;away&#8221; from the route. Example: <!--l. 370--><p class="noindent" ><img src="7_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_route_ex2.png" alt="PIC" > <!--l. 372--><p class="noindent" >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. <!--l. 379--><p class="noindent" >There are, of course, situations, where both positions of a turnout would conflict with a route equally. In those situations, there&#8217;s nothing you can do and no flank lock needs to be set. <!--l. 383--><p class="noindent" > <a id="x1-36r5"></a> <!--l. 383--><p class="noindent" ><span class="ecsx-1200">3.5</span> <span class="ecsx-1200">Assigning</span> <span class="ecsx-1200">main</span> <span class="ecsx-1200">signals</span> <span class="ecsx-1200">to</span> <span class="ecsx-1200">TCBs</span> <a id="Q1-1-0"></a> <!--l. 385--><p class="noindent" >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. <!--l. 390--><p class="noindent" >To do this, perform the following steps: <ol class="enumerate1" > <li class="enumerate" id="x1-38x1">If not already happened, set up a TCB (you don&#8217;t need to, but are advised to, configure track sections there) </li> <li class="enumerate" id="x1-40x2">Place the signal a few meters in front of the TCB, so that trains stopping at the signal do never pass the TCB </li> <li class="enumerate" id="x1-42x3">Locate the side of the TCB which points in the direction that trains will proceed past the signal, as shown in the figure below. </li> <li class="enumerate" id="x1-44x4">Right-click the TCB, and click &#8220;Assign a signal&#8221; on this side. </li> <li class="enumerate" id="x1-46x5">Punch the signal.</li></ol> <!--l. 401--><p class="noindent" ><img src="8_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_assign_signal.png" alt="PIC" > <!--l. 403--><p class="noindent" >If you haven&#8217;t set an influence point for the signal yet, the influence point formspec automatically opens. <!--l. 406--><p class="noindent" >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. <!--l. 410--><p class="noindent" >Only main signals can ever be assigned to TCBs, because static ones can either not display &#8220;Danger&#8221; or do not permit to proceed at all. <!--l. 414--><p class="noindent" > <a id="x1-47r6"></a> <!--l. 414--><p class="noindent" ><span class="ecsx-1200">3.6</span> <span class="ecsx-1200">Shunt</span> <span class="ecsx-1200">routes</span> <a id="Q1-1-0"></a> <!--l. 417--><p class="noindent" ><span class="ecbx-1000">The information in this section is subject to future change because of safety issues!</span> <!--l. 419--><p class="noindent" >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. <!--l. 423--><p class="noindent" >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. <!--l. 428--><p class="noindent" >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&#8217;t include the siding section itself: <!--l. 432--><p class="noindent" ><img src="9_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_route_ex3.png" alt="PIC" > <!--l. 434--><p class="noindent" >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. <!--l. 438--><p class="noindent" >Shunt routes like this are, so far, the only exception to the &#8220;Routes should end at a signal facing the same direction&#8221; rule. <!--l. 441--><p class="noindent" > <a id="x1-48r7"></a> <!--l. 441--><p class="noindent" ><span class="ecsx-1200">3.7</span> <span class="ecsx-1200">Route</span> <span class="ecsx-1200">Release</span> <a id="Q1-1-0"></a> <!--l. 443--><p class="noindent" >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. <!--l. 450--><p class="noindent" >AdvTrains has chosen a modern approach to route releasing. Each turnout lock is associated to a track section belonging to the route&#8217;s path. Once the train leaves this section, all assigned locks are also freed. <!--l. 454--><p class="noindent" >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!) <!--l. 461--><p class="noindent" > <a id="x1-49r8"></a> <!--l. 461--><p class="noindent" ><span class="ecsx-1200">3.8</span> <span class="ecsx-1200">Programming</span> <span class="ecsx-1200">a</span> <span class="ecsx-1200">route</span> <a id="Q1-1-0"></a> <!--l. 463--><p class="noindent" >The route programming procedure is quite straightforward if you&#8217;ve read the previous sections and understood how routes should be set. <!--l. 466--><p class="noindent" >Routes always start at a main signal. You must have assigned the signal to a TCB, as described earlier. <!--l. 469--><p class="noindent" >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 &#8220;Create new route&#8221; button to start programming a new route. <!--l. 474--><p class="noindent" >The form closes, and an arrow is displayed on the TCB. You are now in &#8220;Route Programming&#8221; mode, programming the first track section of the route. Now: <ul class="itemize1"> <li class="itemize">Put any turnouts you need to lock in the correct position (e.g. by right-clicking them). This includes flank protection. </li> <li class="itemize">Punch them. This makes a marker with a blue lock symbol appear. </li> <li class="itemize">If you punch a turnout again, or punch the marker, you can remove the lock again. </li> <li class="itemize">When you&#8217;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.</li></ul> <!--l. 487--><p class="noindent" >Depending on the situation, you are now offered some possibilities to proceed: <ul class="itemize1"> <li class="itemize">Click the &#8220;Advance to next section&#8221; 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.</li></ul> <!--l. 494--><p class="noindent" >Once you&#8217;ve clicked the &#8220;Advance&#8221; button, the lock markers change to a red lock symbol, telling they can&#8217;t be changed anymore. Repeat the above procedure until you are ready to complete the programming procedure: <ul class="itemize1"> <li class="itemize">Click the &#8220;Finish route HERE&#8221; button when you&#8217;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. </li> <li class="itemize">The &#8220;Finish route at end of NEXT section&#8221; button (third button) is an useful quickhand to make the route proceed one more section. Using this button is equivalent to first clicking the &#8220;Advance&#8221; 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.</li></ul> <!--l. 510--><p class="noindent" >A few hints: <ul class="itemize1"> <li class="itemize">If you accidentally advanced the route wrongly, you can use the &#8220;Step back one section&#8221; button to undo this. </li> <li class="itemize">If you want to stop programming the entire route without saving it, use the &#8220;Cancel route programming&#8221; button. </li> <li class="itemize">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). </li> <li class="itemize">If a route should end in a dead end, you MUST use the &#8220;Finish in NEXT section&#8221; button, because there is no final TCB that you could punch. </li> <li class="itemize">The third button does NOT work on sections with more than 2 exits, because the system won&#8217;t be able to determine the final TCB of the route then.</li></ul> <!--l. 527--><p class="noindent" > <a