#Advanced Train Signals Block

23 messages · Page 1 of 1 (latest)

twin moss
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All i need is a bunch of signal blocks!!!!!!

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isnt it op

novel aspen
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what would they do?

opal matrix
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maybe they mean something similar as #1270836253151068251

summer storm
zealous forge
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Semaphores work too

astral heath
lusty scaffold
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As an aside having path and distant signals being seperate signals would be good.

fresh remnant
# novel aspen what would they do?

overriding schedule speeds would be a nice feature.
Always a little scary to have a train up at 40-50% speed for traveling the 3k blocks from something to then also be blasting around a station at that 40-50% speed. An advanced signal that limited the train's maximum speed to a value within a set zone could be kind of unique

novel aspen
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speed limits were something we discussed

zealous forge
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Speed limits can already be done? Just add a station where you want it to slow down, add a marker in your schedule with that station and the new speed after it

neat swan
# zealous forge Speed limits can already be done? Just add a station where you want it to slow d...

This is pretty clunky to use. It bloats schedules up unnecessarily. For example, in my smp I have a train route that goes back and forth between 2 stations, with a station between them on each journey. However, due to the track sections being so different in height, curviness and the local terrain, I need to adjust the maximum speed often so it still looks good when the train rolls by, without being too slow. This 4 step schedule is, thanks to the current way of waypoints and speed adjustments, 24 steps long.

hasty pebble
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Yeah, having to rely on stations for that is just a bad idea. It'd be good to have moments of speed control for certain lengths or sections of tracks like the signalling system does it

twin moss
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like a signal box type

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a 3d things

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*thing

opal matrix
tidal jay
neat swan
# tidal jay If there is going to be a block to change speed of a train passing over it. It s...

I mean, the API for that is already there. Schedules have the option to adjust train speed after a station or waypoint. So if there is a speed limiter block, that would just need to be bound to the track like a station or signal, set the percentile value using a slider GUI as if it was a funnel, and lastly any train passing it will adopt this max speed, behaving as if this was a waypoint that just got passed and the schedule said speed needs to be reduced/increased. Manual trains can just have the player increase the max speed again like normal.
The one single problem I see here is that on crossings, sometimes a train needs to go the diverging way, and sometimes it needs to go straight. In both cases the speed limiter would make the train go slower, because it doesn't know the train schedule nor the path the train will take - but that could be adjusted with a filter item, or better yet by filtering for the train name

tidal jay
neat swan