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Railworks Signal Issues.....

Unread postPosted: Thu Aug 27, 2015 1:12 am
by tplowman91
Community,

This has been an on-going issue, and I am finally trying to come to terms on this. On a majority of all US routes, regardless of creator, it seems as if the signals just don't behave properly in railworks.

Examples:
1) A green indication, even though there isn't a train lined up.
2) Even though you have a meet setup in your scenario, you still are getting a "Clear" indication, until the AI comes into the block, where it will then go to Yellow, then red. You should have two yellows before your STOP indication. A Flashing Yellow, Solid Approach, then STOP. Sometimes I will get Clear, Approach, STOP, but this still isn't accurate.
3) As soon as a train passes a signal, especially an AI, it will switch to clear, but it should stay RED.
4) Sometimes I won't even get a STOP indication, just a clear. however, I know to stop there, because of the HUD.


Are there ways around this? Why is railworks like this when it comes to signals? Is it just me? Or is the developers of Railworks just not knowing what they're doing?

Essentially all the signal blocks are "Clear" unless a train is in the Block. This makes signalling very unrealistic.

Re: Railworks Signal Issues.....

Unread postPosted: Thu Aug 27, 2015 6:37 am
by buzz456
I don't quite understand. On the railroad near me all the signals are green when there are no trains around. What are you saying is not like it's supposed to be?

Re: Railworks Signal Issues.....

Unread postPosted: Thu Aug 27, 2015 8:09 am
by artimrj
It also depends on who wrote the scripts for the signals. There are also different rules for different roads. The ones I use do not have the flashing yellow first. It is green, yellow or red. That is CSXT style. They also do not change to green or yellow until the AI train leaves the block between signals. This is a pain if the signals are far apart.

Re: Railworks Signal Issues.....

Unread postPosted: Thu Aug 27, 2015 11:23 am
by tplowman91
Essentially, what I am trying to say is that these signals on ALL route's don't behave even close to being realistic. Let's say I pull into a siding, I will get a Diverging Clear, Approach, Stop. BOTH intermediates that gave me the approach indication are on both tracks, the only reason the OTHER signal (mainline signal) is showing "Approach" is because there is a train in the block approaching from the opposite direction. Otherwise it would just be clear. If you have a "STOP" indication in the Hole, or even on the main, you will still get an advance approach or approach limited aka flashing yellow or yellow/green depending on the railroad, of course, then APPROACH, then stop. Never will you get a diverging clear or clear, then approach, then stop. You are given two warnings before a STOP indication, on any US Railroad.


This isn't just the only problem, like I said before, sometimes I will have a "Diverging Clear" or "Clear" indication even though there is a meet setup. And I realized it's because the train is a few blocks away. All the Railworks signals are behaving more like ABS, more so than CTC. Sure, some lines will definately show clear aspects if they were intermediate, if the line is truly clear ahead of you, but a Control point signal will ALWAYS show RED unless a train is lined up.

Going down the trains at 90 MPH, passing a clear signal indication on Main 2, and on Main 1 to the left of you, it's also showing a Clear indication. This isn't accurate unless two trains are running in the same direction on both mainlines and they are lined up.

Re: Railworks Signal Issues.....

Unread postPosted: Thu Aug 27, 2015 12:06 pm
by Angelo
buzz456 wrote:I don't quite understand. On the railroad near me all the signals are green when there are no trains around. What are you saying is not like it's supposed to be?



I understand exactly what Tplowman is saying. Buzz, I am not sure if you have been to or closely observed any railroads on the West Coast, Amtrak SCAX, UP, BNSF territories all feature RED when block is energized but no train present. Signals never IDLE on a Clear EVER. They are either DARK or RED when a train is near the signal blocks.

Also Two approaches lead a Red, and in TS2015 this is never the case. It is super unrealistic to be running at 90mph pass a clear hit one approach and slow to authorized 60mph and next is a RED.

Secondly as soon as the player train passes its own signal it goes red as it should but a few seconds later as it exits the signal area by 50 feet it returns to CLEAR GREEN. Now I know this is wrong on any railroad in the USA.

Angelo

Re: Railworks Signal Issues.....

Unread postPosted: Thu Aug 27, 2015 12:43 pm
by BoostedFridge
tplowman91 wrote:This isn't just the only problem, like I said before, sometimes I will have a "Diverging Clear" or "Clear" indication even though there is a meet setup. And I realized it's because the train is a few blocks away. All the Railworks signals are behaving more like ABS, more so than CTC.


Tplowman91, I think you hit the nail on the head with this one. The signals definitely behave closer to ABS than CTC. That said, I don't think there is any easy fix for this, as the signal system seems to work around what the trains in game are programmed to do, and not the other way round.

Angelo wrote:Also Two approaches lead a Red, and in TS2015 this is never the case. It is super unrealistic to be running at 90mph pass a clear hit one approach and slow to authorized 60mph and next is a RED.


I agree its unrealistic, but I don't think there is much that we can do about it within the constraints of the current RW/TS game engine. Perhaps somebody who has made signals for this game can chime in.

Re: Railworks Signal Issues.....

Unread postPosted: Thu Aug 27, 2015 12:58 pm
by buzz456
Angelo wrote:
buzz456 wrote:I don't quite understand. On the railroad near me all the signals are green when there are no trains around. What are you saying is not like it's supposed to be?



I understand exactly what Tplowman is saying. Buzz, I am not sure if you have been to or closely observed any railroads on the West Coast, Amtrak SCAX, UP, BNSF territories all feature RED when block is energized but no train present. Signals never IDLE on a Clear EVER. They are either DARK or RED when a train is near the signal blocks.

Also Two approaches lead a Red, and in TS2015 this is never the case. It is super unrealistic to be running at 90mph pass a clear hit one approach and slow to authorized 60mph and next is a RED.

Secondly as soon as the player train passes its own signal it goes red as it should but a few seconds later as it exits the signal area by 50 feet it returns to CLEAR GREEN. Now I know this is wrong on any railroad in the USA.

Angelo

This varies widely from railroad to railroad. CN by me shows green all the time when there is no activity the EJ&E when I was growing up showed yellow unless a training was near(good for railfans and kids using the tracks) and if I remember right nothing lit onthe old Milwaukee if there was no activity.

Re: Railworks Signal Issues.....

Unread postPosted: Thu Aug 27, 2015 1:39 pm
by tplowman91
I agree its unrealistic, but I don't think there is much that we can do about it within the constraints of the current RW/TS game engine. Perhaps somebody who has made signals for this game can chime in.[/quote]


Perhaps the new TS2016 game engine will do something in regards to this issue. Or make it easier to actually adjust the signal indications via Scenario editor. I wish they'd release some more information on TS2016, and what it will bring us.

Re: Railworks Signal Issues.....

Unread postPosted: Thu Aug 27, 2015 1:51 pm
by BoostedFridge
tplowman91 wrote:I agree its unrealistic, but I don't think there is much that we can do about it within the constraints of the current RW/TS game engine. Perhaps somebody who has made signals for this game can chime in.



Perhaps the new TS2016 game engine will do something in regards to this issue. Or make it easier to actually adjust the signal indications via Scenario editor. I wish they'd release some more information on TS2016, and what it will bring us.[/quote]

I suspect that we would be waiting until the UE4 version of the sim before any core game changes would occur. Hopefully DTG gets the hint that this would make writing scenarios easier, as well as being more realistic in operation.

Re: Railworks Signal Issues.....

Unread postPosted: Thu Aug 27, 2015 2:44 pm
by tplowman91
BoostedFridge wrote:
tplowman91 wrote:I agree its unrealistic, but I don't think there is much that we can do about it within the constraints of the current RW/TS game engine. Perhaps somebody who has made signals for this game can chime in.



Perhaps the new TS2016 game engine will do something in regards to this issue. Or make it easier to actually adjust the signal indications via Scenario editor. I wish they'd release some more information on TS2016, and what it will bring us.


I suspect that we would be waiting until the UE4 version of the sim before any core game changes would occur. Hopefully DTG gets the hint that this would make writing scenarios easier, as well as being more realistic in operation.[/quote]




Can you explain exactly the difference between the current version and what UE4 is?

Re: Railworks Signal Issues.....

Unread postPosted: Thu Aug 27, 2015 3:38 pm
by BoostedFridge
tplowman91 wrote:
BoostedFridge wrote:Can you explain exactly the difference between the current version and what UE4 is?


Its difficult for me to be exact when it comes to discussing software that none of us have seen yet. :P

Train Simulator has used the 'TSX' game engine for the past several versions. There are updates and tweaks to the game every year that a new version is released. TS2015 to TS2016 will be the same. Sometime in the 2016 calendar year, a new version of Train Simulator (TS2017 perhaps?) will be released that will be based on a completely new game engine. This will mean that previous content is unlikely to be compatible, but on the upside, the game can potentially have a whole new set of 'rules' for physics and functionality. The graphics will undoubtedly be superior also. There is more on the UE4 version on the engine-driver website.

I hope that helps.

https://www.unrealengine.com/what-is-unreal-engine-4

Re: Railworks Signal Issues.....

Unread postPosted: Thu Aug 27, 2015 3:54 pm
by tplowman91
BoostedFridge wrote:
tplowman91 wrote:
BoostedFridge wrote:Can you explain exactly the difference between the current version and what UE4 is?


Its difficult for me to be exact when it comes to discussing software that none of us have seen yet. :P

Train Simulator has used the 'TSX' game engine for the past several versions. There are updates and tweaks to the game every year that a new version is released. TS2015 to TS2016 will be the same. Sometime in the 2016 calendar year, a new version of Train Simulator (TS2017 perhaps?) will be released that will be based on a completely new game engine. This will mean that previous content is unlikely to be compatible, but on the upside, the game can potentially have a whole new set of 'rules' for physics and functionality. The graphics will undoubtedly be superior also. There is more on the UE4 version on the engine-driver website.

I hope that helps.

https://www.unrealengine.com/what-is-unreal-engine-4




Why would they not update UE4 with TS2016... are what you trying to say is that the "PAID" version of the new TS2016 won't feature anything new?

Re: Railworks Signal Issues.....

Unread postPosted: Thu Aug 27, 2015 5:03 pm
by StrategyFirst
tplowman91 wrote:
BoostedFridge wrote:
tplowman91 wrote:
BoostedFridge wrote:Can you explain exactly the difference between the current version and what UE4 is?


Its difficult for me to be exact when it comes to discussing software that none of us have seen yet. :P

Train Simulator has used the 'TSX' game engine for the past several versions. There are updates and tweaks to the game every year that a new version is released. TS2015 to TS2016 will be the same. Sometime in the 2016 calendar year, a new version of Train Simulator (TS2017 perhaps?) will be released that will be based on a completely new game engine. This will mean that previous content is unlikely to be compatible, but on the upside, the game can potentially have a whole new set of 'rules' for physics and functionality. The graphics will undoubtedly be superior also. There is more on the UE4 version on the engine-driver website.

I hope that helps.

https://www.unrealengine.com/what-is-unreal-engine-4




Why would they not update UE4 with TS2016... are what you trying to say is that the "PAID" version of the new TS2016 won't feature anything new?

The TS2016 upgrade for past users is essentially just a UI update. If you are a newcomer (or want to pay again) you will get the new features. I'd recommend holding your money until the UE4 version comes out.

Re: Railworks Signal Issues.....

Unread postPosted: Thu Aug 27, 2015 6:58 pm
by CSX2057
I know a way how to setup red signals all the way. On the double track, hit one of the switches on the same line and both signals will turn red. Do it on each switches where there's a interchange from Track 1 to 2. Try that and should turn signals to red instead of green all the way similar to ctc. Might fix your problems.

Re: Railworks Signal Issues.....

Unread postPosted: Fri Aug 28, 2015 3:00 am
by tplowman91
CSX2057 wrote:I know a way how to setup red signals all the way. On the double track, hit one of the switches on the same line and both signals will turn red. Do it on each switches where there's a interchange from Track 1 to 2. Try that and should turn signals to red instead of green all the way similar to ctc. Might fix your problems.



Can you explain this a little better? Thanks.