Train fever: how the signals work and what to do

ChienAboyeur

SasqWatch
Joined
March 29, 2011
Messages
6,265
In Train Fever, the signals work in an usual way.

Here are simple rules to help build a network.

First rule: a line usually follows the shorter (faster path) It is a key feature that must be remembered when designing a network.

The Signals: when are they taken into account?
When they are located at the right side of the track when the train progresses on the track.

The signals: what do they do?

Signals do two things:

-they separate a track in segments to indicate the presence of a train in the next segment. When a train is present on the next segment, the following train stops, waiting for clearance.

-they ascribe a value of direction to the line (one way/two way line) Very important.

The design of a network is composed with these principles.

Example: two stations belong to a track ring. Making a line between the two stations is by default a two way line since going the ring measures more than the distance than one of its segments.

Example: one way line only exists within a ring/loop. If there are not two ways to join a station, then a one way signal is ignored. And the line remains by default a two way line.

Now the big part:
Ingoing and outgoing directions:

Ingoing: means that when facing, a train enters the line with a signal on the right side of the track.

Outgoing: the other direction.

One single train occupies a track at one time.
Consequence: a line is either ingoing or outgoing relatively to a train at a time.

This is a core principle.
By default, a line is first ingoing and then outgoing.

Effects of the signal:

Lines are computed to be the shortest and the fastest.
As a result, as soon a signal is placed along a track, it downgrades the speed of the line (signals introduce a potential loss of time as it is assumed several trains are going to travel the line and then trains are going to stop at a signal)

Effects on double track: when two points are connected by double tracks, placing a signal on the track travelled by the line pushes the line on the side track.

Consequences on passing overs: passing overs are used to enable trains coming from opposite directions to pass each other over.

Usually this is solved by using Y tracks or X tracks. But they do not exist in this game that relies on lines instead.

How to build a pass over and how it works:

Place and connect the sidings as usual.
Note which side the line follows.
180° rotation
place a signal on the right side of the siding track that the line does not follow
180° rotation
place a signal on the right side of the siding track that the line follows.

As a result, the line is split into two segments that are both only ingoing directions.

What happens is the following:

In a configuration with a double track running from South to North.
The line by default runs from South to North, then from North to South.
By placing a signal on the other siding track, the segment is made running from North to South first and then from South to North.
When placing a signal on the track that the line follows, this line is pushed on the other track. Which contains a signal that pushes it back to the first track in the siding.
Contradictory configuration: the line is supposed to be running at the same time from South to North first and North to South first.
As a result, each side of the line is assigned one value in direction only.

Stations with several platforms:

A three platform station is either a three platform station or a two platform plus one platform station.

When all the platforms are connected to each other through three tracks running one next to the other, it is a three platform station.
When the third station is kept independent, then it is the other case.

As seen, everytime a signal is placed on a track followed by a line, it pushes that line toward a track running next to it. A line might be split over three tracks.

And so on.
 
Last edited:
Joined
Mar 29, 2011
Messages
6,265
Back
Top Bottom