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Workstation-locked signal controls

You are here: Home > Forum > Wishlist > Features wish list > Workstation-locked signal controls

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Workstation-locked signal controls 29/04/2023 at 20:58 #151626
TayViation
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For context: In a Simsig game today, a player wanted to join mid-way through the session, unwilling to communicate by Teamspeak, and complained about strictness of spectating ability. Of course, if the player wants to just watch the game, without joining the communications server, one may be concerned about them coming in and spoiling the game for others (setting signals, cancelling routes etc). I'm not saying they would've spoiled the game, but as a host you'd want to ensure the game is enjoyable for all signees.

This gave me the idea for a feature that would prevent this: only signals that are covered by a workstation are able to be controlled, set or cancelled by the workstation operator AND the simulation host (in case a player has issues). This would reduce the risk of any unwanted spoils, allow hosts to be more lenient when it comes to spectating-only and generally ensure signallers are signalling what they are supposed to.

Currently, workstation control only indicates who is responsible for a panel and redirecting phonecalls, but ensuring only that workstation's signals are controllable by the workstation operator would give this more functionality and create a better playing (and spectating) experience.

For unassigned workstations, they should only be controllable by the host since hosts cannot take workstations.

Let me know what people think and whether you would support an addition such as this.

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The following users said thank you: Nic_ola, i26
Workstation-locked signal controls 29/04/2023 at 21:06 #151627
pedroathome
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I can see what you're thinking, but I don't think it would be the right approach. I can see a few reasons why, if I was on a panel, I might be willing for the person working the adjacent position to me to be able to set, cancel routes etc, such as working around something which is taking all of my time in the corner of the workstation.

However, I can see merit in having the ability to allow someone to connect as a spectator only, and have no ability to control anything or anything with interacts with the simulation itself, but of course, still have the ability to send messages.

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The following user said thank you: TayViation
Workstation-locked signal controls 29/04/2023 at 21:09 #151628
TayViation
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Maybe an option for the host when accepting clients, maybe a checkbox for spectator-only?
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Workstation-locked signal controls 29/04/2023 at 21:12 #151629
Dionysusnu
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577 posts
I do hope, if this is added, that it is made an optional setting controlled by the host. It is still the more realistic case that anyone in the box could control any part in an emergency. It's definitely easier if a standby player acting as relief could cover an AFK assignment without having to go through the host forcibly removing the workstation control first. I also recall a situation in the manual for Strathfield where it was regular for a signaller to control a little outside their workstation: Quote:
Up main signal 390 belongs to Lidcombe panel, however you need it at stop to use 700 points. In real life, the Flemington signaller could cancel this signal when required under a “you pulled it, you reset it” arrangement.

Overall, the feature seems useful, and harmless as long as it's able to be toggled by the host.

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Workstation-locked signal controls 29/04/2023 at 21:15 #151630
pedroathome
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916 posts
Have added it as a suggestion as Mantis 38573 to allow a host to allow a client to join as spectator only.
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The following users said thank you: Dionysusnu, Nic_ola, TayViation, i26, elltrain3
Workstation-locked signal controls 29/04/2023 at 21:39 #151633
headshot119
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4869 posts
I appreciate there's been some strong feelings on both sides of tonight's debate in regards to access to a particular session, which has then lead on to this thread.

Let me tell you a story...

Many years ago, around 2008 - 2009 SimSig as a whole went through a spell of issues during multiplayer games, routes being set maliciously, cancelling signals, interposing interesting phrases into the TDs etc. The IP address of the perpetrator was soon tracked down, and circulated among the regular hosts of the time and they weren't welcome into future sessions.

Things calmed down and normal working was resumed for a time, until a couple of years later where the same general thing occurred.

Similar debates popped up each time, with the same sort of ideas that have come out already in this thread.

Out of those debates, SimSig provided the tools to deal with these problems.

Hamburger > Multiplayer > Client Connections > Client Commands (None - No logging, Log - Logs all commands clients execute to "SimSig LoaderX.log", Display - Show all client commands in the message window, Both - combines Log and Display)

If someone who has joined your session is then doing things they shouldn't be you can see this in the log file, or in the message window, and you can then take appropriate action such as removing them from your session.

Appreciating that there are no accusations against anyone tonight, but in general we are very lucky as an online community that the vast, vast majority of people play fair and respect each other when taking part in multiplayer sessions, and we don't run into the issues that other online communities suffer from.

As a team we feel the existing tools allow hosts to deal with the tiny amount of incidents that do take place, and any further features such as locking down workstations, spectator only (Outside of people connecting that do not own the simulation which is already in place) would be counterintuitive for a variety of reasons, and as such we don't intend to take any further action in relation to this.

"Passengers for New Lane, should be seated in the rear coach of the train " - Opinions are my own and not those of my employer
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The following users said thank you: Meld, JamesN, pedroathome, Dionysusnu, Hap, elltrain3, zacpartridge