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Semaphore replacement in sims

You are here: Home > Forum > Wishlist > Features wish list > Semaphore replacement in sims

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Semaphore replacement in sims 20/11/2012 at 23:49 #37857
jc92
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3690 posts
before i begin this a couple of points:
[ul]
  • I know SimSig is an IECC platform and can only go so far to recreate manual signalling

  • I know there are exceptions to the following where non TCd areas and level crossings are concerned



  • ok so here goes... This is a very anal request i am making, but strictly speaking, a semaphore signal should be replaced to danger after the passage of a train once the last vehicle has passed the signal concerned. to this end, should all semaphores which are simulated have rear wheel replacement rather than being replaced as soon as the TC in advance occupied to simulate this? (not accounting for slack working :whistle: )

    "We don't stop camborne wednesdays"
    Last edited: 20/11/2012 at 23:49 by jc92
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    Semaphore replacement in sims 21/11/2012 at 09:56 #37870
    Signalhunter
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    177 posts
    Surely, to be pedantic, semaphore signals should have T.O.R.R disabled? The bobby should have to put them back.
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    Semaphore replacement in sims 21/11/2012 at 10:02 #37873
    Stephen Fulcher
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    2084 posts
    Many sims now have the option to disable TORR - I know North Wales Coast does.

    There are many ground signals already simulated in numerous SimSig sims that have last wheel replacement, so the ability to do this already exists.

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    Semaphore replacement in sims 21/11/2012 at 10:04 #37875
    jc92
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    3690 posts
    indeed Cscot and NWC both have the option to disable TORR, but the aspect still drops back as the driver passes it. rear wheel replacement is definetely possible as carlisle and gloucester both utilise it
    "We don't stop camborne wednesdays"
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    Semaphore replacement in sims 21/11/2012 at 10:22 #37878
    Stephen Fulcher
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    2084 posts
    I like this idea and have raised it with Karl for NWC.
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    The following users said thank you: jc92, headshot119
    Semaphore replacement in sims 21/11/2012 at 12:03 #37886
    Danny252
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    1461 posts
    Perhaps to up the "pedantic" level a bit, you could throw in Home Normal controls on those AB instruments?
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    Semaphore replacement in sims 21/11/2012 at 12:54 #37893
    Colourlight
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    117 posts
    I may be pedantic (whatever that means) but before the developers rush around trying to make the signal go back to danger when the last vehicle has passed it, there are actually two occasions when you don,t do that. One is where there are facing points ahead of the signal, it is replaced when the last vehicle has passed the facing points. And the other is on a goods or pemissive line when the signal is returned to danger when the leading cab is past the signal. The fact is some people are trying to replicate the real railway in Simsig and it is not always practicable,possible or even desirable to do so.
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    Semaphore replacement in sims 21/11/2012 at 15:41 #37920
    jc92
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    3690 posts
    " said:
    I may be pedantic (whatever that means) but before the developers rush around trying to make the signal go back to danger when the last vehicle has passed it, there are actually two occasions when you don,t do that. One is where there are facing points ahead of the signal, it is replaced when the last vehicle has passed the facing points. And the other is on a goods or pemissive line when the signal is returned to danger when the leading cab is past the signal. The fact is some people are trying to replicate the real railway in Simsig and it is not always practicable,possible or even desirable to do so.
    see my original bullet points, covering both the issues you have raised.

    Also the rule regarding facing points does not apply if the TC protecting the points has been occupied

    "We don't stop camborne wednesdays"
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