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Signal failures

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Signal failures 13/05/2013 at 12:12 #44677
Rickurd
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I have noticed on a couple of sims, that if a signal fails right in front of a train it will always stop at that signal, even if it was doing at 125 mph, surely the train would SPAD in real life due to not enough stopping distance
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Signal failures 13/05/2013 at 12:37 #44678
clive
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2789 posts
Geoff decided long ago that, as a policy matter, we don't do SPADs and accidents. Yes, that means occasional unrealistic behaviour.
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Signal failures 13/05/2013 at 12:56 #44680
Rickurd
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128 posts
" said:
Geoff decided long ago that, as a policy matter, we don't do SPADs and accidents. Yes, that means occasional unrealistic behaviour.
Ah right, I knew there must have been some reason behind it

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Signal failures 13/05/2013 at 13:09 #44681
jc92
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3690 posts
" said:
I have noticed on a couple of sims, that if a signal fails right in front of a train it will always stop at that signal, even if it was doing at 125 mph, surely the train would SPAD in real life due to not enough stopping distance

the same when you throw a signal back in a trains face becuase theres a wrong route set.

" said:
Geoff decided long ago that, as a policy matter, we don't do SPADs and accidents. Yes, that means occasional unrealistic behaviour.
unless you force a SPAD via the F11 menu (with several associated bugs).

"We don't stop camborne wednesdays"
Last edited: 13/05/2013 at 13:10 by jc92
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Signal failures 13/05/2013 at 15:46 #44694
Temple Meads
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" said:
Geoff decided long ago that, as a policy matter, we don't do SPADs and accidents. Yes, that means occasional unrealistic behaviour.
Although on sims with F11 it is possible for the player to "simulate" accidents and SPAD's with use of the "pause train" and "pass next signal irrespective of aspect" buttons.

Username TIM in multiplayer
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Signal failures 13/05/2013 at 15:51 #44695
GeoffM
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" said:
unless you force a SPAD via the F11 menu (with several associated bugs).
Care to share?

SimSig Boss
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Signal failures 13/05/2013 at 23:39 #44706
Aurora
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183 posts
" said:
I have noticed on a couple of sims, that if a signal fails right in front of a train it will always stop at that signal, even if it was doing at 125 mph, surely the train would SPAD in real life due to not enough stopping distance

Can also happen when a train enters a sim with the first signal in front of it at stop. Example: Southampton sim. A train is stopped (or delayed) at Southampton Airport Parkway as a new train enters from Eastleigh. Running at around 80 or 90 mph it'll get down into I think the 60s before it is "standing at signal x".

Must admit I've wondered if there should be an enforced pause to a SPADed train although you'd say in my example, the driver wouldn't have accelerated to that high a speed in the first place so wouldn't be fair to penalise the player for that because that's just how the SimSig system works with the entry of the train.

Nil.
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Signal failures 14/05/2013 at 05:13 #44709
GeoffM
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6377 posts
" said:
Must admit I've wondered if there should be an enforced pause to a SPADed train although you'd say in my example, the driver wouldn't have accelerated to that high a speed in the first place so wouldn't be fair to penalise the player for that because that's just how the SimSig system works with the entry of the train.
In the newer sims you get the adverse change of aspect message and a delay while the driver changes his trousers phones his control to report the incident. This can be avoided by letting the driver phone in to report a wrong route, though of course there will be a delay while the signal times out.

SimSig Boss
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Signal failures 14/05/2013 at 05:43 #44710
Stephen Fulcher
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" said:
" said:
unless you force a SPAD via the F11 menu (with several associated bugs).
Care to share?
I seem to remember a multiplayer game a while ago where the "pass next signal irrespective of aspect" command was used on the Up somewhere near Camden Junction and the train concerned passed every signal at danger until it reached the blocks at Euston.

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Signal failures 14/05/2013 at 08:29 #44712
kbarber
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1743 posts
" said:
" said:
" said:
unless you force a SPAD via the F11 menu (with several associated bugs).
Care to share?
I seem to remember a multiplayer game a while ago where the "pass next signal irrespective of aspect" command was used on the Up somewhere near Camden Junction and the train concerned passed every signal at danger until it reached the blocks at Euston.

'Lamp or controls'?

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Signal failures 14/05/2013 at 10:37 #44715
Firefly
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Quote:
'Lamp or controls'?
Ticket Working

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Signal failures 14/05/2013 at 14:28 #44720
clive
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2789 posts
" said:
" said:
Geoff decided long ago that, as a policy matter, we don't do SPADs and accidents. Yes, that means occasional unrealistic behaviour.

unless you force a SPAD via the F11 menu (with several associated bugs).
That's passing with authority, which isn't what I was referring to.

I'm not aware of any specific bugs on this; can you provide details?

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Signal failures 14/05/2013 at 23:46 #44740
jc92
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3690 posts
" said:
" said:
" said:
Geoff decided long ago that, as a policy matter, we don't do SPADs and accidents. Yes, that means occasional unrealistic behaviour.

unless you force a SPAD via the F11 menu (with several associated bugs).
That's passing with authority, which isn't what I was referring to.
it isnt worded that way. its worded "pass signal irrespective of next aspect, and the follow up details are:

  • keep going

  • stop and report to signal box (with choice of overun distance)

  • stop at next signal and report to signal box


this strikes me as being a SPAD (or operating incident) rather than authorising a train past in the F2 menu
" said:

I'm not aware of any specific bugs on this; can you provide details?
when the train overuns in this way it never moves again - ill need to play with this a bit, but if i remember when i last checked it, it SPADed then reported run out of valid track and refused to move again.

"We don't stop camborne wednesdays"
Last edited: 14/05/2013 at 23:47 by jc92
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Signal failures 15/05/2013 at 00:25 #44741
GeoffM
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6377 posts
" said:
" said:
" said:
unless you force a SPAD via the F11 menu (with several associated bugs).
Care to share?
when the train overuns in this way it never moves again - ill need to play with this a bit, but if i remember when i last checked it, it SPADed then reported run out of valid track and refused to move again.
Ok, I can see there seems to be a problem with overrun distance. Odd that nobody's reported it until now. What are the other problems?

SimSig Boss
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