NSW Double Light Colour Signal
Beschreibung
NSW Double Light Colour Light signals, as used in the Sydney, NSW, suburban rail system. A port of my Tpf2 mod, rebuilt and optimised for Tpf3. Available from 1924 onwards. These signals can change aspects to indicate turnouts and block occupancy ahead.
Controlled Signals use the native game’s Stop/Proceed authority. When the game clears the signal, the Controlled Signal shows Caution (the next signal may be at Stop), Medium (the next signal is clear but may show a more restrictive aspect) or Full Clear, according to the signal ahead. Great for use as a Home or Starter Signal. Protect junctions with these signals. Available on the left and right sides of the track.
Controlled Turnout Signals use the native game’s Stop/Proceed authority. When the game clears the Controlled Turnout Signal, it can indicate Caution, Medium or Full Clear. In addition, if the train is being diverted, the signal can display Caution Turnout (the train is being diverted to another track, and the next signal may be at Stop) or Medium Turnout (the train is being diverted, and the next signal is not at Stop). Use these where trains may be diverted to another track. Available on the left and right sides of the track.
The Low Speed Signal is controlled by the native game. When cleared, it displays red/red with the small green light illuminated. This is useful for trains approaching dead-end sidings and terminal platforms.
Automatic Signals are used to create blocks on unidirectional track between your interlockings. Automatic Signals can be recognised by their lower signal head, which is offset to one side of the upper head. As the signals ahead clear, the signal cycles through the aspects from Stop to Caution to Medium to Full Clear. Available on the left side of the track only.
Controlled and Turnout signals offer Left/Right placement. All four signal types offer One-Way Yes/No. The pack does not impose additional speed restrictions.
Known issues
Signal Distance compatibility — fixed in revision 27. The conflict that caused lights to appear detached from their signal posts has been resolved. NSW signals now stay at their original positions when Signal Distance is enabled. Existing affected signals may need to be demolished and placed again after updating.
If there is an unprotected junction ahead of an Automatic Signal, the Auto will display a Stop indication. If there is no movement conflict, the train will pass the Auto at Stop. I’m still trying to figure this out. Tip: ensure your junctions are protected by one of the Controlled Signals.
Sometimes, as a train approaches, the signals may cycle through different aspects for no apparent reason. I’m still trying to resolve this.
Signals are positioned farther from the track centre to provide clearance for passing trains. As a result, the game’s sound barriers may obstruct them. To keep signals visible, lay a ballast-only or invisible track beside the running line and attach the sound barrier to that track instead.
Occasionally, attempting to replace an existing signal may produce a “Not Compatible” error. If this happens, demolish the existing signal and place the new signal in its position.
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