Instead the waiting trains need to query the signal for a free path once in a while, and that doesn’t happen every simulation tick. Meanwhile, path signals don’t release a block. These train networks are set up using and abusing behaviours of the signals, where block signals release other trains into the block as soon as a train leaves the block. You may have seen the OpenTTDCoop style of hyper-optimised games, where hundreds of trains run in perfect lock-step sync, with very close distances between trains. This myth comes from a misunderstanding, caused by over-simplified explanations about ways block signals can be better in some special situations. There is a myth about path signals, that they slow the game down, or put excessive load on multiplayer servers. This means more trains can go through the same area at a time. Other trains can still go into the same area, as long as they won’t touch the reserved pieces of track. When a train wants to pass a path signal, the path signal finds a way to where the train is going, and blocks off (reserves) just those pieces of track. When a train wants to pass a block signal, the train asks the block signal to find all other signals on the other side, and turn them to red. It was the only type of signal in the original game, and if we removed them, then old saved games would stop working.Īs for why path signals are generally better than block signals, the reason is that path signals don’t reserve entire blocks, but only pieces of track. The simple answer is, because they always were there. One question would then be, if path signals are better, why are block signals then in the game? The reason for hiding the block signals by default is to make it easier to choose a signal.įor almost all players, path signals are the easier choice, that will cause fewer issues in your network. This is the one change in version 12 that has by far caused the most questions everywhere, so let’s talk a bit more about it, and show some examples of simple signal setups for path signals. It was implemented in pull request #8688, for those who want to see the development history. Of course, any other suggestions and comments are welcome.In OpenTTD version 12, we changed rail signals building UI only shows the Path Signal types by default. So: If someone finds any mistakes - just point them out. Especially when it comes to some technical terms, for example "signal block", I'm wondering if I used the right ones. I just finished the translation - but I'm not sure whether my english is correct troughout the whole article. Since I got a little time on my hand, I tried to translate it into english, so more people can make use of it. It seems that a lot of people think this is a useful article. Today, I found the time to have a look at my website stats and was quite amazed that the tutorial has genereated much more traffic than I assumed. When I was finished, I realised that it was quite useful, so I published it on my website. Because of this, I started to write a Tutorial for myself. The best source around seemed to be the OpenTTD wiki. So I started to look for a nice and clean tutorial/explanation on it, but couldn't manage to find one. About a year ago, I was quite confused by all the new and old signals in OpenTTD.
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