Clean up assets

- HTML output files should be generated when needed; this is a code 
repository.
- Update gitignore to ignore hidden .directory and HTML output.
h137
ywang 2020-01-29 16:26:23 +01:00
parent d4d2649c8e
commit b6c58022b6
63 changed files with 24 additions and 339076 deletions

3
.gitignore vendored
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## Eclipse project files & directories
.project
.settings
.directory
assets/manual.html.LyXconv/**
assets/interlocking.html.LyXconv/**

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\expandafter\ifx\csname doTocEntry\endcsname\relax \expandafter\endinput\fi
\doTocEntry\tocsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {1}Introduction}}{3}\relax
\doTocEntry\tocsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {2}Setting up track sections}}{3}\relax
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\doTocEntry\tocsubsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {2.2}Long track sections, crossings and other edge cases}}{5}\relax
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\doTocEntry\tocsubsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {3.6}Shunt routes}}{9}\relax
\doTocEntry\tocsubsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {3.7}Route Release}}{10}\relax
\doTocEntry\tocsubsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {3.8}Programming a route}}{10}\relax
\doTocEntry\tocsubsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {3.9}Route information screen}}{11}\relax
\doTocEntry\tocsubsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {3.10}Specifying signal aspects}}{11}\relax
\doTocEntry\tocsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {4}Interlocking system operation}}{12}\relax
\doTocEntry\tocsubsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {4.1}Train Safety System}}{12}\relax
\doTocEntry\tocsubsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {4.2}Simple route setting and cancelling}}{12}\relax
\doTocEntry\tocsubsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {4.3}Automatic Working}}{13}\relax
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\doTocEntry\tocsubsubsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {4.4.1}Writing ARS Rules}}{13}\relax
\doTocEntry\tocsubsubsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {4.4.2}Using ARS}}{14}\relax
\doTocEntry\tocsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {5}Final notes}}{14}\relax
\par

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\expandafter\ifx\csname doTocEntry\endcsname\relax \expandafter\endinput\fi
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\doTocEntry\tocsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {3}Signals and routes}}{6}\relax
\doTocEntry\tocsubsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {3.1}Signal Influence Point}}{7}\relax
\doTocEntry\tocsubsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {3.2}Signal Aspects}}{7}\relax
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\doTocEntry\tocsubsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {3.10}Specifying signal aspects}}{11}\relax
\doTocEntry\tocsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {4}Interlocking system operation}}{12}\relax
\doTocEntry\tocsubsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {4.1}Train Safety System}}{12}\relax
\doTocEntry\tocsubsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {4.2}Simple route setting and cancelling}}{12}\relax
\doTocEntry\tocsubsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {4.3}Automatic Working}}{13}\relax
\doTocEntry\tocsubsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {4.4}Automatic Route Setting (ARS)}}{13}\relax
\doTocEntry\tocsubsubsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {4.4.1}Writing ARS Rules}}{13}\relax
\doTocEntry\tocsubsubsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {4.4.2}Using ARS}}{14}\relax
\doTocEntry\tocsection{}{\csname a:TocLink\endcsname{1}{Q1-1-0}{}{\numberline {5}Final notes}}{14}\relax

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\relax
\ifx\rEfLiNK\UnDef\gdef \rEfLiNK#1#2{#2}\fi
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\newlabel{subsec:Long-track-sections,}{{\rEfLiNK{x1-17r2}{2.2}}{\rEfLiNK{x1-17r2}{5}}}

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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
"http://www.w3.org/TR/html4/loose.dtd">
<html >
<head><title></title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<meta name="generator" content="TeX4ht (http://www.tug.org/tex4ht/)">
<meta name="originator" content="TeX4ht (http://www.tug.org/tex4ht/)">
<!-- html -->
<meta name="src" content="interlocking.tex">
<link rel="stylesheet" type="text/css" href="interlocking.css">
</head><body
>
<!--l. 18--><p class="noindent" >
<!--l. 18--><p class="noindent" ><span
class="ecsx-1728">Interlocking</span>
<span
class="ecsx-1728">System</span>
<span
class="ecsx-1728">Guide</span>
<div class="tabular"> <table id="TBL-1" class="tabular"
cellspacing="0" cellpadding="0"
><colgroup id="TBL-1-1g"><col
id="TBL-1-1"></colgroup><tr
style="vertical-align:baseline;" id="TBL-1-1-"><td style="white-space:nowrap; text-align:left;" id="TBL-1-1-1"
class="td00"></td></tr></table>
</div>
<a
id="x1-2r1"></a>
<!--l. 20--><p class="noindent" ><span
class="ecsx-1200">1</span> <span
class="ecsx-1200">Introduction</span>
<a
id="Q1-1-0"></a>
<!--l. 22--><p class="noindent" >In real-world railways, a so-called interlocking system is a set of railway signals and trackside equipment. Its purpose is to prevent
conflicting train movements which otherwise could result in derailing or colliding trains. If you want more information, just search for
&#8220;railway interlocking&#8221; on the internet.
<!--l. 28--><p class="noindent" >Real-world interlocking systems perform this task by setting routes. A route is a path along a track that a train can safely pass. To set a
route for a train, the signalman (the operator of a signal box) has to set switches (turnouts) to the correct position and lock them in order
to make a signal for a train show &#8220;Proceed&#8221;. In newer systems, this is done automatically by the interlocking system. A route can
not be set if switches are locked to a wrong position by another route or if any portion of the route is occupied by a
train.
<!--l. 37--><p class="noindent" >The interlocking system in this Minetest mod tries to follow real-world interlocking systems as far as applicable. It divides tracks into
track sections and implements a route setting mechanism following the same principle.
<!--l. 42--><p class="noindent" >However, for the sake of simplicity of implementation and usage, not all concepts of real-world interlocking have been taken over.
Especially, there is no mechanism for overlap.
<!--l. 46--><p class="noindent" >If you are looking for a place to learn how real-world interlocking systems work, have a look at &#8220;SimSig&#8221;. By looking at their simulations,
you can obtain experience on how to set up your own interlocking systems in AdvTrains. The SimSig glossary is a good place to look up
unknown terms in this document.
<!--l. 52--><p class="noindent" >
<a
id="x1-3r2"></a>
<!--l. 52--><p class="noindent" ><span
class="ecsx-1200">2</span> <span
class="ecsx-1200">Setting</span>
<span
class="ecsx-1200">up</span>
<span
class="ecsx-1200">track</span>
<span
class="ecsx-1200">sections</span>
<a
id="Q1-1-0"></a>
<!--l. 54--><p class="noindent" >In the real world, a line of track is divided into so-called track sections, or track circuits. Those systems often can not tell
where exactly a train is, but only which track sections it occupies. A route can never be set through an occupied track
section.
<!--l. 59--><p class="noindent" >A track section often covers:
<ul class="itemize1">
<li class="itemize">A section on a main running line, between two signals
</li>
<li class="itemize">A single turnout
</li>
<li class="itemize">A rail crossing, or a set of turnouts acting as a double/single slip switch
</li>
<li class="itemize">A siding</li></ul>
<!--l. 67--><p class="noindent" >You will find some examples on how to interlock certain patterns later.
<!--l. 69--><p class="noindent" >
<a
id="x1-4r1"></a>
<!--l. 69--><p class="noindent" ><span
class="ecsx-1200">2.1</span> <span
class="ecsx-1200">Track</span>
<span
class="ecsx-1200">Circuit</span>
<span
class="ecsx-1200">Breaks</span>
<a
id="Q1-1-0"></a>
<!--l. 71--><p class="noindent" >In this mod, you will not directly configure the locations of track sections. Instead, you designate the borders of each track section using a
special node, the Track Circuit Break, abbreviated TCB.
<!--l. 75--><p class="noindent" >For example, if you want to create a track section for a piece of a main running line, you set up two TCBs at the ends of this track
circuit.
<!--l. 79--><p class="noindent" >Setting up a TCB works as follows:
<ol class="enumerate1" >
<li
class="enumerate" id="x1-6x1">Place a TCB node somewhere near the place where the circuit break is going to be located.
</li>
<li
class="enumerate" id="x1-8x2">Right-click the TCB node
</li>
<li
class="enumerate" id="x1-10x3">Punch the rail which should act as TCB</li></ol>
<!--l. 86--><p class="noindent" >The result should look like this:
<!--l. 88--><p class="noindent" ><img
src="0_home_moritz_Home_Projekte_Minetest_minetest_m___s_assets_lyx_img_screenshot_20180830_142551.png" alt="PIC"
>
<!--l. 90--><p class="noindent" >Now you have assigned the TCB node to a rail. Right-click the TCB node once again. This will bring up a form which looks as
follows:
<!--l. 93--><p class="noindent" ><img
src="1_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-26-35.png" alt="PIC"
>
<!--l. 95--><p class="noindent" >You see that the form is divided in side A and side B. To designate where each side is, a marker is displayed on the rail. You can always
make this marker show up by punching the TCB node, and remove it by punching the marker. Both sides are shown as &#8220;End of
interlocking&#8221;. This means that there is no track section set up at this place.
<!--l. 101--><p class="noindent" >You should repeat this procedure once again a few meters away from the first TCB to create a second TCB on the same
track.
<!--l. 104--><p class="noindent" ><img
src="2_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-32-48.png" alt="PIC"
>
<!--l. 106--><p class="noindent" >Once you have both bordering TCBs set up, you can now create the actual track section. To do this:
<ol class="enumerate1" >
<li
class="enumerate" id="x1-12x1">Right-click one of the TCBs
</li>
<li
class="enumerate" id="x1-14x2">Locate the correct side (A or B) to create the track section
</li>
<li
class="enumerate" id="x1-16x3">Click &#8220;Create interlocked Track Section&#8221; in the formspec on the chosen side.</li></ol>
<!--l. 114--><p class="noindent" >Now, the text on the formspec has changed. It shows something like this:
<!--l. 117--><p class="noindent" ><img
src="3_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-27-25.png" alt="PIC"
>
<!--l. 119--><p class="noindent" >Clicking &#8220;Show Track Section&#8221; brings up another formspec:
<!--l. 121--><p class="noindent" ><img
src="4_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-28-32.png" alt="PIC"
>
<!--l. 123--><p class="noindent" >On the top, you see a list of all TCBs that border this track section. In your case, there should be two TCBs listed. If there&#8217;s only one,
head over to <a
href="#x1-17r2">2.2<!--tex4ht:ref: subsec:Long-track-sections, --></a>. You should now select a name for the track section, to identify it later.
<!--l. 128--><p class="noindent" >The same procedure is applicable when you create a turnout track section, except that you have to set up three or more
TCBs.
<!--l. 131--><p class="noindent" >The AdvTrains interlocking system allows you to add more TCBs after you have created a track section. This works without problems in
most cases. For example, you can easily insert a turnout into an already set-up track section and create another TCB behind it, and
AdvTrains will automatically detect the existing track section. Problems arise only if you try to insert a TCB in-between a section, in
which case both sides of the TCB will end up assigned to the same section. The code currently does not handle this case properly, so try
to avoid this situation by all means. As a last resort, you can always dissolve a faulty track section, as described in the next
chapter.
<!--l. 142--><p class="noindent" >
<a
id="x1-17r2"></a>
<!--l. 142--><p class="noindent" ><span
class="ecsx-1200">2.2</span> <span
class="ecsx-1200">Long</span>
<span
class="ecsx-1200">track</span>
<span
class="ecsx-1200">sections,</span>
<span
class="ecsx-1200">crossings</span>
<span
class="ecsx-1200">and</span>
<span
class="ecsx-1200">other</span>
<span
class="ecsx-1200">edge</span>
<span
class="ecsx-1200">cases</span>
<a
id="Q1-1-0"></a>
<!--l. 144--><p class="noindent" >
<a
id="x1-18r1"></a>
<!--l. 144--><p class="noindent" ><span
class="ecsx-1000">2.2.1</span> <span
class="ecsx-1000">Very</span>
<span
class="ecsx-1000">long</span>
<span
class="ecsx-1000">track</span>
<span
class="ecsx-1000">sections</span>
<a
id="Q1-1-0"></a>
<!--l. 146--><p class="noindent" >If you try to set up a track section that is longer than 1000 nodes, advtrains won&#8217;t recognize the TCB at the other end because of a safety
limit in the traverser function, which is supposed to prevent deadlocks. This case has happened when the Track Section overview screen
only shows one TCB in the list. The procedure for this is as follows:
<ol class="enumerate1" >
<li
class="enumerate" id="x1-20x1">Go to the second TCB (the one that wasn&#8217;t recognized). It should show &#8220;End of Interlocking&#8221; on the relevant side.
</li>
<li
class="enumerate" id="x1-22x2">Click &#8220;Create interlocked track section&#8221;. The section created will be different from the one that is already present.
</li>
<li
class="enumerate" id="x1-24x3">In the track section overview, click &#8220;Join into other section&#8221;
</li>
<li
class="enumerate" id="x1-26x4">Go back to the first TCB, bring up the Track Section overview screen of the first track section and click &#8220;Join with ???&#8221;</li></ol>
<!--l. 160--><p class="noindent" >The other, missing TCB should now appear in the list. If you accidentally started such a joining procedure, click the &#8220;X&#8221; button on the
right.
<!--l. 164--><p class="noindent" >
<a
id="x1-27r2"></a>
<!--l. 164--><p class="noindent" ><span
class="ecsx-1000">2.2.2</span> <span
class="ecsx-1000">Rail</span>
<span
class="ecsx-1000">crosses</span>
<a
id="Q1-1-0"></a>
<!--l. 166--><p class="noindent" >Since rail crosses are created by laying tracks across each other without logical connection, there&#8217;s no way for advtrains to know whether
rails cross each other.
<!--l. 170--><p class="noindent" >Rail crossings in interlocking systems are always one single track section, which in most cases has 4 TCBs adjacent.
<!--l. 173--><p class="noindent" ><img
src="5_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-51-25.png" alt="PIC"
>
<!--l. 175--><p class="noindent" >The procedure is quite similar to the one for long sections: First, create two track sections for the branches, and then use the &#8220;Join&#8221;
function to merge both sections into one.
<!--l. 179--><p class="noindent" >
<a
id="x1-28r3"></a>
<!--l. 179--><p class="noindent" ><span
class="ecsx-1000">2.2.3</span> <span
class="ecsx-1000">Deleting</span>
<span
class="ecsx-1000">and</span>
<span
class="ecsx-1000">re-adding</span>
<span
class="ecsx-1000">single</span>
<span
class="ecsx-1000">TCBs</span>
<span
class="ecsx-1000">to</span>
<span
class="ecsx-1000">a</span>
<span
class="ecsx-1000">section</span>
<a
id="Q1-1-0"></a>
<!--l. 181--><p class="noindent" >In some occasions, for example when you remove a siding or a crossover, it can be necessary to unassign a TCB from a track section.
There are multiple ways to do this:
<ul class="itemize1">
<li class="itemize">In the TCB form, click the &#8220;Remove from section&#8221; button
</li>
<li class="itemize">In the track section form, first select the TCB in the list and then click &#8220;Unlink selected TCB&#8221;</li></ul>
<!--l. 189--><p class="noindent" >The result is that the TCB shows &#8220;End of Interlocking&#8221; and the section does not list the TCB as an endpoint anymore.
<!--l. 192--><p class="noindent" >The other case is adding a siding or a crossover, in which case one or more TCBs still show &#8220;End of Interlocking&#8221; although they should be
part of a section:
<ul class="itemize1">
<li class="itemize">Go to another TCB that is registered in the track section and click &#8220;Update near TCBs&#8221;
</li>
<li class="itemize">If that did not work, follow the procedure of creating a long track section</li></ul>
<!--l. 202--><p class="noindent" >
<a
id="x1-29r4"></a>
<!--l. 202--><p class="noindent" ><span
class="ecsx-1000">2.2.4</span> <span
class="ecsx-1000">Dissolving</span>
<span
class="ecsx-1000">sections</span>
<a
id="Q1-1-0"></a>
<!--l. 204--><p class="noindent" >If you made a mistake setting up something and you don&#8217;t see any other way to fix a misconfigured track section, you can always
delete it using the &#8220;Dissolve section&#8221; button. This operation removes the track section and sets all TCBs that previously
belonged to the section as &#8220;End of Interlocking&#8221;. This will always work and lets you start over new with setting up track
sections.
<!--l. 211--><p class="noindent" >
<a
id="x1-30r3"></a>
<!--l. 211--><p class="noindent" ><span
class="ecsx-1200">2.3</span> <span
class="ecsx-1200">Interlocking</span>
<span
class="ecsx-1200">patterns</span>
<a
id="Q1-1-0"></a>
<!--l. 213--><p class="noindent" >Have a look at the following images. They show you how you can set up sections so that reasonable train moves are
possible.
<!--l. 216--><p class="noindent" >You should settle on a naming scheme for your sections. This way, you can determine the source of an issue faster
<!--l. 219--><p class="noindent" >
<a
id="x1-31r3"></a>
<!--l. 219--><p class="noindent" ><span
class="ecsx-1200">3</span> <span
class="ecsx-1200">Signals</span>
<span
class="ecsx-1200">and</span>
<span
class="ecsx-1200">routes</span>
<a
id="Q1-1-0"></a>
<!--l. 221--><p class="noindent" >Signals are appliances that can give instructions to trains. That can be the permission to proceed, a speed restriction, or other
information.
<!--l. 224--><p class="noindent" >There are 2 types of signals:
<ul class="itemize1">
<li class="itemize">Static signals always display the same information to the train. This can be a speed restriction (or the end of one), a
disallowal to proceed as shunt move or similar things. In most cases, these are signs.
</li>
<li class="itemize">Dynamic signals are what most people would call a &#8220;signal&#8221;. Its function is to inform trains about whether and at which
speed they can proceed into the next section safely.</li></ul>
<!--l. 234--><p class="noindent" >
<a
id="x1-32r1"></a>
<!--l. 234--><p class="noindent" ><span
class="ecsx-1200">3.1</span> <span
class="ecsx-1200">Signal</span>
<span
class="ecsx-1200">Influence</span>
<span
class="ecsx-1200">Point</span>
<a
id="Q1-1-0"></a>
<!--l. 236--><p class="noindent" >Every signal is associated to a track on which the instruction should be followed. Signals are usually placed right next to the track on the
right side. Human observers do know then that the signal belongs to the track left of it, however, train safety systems (like the one in
advtrains) can not.
<!--l. 242--><p class="noindent" >This is the reason why a so-called &#8220;influence point&#8221; needs to be assigned to any signal that should actually give instructions to trains,
should the driver (if even there is one) fail to recognize the instructions.
<!--l. 247--><p class="noindent" >Depending on the signal and the mod that adds the signal, there are different ways to configure this. Signals integrated into advtrains
behave as follows:
<ul class="itemize1">
<li class="itemize">Static signals and all red-green light signals from core advtrains that are not assigned to a TCB can be configured by
holding the &#8220;Use&#8221; key and then right-clicking the signal
</li>
<li class="itemize">All signals that are assigned to a TCB can be configured by first right-clicking them, then selecting &#8220;Influence Point&#8221; in
the signalling formspec.</li></ul>
<!--l. 258--><p class="noindent" >The small formspec that opens allows you to set and later view or clear the Influence Point. To set the influence point, click the &#8220;Set&#8221;
button, face towards the signal and punch a rail about 2m in front of the signal. A small marker will be shown, indicating success. To
cancel setting an influence point, punch anything other. (note that then the influence point remains unset, regardless of its previous
state)
<!--l. 266--><p class="noindent" >The advtrains-internal train safety system ensures that the train always obeys any restrictions imposed by signals, if (and only if) the
influence point is set properly.
<!--l. 270--><p class="noindent" >
<a
id="x1-33r2"></a>
<!--l. 270--><p class="noindent" ><span
class="ecsx-1200">3.2</span> <span
class="ecsx-1200">Signal</span>
<span
class="ecsx-1200">Aspects</span>
<a
id="Q1-1-0"></a>
<!--l. 272--><p class="noindent" >While static signals are mainly used for speed restrictions, the interesting ones are variable signals. Of course, you can always control any
variable signal by traditional means (mesecons, digiline, right-click) if the signal allows it, but that misses the point of this interlocking
system.
<!--l. 277--><p class="noindent" >A signal aspect is a piece of information that a signal shows to the train driver. It contains information about whether and at what speed
the driver may proceed at the signal.
<!--l. 281--><p class="noindent" >Every signal, both static and dynamic ones, imposes a certain aspect to trains passing the signal. For static signals, this is always the
same aspect, such as &#8220;Proceed at speed of 8&#8221; or &#8220;Shunt moves may not pass&#8221;. Dynamic signals, however, can display multiple different
aspects. The default for them is always as restrictive as possible, mostly &#8220;Halt!&#8221;.
<!--l. 288--><p class="noindent" >You should know that both static and dynamic signals use exactly the same properties for signal aspects. There is no difference in the
meaning of the aspect definitions.
<!--l. 292--><p class="noindent" >In the following sections, we will talk about main signals. By this, we mean a variable signal that can display both a &#8220;Danger&#8221; aspect
(trains are not allowed to proceed) and at least one &#8220;Proceed&#8221; aspect (train may proceed as train/shunt move, with optional speed
restriction), which act as an &#8220;entry signal&#8221; for one or multiple routes.
<!--l. 299--><p class="noindent" >
<a
id="x1-34r3"></a>
<!--l. 299--><p class="noindent" ><span
class="ecsx-1200">3.3</span> <span
class="ecsx-1200">Train</span>
<span
class="ecsx-1200">moves</span>
<span
class="ecsx-1200">and</span>
<span
class="ecsx-1200">Shunt</span>
<span
class="ecsx-1200">Moves</span>
<a
id="Q1-1-0"></a>
<ul class="itemize1">
<li class="itemize">A &#8220;Train move&#8221; is a train that is running, going to run on or coming from a main line between stations, passing through
or stopping at a station. Train moves can expect that there are no obstacles on the route and they can proceed at the
maximum permitted speed of the line. This is the regular operation mode for trains. Shunt signals have no meaning for
train moves.
</li>
<li class="itemize">A &#8220;Shunt move&#8221; is a train that moves within a station and/or is coupling or decoupling wagons or engines. A shunt move
may never leave a station except into a siding. Also, shunt moves may drive at a maximum speed of 6 speed units, because
it is usually not ensured that the path is free of obstacles. (however, advtrains ensures that every route is free of railway
vehicles, even shunt routes)</li></ul>
<!--l. 314--><p class="noindent" >There are also 2 general types of signals: Main signals and Shunt signals. While main signals have a meaning for all types of trains, Shunt
signals only have to be followed by shunt moves. Usually, Shunt signals that are on a train move route are set to a Proceed aspect as
well.
<!--l. 320--><p class="noindent" >When a train reverses, its mode automatically changes to &#8220;shunt move&#8221; until it passes a main signal that shows &#8220;Proceed as
train move&#8221;, which is usually designated by a green light. From this point on, it can accelerate to maximum permitted
speed.
<!--l. 325--><p class="noindent" >Some main signals, like the ones from the Ks signals mod included by default, can also display &#8220;Proceed as shunt move&#8221;, which is
designated by 2 white lights along with the red light. Once a train passes this signal, it becomes a shunt move.
<!--l. 330--><p class="noindent" >
<a
id="x1-35r4"></a>
<!--l. 330--><p class="noindent" ><span
class="ecsx-1200">3.4</span> <span
class="ecsx-1200">The</span>
<span
class="ecsx-1200">concept</span>
<span
class="ecsx-1200">of</span>
<span
class="ecsx-1200">routes</span>
<a
id="Q1-1-0"></a>
<!--l. 332--><p class="noindent" >A so-called route is a locked path between two main signals, which locks all turnouts in the correct position. Its purpose is to offer a train
a path on which it can safely proceed without interfering with any other train. A route always incorporates and locks one to multiple
track sections, starting with the one that lies directly behind the &#8220;entry&#8221; signal.
<!--l. 339--><p class="noindent" >Example: Imagine a station with 2 platforms on a single track running line. We are looking at signal A. You probably want trains coming
from the right to go into platform 1 or into platform 2, so you need to program 2 routes.
<!--l. 344--><p class="noindent" ><img
src="6_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_route_ex1.png" alt="PIC"
>
<!--l. 346--><p class="noindent" >This leads us to the most important aspect of route programming: Routes always start at a signal (A) and end at a signal facing in the
<span
class="ecbx-1000">same direction </span>(D and E), not at an opposite-facing signal (B and C). There are only few exceptions, we&#8217;ll cover this
later.
<!--l. 351--><p class="noindent" >When you set a route to make a train proceed on it, the interlocking system ensures that:
<ul class="itemize1">
<li class="itemize">There are no rail vehicles on the route
</li>
<li class="itemize">All turnouts are set to the correct position and it is impossible to move them
</li>
<li class="itemize">No other routes can be set that would in any way conflict with this route</li></ul>
<!--l. 360--><p class="noindent" >For this to work, you need to specify all track sections the train will pass along, as well as the positions of all turnouts that need to be
locked. Those are not only the turnouts that lay directly on the train&#8217;s route, but also some turnouts on adjacent tracks, the so-called
flank protection.
<!--l. 366--><p class="noindent" >The purpose of flank protection is to prevent runaway trains and/or wagons to pass into a route. This is achieved by setting nearby
turnouts to a position that points &#8220;away&#8221; from the route. Example:
<!--l. 370--><p class="noindent" ><img
src="7_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_route_ex2.png" alt="PIC"
>
<!--l. 372--><p class="noindent" >The upper turnout, of course, needs to be locked in straight (normal) position, while the lower one is not relevant for the route itself. But
what if the lower turnout was set to the diverging (reverse) position and the driver of another train approaching signal B fails to see the
red light? This train would crash into the first one. To minimise danger, that other train would need to be routed towards signal
D.
<!--l. 379--><p class="noindent" >There are, of course, situations, where both positions of a turnout would conflict with a route equally. In those situations, there&#8217;s nothing
you can do and no flank lock needs to be set.
<!--l. 383--><p class="noindent" >
<a
id="x1-36r5"></a>
<!--l. 383--><p class="noindent" ><span
class="ecsx-1200">3.5</span> <span
class="ecsx-1200">Assigning</span>
<span
class="ecsx-1200">main</span>
<span
class="ecsx-1200">signals</span>
<span
class="ecsx-1200">to</span>
<span
class="ecsx-1200">TCBs</span>
<a
id="Q1-1-0"></a>
<!--l. 385--><p class="noindent" >Main signals in the advtrains interlocking system are positioned - like in real life - at the border of track sections, because routes also start
and end there. For advtrains to know from which signal which routes can be set, you need to assign the signal to a
TCB.
<!--l. 390--><p class="noindent" >To do this, perform the following steps:
<ol class="enumerate1" >
<li
class="enumerate" id="x1-38x1">If not already happened, set up a TCB (you don&#8217;t need to, but are advised to, configure track sections there)
</li>
<li
class="enumerate" id="x1-40x2">Place the signal a few meters in front of the TCB, so that trains stopping at the signal do never pass the TCB
</li>
<li
class="enumerate" id="x1-42x3">Locate the side of the TCB which points in the direction that trains will proceed past the signal, as shown in the figure
below.
</li>
<li
class="enumerate" id="x1-44x4">Right-click the TCB, and click &#8220;Assign a signal&#8221; on this side.
</li>
<li
class="enumerate" id="x1-46x5">Punch the signal.</li></ol>
<!--l. 401--><p class="noindent" ><img
src="8_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_assign_signal.png" alt="PIC"
>
<!--l. 403--><p class="noindent" >If you haven&#8217;t set an influence point for the signal yet, the influence point formspec automatically opens.
<!--l. 406--><p class="noindent" >You can assign a signal to each side of a TCB. This is, for example, useful when creating block sections on a bi-directional main running
line.
<!--l. 410--><p class="noindent" >Only main signals can ever be assigned to TCBs, because static ones can either not display &#8220;Danger&#8221; or do not permit to proceed at
all.
<!--l. 414--><p class="noindent" >
<a
id="x1-47r6"></a>
<!--l. 414--><p class="noindent" ><span
class="ecsx-1200">3.6</span> <span
class="ecsx-1200">Shunt</span>
<span
class="ecsx-1200">routes</span>
<a
id="Q1-1-0"></a>
<!--l. 417--><p class="noindent" ><span
class="ecbx-1000">The information in this section is subject to future change because of safety issues!</span>
<!--l. 419--><p class="noindent" >Operating railways is not all about driving trains around. Coupling, decoupling and moving single engines, wagons or groups of wagons
across a station, called shunting, also plays an important role.
<!--l. 423--><p class="noindent" >Remember what we said about routes: There must be no rail vehicles on the route. So what if you have some goods wagons
ready on a siding, and want to couple an engine to it? You can not set a regular route into the siding, because it is
occupied.
<!--l. 428--><p class="noindent" >The solution is to program a second route into the siding, but with the difference that it already ends at the rear-facing signal of it, so it
doesn&#8217;t include the siding section itself:
<!--l. 432--><p class="noindent" ><img
src="9_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_route_ex3.png" alt="PIC"
>
<!--l. 434--><p class="noindent" >The Sht2 route then needs to show a shunt aspect, which instructs the driver to proceed slowly and watch out for vehicles on the route.
See later on for how to set this up.
<!--l. 438--><p class="noindent" >Shunt routes like this are, so far, the only exception to the &#8220;Routes should end at a signal facing the same direction&#8221;
rule.
<!--l. 441--><p class="noindent" >
<a
id="x1-48r7"></a>
<!--l. 441--><p class="noindent" ><span
class="ecsx-1200">3.7</span> <span
class="ecsx-1200">Route</span>
<span
class="ecsx-1200">Release</span>
<a
id="Q1-1-0"></a>
<!--l. 443--><p class="noindent" >In early real-life interlocking systems, routes either had to be cancelled by the signalman after the train had passed the route, or there was
a single release contact at the end of the route. However, as interlocking systems evolved and the position of trains is now
roughly known by the track sections, portions of the route can be freed as soon as the train has left the corresponding
section.
<!--l. 450--><p class="noindent" >AdvTrains has chosen a modern approach to route releasing. Each turnout lock is associated to a track section belonging to the route&#8217;s
path. Once the train leaves this section, all assigned locks are also freed.
<!--l. 454--><p class="noindent" >Please note that reversing a train outside of stations is not only discouraged, but also very dangerous, because even
real-world interlocking system do not expect this. There is a clear, human-sense rule that you should never reverse the
driving direction of a train while on a main line or on a turnout. Else, you can be considered a terrorist. (quote from
professional!)
<!--l. 461--><p class="noindent" >
<a
id="x1-49r8"></a>
<!--l. 461--><p class="noindent" ><span
class="ecsx-1200">3.8</span> <span
class="ecsx-1200">Programming</span>
<span
class="ecsx-1200">a</span>
<span
class="ecsx-1200">route</span>
<a
id="Q1-1-0"></a>
<!--l. 463--><p class="noindent" >The route programming procedure is quite straightforward if you&#8217;ve read the previous sections and understood how routes should be
set.
<!--l. 466--><p class="noindent" >Routes always start at a main signal. You must have assigned the signal to a TCB, as described earlier.
<!--l. 469--><p class="noindent" >When you right-click the main signal, it no longer changes its aspect. Instead, a formspec pops up, showing you an (empty) list of routes
with the possibility to set them or to create new routes. Click the &#8220;Create new route&#8221; button to start programming a new
route.
<!--l. 474--><p class="noindent" >The form closes, and an arrow is displayed on the TCB. You are now in &#8220;Route Programming&#8221; mode, programming the first track section
of the route. Now:
<ul class="itemize1">
<li class="itemize">Put any turnouts you need to lock in the correct position (e.g. by right-clicking them). This includes flank protection.
</li>
<li class="itemize">Punch them. This makes a marker with a blue lock symbol appear.
</li>
<li class="itemize">If you punch a turnout again, or punch the marker, you can remove the lock again.
</li>
<li class="itemize">When you&#8217;ve locked all turnouts in the current section, go to and punch the TCB that is the border to the next track
section the train proceeds into.</li></ul>
<!--l. 487--><p class="noindent" >Depending on the situation, you are now offered some possibilities to proceed:
<ul class="itemize1">
<li class="itemize">Click the &#8220;Advance to next section&#8221; button if your route consists of more sections with turnouts to lock, and you need to
continue programming. Follow the above steps to set locks for the next section.</li></ul>
<!--l. 494--><p class="noindent" >Once you&#8217;ve clicked the &#8220;Advance&#8221; button, the lock markers change to a red lock symbol, telling they can&#8217;t be changed anymore. Repeat
the above procedure until you are ready to complete the programming procedure:
<ul class="itemize1">
<li class="itemize">Click the &#8220;Finish route HERE&#8221; button when you&#8217;ve set up the locks for the last track section of the route and punched the
final TCB (the one with the next signal). You will be asked for a route name and your route will be saved.
</li>
<li class="itemize">The &#8220;Finish route at end of NEXT section&#8221; button (third button) is an useful quickhand to make the route proceed one
more section. Using this button is equivalent to first clicking the &#8220;Advance&#8221; button, then flying to the end of the next track
section and finishing the route there. You can not (officially) set turnout locks in the final section using this method.</li></ul>
<!--l. 510--><p class="noindent" >A few hints:
<ul class="itemize1">
<li class="itemize">If you accidentally advanced the route wrongly, you can use the &#8220;Step back one section&#8221; button to undo this.
</li>
<li class="itemize">If you want to stop programming the entire route without saving it, use the &#8220;Cancel route programming&#8221; button.
</li>
<li class="itemize">The third button is especially useful for programming simple block sections on a main running line, since you can stay at
the starting signal (punch starting TCB and select third button).
</li>
<li class="itemize">If a route should end in a dead end, you MUST use the &#8220;Finish in NEXT section&#8221; button, because there is no final TCB
that you could punch.
</li>
<li class="itemize">The third button does NOT work on sections with more than 2 exits, because the system won&#8217;t be able to determine the
final TCB of the route then.</li></ul>
<!--l. 527--><p class="noindent" >
<a
id="x1-50r9"></a>
<!--l. 527--><p class="noindent" ><span
class="ecsx-1200">3.9</span> <span
class="ecsx-1200">Route</span>
<span
class="ecsx-1200">information</span>
<span
class="ecsx-1200">screen</span>
<a
id="Q1-1-0"></a>
<!--l. 529--><p class="noindent" ><img
src="10_home_moritz_Home_Projekte_Minetest_minetest_____lyx_img_Bildschirmfoto_2019-01-15_19-28-09.png" alt="PIC"
>
<!--l. 531--><p class="noindent" >This is the screen that appears when you click &#8220;Edit Route&#8221;. It lets you change the route name and delete the route. Also, it shows a
summary of the route and its elements.
<!--l. 535--><p class="noindent" >The route summary lists information per track section on the route, so the line starting with &#8220;1&#8221; is the first section of the
route.
<!--l. 538--><p class="noindent" >The ARS rule list and its purpose is explained later.
<!--l. 540--><p class="noindent" >
<a
id="x1-51r10"></a>
<!--l. 540--><p class="noindent" ><span
class="ecsx-1200">3.10</span> <span
class="ecsx-1200">Specifying</span>
<span
class="ecsx-1200">signal</span>
<span
class="ecsx-1200">aspects</span>
<a
id="Q1-1-0"></a>
<!--l. 542--><p class="noindent" >By default, newly programmed routes show an aspect that comes closest to &#8220;Proceed at maximum speed&#8221;. However, it can be desirable to
change this behavior, like when the route passes a diverging turnout, the train should be signalled to drive slower, or the route is a shunt
route and therefore only &#8220;Shunting allowed&#8221; should be shown.
<!--l. 548--><p class="noindent" >This is the purpose of the &#8220;Change Aspect&#8221; button in the route info screen.
<!--l. 551--><p class="noindent" >Signal aspects in advtrains consist of 4 sections: main (Information for train moves), dst (Distant signal information, not implemented
yet), shunt (Information for shunt moves) and info (additional information, currently not in use).
<ul class="itemize1">
<li class="itemize">Train may proceed as train move at maximum speed: &#8220;main: free, speed -1&#8221;
</li>
<li class="itemize">Train may proceed as train move at speed of 8: &#8220;main: free, speed 8&#8221;
</li>
<li class="itemize">Train may proceed as shunt move: &#8220;shunt: free&#8221;</li></ul>
<!--l. 562--><p class="noindent" >There&#8217;s a field in the &#8220;shunt&#8221; part of signal aspects that is not displayed in the GUI, but is of potential interest to developers of signal
addons: shunt.proceed_as_main.
<ul class="itemize1">
<li class="itemize">A train move can always become a shunt move by passing a signal that shows &#8220;Halt for train moves, shunting permitted&#8221;
</li>
<li class="itemize">A shunt move can only pass a signal saying &#8220;Proceed as train move, shunting not permitted&#8221; when proceed_as_main is
true.</li></ul>
<!--l. 571--><p class="noindent" >The property is used by the Limit Of Shunt sign, where proceed_as_main is set to false. Shunt moves have to stop in front of it, while
train moves are signalled &#8220;Proceed&#8221;. Regular main signals that show &#8220;green&#8221; have the field set to true, so that all trains can pass
it.
<!--l. 577--><p class="noindent" >
<a
id="x1-52r4"></a>
<!--l. 577--><p class="noindent" ><span
class="ecsx-1200">4</span> <span
class="ecsx-1200">Interlocking</span>
<span
class="ecsx-1200">system</span>
<span
class="ecsx-1200">operation</span>
<a
id="Q1-1-0"></a>
<!--l. 579--><p class="noindent" >Setting up the interlocking for a portion of a railway network requires some time, experience and planning, but once done, there&#8217;s not
much to do anymore to make trains run on your, now safer, railway. This section covers some useful practices to route trains across your
network.
<!--l. 584--><p class="noindent" >At the moment, routes can either be set by clicking the signal or via LuaATC, or by using the &#8220;Remote Routesetting&#8221;
button from the Onboard Computer. It is planned to control this via a &#8220;signal box&#8221; view based on the currently broken
itrainmap.
<!--l. 589--><p class="noindent" >
<a
id="x1-53r1"></a>
<!--l. 589--><p class="noindent" ><span
class="ecsx-1200">4.1</span> <span
class="ecsx-1200">Train</span>
<span
class="ecsx-1200">Safety</span>
<span
class="ecsx-1200">System</span>
<a
id="Q1-1-0"></a>
<!--l. 591--><p class="noindent" >The Train Safety System, called &#8220;LZB&#8221; in the code (from the german term Linienzugbeeinflussung, although this is a completely different
system), ensures that trains obey any restrictions imposed by signals when influence points are set. This way, it is not possible to pass
signals at danger or to bypass speed restrictions.
<!--l. 597--><p class="noindent" >It is possible to overrun red signals, if a route is cancelled while a train is approaching. Real interlocking systems use a mechanism called
Approach locking for this, however, as of now, there&#8217;s no similar system in this mod. If a red signal is overrun, the train brakes using
emergency brake (&#8220;BB&#8221;) and can not be moved any further. You should then examine the situation and drive the train backwards out of
the section.
<!--l. 605--><p class="noindent" >
<a
id="x1-54r2"></a>
<!--l. 605--><p class="noindent" ><span
class="ecsx-1200">4.2</span> <span
class="ecsx-1200">Simple</span>
<span
class="ecsx-1200">route</span>
<span
class="ecsx-1200">setting</span>
<span
class="ecsx-1200">and</span>
<span
class="ecsx-1200">cancelling</span>
<a
id="Q1-1-0"></a>
<!--l. 607--><p class="noindent" >To set a route, simply right-click the signal, select a route and click &#8220;set route&#8221;. If there are no conflicts, the signal turns green and the
train is allowed to proceed.
<!--l. 611--><p class="noindent" >It may be possible that the route can not be set, because one or more other routes conflict with the current one, or a section is blocked. In
this case, the signal stays red, and the conflicting item is shown in the formspec. As soon as the conflict is resolved (by cancellation
or release of the conflicting route, or the section becoming free), the requested route will be set and the signal turns
green.
<!--l. 618--><p class="noindent" >If a route is either requested or set, it can be cancelled from the signalling formspec. This means that all turnouts and sections are
released, and the signal reverts back to red. This of course only works when the train has not passed the signal yet. There is no
mechanism for Approach Locking.
<!--l. 624--><p class="noindent" >
<a
id="x1-55r3"></a>
<!--l. 624--><p class="noindent" ><span
class="ecsx-1200">4.3</span> <span
class="ecsx-1200">Automatic</span>
<span
class="ecsx-1200">Working</span>
<a
id="Q1-1-0"></a>
<!--l. 626--><p class="noindent" >Block signals on main running lines usually only have a single route to set, the one proceeding along the main line. Their purpose is only
to show whether there are trains in the next section. So, it would be convenient if this only route would set itself again after a train
passed.
<!--l. 632--><p class="noindent" >This is what Automatic Working is for. Set a route, click &#8220;Enable Automatic Working&#8221;, and as soon as a train passes, the route is
automatically re-set.
<!--l. 636--><p class="noindent" >This function is nearly identical to SimSig automatic signals. It can also be useful on a line with high traffic, when there&#8217;s a
low-frequented access to a siding. You&#8217;d enable automatic working for the main route and cancel it only when you need a train to go into
the siding.
<!--l. 641--><p class="noindent" >
<a
id="x1-56r4"></a>
<!--l. 641--><p class="noindent" ><span
class="ecsx-1200">4.4</span> <span
class="ecsx-1200">Automatic</span>
<span
class="ecsx-1200">Route</span>
<span
class="ecsx-1200">Setting</span>
<span
class="ecsx-1200">(ARS)</span>
<a
id="Q1-1-0"></a>
<!--l. 643--><p class="noindent" >As interlocking systems evolved, the goal always was to offload work from the human to the system, automating things. Modern
interlocking systems can automatically set routes based on a pre-programmed routing table for each particular train. Since one
outstanding feature of Advtrains is it&#8217;s high degree of automation, it has a similar system to automatically set routes for a train
depending on certain parameters.
<!--l. 650--><p class="noindent" >Every train in Advtrains has 2 internal properties that can be set through the Onboard Computer of every engine in the train, the &#8220;Line&#8221;
and the &#8220;Routing Code&#8221;
<ul class="itemize1">
<li class="itemize">The &#8220;Line&#8221; property is supposed to distinguish trains of multiple lines that share a track.
</li>
<li class="itemize">The &#8220;Routing Code&#8221; property is supposed to tell the target of a train or which route it should take to reach the target</li></ul>
<!--l. 659--><p class="noindent" >Examples:
<!--l. 661--><p class="noindent" ><img
src="11_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_arslin_ex1.png" alt="PIC"
>
<!--l. 663--><p class="noindent" >Both lines share the section between Blackbirdshire and Parktown. To divert them again, they can save their line number in the &#8220;Line&#8221;
field.
<!--l. 667--><p class="noindent" ><img
src="12_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_arslin_ex2.png" alt="PIC"
>
<!--l. 669--><p class="noindent" >Some trains should go to B, some to C, the direction can be set with a routing code.
<!--l. 672--><p class="noindent" >One single routing code should not contain spaces. You can set multiple routing codes by just separating them with spaces in the
Routing Code field. So, &#8220;Stn Ori&#8221; would be matched by ARS rules either containing &#8220;Stn&#8221; or &#8220;Ori&#8221;. This does not work for
lines.
<!--l. 677--><p class="noindent" >
<a
id="x1-57r1"></a>
<!--l. 677--><p class="noindent" ><span
class="ecsx-1000">4.4.1</span> <span
class="ecsx-1000">Writing</span>
<span
class="ecsx-1000">ARS</span>
<span
class="ecsx-1000">Rules</span>
<a
id="Q1-1-0"></a>
<!--l. 679--><p class="noindent" >Every route of every signal can be given a set of ARS rules. A single ARS rule can either match a line or a routing code (combinations,
e.g. and&#8217;s, are not yet supported). The first rule in the first route that matches any of the properties of the train is selected, and that
route is set for the train.
<!--l. 685--><p class="noindent" ><img
src="13_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_ars_ex1.png" alt="PIC"
>
<!--l. 687--><p class="noindent" >You can add an asterisk (&#8220;*&#8221;) to the ARS rules of one route. That route then becomes the default route.
<!--l. 690--><p class="noindent" >If no explicit ARS rule matches the train, then the default route is chosen and set. If there is no default route, nothing happens and the
signal remains red.
<!--l. 694--><p class="noindent" >
<a
id="x1-58r2"></a>
<!--l. 694--><p class="noindent" ><span
class="ecsx-1000">4.4.2</span> <span
class="ecsx-1000">Using</span>
<span
class="ecsx-1000">ARS</span>
<a
id="Q1-1-0"></a>
<!--l. 696--><p class="noindent" >In contrast to Automatic working, where the route is re-set immediately after the train passed, ARS sets the route only when the train
approaches the signal, e.g. is just about to start braking in front of it.
<!--l. 700--><p class="noindent" >At any place where one of the following things take place, you should use the ARS system in favor of Automatic Working:
<ul class="itemize1">
<li class="itemize">A main line diverts into 2 or more lines: Using ARS, you can direct the trains along the line where they should go
</li>
<li class="itemize">Two or more main lines join into one: You cannot use automatic working here, because all routes are tried to be set at the
same time and it is a matter of luck which one &#8220;wins&#8221;. In a bad situation, you have a train coming from A, but it cannot
proceed because Signal B has won the &#8220;route race&#8221; into the shared section, even if there&#8217;s no train coming from B. Using
ARS, by just specifying the &#8220;default route&#8221; by a *, the inward route is only set when a train approaches.
</li>
<li class="itemize">Complex intersections, which are probably a combination of the above two
</li>
<li class="itemize">sometimes-used branching tracks on which only certain trains (with certain routing code or line) should head off, like the
entrance to a factory where only one specific goods train should drive in.</li></ul>
<!--l. 718--><p class="noindent" >In the route overview, you can see some information on the ARS settings: All routes that have ARS rules are highlighted red, the &#8220;default
route&#8221; is highlighted green.
<!--l. 722--><p class="noindent" >ARS does not affect signals which already have a route set, and signals which are operating under &#8220;Automatic Working&#8221;.
<!--l. 725--><p class="noindent" >
<a
id="x1-59r5"></a>
<!--l. 725--><p class="noindent" ><span
class="ecsx-1200">5</span> <span
class="ecsx-1200">Final</span>
<span
class="ecsx-1200">notes</span>
<a
id="Q1-1-0"></a>
<!--l. 727--><p class="noindent" >The interlocking system is mainly finished, though there are still some plans and ideas. They include:
<ul class="itemize1">
<li class="itemize">Signalbox panels, as revival of itrainmap
</li>
<li class="itemize">Distant signals
</li>
<li class="itemize">On-Train head-up display for oncoming signals (they have something like this in Czech Republic, I forgot how it&#8217;s called.)</li></ul>
<!--l. 735--><p class="noindent" >Apart from this, there&#8217;s the large oncoming project of a new timetable-based train automation system, but this will take some time to
evolve and is out of the scope of this document.
<!--l. 739--><p class="noindent" >If you have any suggestions, corrections, improvements, criticism or cute kittens and stuff, you can always contact me by various means
(Forum PM, E-Mail (orwell@bleipb.de), Linuxworks server chat a.s.o.). Have fun!
<!--l. 744--><p class="noindent" >- orwell
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File: 11_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_arslin_ex1.png
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\batchmode
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\begin{document}
\title{Minetest Mod - Advanced Trains {[}advtrains{]}}
\title{Interlocking System Guide}
\maketitle
\section{Introduction}
In real-world railways, a so-called interlocking system is a set of
railway signals and trackside equipment. Its purpose is to prevent
conflicting train movements which otherwise could result in derailing
or colliding trains. If you want more information, just search for
``railway interlocking'' on the internet.
Real-world interlocking systems perform this task by setting routes.
A route is a path along a track that a train can safely pass. To set
a route for a train, the signalman (the operator of a signal box)
has to set switches (turnouts) to the correct position and lock them
in order to make a signal for a train show ``Proceed''. In newer
systems, this is done automatically by the interlocking system. A
route can not be set if switches are locked to a wrong position by
another route or if any portion of the route is occupied by a train.
The interlocking system in this Minetest mod tries to follow real-world
interlocking systems as far as applicable. It divides tracks into
track sections and implements a route setting mechanism following
the same principle.
However, for the sake of simplicity of implementation and usage, not
all concepts of real-world interlocking have been taken over. Especially,
there is no mechanism for overlap.
If you are looking for a place to learn how real-world interlocking
systems work, have a look at ``SimSig''. By looking at their simulations,
you can obtain experience on how to set up your own interlocking systems
in AdvTrains. The SimSig glossary is a good place to look up unknown
terms in this document.
\section{Setting up track sections}
In the real world, a line of track is divided into so-called track
sections, or track circuits. Those systems often can not tell where
exactly a train is, but only which track sections it occupies. A route
can never be set through an occupied track section.
A track section often covers:
\begin{itemize}
\item A section on a main running line, between two signals
\item A single turnout
\item A rail crossing, or a set of turnouts acting as a double/single slip
switch
\item A siding
\end{itemize}
You will find some examples on how to interlock certain patterns later.
\subsection{Track Circuit Breaks}
In this mod, you will not directly configure the locations of track
sections. Instead, you designate the borders of each track section
using a special node, the Track Circuit Break, abbreviated TCB.
For example, if you want to create a track section for a piece of
a main running line, you set up two TCBs at the ends of this track
circuit.
Setting up a TCB works as follows:
\begin{enumerate}
\item Place a TCB node somewhere near the place where the circuit break
is going to be located.
\item Right-click the TCB node
\item Punch the rail which should act as TCB
\end{enumerate}
The result should look like this:
\includegraphics[width=10cm]{0_home_moritz_Home_Projekte_Minetest_minetest_m___s_assets_lyx_img_screenshot_20180830_142551.png}
Now you have assigned the TCB node to a rail. Right-click the TCB
node once again. This will bring up a form which looks as follows:
\includegraphics[width=10cm]{1_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-26-35.png}
You see that the form is divided in side A and side B. To designate
where each side is, a marker is displayed on the rail. You can always
make this marker show up by punching the TCB node, and remove it by
punching the marker. Both sides are shown as ``End of interlocking''.
This means that there is no track section set up at this place.
You should repeat this procedure once again a few meters away from
the first TCB to create a second TCB on the same track.
\includegraphics[width=10cm]{2_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-32-48.png}
Once you have both bordering TCBs set up, you can now create the actual
track section. To do this:
\begin{enumerate}
\item Right-click one of the TCBs
\item Locate the correct side (A or B) to create the track section
\item Click ``Create interlocked Track Section'' in the formspec on the
chosen side.
\end{enumerate}
Now, the text on the formspec has changed. It shows something like
this:
\includegraphics[width=5cm]{3_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-27-25.png}
Clicking ``Show Track Section'' brings up another formspec:
\includegraphics[width=5cm]{4_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-28-32.png}
On the top, you see a list of all TCBs that border this track section.
In your case, there should be two TCBs listed. If there's only one,
head over to \ref{subsec:Long-track-sections,}. You should now select
a name for the track section, to identify it later.
The same procedure is applicable when you create a turnout track section,
except that you have to set up three or more TCBs.
The AdvTrains interlocking system allows you to add more TCBs after
you have created a track section. This works without problems in most
cases. For example, you can easily insert a turnout into an already
set-up track section and create another TCB behind it, and AdvTrains
will automatically detect the existing track section. Problems arise
only if you try to insert a TCB in-between a section, in which case
both sides of the TCB will end up assigned to the same section. The
code currently does not handle this case properly, so try to avoid
this situation by all means. As a last resort, you can always dissolve
a faulty track section, as described in the next chapter.
\subsection{Long track sections, crossings and other edge cases\label{subsec:Long-track-sections,}}
\subsubsection{Very long track sections}
If you try to set up a track section that is longer than 1000 nodes,
advtrains won't recognize the TCB at the other end because of a safety
limit in the traverser function, which is supposed to prevent deadlocks.
This case has happened when the Track Section overview screen only
shows one TCB in the list. The procedure for this is as follows:
\begin{enumerate}
\item Go to the second TCB (the one that wasn't recognized). It should show
``End of Interlocking'' on the relevant side.
\item Click ``Create interlocked track section''. The section created
will be different from the one that is already present.
\item In the track section overview, click ``Join into other section''
\item Go back to the first TCB, bring up the Track Section overview screen
of the first track section and click ``Join with ???''
\end{enumerate}
The other, missing TCB should now appear in the list. If you accidentally
started such a joining procedure, click the ``X'' button on the
right.
\subsubsection{Rail crosses}
Since rail crosses are created by laying tracks across each other
without logical connection, there's no way for advtrains to know whether
rails cross each other.
Rail crossings in interlocking systems are always one single track
section, which in most cases has 4 TCBs adjacent.
\includegraphics[width=5cm]{5_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-51-25.png}
The procedure is quite similar to the one for long sections: First,
create two track sections for the branches, and then use the ``Join''
function to merge both sections into one.
\subsubsection{Deleting and re-adding single TCBs to a section}
In some occasions, for example when you remove a siding or a crossover,
it can be necessary to unassign a TCB from a track section. There
are multiple ways to do this:
\begin{itemize}
\item In the TCB form, click the ``Remove from section'' button
\item In the track section form, first select the TCB in the list and then
click ``Unlink selected TCB''
\end{itemize}
The result is that the TCB shows ``End of Interlocking'' and the
section does not list the TCB as an endpoint anymore.
The other case is adding a siding or a crossover, in which case one
or more TCBs still show ``End of Interlocking'' although they should
be part of a section:
\begin{itemize}
\item Go to another TCB that is registered in the track section and click
``Update near TCBs''
\item If that did not work, follow the procedure of creating a long track
section
\end{itemize}
\subsubsection{Dissolving sections}
If you made a mistake setting up something and you don't see any other
way to fix a misconfigured track section, you can always delete it
using the ``Dissolve section'' button. This operation removes the
track section and sets all TCBs that previously belonged to the section
as ``End of Interlocking''. This will always work and lets you start
over new with setting up track sections.
\subsection{Interlocking patterns}
Have a look at the following images. They show you how you can set
up sections so that reasonable train moves are possible.
You should settle on a naming scheme for your sections. This way,
you can determine the source of an issue faster
\section{Signals and routes}
Signals are appliances that can give instructions to trains. That
can be the permission to proceed, a speed restriction, or other information.
There are 2 types of signals:
\begin{itemize}
\item Static signals always display the same information to the train. This
can be a speed restriction (or the end of one), a disallowal to proceed
as shunt move or similar things. In most cases, these are signs.
\item Dynamic signals are what most people would call a ``signal''. Its
function is to inform trains about whether and at which speed they
can proceed into the next section safely.
\end{itemize}
\subsection{Signal Influence Point}
Every signal is associated to a track on which the instruction should
be followed. Signals are usually placed right next to the track on
the right side. Human observers do know then that the signal belongs
to the track left of it, however, train safety systems (like the one
in advtrains) can not.
This is the reason why a so-called ``influence point'' needs to
be assigned to any signal that should actually give instructions to
trains, should the driver (if even there is one) fail to recognize
the instructions.
Depending on the signal and the mod that adds the signal, there are
different ways to configure this. Signals integrated into advtrains
behave as follows:
\begin{itemize}
\item Static signals and all red-green light signals from core advtrains
that are not assigned to a TCB can be configured by holding the ``Use''
key and then right-clicking the signal
\item All signals that are assigned to a TCB can be configured by first
right-clicking them, then selecting ``Influence Point'' in the signalling
formspec.
\end{itemize}
The small formspec that opens allows you to set and later view or
clear the Influence Point. To set the influence point, click the ``Set''
button, face towards the signal and punch a rail about 2m in front
of the signal. A small marker will be shown, indicating success. To
cancel setting an influence point, punch anything other. (note that
then the influence point remains unset, regardless of its previous
state)
The advtrains-internal train safety system ensures that the train
always obeys any restrictions imposed by signals, if (and only if)
the influence point is set properly.
\subsection{Signal Aspects}
While static signals are mainly used for speed restrictions, the interesting
ones are variable signals. Of course, you can always control any variable
signal by traditional means (mesecons, digiline, right-click) if the
signal allows it, but that misses the point of this interlocking system.
A signal aspect is a piece of information that a signal shows to the
train driver. It contains information about whether and at what speed
the driver may proceed at the signal.
Every signal, both static and dynamic ones, imposes a certain aspect
to trains passing the signal. For static signals, this is always the
same aspect, such as ``Proceed at speed of 8'' or ``Shunt moves
may not pass''. Dynamic signals, however, can display multiple different
aspects. The default for them is always as restrictive as possible,
mostly ``Halt!''.
You should know that both static and dynamic signals use exactly the
same properties for signal aspects. There is no difference in the
meaning of the aspect definitions.
In the following sections, we will talk about main signals. By this,
we mean a variable signal that can display both a ``Danger'' aspect
(trains are not allowed to proceed) and at least one ``Proceed''
aspect (train may proceed as train/shunt move, with optional speed
restriction), which act as an ``entry signal'' for one or multiple
routes.
\subsection{Train moves and Shunt Moves}
\begin{itemize}
\item A ``Train move'' is a train that is running, going to run on or
coming from a main line between stations, passing through or stopping
at a station. Train moves can expect that there are no obstacles on
the route and they can proceed at the maximum permitted speed of the
line. This is the regular operation mode for trains. Shunt signals
have no meaning for train moves.
\item A ``Shunt move'' is a train that moves within a station and/or is
coupling or decoupling wagons or engines. A shunt move may never leave
a station except into a siding. Also, shunt moves may drive at a maximum
speed of 6 speed units, because it is usually not ensured that the
path is free of obstacles. (however, advtrains ensures that every
route is free of railway vehicles, even shunt routes)
\end{itemize}
There are also 2 general types of signals: Main signals and Shunt
signals. While main signals have a meaning for all types of trains,
Shunt signals only have to be followed by shunt moves. Usually, Shunt
signals that are on a train move route are set to a Proceed aspect
as well.
When a train reverses, its mode automatically changes to ``shunt
move'' until it passes a main signal that shows ``Proceed as train
move'', which is usually designated by a green light. From this point
on, it can accelerate to maximum permitted speed.
Some main signals, like the ones from the Ks signals mod included
by default, can also display ``Proceed as shunt move'', which is
designated by 2 white lights along with the red light. Once a train
passes this signal, it becomes a shunt move.
\subsection{The concept of routes}
A so-called route is a locked path between two main signals, which
locks all turnouts in the correct position. Its purpose is to offer
a train a path on which it can safely proceed without interfering
with any other train. A route always incorporates and locks one to
multiple track sections, starting with the one that lies directly
behind the ``entry'' signal.
Example: Imagine a station with 2 platforms on a single track running
line. We are looking at signal A. You probably want trains coming
from the right to go into platform 1 or into platform 2, so you need
to program 2 routes.
\includegraphics[width=7cm]{6_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_route_ex1.png}
This leads us to the most important aspect of route programming: Routes
always start at a signal (A) and end at a signal facing in the \textbf{same
direction} (D and E), not at an opposite-facing signal (B and C).
There are only few exceptions, we'll cover this later.
When you set a route to make a train proceed on it, the interlocking
system ensures that:
\begin{itemize}
\item There are no rail vehicles on the route
\item All turnouts are set to the correct position and it is impossible
to move them
\item No other routes can be set that would in any way conflict with this
route
\end{itemize}
For this to work, you need to specify all track sections the train
will pass along, as well as the positions of all turnouts that need
to be locked. Those are not only the turnouts that lay directly on
the train's route, but also some turnouts on adjacent tracks, the
so-called flank protection.
The purpose of flank protection is to prevent runaway trains and/or
wagons to pass into a route. This is achieved by setting nearby turnouts
to a position that points ``away'' from the route. Example:
\includegraphics[width=7cm]{7_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_route_ex2.png}
The upper turnout, of course, needs to be locked in straight (normal)
position, while the lower one is not relevant for the route itself.
But what if the lower turnout was set to the diverging (reverse) position
and the driver of another train approaching signal B fails to see
the red light? This train would crash into the first one. To minimise
danger, that other train would need to be routed towards signal D.
There are, of course, situations, where both positions of a turnout
would conflict with a route equally. In those situations, there's
nothing you can do and no flank lock needs to be set.
\subsection{Assigning main signals to TCBs}
Main signals in the advtrains interlocking system are positioned -
like in real life - at the border of track sections, because routes
also start and end there. For advtrains to know from which signal
which routes can be set, you need to assign the signal to a TCB.
To do this, perform the following steps:
\begin{enumerate}
\item If not already happened, set up a TCB (you don't need to, but are
advised to, configure track sections there)
\item Place the signal a few meters in front of the TCB, so that trains
stopping at the signal do never pass the TCB
\item Locate the side of the TCB which points in the direction that trains
will proceed past the signal, as shown in the figure below.
\item Right-click the TCB, and click ``Assign a signal'' on this side.
\item Punch the signal.
\end{enumerate}
\includegraphics[width=8cm]{8_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_assign_signal.png}
If you haven't set an influence point for the signal yet, the influence
point formspec automatically opens.
You can assign a signal to each side of a TCB. This is, for example,
useful when creating block sections on a bi-directional main running
line.
Only main signals can ever be assigned to TCBs, because static ones
can either not display ``Danger'' or do not permit to proceed at
all.
\subsection{Shunt routes}
\textbf{The information in this section is subject to future change
because of safety issues!}
Operating railways is not all about driving trains around. Coupling,
decoupling and moving single engines, wagons or groups of wagons across
a station, called shunting, also plays an important role.
Remember what we said about routes: There must be no rail vehicles
on the route. So what if you have some goods wagons ready on a siding,
and want to couple an engine to it? You can not set a regular route
into the siding, because it is occupied.
The solution is to program a second route into the siding, but with
the difference that it already ends at the rear-facing signal of it,
so it doesn't include the siding section itself:
\includegraphics[width=7cm]{9_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_route_ex3.png}
The Sht2 route then needs to show a shunt aspect, which instructs
the driver to proceed slowly and watch out for vehicles on the route.
See later on for how to set this up.
Shunt routes like this are, so far, the only exception to the ``Routes
should end at a signal facing the same direction'' rule.
\subsection{Route Release}
In early real-life interlocking systems, routes either had to be cancelled
by the signalman after the train had passed the route, or there was
a single release contact at the end of the route. However, as interlocking
systems evolved and the position of trains is now roughly known by
the track sections, portions of the route can be freed as soon as
the train has left the corresponding section.
AdvTrains has chosen a modern approach to route releasing. Each turnout
lock is associated to a track section belonging to the route's path.
Once the train leaves this section, all assigned locks are also freed.
Please note that reversing a train outside of stations is not only
discouraged, but also very dangerous, because even real-world interlocking
system do not expect this. There is a clear, human-sense rule that
you should never reverse the driving direction of a train while on
a main line or on a turnout. Else, you can be considered a terrorist.
(quote from professional!)
\subsection{Programming a route}
The route programming procedure is quite straightforward if you've
read the previous sections and understood how routes should be set.
Routes always start at a main signal. You must have assigned the signal
to a TCB, as described earlier.
When you right-click the main signal, it no longer changes its aspect.
Instead, a formspec pops up, showing you an (empty) list of routes
with the possibility to set them or to create new routes. Click the
``Create new route'' button to start programming a new route.
The form closes, and an arrow is displayed on the TCB. You are now
in ``Route Programming'' mode, programming the first track section
of the route. Now:
\begin{itemize}
\item Put any turnouts you need to lock in the correct position (e.g. by
right-clicking them). This includes flank protection.
\item Punch them. This makes a marker with a blue lock symbol appear.
\item If you punch a turnout again, or punch the marker, you can remove
the lock again.
\item When you've locked all turnouts in the current section, go to and
punch the TCB that is the border to the next track section the train
proceeds into.
\end{itemize}
Depending on the situation, you are now offered some possibilities
to proceed:
\begin{itemize}
\item Click the ``Advance to next section'' button if your route consists
of more sections with turnouts to lock, and you need to continue programming.
Follow the above steps to set locks for the next section.
\end{itemize}
Once you've clicked the ``Advance'' button, the lock markers change
to a red lock symbol, telling they can't be changed anymore. Repeat
the above procedure until you are ready to complete the programming
procedure:
\begin{itemize}
\item Click the ``Finish route HERE'' button when you've set up the locks
for the last track section of the route and punched the final TCB
(the one with the next signal). You will be asked for a route name
and your route will be saved.
\item The ``Finish route at end of NEXT section'' button (third button)
is an useful quickhand to make the route proceed one more section.
Using this button is equivalent to first clicking the ``Advance''
button, then flying to the end of the next track section and finishing
the route there. You can not (officially) set turnout locks in the
final section using this method.
\end{itemize}
A few hints:
\begin{itemize}
\item If you accidentally advanced the route wrongly, you can use the ``Step
back one section'' button to undo this.
\item If you want to stop programming the entire route without saving it,
use the ``Cancel route programming'' button.
\item The third button is especially useful for programming simple block
sections on a main running line, since you can stay at the starting
signal (punch starting TCB and select third button).
\item If a route should end in a dead end, you MUST use the ``Finish in
NEXT section'' button, because there is no final TCB that you could
punch.
\item The third button does NOT work on sections with more than 2 exits,
because the system won't be able to determine the final TCB of the
route then.
\end{itemize}
\subsection{Route information screen}
\includegraphics[width=10cm]{10_home_moritz_Home_Projekte_Minetest_minetest_____lyx_img_Bildschirmfoto_2019-01-15_19-28-09.png}
This is the screen that appears when you click ``Edit Route''. It
lets you change the route name and delete the route. Also, it shows
a summary of the route and its elements.
The route summary lists information per track section on the route,
so the line starting with ``1'' is the first section of the route.
The ARS rule list and its purpose is explained later.
\subsection{Specifying signal aspects}
By default, newly programmed routes show an aspect that comes closest
to ``Proceed at maximum speed''. However, it can be desirable to
change this behavior, like when the route passes a diverging turnout,
the train should be signalled to drive slower, or the route is a shunt
route and therefore only ``Shunting allowed'' should be shown.
This is the purpose of the ``Change Aspect'' button in the route
info screen.
Signal aspects in advtrains consist of 4 sections: main (Information
for train moves), dst (Distant signal information, not implemented
yet), shunt (Information for shunt moves) and info (additional information,
currently not in use).
\begin{itemize}
\item Train may proceed as train move at maximum speed: ``main: free, speed
-1''
\item Train may proceed as train move at speed of 8: ``main: free, speed
8''
\item Train may proceed as shunt move: ``shunt: free''
\end{itemize}
There's a field in the ``shunt'' part of signal aspects that is
not displayed in the GUI, but is of potential interest to developers
of signal addons: shunt.proceed\_as\_main.
\begin{itemize}
\item A train move can always become a shunt move by passing a signal that
shows ``Halt for train moves, shunting permitted''
\item A shunt move can only pass a signal saying ``Proceed as train move,
shunting not permitted'' when proceed\_as\_main is true.
\end{itemize}
The property is used by the Limit Of Shunt sign, where proceed\_as\_main
is set to false. Shunt moves have to stop in front of it, while train
moves are signalled ``Proceed''. Regular main signals that show
``green'' have the field set to true, so that all trains can pass
it.
\section{Interlocking system operation}
Setting up the interlocking for a portion of a railway network requires
some time, experience and planning, but once done, there's not much
to do anymore to make trains run on your, now safer, railway. This
section covers some useful practices to route trains across your network.
At the moment, routes can either be set by clicking the signal or
via LuaATC, or by using the ``Remote Routesetting'' button from
the Onboard Computer. It is planned to control this via a ``signal
box'' view based on the currently broken itrainmap.
\subsection{Train Safety System}
The Train Safety System, called ``LZB'' in the code (from the german
term Linienzugbeeinflussung, although this is a completely different
system), ensures that trains obey any restrictions imposed by signals
when influence points are set. This way, it is not possible to pass
signals at danger or to bypass speed restrictions.
It is possible to overrun red signals, if a route is cancelled while
a train is approaching. Real interlocking systems use a mechanism
called Approach locking for this, however, as of now, there's no similar
system in this mod. If a red signal is overrun, the train brakes using
emergency brake (``BB'') and can not be moved any further. You should
then examine the situation and drive the train backwards out of the
section.
\subsection{Simple route setting and cancelling}
To set a route, simply right-click the signal, select a route and
click ``set route''. If there are no conflicts, the signal turns
green and the train is allowed to proceed.
It may be possible that the route can not be set, because one or more
other routes conflict with the current one, or a section is blocked.
In this case, the signal stays red, and the conflicting item is shown
in the formspec. As soon as the conflict is resolved (by cancellation
or release of the conflicting route, or the section becoming free),
the requested route will be set and the signal turns green.
If a route is either requested or set, it can be cancelled from the
signalling formspec. This means that all turnouts and sections are
released, and the signal reverts back to red. This of course only
works when the train has not passed the signal yet. There is no mechanism
for Approach Locking.
\subsection{Automatic Working}
Block signals on main running lines usually only have a single route
to set, the one proceeding along the main line. Their purpose is only
to show whether there are trains in the next section. So, it would
be convenient if this only route would set itself again after a train
passed.
This is what Automatic Working is for. Set a route, click ``Enable
Automatic Working'', and as soon as a train passes, the route is
automatically re-set.
This function is nearly identical to SimSig automatic signals. It
can also be useful on a line with high traffic, when there's a low-frequented
access to a siding. You'd enable automatic working for the main route
and cancel it only when you need a train to go into the siding.
\subsection{Automatic Route Setting (ARS)}
As interlocking systems evolved, the goal always was to offload work
from the human to the system, automating things. Modern interlocking
systems can automatically set routes based on a pre-programmed routing
table for each particular train. Since one outstanding feature of
Advtrains is it's high degree of automation, it has a similar system
to automatically set routes for a train depending on certain parameters.
Every train in Advtrains has 2 internal properties that can be set
through the Onboard Computer of every engine in the train, the ``Line''
and the ``Routing Code''
\begin{itemize}
\item The ``Line'' property is supposed to distinguish trains of multiple
lines that share a track.
\item The ``Routing Code'' property is supposed to tell the target of
a train or which route it should take to reach the target
\end{itemize}
Examples:
\includegraphics{11_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_arslin_ex1.png}
Both lines share the section between Blackbirdshire and Parktown.
To divert them again, they can save their line number in the ``Line''
field.
\includegraphics{12_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_arslin_ex2.png}
Some trains should go to B, some to C, the direction can be set with
a routing code.
One single routing code should not contain spaces. You can set multiple
routing codes by just separating them with spaces in the Routing Code
field. So, ``Stn Ori'' would be matched by ARS rules either containing
``Stn'' or ``Ori''. This does not work for lines.
\subsubsection{Writing ARS Rules}
Every route of every signal can be given a set of ARS rules. A single
ARS rule can either match a line or a routing code (combinations,
e.g. and's, are not yet supported). The first rule in the first route
that matches any of the properties of the train is selected, and that
route is set for the train.
\includegraphics{13_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_ars_ex1.png}
You can add an asterisk (``{*}'') to the ARS rules of one route.
That route then becomes the default route.
If no explicit ARS rule matches the train, then the default route
is chosen and set. If there is no default route, nothing happens and
the signal remains red.
\subsubsection{Using ARS}
In contrast to Automatic working, where the route is re-set immediately
after the train passed, ARS sets the route only when the train approaches
the signal, e.g. is just about to start braking in front of it.
At any place where one of the following things take place, you should
use the ARS system in favor of Automatic Working:
\begin{itemize}
\item A main line diverts into 2 or more lines: Using ARS, you can direct
the trains along the line where they should go
\item Two or more main lines join into one: You cannot use automatic working
here, because all routes are tried to be set at the same time and
it is a matter of luck which one ``wins''. In a bad situation, you
have a train coming from A, but it cannot proceed because Signal B
has won the ``route race'' into the shared section, even if there's
no train coming from B. Using ARS, by just specifying the ``default
route'' by a {*}, the inward route is only set when a train approaches.
\item Complex intersections, which are probably a combination of the above
two
\item sometimes-used branching tracks on which only certain trains (with
certain routing code or line) should head off, like the entrance to
a factory where only one specific goods train should drive in.
\end{itemize}
In the route overview, you can see some information on the ARS settings:
All routes that have ARS rules are highlighted red, the ``default
route'' is highlighted green.
ARS does not affect signals which already have a route set, and signals
which are operating under ``Automatic Working''.
\section{Final notes}
The interlocking system is mainly finished, though there are still
some plans and ideas. They include:
\begin{itemize}
\item Signalbox panels, as revival of itrainmap
\item Distant signals
\item On-Train head-up display for oncoming signals (they have something
like this in Czech Republic, I forgot how it's called.)
\end{itemize}
Apart from this, there's the large oncoming project of a new timetable-based
train automation system, but this will take some time to evolve and
is out of the scope of this document.
If you have any suggestions, corrections, improvements, criticism
or cute kittens and stuff, you can always contact me by various means
(Forum PM, E-Mail (orwell@bleipb.de), Linuxworks server chat a.s.o.).
Have fun!
- orwell
\end{document}

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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
"http://www.w3.org/TR/html4/loose.dtd">
<html >
<head><title></title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<meta name="generator" content="TeX4ht (http://www.tug.org/tex4ht/)">
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<!-- html -->
<meta name="src" content="manual.tex">
<link rel="stylesheet" type="text/css" href="manual.css">
</head><body
>
<!--l. 15--><p class="noindent" ><span
class="ecsx-1728">Advanced</span>
<span
class="ecsx-1728">Trains</span>
<!--l. 17--><p class="indent" > This mod aims to provide realistic, good-looking and functional trains by introducing a revolutionary rail placement system. It
features several wagons that can be coupled together.
<!--l. 21--><p class="indent" > This mod is not finished. If you miss features, suggest them, but do not denounce this mod just because they are not yet implemented.
They will be.
<span
class="ecsx-1200">Placing</span>
<span
class="ecsx-1200">Rails</span>
<!--l. 27--><p class="noindent" >Minetest&#8217;s in-house rail system features rails that turn at an angle of 90 degrees &#8211; totally impractical for the use with realistic trains. So
we have our own rails. Remember: Carts can&#8217;t drive on the rails provided by this mod, as do trains not drive on minetest&#8217;s default rails
because of their different track widths.
<!--l. 33--><p class="indent" > First, craft some rails.
<!--l. 35--><p class="indent" > <img
src="0_home_moritz_Home_Projekte_Minetest_minetest_m___nual_img_Bildschirmfoto_2016-09-17_09-43-29.png" alt="PIC"
>
<!--l. 37--><p class="indent" > Now, place one at any position and another one right next to it: you have made your first railway track!
<!--l. 40--><p class="indent" > To learn how to make turns have a look at the following examples. A rail node has been placed only at the red-marked
places.
<!--l. 43--><p class="indent" > <img
src="1_home_moritz_Home_Projekte_Minetest_minetest_m___nual_img_Bildschirmfoto_2016-09-17_10-04-12.png" alt="PIC"
><img
src="2_home_moritz_Home_Projekte_Minetest_minetest_m___nual_img_Bildschirmfoto_2016-09-17_10-04-57.png" alt="PIC"
>
<!--l. 45--><p class="indent" > <img
src="3_home_moritz_Home_Projekte_Minetest_minetest_m___nual_img_Bildschirmfoto_2016-09-17_10-05-51.png" alt="PIC"
><img
src="4_home_moritz_Home_Projekte_Minetest_minetest_m___nual_img_Bildschirmfoto_2016-09-17_10-07-13.png" alt="PIC"
>
<!--l. 47--><p class="indent" > As shown in the illustrations above, the 30-degree angled rails use a knight&#8217;s move (2 ahead, 1 aside) for placement. For the rails to
look realistic, I encourage you not to build turns that are too narrow. IMO the angles you can build with this are still way to narrow, but
this is the best compromise I can find.
<!--l. 53--><p class="indent" >
<!--l. 53--><p class="noindent" ><span
class="ecsx-1200">Switches</span>
<!--l. 55--><p class="indent" > To create switches we need the trackworker tool. ATM it looks like a Doctor Who Sonic Screwdriver. Aside from turning rails into
switches, it is also capable of rotating everything (rails, bumpers, signals) in this mod. Due to internal mechanics, nothing can be rotated
using the default screwdriver.
<!--l. 61--><p class="indent" > <img
src="5_home_moritz_Home_Projekte_Minetest_minetest_m___nual_img_Bildschirmfoto_2016-09-17_09-56-34.png" alt="PIC"
>
<!--l. 63--><p class="indent" > Place some rails. Then left-click 1-2 times on one of these rails, until you see a switch. Use right-click to rotate it how you need it. You
can change the switch direction by right-clicking the switch or by powering it with mesecons.
<!--l. 68--><p class="indent" > Unfortunately tracks that are placed next to switches don&#8217;t always automatically connect to them. You need to correct manually
using the Trackworker. One day I will implement proper handling for these. When you are finished it could look like
this:
<!--l. 73--><p class="indent" > <img
src="6_home_moritz_Home_Projekte_Minetest_minetest_m___nual_img_Bildschirmfoto_2016-09-17_10-08-02.png" alt="PIC"
>
<!--l. 75--><p class="indent" >
<!--l. 75--><p class="noindent" ><span
class="ecsx-1200">Rail</span>
<span
class="ecsx-1200">crosses</span>
<!--l. 77--><p class="indent" > There are no real cross-rail nodes. However you can create crossing rails by being creative and using the knight&#8217;s move or by placing
opposing 45-degree rails.
<!--l. 81--><p class="indent" > <img
src="7_home_moritz_Home_Projekte_Minetest_minetest_m___nual_img_Bildschirmfoto_2016-09-17_10-09-01.png" alt="PIC"
><img
src="8_home_moritz_Home_Projekte_Minetest_minetest_m___nual_img_Bildschirmfoto_2016-09-17_10-10-15.png" alt="PIC"
>
<!--l. 83--><p class="indent" >
<!--l. 83--><p class="noindent" ><span
class="ecsx-1200">Height</span>
<span
class="ecsx-1200">differences</span>
<!--l. 85--><p class="indent" > To master height differences you can craft slope nodes:
<!--l. 87--><p class="indent" > <img
src="9_home_moritz_Home_Projekte_Minetest_minetest_m___nual_img_Bildschirmfoto_2016-09-17_09-45-38.png" alt="PIC"
>
<!--l. 89--><p class="indent" > To place them, you have to prepare the base, then stand in the right direction and point to the slope start point, then place it. A slope
will be constructed in the direction you are facing (45 degree steps) leaned against the next solid node. The right number of slopes is
subtracted from the item stack if you are in survival.
<!--l. 95--><p class="indent" >
<!--l. 95--><p class="noindent" ><span
class="ecsx-1200">Bumpers,</span>
<span
class="ecsx-1200">platforms,</span>
<span
class="ecsx-1200">signals</span>
<span
class="ecsx-1200">and</span>
<span
class="ecsx-1200">detector</span>
<span
class="ecsx-1200">rails</span>
<!--l. 97--><p class="indent" > <img
src="10_home_moritz_Home_Projekte_Minetest_minetest____nual_img_Bildschirmfoto_2016-09-17_09-48-54.png" alt="PIC"
>
<!--l. 99--><p class="indent" > Bumpers are objects that are usually placed at the end of a track to prevent trains rolling off it. After placed, they can be rotated
using the Trackworker.
<!--l. 103--><p class="indent" > <img
src="11_home_moritz_Home_Projekte_Minetest_minetest____nual_img_Bildschirmfoto_2016-09-17_09-50-27.png" alt="PIC"
><img
src="12_home_moritz_Home_Projekte_Minetest_minetest____nual_img_Bildschirmfoto_2016-09-17_09-51-02.png" alt="PIC"
>
<!--l. 105--><p class="indent" > These are a regular analog signal and an electric signal. Like everything, you can rotate them using the Trackworker.
Right-click or power with mesecons to signal trains that they can pass or have to stop. The signals do not have any effect on
trains, they can only signal the driver. A more advanced signalling system (with distant signals/signal combinations) is
planned.
<!--l. 112--><p class="indent" > <img
src="13_home_moritz_Home_Projekte_Minetest_minetest____nual_img_Bildschirmfoto_2016-09-17_09-58-39.png" alt="PIC"
><img
src="14_home_moritz_Home_Projekte_Minetest_minetest____nual_img_Bildschirmfoto_2016-09-17_09-58-20.png" alt="PIC"
>
<!--l. 114--><p class="indent" > These are some platform nodes. I suggest using the left one, it&#8217;s only half height and looks better. These nodes also have a sandstone
variant, craft with sandstone bricks
<!--l. 118--><p class="indent" > <img
src="15_home_moritz_Home_Projekte_Minetest_minetest____nual_img_Bildschirmfoto_2017-03-09_11-33-09.png" alt="PIC"
>
<!--l. 120--><p class="indent" > These detector rails turn adjacent mesecons on when a train is standing/driving over them.
<!--l. 123--><p class="indent" > Notice: Detector rails and bumpers currently aren&#8217;t aligned to the regular tracks. This will be fixed soon. Meanwhile, you need to
rotate them manually.
<!--l. 127--><p class="indent" >
<!--l. 127--><p class="noindent" ><span
class="ecsx-1200">Trains</span>
<!--l. 129--><p class="indent" > There are some wagons included in this modpack, however community members (namely mbb and Andrey) have made some more wagons
that can be downloaded and enabled separately. Visit the forum topic (<a
href="https://forum.minetest.net/viewtopic.php?f=11&t=14726" class="url" ><span
class="ectt-1000">https://forum.minetest.net/viewtopic.php?f=11&amp;t=14726</span></a>)
to download them.
<!--l. 134--><p class="indent" > To see what&#8217;s included, look up in a craft guide or consult the creative mode inventory.
<!--l. 137--><p class="indent" > To place wagons simply craft and click a track. To remove a wagon, punch it. Only the person who placed the wagon can do this. In
survival if you destroy trains you get only some of your steel back, so you will be asked to confirm if you really want to destroy a
wagon.
<!--l. 142--><p class="indent" >
<!--l. 142--><p class="noindent" ><span
class="ecsx-1200">Driving</span>
<span
class="ecsx-1200">trains</span>
<!--l. 144--><p class="indent" > Right-click any wagon to get on. This will attach you to the wagon and register you as passenger. Depending on how the wagon is set
up, you are either in a passenger seat or inside a driver stand. Right-clicking again will show your possibilities on what you can do in/with
the wagon.
<!--l. 150--><p class="indent" > Example:
<!--l. 152--><p class="indent" > <img
src="16_home_moritz_Home_Projekte_Minetest_minetest____nual_img_Bildschirmfoto_2017-03-09_11-42-49.png" alt="PIC"
>
<!--l. 154--><p class="indent" > When entering a subway wagon, you are formally inside the passenger area. You can see this by the fact that there&#8217;s no head-up
display. Right-clicking brings up this form.
<!--l. 158--><p class="indent" > The first button will make you move to the Driver stand, so you can drive the train.
<!--l. 161--><p class="indent" > The second button should say &#8220;Wagon properties&#8221; and appears only for the wagon owner. See &#8220;Wagon Properties&#8221;.
<!--l. 164--><p class="indent" > The last button tells that the doors are closed, so you can&#8217;t get off at this time. If the doors are open or the wagon has no doors, this
button says &#8220;Get off&#8221;.
<!--l. 168--><p class="indent" > It is always possible to bypass closed doors and get off by holding the Sneak key and right-clicking the wagon or by
holding Sneak and Use at the same time. Remember that this may result in your death when the train is travelling
fast.
<!--l. 173--><p class="indent" > The Japanese train and the Subway train support automatic getting on by just walking into the wagon. As soon as you stand on a
platform and walk towards a door, you will automatically get on the wagon. On these, pressing W or S while inside the Passenger Area
will also make you get off.
<!--l. 179--><p class="indent" >
<!--l. 179--><p class="noindent" ><span
class="ecsx-1200">Train</span>
<span
class="ecsx-1200">controls</span>
<!--l. 181--><p class="indent" > If you are inside a driver stand you are presented with a head-up display:
<!--l. 184--><p class="indent" > The upper bar shows your current speed and the lower bar shows what speed you ordered the train to hold. Assuming you have the
default controls (WASD, Shift for sneak, Space for jump), the following key bindings apply:
<ul class="itemize1">
<li class="itemize">W - faster
</li>
<li class="itemize">S - slower / change direction
</li>
<li class="itemize">A / D &#8211; open/close doors
</li>
<li class="itemize">Space: brake (shown by =B=, target speed will be decreased automatically)
</li>
<li class="itemize">Sneak+S: set speed to 0 (train rolls out, brake to stop!)
</li>
<li class="itemize">Sneak+W: Set full speed
</li>
<li class="itemize">Sneak+A: Set speed to 4 (~40km/h)
</li>
<li class="itemize">Sneak+D: Set speed to 8 (~100km/h)
</li>
<li class="itemize">Sneak+Space: toggle brake (the brake will not release when releasing the keys, shown by =^B=)</li></ul>
<!--l. 201--><p class="indent" >
<!--l. 201--><p class="noindent" ><span
class="ecsx-1200">Coupling</span>
<span
class="ecsx-1200">wagons</span>
<!--l. 203--><p class="indent" > You just learned how to drive an engine. Now place a wagon anywhere and drive your engine slowly towards that wagon. As soon as
they collided your engine will stop. Now get off and right-click the green icon that appeared between the engine and the train. You have
coupled the wagon to the engine.
<!--l. 209--><p class="indent" > <img
src="17_home_moritz_Home_Projekte_Minetest_minetest____ssets_manual_img_screenshot_20161203_231622.png" alt="PIC"
>
<!--l. 211--><p class="indent" > To discouple a wagon, punch the red icon between the wagons you want to discouple while the train is standing.
<!--l. 214--><p class="indent" >
<!--l. 214--><p class="noindent" ><span
class="ecsx-1200">Automatic</span>
<span
class="ecsx-1200">Train</span>
<span
class="ecsx-1200">Control</span>
<span
class="ecsx-1200">(ATC)</span>
<!--l. 216--><p class="indent" > ATC rails allow you to automate train operation. There are two types of ATC rails:
<!--l. 219--><p class="indent" >
<!--l. 219--><p class="noindent" ><span
class="ecsx-1000">Regular</span>
<span
class="ecsx-1000">ATC</span>
<!--l. 221--><p class="indent" > The ATC rail does not have a crafting recipe. When placed, you can set a command and it will be sent to any train driving over the
controller.
<!--l. 224--><p class="indent" > Only the static mode is implemented, changing the mode has no effect.
<!--l. 226--><p class="indent" > For a detailed explanation how ATC commands work and their syntax see atc_command.txt
<!--l. 229--><p class="indent" > Note: to rotate ATC rails, you need to bypass the formspec that is set for the node. To do this, hold Sneak when right-clicking the rail
with the trackworker tool.
<!--l. 233--><p class="indent" >
<!--l. 233--><p class="noindent" ><span
class="ecsx-1000">LUA</span>
<span
class="ecsx-1000">ATC</span>
<!--l. 235--><p class="indent" > The LUA ATC suite is part of the mod advtrains_luaautomation. The LUA ATC components are quite similar to Mesecons
Luacontrollers and allow to create all kinds of automation systems. This tool is not intended for beginners or regular players, but for
server admins who wish to create a heavily automated subway system.
<!--l. 241--><p class="indent" > More information on those can be found inside the mod directory of advtrains_luaautomation.
</body></html>

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@ -1,5 +1,5 @@
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#LyX 2.3 created this file. For more info see http://www.lyx.org/
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@ -21,6 +21,8 @@
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\use_microtype false
\use_dash_ligatures true
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@ -50,6 +52,7 @@
\suppress_date false
\justification true
\use_refstyle 1
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\shortcut idx
\color #008000
@ -62,7 +65,10 @@
\tocdepth 3
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@ -343,7 +349,7 @@ These are a regular analog signal and an electric signal.
\begin_layout Standard
These are some platform nodes.
I suggest using the left one, it's only half height and looks better.
These nodes also have a sandstone variant, craft with sandstone bricks
These nodes also have a sandstone variant, craft with sandstone bricks.
\end_layout
\begin_layout Standard
@ -509,19 +515,23 @@ The upper bar shows your current speed and the lower bar shows what speed
\end_layout
\begin_layout Itemize
W - faster
W: Accelerate
\end_layout
\begin_layout Itemize
S - slower / change direction
S: Roll; change direction if the train is stopped
\end_layout
\begin_layout Itemize
A / D open/close doors
A: Close doors, if one is open; open the door at the left side, if closed
\end_layout
\begin_layout Itemize
Space: brake (shown by =B=, target speed will be decreased automatically)
D: Close doors, if one is open; open the door at the right side, if closed
\end_layout
\begin_layout Itemize
Space: brake (shown by >B<, target speed will be decreased automatically)
\end_layout
\begin_layout Itemize
@ -533,16 +543,16 @@ Sneak+W: Set full speed
\end_layout
\begin_layout Itemize
Sneak+A: Set speed to 4 (~40km/h)
Sneak+A: Set speed to 4 (14.4km/h)
\end_layout
\begin_layout Itemize
Sneak+D: Set speed to 8 (~100km/h)
Sneak+D: Set speed to 8 (28.8km/h)
\end_layout
\begin_layout Itemize
Sneak+Space: toggle brake (the brake will not release when releasing the
keys, shown by =^B=)
keys, shown by >BB<)
\end_layout
\begin_layout Subsection*

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