As a side project, I wanted to explore how signal scripting works in TSW. And while I'm far from finishing it, I've started to build a new signalling system. Guess the country
Yep, those are Danish signals! It's somewhat of a challenge because of the 10 or so distinct signal types, but hey. To make it complete I still need to create distant signals, a whole bunch of signs, and ideally also some implementation of the Danish ATC. My plan would be to make this a free (for non-commercial use) asset pack with all necessary assets specific to Danish railway signalling. I'm also open to collaborate, if someone else is motivated dm me As a side note why I started this, I just really like that the documentation about basically anything related to railway infrastructure and operations is openly available from Banedanmark.
making assets for the community is a nice thing u do , because of your good building skills i could recommend the guy that builds Stuttgart-Würzburg. Maybe you too could collaborate BlackPulsar is his user in the forum.
I haven't started building any other route besides my Husum-Tönning project. For the time after that I only have ideas at the moment. My current idea would be to do something around Flensburg-Padborg. How far north or south I'll need to see. The upside is that I don't need to implement ATC for the cross-border stretch, because that bit is secured with PZB. For passenger trains we have the Vectron+IC coaches, and for freight there are also countless options. The big missing thing would be obviously the IC3/DSB Class MF. And it would be home territory for the nohab Di3 that was also shown here on the forums, if it gets made at some point. But ideas are cheap. Let's see what time brings
My ‘local’ is Aalborg to Aarhus as my family are scattered in different locations between the two. I’d love to see that added but it would certainly be difficult to create! I, personally, commute using the ECW route so it’d be great to complete my close locations on TSW Can’t wait to see what you can create!
I would encourage you to see if you can't make a small section of that route in the editor! If you need something before I've published it, send me a dm.
Progress - there are now the following working signals: I-signals, SI-signals, PU-signals, SU-signals, U-signals (different kinds of signals used in railway stations) AM-signals (block signals) DV-signals (shunt signals) and F-signals with two or three lamps (distant signals) The screenshot includes an overview of the madness of blueprint complexity (this is only for I and SI signals, other signal types are a bit less complex). I/SI signals can show 17 different aspects depending on next signal type, aspect of the next signal, speed restrictions etc. In addition to the signals there are letter (for PU/SU signals) and speed (for I/SI signals) displays, and signal ID plates, signal type plates, and station name plates. VI and VU-signals are still missing, but not overly common either. Level crossing signals are also missing, but more common so higher prio In terms of signs and boards there are a lot missing, and also it doesn't yet have such a nice templating system like the signals from Vorarlberg do.
So here you go! A first version is available now if you want to play with it: https://github.com/Ticket-to-the-North/rail-network-pack-dk/releases/tag/v0.0.1-alpha If you see any issues, you can create an issue directly in the github issue tracker, let me know if that doesn't work.
Understand if you consider this off topic or can't answer, but as you're the only person I know who's tried to make custom signals, can you give any comments on if it would be possible to create a signal that, if the next signal is red, displays a red aspect unless the player is below a certain speed and within a certain distance to the signal?
Yeah, I would like to see a tutorial of how you managed to create the signals and made them work in the game.
Ah, that's the special rule for stop signals which share the same distant signal, right? I'll have to check that. It's not straightforward because the formation doesn't trigger an event on the signal model when it reaches a distance/speed threshold. If I'm not missing something, you'd have to constantly monitor the approaching formation in the tick event or something to know whether the conditions to show proceed are met. I haven't tried it but I can give it a shot in the next days
Sure, my dream would be to do that probably in the form of a video, but I have to structure that upfront and it will take some time before it's done Also for the next version I'll write some kind of usage guide for the signals. Right now it's hard to use them properly especially without knowledge of Danish or the workings of that signal system
Are you looking for some help? Especially in implementing ATC/Zub123 in TSW. I speak Danish and I have good knowledge of train protection systems over here. You can get a pretty good understanding of ATC here (danish): https://www.bane.dk/da/Jernbanevirk...egler/SR/ATC_instruks/ATC_instruks-17_10_2022
Yes indeed I could use some help on that! Maybe we should discuss. Before I start, I would need to figure out how the communication from balise to train works in TSW. The document which you mention I've skimmed before, but still haven't had the time to wrap my head around it entirely. But I'm hoping to go step by step and see how it turns out.
New version: https://github.com/Ticket-to-the-North/rail-network-pack-dk/releases/tag/v0.0.2-alpha Now there's a usage guide in the package which also explains how to build a simple station with two tracks A few screenshots are attached.
Hi skialtec, that's weird, sorry for the issues. I'll check that version to see if I can reproduce what you are getting, otherwise let's have a chat on discord or so.
I did not see the issue but I sent you a dm, hope we can resolve that. If anyone else has this issue, please comment It's the first time that I'm distributing anything so there may be hiccups.
This was fixed. The error occurred after skialtec had copied the assets into a subfolder of an existing plugin. It was resolved by following the steps from the readme, the pack has to be its own separate plugin