Elvas Tower: Dispatcher signalling problems - Elvas Tower

Jump to content

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

Dispatcher signalling problems Rate Topic: -----

#1 User is offline   MYR39 

  • Apprentice
  • Group: Status: Switchman
  • Posts: 14
  • Joined: 06-March 18
  • Gender:Male
  • Simulator:open rails
  • Country:

Posted 16 May 2019 - 12:42 PM

Hi,
In the dispatcher window the signal's colour does not match with the actual colour in the route. While in the route (so what other players see from the cabview) the signal is RED, in the dispatcher window the colour is still green.
And when the signal is red, under it the white light appears (shunting indicator is on when it's supposed to be only red).
http://i68.tinypic.com/2vvtn5u.png
Thanks

SignalShape (
"SN.Iesire_Ab.s"
"SN IESIRE/PARCURS AB"
SignalSubObjs ( 12
SignalSubObj ( 0
"MAIN" "Semnal"
SigSubType ( SIGNAL_HEAD )
SigSubSType ( "Semnal_Iesire_Ab_NOU" )

)
SignalSubObj ( 1
"MAIN"
"Semnal de manevra"
SigSubType ( SIGNAL_HEAD )
SigSubSType ( "Manevra_permisa_NOU" )
SignalFlags ( DEFAULT )
)
SignalSubObj ( 2
"MAIN"
"Racord Industrial-Manevra Permisa #1"
SigSubType ( SIGNAL_HEAD )
SigSubSType ( "Manevra_permisa_IND_NOU" )
SignalFlags ( OPTIONAL )
SigSubJnLinkIf ( 1 1 )
)
SignalSubObj ( 3
"MAIN"
"Racord Industrial-Manevra Permisa #2"
SigSubType ( SIGNAL_HEAD )
SigSubSType ( "Manevra_permisa_IND_NOU" )
SignalFlags ( OPTIONAL )
SigSubJnLinkIf ( 1 1 )
)
SignalSubObj ( 4
"MAIN"
"Racord Industrial-Manevra Permisa #3"
SigSubType ( SIGNAL_HEAD )
SigSubSType ( "Manevra_permisa_IND_NOU" )
SignalFlags ( OPTIONAL )
SigSubJnLinkIf ( 1 1 )
)
SignalSubObj ( 5
"MAIN"
"Semnal de chemare (rar)"
SigSubType ( SIGNAL_HEAD )
SigSubSType ( "chemare_rar_3_NOU" )
SignalFlags ( OPTIONAL )
)
SignalSubObj ( 6
"MAIN"
"Semnal de chemare (des)"
SigSubType ( SIGNAL_HEAD )
SigSubSType ( "chemare_des_3_NOU" )
SignalFlags ( OPTIONAL )
)
SignalSubObj ( 7
"CATARG_INALT" "Catarg"
SigSubType ( DECOR )
SignalFlags ( OPTIONAL DEFAULT )
)
SignalSubObj ( 8
"MAIN"
"Iesire si pe STANGA liniei duble #1"
SigSubType ( SIGNAL_HEAD )
SigSubSType ( "IND_Stanga" )
SignalFlags ( OPTIONAL )
SigSubJnLinkIf ( 1 1 )
)
SignalSubObj ( 9
"MAIN"
"Iesire si pe STANGA liniei duble #2"
SigSubType ( SIGNAL_HEAD )
SigSubSType ( "IND_Stanga" )
SignalFlags ( OPTIONAL )
SigSubJnLinkIf ( 1 1 )
)
SignalSubObj ( 10
"MAIN"
"Iesire si pe STANGA liniei duble #3"
SigSubType ( SIGNAL_HEAD )
SigSubSType ( "IND_Stanga" )
SignalFlags ( OPTIONAL )
SigSubJnLinkIf ( 1 1
)
SignalSubObj ( 11
"MAIN"
"Iesire NUMAI pe STANGA liniei duble"
SigSubType ( SIGNAL_HEAD )
SigSubSType ( "IND_Stanga_2" )
SignalFlags ( OPTIONAL )




SignalType ( "Semnal_Iesire_Ab"

SignalFnType ( NORMAL )
SignalLightTex ( "ntex" )
SigFlashDuration ( 0.8 0.5 )

SignalLights ( 4
SignalLight ( 0 "Yellow Light"
Position ( 0.0 7.475 0.01 )
Radius ( 1 )
)
SignalLight ( 1 "Green Light"
Position ( 0.0 7.175 0.01 )
Radius ( 1 )
)
SignalLight ( 2 "Red Light"
Position ( 0.0 6.875 0.01 )
Radius ( 1 )
)
SignalLight ( 3 "Yellow Light"
Position ( 0.0 5.975 0.01 )
Radius ( 1 )
)

)

SignalDrawStates ( 4
SignalDrawState ( 0
"Rosu"
DrawLights ( 1
DrawLight ( 2 )
)
)
SignalDrawState ( 1
"Iesire_abatere_1"
DrawLights ( 2
DrawLight ( 1 )
DrawLight ( 3 )
)
)
SignalDrawState ( 2
"Iesire_abatere_2"
DrawLights ( 2
DrawLight ( 0 )
DrawLight ( 3 )
)
)
SignalDrawState ( 3
"Manevra_permisa_sau_chemare"
)
)
SignalAspects ( 4
SignalAspect ( STOP "Rosu"
SpeedKPH ( 0 ) )
SignalAspect ( RESTRICTING "Manevra_permisa_sau_chemare"
SpeedKPH ( 40 ) )

SignalAspect ( APPROACH_1 "Iesire_abatere_2"
)
SignalAspect ( APPROACH_2 "Iesire_abatere_1"
)
)
SignalNumClearAhead ( 4 )
)






SCRIPT Semnal_Iesire_Ab


extern float block_state ();
extern float next_sig_lr ();
extern float this_sig_lr ();
extern float def_draw_state ();
extern float state;
extern float draw_state;
extern float enabled;
float next_state;
float this_state;

if ( !enabled || block_state() !=# BLOCK_CLEAR )
{
state = SIGASP_STOP;
}
else
{
this_state = this_sig_lr (SIGFN_SHUNTING);

if (this_state ==# SIGASP_RESTRICTING)

{
state = SIGASP_RESTRICTING;
}
else
{
this_state = this_sig_lr (SIGFN_DISTANCE);

if (this_state ==# SIGASP_RESTRICTING)

{
state = SIGASP_RESTRICTING;
}
else
{
this_state = this_sig_lr (SIGFN_REPEATER);

if (this_state ==# SIGASP_STOP_AND_PROCEED)

{
state = SIGASP_RESTRICTING;
}


else
{
next_state = next_sig_lr (SIGFN_NORMAL);

if (next_state ==# SIGASP_STOP_AND_PROCEED)
{
state = SIGASP_STOP;
}

else if ( (next_state ==# SIGASP_STOP) ||
(next_state ==# SIGASP_RESTRICTING) )
{
state = SIGASP_APPROACH_1;
}

else
{
state = SIGASP_APPROACH_2;
}


}
}
}
}

#2 User is offline   roeter 

  • Vice President
  • Group: Status: Elite Member
  • Posts: 2,424
  • Joined: 25-October 11
  • Gender:Male
  • Country:

Posted 16 May 2019 - 03:11 PM

The dispatcher window does not use the script or the signal definition to show the correct signal state.
It shows red if state = SIGASP_STOP, else green. It's only a rough indication, it does not match the actual signal display.

Regards,
Rob Roeterdink

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users