Hi Rigo,
I must admit I didn't notice that there are places where x is less the quantity of SignalAspect lines, because OR does not signal that. Probably it does not cause problems, but it's better that you adjust that. The 2 after "Lunar" is a typo, sorry. I have posted a corrected version of sigcfg.dat in the post above. I have only doubts on the two lines
_SignalAspect (param)
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X.4112 is available on line now. Edits are not "vetted" once uploaded (if needed and required vetting occurs before uploading), it's only a matter of the fact that there is a program managed by James Ross that automatically checks on a periodic basis whether there were new source code uploads, and if yes generates a new release pack.
Re SignalNumClearAhead I suggest you to read paragraph 10.14 of the manual.
Re the red signal your player train encounters, it is correct, because if you check the path with the MSTS AE or with TrackViewer you'll see that the path ends before the signal (it is a very short path). This is because this is considered an "open ended" activity, where you can run your player train wherever you like. To do this you must pass to manual mode (Ctrl-M) and throw switches and signals when needed using the keyboard commands or the commands available on dispatcher window (Ctrl-9).
By the way with the changes I've introduced the most part of the AI trains circulates.