[Mod] Advanced Trains [advtrains] [2.4.3]

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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by yw05 » Post

56independent_actual wrote:
Sun Nov 07, 2021 16:59
yw05 wrote:
Sun Nov 07, 2021 12:33
As a proof of concept, I wrote some documentation on the additions of the new-ks branch in Markdown. Pandoc seems to convert them to manual pages quite well.
Brilliant! We might as well make a regex Dokuwiki to Markdown converter (i can write the expressions, you can tellme what needs to be converted). Or not.
For now we can try Pandoc, as I said. Some documentation is already in the source repo, so there is no need to convert those.

More importantly, we need people to actually write documentation for advtrains.

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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by 56independent_actual » Post

yw05 wrote:
Sun Nov 07, 2021 17:09
For now we can try Pandoc, as I said. Some documentation is already in the source repo, so there is no need to convert those.

More importantly, we need people to actually write documentation for advtrains.
I'm sorry, i thought you meant Markdown to "man" pages, and not from Doku to markdown.

I may be a good guy for writing docs; i can read the code and i like writing docs.
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by yw05 » Post

56independent_actual wrote:
Sun Nov 07, 2021 17:11
I'm sorry, i thought you meant Markdown to "man" pages, and not from Doku to markdown.
Pandoc handles Markdown->manpage (manual pages) conversion quite well, at least with the ones I wrote.

Certain pages, such as the user guide, might be better as Markdown or something similar than as manpages, as manpages cannot display images (or, at least, I am not aware of manpages with images).
I may be a good guy for writing docs; i can read the code and i like writing docs.
Patches are welcome.

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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by Blockhead » Post

56independent_actual wrote:
Sun Nov 07, 2021 16:59
regex Dokuwiki to Markdown converter
Every time regex is suggested to parse a grammar more complex than a regular grammar, a kitten dies.
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by 56independent_actual » Post

Blockhead wrote:
Mon Nov 08, 2021 02:22
Every time regex is suggested to parse a grammar more complex than a regular grammar, a kitten dies.
Oh god I feel so terrible. i must have killed so many kittens in my life :p.
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by loppi » Post

im nearly finish my moretrains:steam_train texture for my advtrains texture pack. do you like it?
(i just removed the cowcatcher,yet) ^^
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by orwell » Post

There was one main reason why I started the wiki:
Advtrains Wiki Main Page wrote: You can contribute to advtrains in various ways: [...]
Contribute to documentation on this wiki
A wiki appeared to me as the most straightforward way how multiple people (including me) can quickly create documentation. Especially images are not trivially embeddable in Markdown and take space in the download.
Dokuwiki has a plugin for offline exporting, so if we really want we can include the documentation with the mod.

Let's postpone this discussion to the next developer conference and discuss it in person, else this forum will blow up.
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by 56independent_actual » Post

loppi wrote:
Mon Nov 08, 2021 19:37
im nearly finish my moretrains:steam_train texture for my advtrains texture pack. do you like it?
(i just removed the cowcatcher,yet) ^^
Thank you so much, your contributions are amazing! Brilliant work!
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by loppi » Post

oh...thanks 😊
yes,i just thought,i want to make a TP for my favourite mod :-)
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by loppi » Post

next,i remade the subway train textures. ^^
today's texture evening :-D
"evening= its 22:00 in germany at the moment"

here are some screenshots:
(but im still not done yet ;-)
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by loppi » Post

the inside painting,my friend sayed,looks like spaghetti bolognese,but i thought,this old scot-leather would look cool :D
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by orwell » Post

loppi wrote:
Mon Nov 08, 2021 20:56
the inside painting,my friend sayed,looks like spaghetti bolognese,but i thought,this old scot-leather would look cool :D
Great work on the textures. If you agree, I am even considering replacing some of the mod's textures with your textures once you're finished.
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by loppi » Post

orwell wrote:
Tue Nov 09, 2021 20:03
loppi wrote:
Mon Nov 08, 2021 20:56
the inside painting,my friend sayed,looks like spaghetti bolognese,but i thought,this old scot-leather would look cool :D
Great work on the textures. If you agree, I am even considering replacing some of the mod's textures with your textures once you're finished.
of course! i will do my best!
but my biggest problem is,that i dont know where the borders of folding are.
at the lights in front and back,i could guess where the borders are,but the glass panes for example,and the wheels,
are a bit difficultier.

do you have a texture with showed borders?
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by 56independent_actual » Post

loppi wrote:
Tue Nov 09, 2021 20:33
orwell wrote:
Tue Nov 09, 2021 20:03
loppi wrote:
Mon Nov 08, 2021 20:56
the inside painting,my friend sayed,looks like spaghetti bolognese,but i thought,this old scot-leather would look cool :D
Great work on the textures. If you agree, I am even considering replacing some of the mod's textures with your textures once you're finished.
of course! i will do my best!
but my biggest problem is,that i dont know where the borders of folding are.
at the lights in front and back,i could guess where the borders are,but the glass panes for example,and the wheels,
are a bit difficultier.

do you have a texture with showed borders?
Try a Blender UV map, if you can.
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by Blockhead » Post

Not to diminish what you've done Loppi, but I have had a really nice subway texture redo in the works over on my GitHub for a while now. It has suffered a bit from my indecision, but I hope to release it one day.

Image
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by loppi » Post

oh,this looks really cool
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by orwell » Post

loppi wrote:
Tue Nov 09, 2021 20:33
of course! i will do my best!
but my biggest problem is,that i dont know where the borders of folding are.
at the lights in front and back,i could guess where the borders are,but the glass panes for example,and the wheels,
are a bit difficultier.

do you have a texture with showed borders?
Schau mal im assets/blender Ordner. Entweder liegt die UV-Map direkt als PNG rum oder du installierst Gimp und schaust in den XCFs nach, dort sollte die UV-Map als Ebene drin sein.

Falls dir "UV-Map" nichts sagt - das ist die Zuordnung von den Flächen des Modells auf eine zweidimensionale Texturebene - also praktisch die "Grenzen" der Flächen des Modells.

Komplett profimäßig wäre natürlich, Blender zu installieren und direkt in die .blend zu schauen - da muss man sich aber erst einarbeiten und ein paar Youtube-Tutorials drüber schauen.

English TLDR: look in blender/assets for the UV map. Essentially what 56independent said in long form.
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by loppi » Post

okey,ich schau mal danke
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by Codesound » Post

Blockhead wrote:
Wed Nov 10, 2021 01:56
Not to diminish what you've done Loppi, but I have had a really nice subway texture redo in the works over on my GitHub for a while now. It has suffered a bit from my indecision, but I hope to release it one day.

Image
Hi,

this is a wonderful idea! It gives color and greatly diversifies the various railway routes!
I can't wait to use them!

thanks for now.....

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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by Codesound » Post

Hi,

I made a simple step-by-step guide of how I made a small railway circuit regulated by traffic lights and interchanges. Needless to say, it was very difficult for me as I know virtually nothing about trains let alone how these are implemented inside this beautiful mod. I was inspired by an already existing video guide on youtube, but I added a few things to clarify some concepts. It remains an elementary guide and I certainly do not want to teach anyone. In fact, if errors arise, please help me figure out how to correct them.

the wiki of advtrains:
https://advtrains.de/wiki/doku.php

[Minetest] Ep1: 3 station system with Interlocking & Station Tracks | Advtrains with Blockhead
by BlockheadDoesTrains
https://www.youtube.com/watch?v=ylG1vHj4zjg


I offer to make guides like this, but I need someone prepared to help me understand how to make the next steps. I don't know LUA, but I have bases of C and other audio-oriented programming languages.


The next exercise I would like to illustrate is an 8 circuit regulated by 2 traffic lights. If I understand correcly, it takes 4 TCB to create 2 sections of railway route managed by 2 traffic lights as in the image, right?

https://www.0090.it/cc/index.php/s/7nLcimzbHR6MtKb

Image
Last edited by Codesound on Wed Nov 24, 2021 20:43, edited 2 times in total.

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Release 2.4.0

by orwell » Post

Advtrains 2.4.0 is released

Important changes:

Rework of the "Ks" signal system (ywang):
- Speed indicators to signal the permitted route speed per route
- Support for distant signalling by the signals (not supported by the advtrains core yet, this will follow in a future update)
- New "Line speed restriction" and "Temporary Speed Restriction" signs
Please see this post for a preliminary explanation, until documentation is added.

New coupling system, addressing needs of automatic shunting setups:
- The locomotive keeps its train ID when decoupling (useful for LuaATC)
- ATC command "Cpl" to couple with the next wagon/train ahead and then continue the ATC commands.
- Coupling of very short trains (e.g. minecarts from moretrains) is no longer buggy (but you need to push wagons together using an engine)

- New LuaATC controller capable of switching and receiving Mesecon signals

Internal: added automatic unit tests and a CI pipeline using Sourcehut (gpcf, ywang) (see https://builds.sr.ht/~gpcf)
- this will be extended in the future to cover more
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by Blockhead » Post

Codesound wrote:
Sun Nov 14, 2021 13:07
I made a simple step-by-step guide of how I made a small railway circuit regulated by traffic lights and interchanges.
Welcome to the world of AdvTrains :).

Let's review your guide. I won't point out minor grammar mistakes, mostly the ones that end up having a
totally wrong meaning in English, and railway terminology mistakes.
1 - no ballast makes me sad :(
2 - Is this a beginner tutorial? You haven't explain how to make the branch.
It's OK if it's not, but maybe point to prerequisite reading in the introduction.
4 - Railway exchange? The correct translation of 'Incrocio ferroviario' would be
passing loop (UK) or passing siding (US). 'Deviatoio' would be turnout
(international, jargon) or points (UK) or switch (US).
6 - At full speed the train may slow down too fast to get to the last node of
track before the bumper and make a successful stop. I'll test this later.
10b - There are only 6 actual sections. Colours green and grey are the same
section, as are magenta and blue.
15 - you have to right-click the TCB to open the menu not left
16 - Wrong use of identical. I would say "Note that the TCB is divided into two
sections, identified as Side A and Side B
17 - you cheated a bit because you have already named the section for Side A, so
it doesn't match my screen so far.
18 - I'm copying this name and we'll see if it's unique. It should be unique.
19 - I think we're lucky in this case that Side B on your screen matches Side B
on mine, because it's possible to place the TCB so Side A and Side B are
different in this case. It's more important that the end of track side and the
turnout side are the same.
21 - As I guessed, we have a difference. The TCB on the divergent track on the
left side of the screen - for me it has Sides A and Side B different from your
screenshot.
23 - Please always say railway/railroad signal. Signals can show a lot more than
just red/green like the signal type you use. In particular the latest version of
Ks signals which shows speed. Also you can't find the signals by searching
traffic light in creative mode/unified inventory.
A discussion about how to place each signal could take a long time. I would say
in this case just to prescribe the placement to save time. This wording seems to
imply there is a range of options, when there's really no other correct way
except deciding between Left or right hand traffic.
26 - Track Circuit Break. It divides the tracks up into sections. Again, I don't
know why you said left-click on the TCB. I think it's clear why you choose side
B here, although newbies still may not quite follow the reasoning. Hopefully it
becomes clearer later.
27 - Terminology: The trains that go to the passing track (instead of main
track).
30 - you have moved to a different signal from the one you were setting up in
steps 26-29, which confuses me. Also here is an important time to note that if
you don't have enough length on the ends of the tracks, that when the train
reverses that it may not pay attention to the influence point. If the new front of
the train is ahead of the influence point, it will never pay attention to the
signal. As a newbie, I think I will fail at this point in the tutorial because I
don't know that [insert screenshot]. To keep going, I'm going to fix what I have
done because I know how. The driver won't be able to see the signal but at least
the train will work properly.
Image
34 - Like I said, these influence points are *really* close and it's probably
only got just enough room.
36 - ok but I didn't name my sections properly because you didn't give me any
good idea what to call them. I'm lazy so I'm not going to go back and name them
now.
37 - I called it signal from main line/main track
39 - I called it signal from passing track/passing loop
40 - not exchange, turnout (switch, points). Again, I don't know why punching
stuff is supposed to open the menu on your system, I had to right-click.
42 - turnout/switch/points, not 'exchange'
45 - no discussion of the fact that this actually means stopping at the next TCB
and thus the next signal.
49 - A correction to your reasoning: The train has to stop before the
magenta section (which as I said is actually the same section as the blue
section). It must not ever stop in the magenta/blue section or it will block
traffic. The next route will get it to proceed to the orange section because we
can't stop in that magenta/blue section.
52 - Awkward wording in English - "The ROUTE indicator that we saw before..".
Otherwise, good reasoning is given.
53 - turnout/points/switch again
62 - Go straight? No, we want to turn - confusion! Instead say we want to 'leave the
station' - not arrive at it.
63 - Travel on a different 'track' or 'path', not road. The signals will make
sure it doesn't collide, instead it would just deadlock or we would be limited
to one train. Send the train on the the passing loop, 'parallel route' doesn't
fit into English railway jargon.
66 - You could have gone and had them punch the other TCB for the main route, then
told them to use the NEXT section button here and explain how its the same.
68 - The menu sometimes fails to open after making a route. It didn't fail for
me so I skipped steps 68&69
72-74 - Again, signals not traffic lights
75 - The location where the route starts is shown.
76 - turnout/points/switch
78 - left-click. Shown.
79 - left-click
83 - I might say directions of travel
84 - You already had me place this
85 - Right-click. ARS rules are not self-explanatory really.
88 - I wasn't careful and placed two trains in the same section and they crashed
:(. Thankfully the trains all made their stops successfully!

In conclusion, I don't think it replaces my video, it is really just a shortened version of the same content in PDF format instead of a video. Maybe useful if you need to go offline or for quick reference. In general though I think video content is more helpful because you can see things happen, such as how you can see me going through each menu and punching stuff in the video. I intend to produce more videos one day soon(tm).

I would certainly help you learn more about AdvTrains and how to make your next setup, although timezones can make that difficult. As ever, I recommend playing on a server with trains such as LinuxForks server, because AdvTrains is still easiest to learn from other people rather than the documentation.
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by yw05 » Post

Coincidentally, I was working on a (general) advtrains manual in the doc branch, written in LaTeX (hopefully people here are fine with it). I started it during around the summer holiday here (in Baden-Württemberg), but I did not bother to really do much until recently, mostly to enjoy my holiday and get some other things done (new-ks and some personal things IRL). Currently it is still incomplete, but for now it can at least be used as a guide for some parts of advtrains, and hopefully someone can (re)write the interlocking part in a more intuitive way.

Also: I have set up the sourcehut CI to build the manual as well, and it seems to work well so far (execept for the first build, where pdflatex was waiting for a user prompt because of the missing siunitx package).

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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by Codesound » Post

Spoiler
Blockhead wrote:
Mon Nov 15, 2021 04:22
Welcome to the world of AdvTrains :).
Thanks!
Blockhead wrote:
Mon Nov 15, 2021 04:22
2 - Is this a beginner tutorial? You haven't explain how to make the branch.
It's OK if it's not, but maybe point to prerequisite reading in the introduction.
You're right!
Blockhead wrote:
Mon Nov 15, 2021 04:22
4 - Railway exchange? The correct translation of 'Incrocio ferroviario' would be
passing loop (UK) or passing siding (US). 'Deviatoio' would be turnout
(international, jargon) or points (UK) or switch (US).
;-) THANKS..... (I use "switch" in the next release....)
Blockhead wrote:
Mon Nov 15, 2021 04:22
6 - At full speed the train may slow down too fast to get to the last node of
track before the bumper and make a successful stop. I'll test this later.
I have never had problems (if you have advice, better)
Blockhead wrote:
Mon Nov 15, 2021 04:22
10b - There are only 6 actual sections. Colours green and grey are the same
section, as are magenta and blue.
Same section: yes, that's right, there can only be one train in that area.
Blockhead wrote:
Mon Nov 15, 2021 04:22
15 - you have to right-click the TCB to open the menu not left
OPS, thanks!
Blockhead wrote:
Mon Nov 15, 2021 04:22
16 - Wrong use of identical. I would say "Note that the TCB is divided into two
sections, identified as Side A and Side B
Right!
Blockhead wrote:
Mon Nov 15, 2021 04:22
17 - you cheated a bit because you have already named the section for Side A, so
it doesn't match my screen so far.
you're not missing anything.... bravo, I'll see if I can fix it.
Blockhead wrote:
Mon Nov 15, 2021 04:22
18 - I'm copying this name and we'll see if it's unique. It should be unique.
in the 3 TCBs only this name appears on the respective sides
Blockhead wrote:
Mon Nov 15, 2021 04:22
19 - I think we're lucky in this case that Side B on your screen matches Side B
on mine, because it's possible to place the TCB so Side A and Side B are
different in this case. It's more important that the end of track side and the
turnout side are the same.
sorry, but how do you turn the side? Side directions (A-B) appear automatically once TCBs are assigned....
Blockhead wrote:
Mon Nov 15, 2021 04:22
21 - As I guessed, we have a difference. The TCB on the divergent track on the
left side of the screen - for me it has Sides A and Side B different from your
screenshot.
and how did this happen? what did I do wrong? Then the fact remains that I do not understand why they must be the same
Blockhead wrote:
Mon Nov 15, 2021 04:22
23 - Please always say railway/railroad signal. Signals can show a lot more than
just red/green like the signal type you use. In particular the latest version of
Ks signals which shows speed. Also you can't find the signals by searching
traffic light in creative mode/unified inventory.
A discussion about how to place each signal could take a long time. I would say
in this case just to prescribe the placement to save time. This wording seems to
imply there is a range of options, when there's really no other correct way
except deciding between Left or right hand traffic.
Ok, in the next version of this guide.....
Blockhead wrote:
Mon Nov 15, 2021 04:22
26 - Track Circuit Break. It divides the tracks up into sections. Again, I don't
know why you said left-click on the TCB. I think it's clear why you choose side
B here, although newbies still may not quite follow the reasoning. Hopefully it
becomes clearer later.
okay, here I made a stupid mistake, hurry to finish and I didn't notice...
Blockhead wrote:
Mon Nov 15, 2021 04:22
27 - Terminology: The trains that go to the passing track (instead of main
track).
ok

Blockhead wrote:
Mon Nov 15, 2021 04:22
30 - you have moved to a different signal from the one you were setting up in
steps 26-29, which confuses me. Also here is an important time to note that if
you don't have enough length on the ends of the tracks, that when the train
reverses that it may not pay attention to the influence point. If the new front of
the train is ahead of the influence point, it will never pay attention to the
signal. As a newbie, I think I will fail at this point in the tutorial because I
don't know that [insert screenshot]. To keep going, I'm going to fix what I have
done because I know how. The driver won't be able to see the signal but at least
the train will work properly.
Sorry, I'll rewrite the entire guide by making better screenshots

Blockhead wrote:
Mon Nov 15, 2021 04:22
34 - Like I said, these influence points are *really* close and it's probably
only got just enough room.
I replace the circuit with a larger one, so I will put the influence points farther from the railway/railroad signal.
Blockhead wrote:
Mon Nov 15, 2021 04:22
36 - ok but I didn't name my sections properly because you didn't give me any
good idea what to call them. I'm lazy so I'm not going to go back and name them
now.
haha, ok, better rename them directly when placing
Blockhead wrote:
Mon Nov 15, 2021 04:22
37 - I called it signal from main line/main track
ok, thanks
Blockhead wrote:
Mon Nov 15, 2021 04:22
39 - I called it signal from passing track/passing loop
ok, thanks again
Blockhead wrote:
Mon Nov 15, 2021 04:22
40 - not exchange, turnout (switch, points). Again, I don't know why punching
stuff is supposed to open the menu on your system, I had to right-click.
good thing you're prepared.... I fix it in the next release
Blockhead wrote:
Mon Nov 15, 2021 04:22
42 - turnout/switch/points, not 'exchange'
thanks
Blockhead wrote:
Mon Nov 15, 2021 04:22
45 - no discussion of the fact that this actually means stopping at the next TCB
and thus the next signal.
bravo, better specify it!
Blockhead wrote:
Mon Nov 15, 2021 04:22
49 - A correction to your reasoning: The train has to stop before the
magenta section (which as I said is actually the same section as the blue
section). It must not ever stop in the magenta/blue section or it will block
traffic. The next route will get it to proceed to the orange section because we
can't stop in that magenta/blue section.
you're right, I get it. In fact it is noticed that the railway/railroad signal, that would have stopped the train long before the end of the blue section, is missing...
Blockhead wrote:
Mon Nov 15, 2021 04:22
52 - Awkward wording in English - "The ROUTE indicator that we saw before..".
Otherwise, good reasoning is given.
wow.... better change everything (...)
Blockhead wrote:
Mon Nov 15, 2021 04:22
53 - turnout/points/switch again
ok
Blockhead wrote:
Mon Nov 15, 2021 04:22
62 - Go straight? No, we want to turn - confusion! Instead say we want to 'leave the
station' - not arrive at it.
ok .....
Blockhead wrote:
Mon Nov 15, 2021 04:22
63 - Travel on a different 'track' or 'path', not road. The signals will make
sure it doesn't collide, instead it would just deadlock or we would be limited
to one train. Send the train on the the passing loop, 'parallel route' doesn't
fit into English railway jargon.
ok, I correct it, thank you..
Blockhead wrote:
Mon Nov 15, 2021 04:22
66 - You could have gone and had them punch the other TCB for the main route, then
told them to use the NEXT section button here and explain how its the same.
sorry, don't understand this point
Blockhead wrote:
Mon Nov 15, 2021 04:22
68 - The menu sometimes fails to open after making a route. It didn't fail for
me so I skipped steps 68&69
ok,
Blockhead wrote:
Mon Nov 15, 2021 04:22
72-74 - Again, signals not traffic lights
75 - The location where the route starts is shown.
76 - turnout/points/switch
78 - left-click. Shown.
79 - left-click
83 - I might say directions of travel
84 - You already had me place this
wow..... how many mistakes have I made....
Blockhead wrote:
Mon Nov 15, 2021 04:22
85 - Right-click. ARS rules are not self-explanatory really.
you're right, I still don't know how to explain ARS rules...
Blockhead wrote:
Mon Nov 15, 2021 04:22
88 - I wasn't careful and placed two trains in the same section and they crashed
I'm smiling.... You're right... it is better to indicate how the trains should be inserted in different sections
Blockhead wrote:
Mon Nov 15, 2021 04:22
Thankfully the trains all made their stops successfully!
WOW!!!!!!!
@Blockhead
I really don't know how to thank you.... I smiled the whole time I read your corrections... I really liked your video, but I did not understand some steps, which I wanted to illustrate with this guide. Now they are much clearer...
I'll be rewriting this guide with your suggestions soon...

thanks again

yw05
Member
Posts: 366
Joined: Tue May 07, 2019 12:59
GitHub: y5nw
IRC: y5nw
In-game: ywang
Location: Germany

Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by yw05 » Post

Codesound wrote:
Mon Nov 15, 2021 18:06
Blockhead wrote:
Mon Nov 15, 2021 04:22
19 - I think we're lucky in this case that Side B on your screen matches Side B
on mine, because it's possible to place the TCB so Side A and Side B are
different in this case. It's more important that the end of track side and the
turnout side are the same.
sorry, but how do you turn the side? Side directions (A-B) appear automatically once TCBs are assigned....
The A/B sides are decided by the orientation of a track.

Advtrains stores the connections of a track using a "conns table" - in short, the directions the track can connect in. In the simplest case, it contains two entries - the two directions it connects to.

For straight tracks, rotating the track 180 degrees appear the same, but advtrains sees them as two different tracks - for example, a north-south track can be represented using two different tables: {N,S} and {S,N} (directions are actually represented by numbers, but we will use symbols here for simplicity). As advtrains assigns side A to the first entry of the conns table and B to the second (maybe it's the other way - I don't remember right now), so that is how you can have two different A/B side assignments for two tracks that essentially appear to be the same.

This may seem weird at first, but straight tracks are the only ones that are axis-symmetric. Rotating a curved track or a turnout 180 degrees results in a track that appears different (and, of course, connects in different directions).
Blockhead wrote:
Mon Nov 15, 2021 04:22
23 - Please always say railway/railroad signal. Signals can show a lot more than
just red/green like the signal type you use. In particular the latest version of
Ks signals which shows speed. Also you can't find the signals by searching
traffic light in creative mode/unified inventory.
A discussion about how to place each signal could take a long time. I would say
in this case just to prescribe the placement to save time. This wording seems to
imply there is a range of options, when there's really no other correct way
except deciding between Left or right hand traffic.
Ok, in the next version of this guide.....
To complement this: there were also speed signal signs before the new-ks update. The new-ks branch simply added new signals and made existing ones closer to their RL counterparts (in Germany, of course, since that's what the signals are designed based on).

As I noticed you used the Lf 7 signals (the ones with white background) - if you are using the latest version of the master branch, I would suggest using the Zs 3 signal signs (ones with a black triangle pointing down) - these are the ones that actually give the speed limit in a way you likely expect.

Edit: I was probably reading something else while writing the previous paragraph - I don't think the Lf 7 signals are used in the guide.
Last edited by yw05 on Thu Nov 25, 2021 12:36, edited 1 time in total.

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