![]() Imagine a 150mph train running down the street with a bunch of opposing trucks and busses driving along it. Trolley tracks could be a useful competition demolition tool. Easier coding, no special additions, etcetera. You could develop new trainsets that include specialized trolleys if you wanted, but there's no real point if you can't run a regular train over the trolley track, and it makes more sense to just setup track over roads in a trolley way. All you would need to do is use the multi-track images on top of the roads, and voila! Instant trolleys.Īnd trolley tracks should be just regular railraod tracks, allowing trains only to run on them. You could see where they were if you got them from their list, but you would have no idea if they were gummed up or not, and if one said it was lost, you would not know nor understand what was going on with it.Ī much better alternative to subways would be allowing the player to build elevated railroads over streets or trolleys tracks on the streets. Also, if all your trains ran underground, the game won't let you click on them. More details about all types of signals, including examples, can be found in the Signals section of the manual.How would you build a complete underground railroad in Transport Tycoon? I can understand signals in tunnels every x squares, but beyond that, you would not be able to *see* anything in the tunnels. The block signals can be used for some more advanced constructions. Just imagine your longest train waiting at the signal and work out if it could block something if so, the signal is in the wrong place. Unless you are building some really crazy setups, you'll only ever need standard path signals.Īssuming all of your tracks are only used in one direction, simply place a one-way path signal anywhere it would be OK for a train to stop, facing in the direction the train would be coming from. Holding the CTRL key while clicking on a signal (with signal conversion on) changes the style of a signal (semaphores/ modern signals) to the signal style selected in the Signal Selection toolbar. Holding the CTRL key while clicking on a signal (with signal conversion off) toggles the signal through the available signal types. To turn signal conversion off (if you want to return to constructing signals), click the Signal Convert button again. Then, when you click on an existing signal it will be converted free of charge to the signal type selected in the Signal Selection toolbar. Think of it this way: In OpenTTD, there is only one layer of things that can be on one field: Either tracks of a certain type (can't have mag and regular rail), street, trees, buildings, stations and so on. You place an Entry signal before the split. Basically they can't for the same reason we don't have signals or junctions on bridges etc. Theyre meant for one-way tracks that split into two or more paths. You can convert an existing signal to a different signal type by clicking the Signal Convert button on the Signal Selection toolbar. Entry Pre-Signals: These signals work in tandem with Exit Pre-Signals. This tool obeys the value displayed on the Dragging signal density button on the Signal Selection toolbar. Click the tool button again to deselect it. Then you may click on individual signals to remove them or click and drag along a section of track to remove a line of signals. The white square will change to a red square. You can remove existing signals by clicking the Bulldozer button on the Railway Construction toolbar, while having the Signal Selection toolbar open. Also note that if you click and drag from entry, exit or combo signals, this method will construct block signals facing the same direction. You may change the dragging signal density by clicking the small arrows on the button. Once you have selected a signal type, position your cursor over the railway tracks, where you wish to build your signal.ĭepending on the value displayed on the Dragging signal density button on the Signal Selection toolbar, signals will be placed every N game tiles (the default value for N is 4) when constructing a line of signals this way. The setting is called "Automatically build semaphores before" and can be found in the "Advanced settings" under "Construction" and then "Signals". Generally speaking, the left style (semaphores - older electro-mechanical signals) is appropriate until the 1970s, and the right style (modern electric light signals) afterwards.įurthermore, semaphores will be created by default instead of light signals before a configurable year, 1950 by default. There is no functional difference between the signal styles - it's only a question of aesthetics which one you use. Signal density tool - sets how closely the signals are placed when auto build of signals are used. Signal conversion tool - converts the signal type on the track to the one selected in the gui. ![]() One-way path signal (can not be passed in the reverse direction) Standard path signal (can be passed in the reverse direction, and is ignored in that case) Explanation (you can ignore everything except path signals, they're all you need - see also Which signal type to use):
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