Add interlocking guide/manual, silence debug outputs
|
@ -108,9 +108,9 @@ sid=function(id) if id then return string.sub(id, -6) end end
|
|||
|
||||
--ONLY use this function for temporary debugging. for consistent debug prints use atprint
|
||||
atdebug=function(t, ...)
|
||||
local text=advtrains.print_concat_table({t, ...})
|
||||
minetest.log("action", "[advtrains]"..text)
|
||||
minetest.chat_send_all("[advtrains]"..text)
|
||||
-- local text=advtrains.print_concat_table({t, ...})
|
||||
-- minetest.log("action", "[advtrains]"..text)
|
||||
-- minetest.chat_send_all("[advtrains]"..text)
|
||||
end
|
||||
|
||||
if minetest.settings:get_bool("advtrains_enable_debugging") then
|
||||
|
|
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|
@ -0,0 +1,558 @@
|
|||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
|
||||
"http://www.w3.org/TR/html4/loose.dtd">
|
||||
<html >
|
||||
<head><title></title>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
<meta name="generator" content="TeX4ht (http://www.tug.org/tex4ht/)">
|
||||
<meta name="originator" content="TeX4ht (http://www.tug.org/tex4ht/)">
|
||||
<!-- html -->
|
||||
<meta name="src" content="interlocking.tex">
|
||||
<link rel="stylesheet" type="text/css" href="interlocking.css">
|
||||
</head><body
|
||||
>
|
||||
<!--l. 18--><p class="noindent" >
|
||||
|
||||
|
||||
<!--l. 18--><p class="noindent" ><span
|
||||
class="ecsx-1728">Interlocking</span>
|
||||
<span
|
||||
class="ecsx-1728">System</span>
|
||||
<span
|
||||
class="ecsx-1728">Guide</span>
|
||||
<div class="tabular"> <table id="TBL-1" class="tabular"
|
||||
cellspacing="0" cellpadding="0"
|
||||
><colgroup id="TBL-1-1g"><col
|
||||
id="TBL-1-1"></colgroup><tr
|
||||
style="vertical-align:baseline;" id="TBL-1-1-"><td style="white-space:nowrap; text-align:left;" id="TBL-1-1-1"
|
||||
class="td00"></td></tr></table>
|
||||
</div>
|
||||
<a
|
||||
id="x1-2r1"></a>
|
||||
<!--l. 20--><p class="noindent" ><span
|
||||
class="ecsx-1200">1</span> <span
|
||||
class="ecsx-1200">Introduction</span>
|
||||
<a
|
||||
id="Q1-1-0"></a>
|
||||
<!--l. 22--><p class="noindent" >In real-world railways, a so-called interlocking system is a set of railway signals and trackside equipment. Its purpose is to prevent
|
||||
conflicting train movements which otherwise could result in derailing or colliding trains. If you want more information, just search for
|
||||
“railway interlocking” on the internet.
|
||||
<!--l. 28--><p class="noindent" >Real-world interlocking systems perform this task by setting routes. A route is a path along a track that a train can safely pass. To set a
|
||||
route for a train, the signalman (the operator of a signal box) has to set switches (turnouts) to the correct position and lock them in order
|
||||
to make a signal for a train show “Proceed”. In newer systems, this is done automatically by the interlocking system. A route can
|
||||
not be set if switches are locked to a wrong position by another route or if any portion of the route is occupied by a
|
||||
train.
|
||||
<!--l. 37--><p class="noindent" >The interlocking system in this Minetest mod tries to follow real-world interlocking systems as far as applicable. It divides tracks into
|
||||
track sections and implements a route setting mechanism following the same principle.
|
||||
<!--l. 42--><p class="noindent" >However, for the sake of simplicity of implementation and usage, not all concepts of real-world interlocking have been taken over.
|
||||
Especially, there is no mechanism for overlap.
|
||||
<!--l. 46--><p class="noindent" >If you are looking for a place to learn how real-world interlocking systems work, have a look at “SimSig”. By looking at their simulations,
|
||||
you can obtain experience on how to set up your own interlocking systems in AdvTrains. The SimSig glossary is a good place to look up
|
||||
unknown terms in this document.
|
||||
<!--l. 52--><p class="noindent" >
|
||||
<a
|
||||
id="x1-3r2"></a>
|
||||
<!--l. 52--><p class="noindent" ><span
|
||||
class="ecsx-1200">2</span> <span
|
||||
class="ecsx-1200">Setting</span>
|
||||
<span
|
||||
class="ecsx-1200">up</span>
|
||||
<span
|
||||
class="ecsx-1200">track</span>
|
||||
<span
|
||||
class="ecsx-1200">sections</span>
|
||||
<a
|
||||
id="Q1-1-0"></a>
|
||||
<!--l. 54--><p class="noindent" >In the real world, a line of track is divided into so-called track sections, or track circuits. Those systems often can not tell
|
||||
where exactly a train is, but only which track sections it occupies. A route can never be set through an occupied track
|
||||
section.
|
||||
<!--l. 59--><p class="noindent" >A track section often covers:
|
||||
<ul class="itemize1">
|
||||
<li class="itemize">A section on a main running line, between two signals
|
||||
</li>
|
||||
<li class="itemize">A single turnout
|
||||
</li>
|
||||
<li class="itemize">A rail crossing, or a set of turnouts acting as a double/single slip switch
|
||||
</li>
|
||||
<li class="itemize">A siding</li></ul>
|
||||
<!--l. 67--><p class="noindent" >You will find some examples on how to interlock certain patterns later.
|
||||
<!--l. 69--><p class="noindent" >
|
||||
<a
|
||||
id="x1-4r1"></a>
|
||||
<!--l. 69--><p class="noindent" ><span
|
||||
class="ecsx-1200">2.1</span> <span
|
||||
class="ecsx-1200">Track</span>
|
||||
<span
|
||||
class="ecsx-1200">Circuit</span>
|
||||
<span
|
||||
class="ecsx-1200">Breaks</span>
|
||||
<a
|
||||
id="Q1-1-0"></a>
|
||||
<!--l. 71--><p class="noindent" >In this mod, you will not directly configure the locations of track sections. Instead, you designate the borders of each track section using a
|
||||
special node, the Track Circuit Break, abbreviated TCB.
|
||||
<!--l. 75--><p class="noindent" >For example, if you want to create a track section for a piece of a main running line, you set up two TCBs at the ends of this track
|
||||
circuit.
|
||||
<!--l. 79--><p class="noindent" >Setting up a TCB works as follows:
|
||||
<ol class="enumerate1" >
|
||||
<li
|
||||
class="enumerate" id="x1-6x1">Place a TCB node somewhere near the place where the circuit break is going to be located.
|
||||
</li>
|
||||
<li
|
||||
class="enumerate" id="x1-8x2">Right-click the TCB node
|
||||
</li>
|
||||
<li
|
||||
class="enumerate" id="x1-10x3">Punch the rail which should act as TCB</li></ol>
|
||||
<!--l. 86--><p class="noindent" >The result should look like this:
|
||||
<!--l. 88--><p class="noindent" ><img
|
||||
src="0_home_moritz_Home_Projekte_Minetest_minetest_m___s_assets_lyx_img_screenshot_20180830_142551.png" alt="PIC"
|
||||
>
|
||||
<!--l. 90--><p class="noindent" >Now you have assigned the TCB node to a rail. Right-click the TCB node once again. This will bring up a form which looks as
|
||||
follows:
|
||||
<!--l. 93--><p class="noindent" ><img
|
||||
src="1_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-26-35.png" alt="PIC"
|
||||
>
|
||||
<!--l. 95--><p class="noindent" >You see that the form is divided in side A and side B. To designate where each side is, a marker is displayed on the rail. You can always
|
||||
make this marker show up by punching the TCB node, and remove it by punching the marker. Both sides are shown as “End of
|
||||
interlocking”. This means that there is no track section set up at this place.
|
||||
<!--l. 101--><p class="noindent" >You should repeat this procedure once again a few meters away from the first TCB to create a second TCB on the same
|
||||
track.
|
||||
<!--l. 104--><p class="noindent" ><img
|
||||
src="2_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-32-48.png" alt="PIC"
|
||||
>
|
||||
<!--l. 106--><p class="noindent" >Once you have both bordering TCBs set up, you can now create the actual track section. To do this:
|
||||
<ol class="enumerate1" >
|
||||
<li
|
||||
class="enumerate" id="x1-12x1">Right-click one of the TCBs
|
||||
</li>
|
||||
<li
|
||||
class="enumerate" id="x1-14x2">Locate the correct side (A or B) to create the track section
|
||||
</li>
|
||||
<li
|
||||
class="enumerate" id="x1-16x3">Click “Create interlocked Track Section” in the formspec on the chosen side.</li></ol>
|
||||
<!--l. 114--><p class="noindent" >Now, the text on the formspec has changed. It shows something like this:
|
||||
<!--l. 117--><p class="noindent" ><img
|
||||
src="3_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-27-25.png" alt="PIC"
|
||||
>
|
||||
<!--l. 119--><p class="noindent" >Clicking “Show Track Section” brings up another formspec:
|
||||
<!--l. 121--><p class="noindent" ><img
|
||||
src="4_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-28-32.png" alt="PIC"
|
||||
>
|
||||
<!--l. 123--><p class="noindent" >On the top, you see a list of all TCBs that border this track section. In your case, there should be two TCBs listed. If there’s only one,
|
||||
head over to <a
|
||||
href="#x1-17r2">2.2<!--tex4ht:ref: subsec:Long-track-sections, --></a>. You should now select a name for the track section, to identify it later.
|
||||
<!--l. 128--><p class="noindent" >The same procedure is applicable when you create a turnout track section, except that you have to set up three or more
|
||||
TCBs.
|
||||
<!--l. 131--><p class="noindent" >The AdvTrains interlocking system allows you to add more TCBs after you have created a track section. This works without problems in
|
||||
most cases. For example, you can easily insert a turnout into an already set-up track section and create another TCB behind it, and
|
||||
AdvTrains will automatically detect the existing track section. Problems arise only if you try to insert a TCB in-between a section, in
|
||||
which case both sides of the TCB will end up assigned to the same section. The code currently does not handle this case properly, so try
|
||||
to avoid this situation by all means. As a last resort, you can always dissolve a faulty track section, as described in the next
|
||||
chapter.
|
||||
<!--l. 142--><p class="noindent" >
|
||||
<a
|
||||
id="x1-17r2"></a>
|
||||
<!--l. 142--><p class="noindent" ><span
|
||||
class="ecsx-1200">2.2</span> <span
|
||||
class="ecsx-1200">Long</span>
|
||||
<span
|
||||
class="ecsx-1200">track</span>
|
||||
<span
|
||||
class="ecsx-1200">sections,</span>
|
||||
<span
|
||||
class="ecsx-1200">crossings</span>
|
||||
<span
|
||||
class="ecsx-1200">and</span>
|
||||
<span
|
||||
class="ecsx-1200">other</span>
|
||||
<span
|
||||
class="ecsx-1200">edge</span>
|
||||
<span
|
||||
class="ecsx-1200">cases</span>
|
||||
<a
|
||||
id="Q1-1-0"></a>
|
||||
<!--l. 144--><p class="noindent" >
|
||||
<a
|
||||
id="x1-18r1"></a>
|
||||
<!--l. 144--><p class="noindent" ><span
|
||||
class="ecsx-1000">2.2.1</span> <span
|
||||
class="ecsx-1000">Very</span>
|
||||
<span
|
||||
class="ecsx-1000">long</span>
|
||||
<span
|
||||
class="ecsx-1000">track</span>
|
||||
<span
|
||||
class="ecsx-1000">sections</span>
|
||||
<a
|
||||
id="Q1-1-0"></a>
|
||||
<!--l. 146--><p class="noindent" >If you try to set up a track section that is longer than 1000 nodes, advtrains won’t recognize the TCB at the other end because of a safety
|
||||
limit in the traverser function, which is supposed to prevent deadlocks. This case has happened when the Track Section overview screen
|
||||
only shows one TCB in the list. The procedure for this is as follows:
|
||||
<ol class="enumerate1" >
|
||||
<li
|
||||
class="enumerate" id="x1-20x1">Go to the second TCB (the one that wasn’t recognized). It should show “End of Interlocking” on the relevant side.
|
||||
</li>
|
||||
<li
|
||||
class="enumerate" id="x1-22x2">Click “Create interlocked track section”. The section created will be different from the one that is already present.
|
||||
</li>
|
||||
<li
|
||||
class="enumerate" id="x1-24x3">In the track section overview, click “Join into other section”
|
||||
</li>
|
||||
<li
|
||||
class="enumerate" id="x1-26x4">Go back to the first TCB, bring up the Track Section overview screen of the first track section and click “Join with ???”</li></ol>
|
||||
<!--l. 160--><p class="noindent" >The other, missing TCB should now appear in the list. If you accidentally started such a joining procedure, click the “X” button on the
|
||||
right.
|
||||
<!--l. 164--><p class="noindent" >
|
||||
<a
|
||||
id="x1-27r2"></a>
|
||||
<!--l. 164--><p class="noindent" ><span
|
||||
class="ecsx-1000">2.2.2</span> <span
|
||||
class="ecsx-1000">Rail</span>
|
||||
<span
|
||||
class="ecsx-1000">crosses</span>
|
||||
<a
|
||||
id="Q1-1-0"></a>
|
||||
<!--l. 166--><p class="noindent" >Since rail crosses are created by laying tracks across each other without logical connection, there’s no way for advtrains to know whether
|
||||
rails cross each other.
|
||||
<!--l. 170--><p class="noindent" >Rail crossings in interlocking systems are always one single track section, which in most cases has 4 TCBs adjacent.
|
||||
<!--l. 173--><p class="noindent" ><img
|
||||
src="5_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-51-25.png" alt="PIC"
|
||||
>
|
||||
<!--l. 175--><p class="noindent" >The procedure is quite similar to the one for long sections: First, create two track sections for the branches, and then use the “Join”
|
||||
function to merge both sections into one.
|
||||
<!--l. 179--><p class="noindent" >
|
||||
<a
|
||||
id="x1-28r3"></a>
|
||||
<!--l. 179--><p class="noindent" ><span
|
||||
class="ecsx-1000">2.2.3</span> <span
|
||||
class="ecsx-1000">Deleting</span>
|
||||
<span
|
||||
class="ecsx-1000">and</span>
|
||||
<span
|
||||
class="ecsx-1000">re-adding</span>
|
||||
<span
|
||||
class="ecsx-1000">single</span>
|
||||
<span
|
||||
class="ecsx-1000">TCBs</span>
|
||||
<span
|
||||
class="ecsx-1000">to</span>
|
||||
<span
|
||||
class="ecsx-1000">a</span>
|
||||
<span
|
||||
class="ecsx-1000">section</span>
|
||||
<a
|
||||
id="Q1-1-0"></a>
|
||||
<!--l. 181--><p class="noindent" >In some occasions, for example when you remove a siding or a crossover, it can be necessary to unassign a TCB from a track section.
|
||||
There are multiple ways to do this:
|
||||
<ul class="itemize1">
|
||||
<li class="itemize">In the TCB form, click the “Remove from section” button
|
||||
</li>
|
||||
<li class="itemize">In the track section form, first select the TCB in the list and then click “Unlink selected TCB”</li></ul>
|
||||
<!--l. 189--><p class="noindent" >The result is that the TCB shows “End of Interlocking” and the section does not list the TCB as an endpoint anymore.
|
||||
<!--l. 192--><p class="noindent" >The other case is adding a siding or a crossover, in which case one or more TCBs still show “End of Interlocking” although they should be
|
||||
part of a section:
|
||||
<ul class="itemize1">
|
||||
<li class="itemize">Go to another TCB that is registered in the track section and click “Update near TCBs”
|
||||
</li>
|
||||
<li class="itemize">If that did not work, follow the procedure of creating a long track section</li></ul>
|
||||
<!--l. 202--><p class="noindent" >
|
||||
<a
|
||||
id="x1-29r4"></a>
|
||||
<!--l. 202--><p class="noindent" ><span
|
||||
class="ecsx-1000">2.2.4</span> <span
|
||||
class="ecsx-1000">Dissolving</span>
|
||||
<span
|
||||
class="ecsx-1000">sections</span>
|
||||
<a
|
||||
id="Q1-1-0"></a>
|
||||
<!--l. 204--><p class="noindent" >If you made a mistake setting up something and you don’t see any other way to fix a misconfigured track section, you can always
|
||||
delete it using the “Dissolve section” button. This operation removes the track section and sets all TCBs that previously
|
||||
belonged to the section as “End of Interlocking”. This will always work and lets you start over new with setting up track
|
||||
sections.
|
||||
<!--l. 211--><p class="noindent" >
|
||||
<a
|
||||
id="x1-30r3"></a>
|
||||
<!--l. 211--><p class="noindent" ><span
|
||||
class="ecsx-1200">2.3</span> <span
|
||||
class="ecsx-1200">Interlocking</span>
|
||||
<span
|
||||
class="ecsx-1200">patterns</span>
|
||||
<a
|
||||
id="Q1-1-0"></a>
|
||||
<!--l. 213--><p class="noindent" >This section shows some examples on how you should set up track sections on certain track configurations.
|
||||
<!--l. 216--><p class="noindent" >
|
||||
<a
|
||||
id="x1-31r3"></a>
|
||||
<!--l. 216--><p class="noindent" ><span
|
||||
class="ecsx-1200">3</span> <span
|
||||
class="ecsx-1200">Signals</span>
|
||||
<span
|
||||
class="ecsx-1200">and</span>
|
||||
<span
|
||||
class="ecsx-1200">routes</span>
|
||||
<a
|
||||
id="Q1-1-0"></a>
|
||||
<!--l. 218--><p class="noindent" >The purpose of signals is to inform trains about whether they can proceed into the next section safely. Making a section of track safe to
|
||||
pass for a train, turnouts need to be set to the correct position and no other train should be allowed to cross or share parts of the route
|
||||
with this train.
|
||||
<!--l. 224--><p class="noindent" >
|
||||
<a
|
||||
id="x1-32r1"></a>
|
||||
<!--l. 224--><p class="noindent" ><span
|
||||
class="ecsx-1200">3.1</span> <span
|
||||
class="ecsx-1200">Assigning</span>
|
||||
<span
|
||||
class="ecsx-1200">Signals</span>
|
||||
<span
|
||||
class="ecsx-1200">to</span>
|
||||
<span
|
||||
class="ecsx-1200">TCBs</span>
|
||||
<a
|
||||
id="Q1-1-0"></a>
|
||||
<!--l. 226--><p class="noindent" >Signals in the advtrains interlocking system are positioned - like in real life - at the border of track sections.
|
||||
<!--l. 229--><p class="noindent" >When you set up a signal, do the following steps:
|
||||
<ol class="enumerate1" >
|
||||
<li
|
||||
class="enumerate" id="x1-34x1">If not already happened, set up a TCB (you don’t need to, but are advised to, configure track sections there)
|
||||
</li>
|
||||
<li
|
||||
class="enumerate" id="x1-36x2">Place the signal a few meters in front of the TCB, so that trains stopping at the signal do never pass the TCB
|
||||
</li>
|
||||
<li
|
||||
class="enumerate" id="x1-38x3">Locate the side of the TCB which points in the direction that trains will proceed past the signal, as shown in the figure
|
||||
below.
|
||||
</li>
|
||||
<li
|
||||
class="enumerate" id="x1-40x4">Right-click the TCB, and click “Assign a signal” on this side.
|
||||
</li>
|
||||
<li
|
||||
class="enumerate" id="x1-42x5">Punch the signal.</li></ol>
|
||||
<!--l. 240--><p class="noindent" ><img
|
||||
src="6_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_assign_signal.png" alt="PIC"
|
||||
>
|
||||
<!--l. 242--><p class="noindent" >You can assign a signal to each side of a TCB. This is, for example, useful when creating block sections on a bi-directional main running
|
||||
line.
|
||||
<!--l. 246--><p class="noindent" >
|
||||
<a
|
||||
id="x1-43r2"></a>
|
||||
<!--l. 246--><p class="noindent" ><span
|
||||
class="ecsx-1200">3.2</span> <span
|
||||
class="ecsx-1200">The</span>
|
||||
<span
|
||||
class="ecsx-1200">concept</span>
|
||||
<span
|
||||
class="ecsx-1200">of</span>
|
||||
<span
|
||||
class="ecsx-1200">routes</span>
|
||||
<a
|
||||
id="Q1-1-0"></a>
|
||||
<!--l. 248--><p class="noindent" >A so-called route is a locked path between two signals, which locks all turnouts in the correct position.
|
||||
<!--l. 251--><p class="noindent" >Example: Imagine a station with 2 platforms on a single track running line. We are looking at signal A. You probably want trains coming
|
||||
from the right to go into platform 1 or into platform 2, so you need to program 2 routes.
|
||||
<!--l. 256--><p class="noindent" ><img
|
||||
src="7_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_route_ex1.png" alt="PIC"
|
||||
>
|
||||
<!--l. 258--><p class="noindent" >This leads us to the most important aspect of route programming: Routes always start at a signal (A) and end at a signal facing in the
|
||||
<span
|
||||
class="ecbx-1000">same direction </span>(D and E), not at an opposite-facing signal (B and C). There are only few exceptions, we’ll cover this
|
||||
later.
|
||||
<!--l. 263--><p class="noindent" >When you set a route to make a train proceed on it, the interlocking system ensures that:
|
||||
<ul class="itemize1">
|
||||
<li class="itemize">There are no rail vehicles on the route
|
||||
</li>
|
||||
<li class="itemize">All turnouts are set to the correct position and it is impossible to move them
|
||||
</li>
|
||||
<li class="itemize">No other routes can be set that would in any way conflict with this route</li></ul>
|
||||
<!--l. 272--><p class="noindent" >For this to work, you need to specify all track sections the train will pass along, as well as the positions of all turnouts that need to be
|
||||
locked. Those are not only the turnouts that lay directly on the train’s route, but also some turnouts on adjacent tracks, the so-called
|
||||
flank protection.
|
||||
<!--l. 278--><p class="noindent" >The purpose of flank protection is to prevent runaway trains and/or wagons to pass into a route. This is achieved by setting nearby
|
||||
turnouts to a position that points “away” from the route. Example:
|
||||
<!--l. 282--><p class="noindent" ><img
|
||||
src="8_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_route_ex2.png" alt="PIC"
|
||||
>
|
||||
<!--l. 284--><p class="noindent" >The upper turnout, of course, needs to be locked in straight (normal) position, while the lower one is not relevant for the route itself. But
|
||||
what if the lower turnout was set to the diverging (reverse) position and the driver of another train approaching signal B fails to see the
|
||||
red light? This train would crash into the first one. To minimise danger, that other train would need to be routed towards signal
|
||||
D.
|
||||
<!--l. 291--><p class="noindent" >There are, of course, situations, where both positions of a turnout would conflict with a route equally. In those situations, there’s nothing
|
||||
you can do and no flank lock needs to be set.
|
||||
<!--l. 295--><p class="noindent" >
|
||||
<a
|
||||
id="x1-44r3"></a>
|
||||
<!--l. 295--><p class="noindent" ><span
|
||||
class="ecsx-1200">3.3</span> <span
|
||||
class="ecsx-1200">Shunt</span>
|
||||
<span
|
||||
class="ecsx-1200">routes</span>
|
||||
<a
|
||||
id="Q1-1-0"></a>
|
||||
<!--l. 297--><p class="noindent" >Operating railways is not all about driving trains around. Coupling, decoupling and moving single engines, wagons or groups of wagons
|
||||
across a station, called shunting, also plays an important role.
|
||||
<!--l. 301--><p class="noindent" >Remember what we said about routes: There must be no rail vehicles on the route. So what if you have some goods wagons
|
||||
ready on a siding, and want to couple an engine to it? You can not set a regular route into the siding, because it is
|
||||
occupied.
|
||||
<!--l. 306--><p class="noindent" >The solution is to program a second route into the siding, but with the difference that it already ends at the rear-facing signal of it, so it
|
||||
doesn’t include the siding section itself:
|
||||
<!--l. 310--><p class="noindent" ><img
|
||||
src="9_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_route_ex3.png" alt="PIC"
|
||||
>
|
||||
<!--l. 312--><p class="noindent" >The Sht2 route then needs to show a shunt aspect, which instructs the driver to proceed slowly and watch out for vehicles on the route.
|
||||
To show a “free” aspect here would be wrong, because that would mean that the track is free until the next main signal, which it is clearly
|
||||
not.
|
||||
<!--l. 320--><p class="noindent" ><span
|
||||
class="ecti-1000">Note that advtrains_interlocking currently does not allow to set individual aspects for routes, this is a feature still to be implemented</span>
|
||||
<span
|
||||
class="ecti-1000">soon.</span>
|
||||
<!--l. 322--><p class="noindent" >Shunt routes like this are, so far, the only exception to the “Routes should end at a signal facing the same direction”
|
||||
rule.
|
||||
<!--l. 325--><p class="noindent" >
|
||||
<a
|
||||
id="x1-45r4"></a>
|
||||
<!--l. 325--><p class="noindent" ><span
|
||||
class="ecsx-1200">3.4</span> <span
|
||||
class="ecsx-1200">Route</span>
|
||||
<span
|
||||
class="ecsx-1200">Release</span>
|
||||
<a
|
||||
id="Q1-1-0"></a>
|
||||
<!--l. 327--><p class="noindent" >In early real-life interlocking systems, routes either had to be cancelled by the signalman after the train had passed the route, or there was
|
||||
a single release contact at the end of the route. However, as interlocking systems evolved and the position of trains is now
|
||||
roughly known by the track sections, portions of the route can be freed as soon as the train has left the corresponding
|
||||
section.
|
||||
<!--l. 334--><p class="noindent" >AdvTrains has chosen a modern approach to route releasing. Each turnout lock is associated to a track section belonging to the route’s
|
||||
path. Once the train leaves this section, all assigned locks are also freed.
|
||||
<!--l. 338--><p class="noindent" >
|
||||
<a
|
||||
id="x1-46r5"></a>
|
||||
<!--l. 338--><p class="noindent" ><span
|
||||
class="ecsx-1200">3.5</span> <span
|
||||
class="ecsx-1200">Programming</span>
|
||||
<span
|
||||
class="ecsx-1200">a</span>
|
||||
<span
|
||||
class="ecsx-1200">route</span>
|
||||
<a
|
||||
id="Q1-1-0"></a>
|
||||
<!--l. 340--><p class="noindent" >The route programming procedure is quite straightforward if you’ve read the previous sections and understood how routes should be
|
||||
set.
|
||||
<!--l. 343--><p class="noindent" >Routes always start at a signal. You must have assigned the signal to a TCB, as described earlier.
|
||||
<!--l. 346--><p class="noindent" >When you right-click the signal, it no longer changes its aspect. Instead, a formspec pops up, showing you an (empty) list of routes with
|
||||
the possibility to set them or to create new routes. Click the “Create new route” button to start programming a new
|
||||
route.
|
||||
<!--l. 351--><p class="noindent" >The form closes, and an arrow is displayed on the TCB. You are now in “Route Programming” mode, programming the first track section
|
||||
of the route. Now:
|
||||
<ul class="itemize1">
|
||||
<li class="itemize">Put any turnouts you need to lock in the correct position (e.g. by right-clicking them). This includes flank protection.
|
||||
</li>
|
||||
<li class="itemize">Punch them. This makes a marker saying “Route Lock Editing” appear.
|
||||
</li>
|
||||
<li class="itemize">If you punch a turnout again, or punch the marker, you can remove the lock again.
|
||||
</li>
|
||||
<li class="itemize">When you’ve locked all turnouts in the current section, go to and punch the TCB that is the border to the next track
|
||||
section the train proceeds into.</li></ul>
|
||||
<!--l. 364--><p class="noindent" >Once you’ve done this, the lock markers change to “Route Lock”, telling they can’t be changed anymore. Repeat the above procedure until
|
||||
you have punched the final TCB, at which the route should end. As mentioned before, there should be a signal at this place,
|
||||
however this is not enforced. Now, run the chat command <span
|
||||
class="ectt-1000">/at_rp_set <name of route> </span>to complete programming the
|
||||
route.
|
||||
<!--l. 371--><p class="noindent" >A few hints:
|
||||
<ul class="itemize1">
|
||||
<li class="itemize">If one turnout should be locked by more than one section, set the lock only in the <span
|
||||
class="ectt-1000">last </span>of those sections. Locking the same
|
||||
turnout in multiple sections of a single route results in undefined behavior!
|
||||
</li>
|
||||
<li class="itemize">If you accidentally punched a TCB, you can run <span
|
||||
class="ectt-1000">/at_rp_back </span>to undo this and return to the previous section. Due to a
|
||||
bug, you have to re-set all locks of this section.
|
||||
</li>
|
||||
<li class="itemize">If you want to stop programming the entire route without saving it, run <span
|
||||
class="ectt-1000">/at_rp_discard</span></li></ul>
|
||||
<!--l. 384--><p class="noindent" >
|
||||
<a
|
||||
id="x1-47r4"></a>
|
||||
<!--l. 384--><p class="noindent" ><span
|
||||
class="ecsx-1200">4</span> <span
|
||||
class="ecsx-1200">Interlocking</span>
|
||||
<span
|
||||
class="ecsx-1200">system</span>
|
||||
<span
|
||||
class="ecsx-1200">operation</span>
|
||||
<a
|
||||
id="Q1-1-0"></a>
|
||||
<!--l. 386--><p class="noindent" >Setting up the interlocking for a portion of a railway network requires some time, experience and planning, but once done, there’s not
|
||||
much to do anymore to make trains run on your, now safer, railway. This section covers some useful practices to route trains across your
|
||||
network.
|
||||
<!--l. 391--><p class="noindent" >At the moment, routes can only be set by clicking the signal or via LuaATC, except if you use automatic working. It is planned to control
|
||||
this via the onboard computer and via a “signal box” view based on the currently broken itrainmap.
|
||||
<!--l. 396--><p class="noindent" >
|
||||
<a
|
||||
id="x1-48r1"></a>
|
||||
<!--l. 396--><p class="noindent" ><span
|
||||
class="ecsx-1200">4.1</span> <span
|
||||
class="ecsx-1200">Simple</span>
|
||||
<span
|
||||
class="ecsx-1200">route</span>
|
||||
<span
|
||||
class="ecsx-1200">setting</span>
|
||||
<span
|
||||
class="ecsx-1200">and</span>
|
||||
<span
|
||||
class="ecsx-1200">cancelling</span>
|
||||
<a
|
||||
id="Q1-1-0"></a>
|
||||
<!--l. 398--><p class="noindent" >To set a route, simply right-click the signal, select a route and click “set route”. If there are no conflicts, the signal turns green and the
|
||||
train is allowed to proceed.
|
||||
<!--l. 402--><p class="noindent" >It may be possible that the route can not be set, because one or more other routes conflict with the current one, or a section is blocked. In
|
||||
this case, the signal stays red, and the conflicting item is shown in the formspec. As soon as the conflict is resolved (by cancellation
|
||||
or release of the conflicting route, or the section becoming free), the requested route will be set and the signal turns
|
||||
green.
|
||||
<!--l. 409--><p class="noindent" >If a route is either requested or set, it can be cancelled from the signalling formspec. This means that all turnouts and sections are
|
||||
released, and the signal reverts back to red. This of course only works when the train has not passed the signal yet. There is no
|
||||
mechanism for Approach Locking.
|
||||
<!--l. 415--><p class="noindent" >
|
||||
<a
|
||||
id="x1-49r2"></a>
|
||||
<!--l. 415--><p class="noindent" ><span
|
||||
class="ecsx-1200">4.2</span> <span
|
||||
class="ecsx-1200">Automatic</span>
|
||||
<span
|
||||
class="ecsx-1200">Working</span>
|
||||
<a
|
||||
id="Q1-1-0"></a>
|
||||
<!--l. 417--><p class="noindent" >Block signals on main running lines usually only have a single route to set, the one proceeding along the main line. Their purpose is only
|
||||
to show whether there are trains in the next section. So, it would be convenient if this only route would set itself again after a train
|
||||
passed.
|
||||
<!--l. 423--><p class="noindent" >This is what Automatic Working is for. Set a route, click “Enable Automatic Working”, and as soon as a train passes, the route is
|
||||
automatically re-set.
|
||||
<!--l. 427--><p class="noindent" >This function is nearly identical to SimSig automatic signals. It can also be useful on a line with high traffic, when there’s a
|
||||
low-frequented access to a siding. You’d enable automatic working for the main route and cancel it only when you need a train to go into
|
||||
the siding.
|
||||
<!--l. 432--><p class="noindent" >
|
||||
<a
|
||||
id="x1-50r5"></a>
|
||||
<!--l. 432--><p class="noindent" ><span
|
||||
class="ecsx-1200">5</span> <span
|
||||
class="ecsx-1200">Final</span>
|
||||
<span
|
||||
class="ecsx-1200">notes</span>
|
||||
<a
|
||||
id="Q1-1-0"></a>
|
||||
<!--l. 434--><p class="noindent" >The interlocking system is mainly finished, though there are still some plans and ideas. They include:
|
||||
<ul class="itemize1">
|
||||
<li class="itemize">Setting routes from inside a train (via onboard computer)
|
||||
</li>
|
||||
<li class="itemize">Signalbox panels, as revival of itrainmap
|
||||
</li>
|
||||
<li class="itemize">Individual signal aspects for routes
|
||||
</li>
|
||||
<li class="itemize">Distant signals
|
||||
</li>
|
||||
<li class="itemize">On-Train head-up display for oncoming signals (they have something like this in Czech Republic, I forgot how it’s called.)</li></ul>
|
||||
<!--l. 444--><p class="noindent" >Apart from this, there’s the large oncoming project of a new timetable-based train automation system, but this will take some time to
|
||||
evolve and is out of the scope of this document.
|
||||
<!--l. 448--><p class="noindent" >If you have any suggestions, corrections, improvements, criticism or cute kittens and stuff, you can always contact me by various means
|
||||
(Forum PM, E-Mail (orwell@bleipb.de), Linuxworks server chat a.s.o.). Have fun!
|
||||
<!--l. 453--><p class="noindent" >- orwell
|
||||
</body></html>
|
||||
|
||||
|
||||
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@ -0,0 +1,236 @@
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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
|
||||
"http://www.w3.org/TR/html4/loose.dtd">
|
||||
<html >
|
||||
<head><title></title>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
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<meta name="generator" content="TeX4ht (http://www.tug.org/tex4ht/)">
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<meta name="originator" content="TeX4ht (http://www.tug.org/tex4ht/)">
|
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<!-- html -->
|
||||
<meta name="src" content="manual.tex">
|
||||
<link rel="stylesheet" type="text/css" href="manual.css">
|
||||
</head><body
|
||||
>
|
||||
<!--l. 15--><p class="noindent" ><span
|
||||
class="ecsx-1728">Advanced</span>
|
||||
<span
|
||||
class="ecsx-1728">Trains</span>
|
||||
<!--l. 17--><p class="indent" > This mod aims to provide realistic, good-looking and functional trains by introducing a revolutionary rail placement system. It
|
||||
features several wagons that can be coupled together.
|
||||
<!--l. 21--><p class="indent" > This mod is not finished. If you miss features, suggest them, but do not denounce this mod just because they are not yet implemented.
|
||||
They will be.
|
||||
<span
|
||||
class="ecsx-1200">Placing</span>
|
||||
<span
|
||||
class="ecsx-1200">Rails</span>
|
||||
<!--l. 27--><p class="noindent" >Minetest’s in-house rail system features rails that turn at an angle of 90 degrees – totally impractical for the use with realistic trains. So
|
||||
we have our own rails. Remember: Carts can’t drive on the rails provided by this mod, as do trains not drive on minetest’s default rails
|
||||
because of their different track widths.
|
||||
<!--l. 33--><p class="indent" > First, craft some rails.
|
||||
<!--l. 35--><p class="indent" > <img
|
||||
src="0_home_moritz_Home_Projekte_Minetest_minetest_m___nual_img_Bildschirmfoto_2016-09-17_09-43-29.png" alt="PIC"
|
||||
>
|
||||
<!--l. 37--><p class="indent" > Now, place one at any position and another one right next to it: you have made your first railway track!
|
||||
<!--l. 40--><p class="indent" > To learn how to make turns have a look at the following examples. A rail node has been placed only at the red-marked
|
||||
places.
|
||||
<!--l. 43--><p class="indent" > <img
|
||||
src="1_home_moritz_Home_Projekte_Minetest_minetest_m___nual_img_Bildschirmfoto_2016-09-17_10-04-12.png" alt="PIC"
|
||||
><img
|
||||
src="2_home_moritz_Home_Projekte_Minetest_minetest_m___nual_img_Bildschirmfoto_2016-09-17_10-04-57.png" alt="PIC"
|
||||
>
|
||||
<!--l. 45--><p class="indent" > <img
|
||||
src="3_home_moritz_Home_Projekte_Minetest_minetest_m___nual_img_Bildschirmfoto_2016-09-17_10-05-51.png" alt="PIC"
|
||||
><img
|
||||
src="4_home_moritz_Home_Projekte_Minetest_minetest_m___nual_img_Bildschirmfoto_2016-09-17_10-07-13.png" alt="PIC"
|
||||
>
|
||||
<!--l. 47--><p class="indent" > As shown in the illustrations above, the 30-degree angled rails use a knight’s move (2 ahead, 1 aside) for placement. For the rails to
|
||||
look realistic, I encourage you not to build turns that are too narrow. IMO the angles you can build with this are still way to narrow, but
|
||||
this is the best compromise I can find.
|
||||
<!--l. 53--><p class="indent" >
|
||||
<!--l. 53--><p class="noindent" ><span
|
||||
class="ecsx-1200">Switches</span>
|
||||
<!--l. 55--><p class="indent" > To create switches we need the trackworker tool. ATM it looks like a Doctor Who Sonic Screwdriver. Aside from turning rails into
|
||||
switches, it is also capable of rotating everything (rails, bumpers, signals) in this mod. Due to internal mechanics, nothing can be rotated
|
||||
using the default screwdriver.
|
||||
<!--l. 61--><p class="indent" > <img
|
||||
src="5_home_moritz_Home_Projekte_Minetest_minetest_m___nual_img_Bildschirmfoto_2016-09-17_09-56-34.png" alt="PIC"
|
||||
>
|
||||
<!--l. 63--><p class="indent" > Place some rails. Then left-click 1-2 times on one of these rails, until you see a switch. Use right-click to rotate it how you need it. You
|
||||
can change the switch direction by right-clicking the switch or by powering it with mesecons.
|
||||
<!--l. 68--><p class="indent" > Unfortunately tracks that are placed next to switches don’t always automatically connect to them. You need to correct manually
|
||||
using the Trackworker. One day I will implement proper handling for these. When you are finished it could look like
|
||||
this:
|
||||
<!--l. 73--><p class="indent" > <img
|
||||
src="6_home_moritz_Home_Projekte_Minetest_minetest_m___nual_img_Bildschirmfoto_2016-09-17_10-08-02.png" alt="PIC"
|
||||
>
|
||||
<!--l. 75--><p class="indent" >
|
||||
<!--l. 75--><p class="noindent" ><span
|
||||
class="ecsx-1200">Rail</span>
|
||||
<span
|
||||
class="ecsx-1200">crosses</span>
|
||||
<!--l. 77--><p class="indent" > There are no real cross-rail nodes. However you can create crossing rails by being creative and using the knight’s move or by placing
|
||||
opposing 45-degree rails.
|
||||
<!--l. 81--><p class="indent" > <img
|
||||
src="7_home_moritz_Home_Projekte_Minetest_minetest_m___nual_img_Bildschirmfoto_2016-09-17_10-09-01.png" alt="PIC"
|
||||
><img
|
||||
src="8_home_moritz_Home_Projekte_Minetest_minetest_m___nual_img_Bildschirmfoto_2016-09-17_10-10-15.png" alt="PIC"
|
||||
>
|
||||
<!--l. 83--><p class="indent" >
|
||||
<!--l. 83--><p class="noindent" ><span
|
||||
class="ecsx-1200">Height</span>
|
||||
<span
|
||||
class="ecsx-1200">differences</span>
|
||||
<!--l. 85--><p class="indent" > To master height differences you can craft slope nodes:
|
||||
<!--l. 87--><p class="indent" > <img
|
||||
src="9_home_moritz_Home_Projekte_Minetest_minetest_m___nual_img_Bildschirmfoto_2016-09-17_09-45-38.png" alt="PIC"
|
||||
>
|
||||
<!--l. 89--><p class="indent" > To place them, you have to prepare the base, then stand in the right direction and point to the slope start point, then place it. A slope
|
||||
will be constructed in the direction you are facing (45 degree steps) leaned against the next solid node. The right number of slopes is
|
||||
subtracted from the item stack if you are in survival.
|
||||
<!--l. 95--><p class="indent" >
|
||||
<!--l. 95--><p class="noindent" ><span
|
||||
class="ecsx-1200">Bumpers,</span>
|
||||
<span
|
||||
class="ecsx-1200">platforms,</span>
|
||||
<span
|
||||
class="ecsx-1200">signals</span>
|
||||
<span
|
||||
class="ecsx-1200">and</span>
|
||||
<span
|
||||
class="ecsx-1200">detector</span>
|
||||
<span
|
||||
class="ecsx-1200">rails</span>
|
||||
<!--l. 97--><p class="indent" > <img
|
||||
src="10_home_moritz_Home_Projekte_Minetest_minetest____nual_img_Bildschirmfoto_2016-09-17_09-48-54.png" alt="PIC"
|
||||
>
|
||||
<!--l. 99--><p class="indent" > Bumpers are objects that are usually placed at the end of a track to prevent trains rolling off it. After placed, they can be rotated
|
||||
using the Trackworker.
|
||||
<!--l. 103--><p class="indent" > <img
|
||||
src="11_home_moritz_Home_Projekte_Minetest_minetest____nual_img_Bildschirmfoto_2016-09-17_09-50-27.png" alt="PIC"
|
||||
><img
|
||||
src="12_home_moritz_Home_Projekte_Minetest_minetest____nual_img_Bildschirmfoto_2016-09-17_09-51-02.png" alt="PIC"
|
||||
>
|
||||
<!--l. 105--><p class="indent" > These are a regular analog signal and an electric signal. Like everything, you can rotate them using the Trackworker.
|
||||
Right-click or power with mesecons to signal trains that they can pass or have to stop. The signals do not have any effect on
|
||||
trains, they can only signal the driver. A more advanced signalling system (with distant signals/signal combinations) is
|
||||
planned.
|
||||
<!--l. 112--><p class="indent" > <img
|
||||
src="13_home_moritz_Home_Projekte_Minetest_minetest____nual_img_Bildschirmfoto_2016-09-17_09-58-39.png" alt="PIC"
|
||||
><img
|
||||
src="14_home_moritz_Home_Projekte_Minetest_minetest____nual_img_Bildschirmfoto_2016-09-17_09-58-20.png" alt="PIC"
|
||||
>
|
||||
<!--l. 114--><p class="indent" > These are some platform nodes. I suggest using the left one, it’s only half height and looks better. These nodes also have a sandstone
|
||||
variant, craft with sandstone bricks
|
||||
<!--l. 118--><p class="indent" > <img
|
||||
src="15_home_moritz_Home_Projekte_Minetest_minetest____nual_img_Bildschirmfoto_2017-03-09_11-33-09.png" alt="PIC"
|
||||
>
|
||||
<!--l. 120--><p class="indent" > These detector rails turn adjacent mesecons on when a train is standing/driving over them.
|
||||
<!--l. 123--><p class="indent" > Notice: Detector rails and bumpers currently aren’t aligned to the regular tracks. This will be fixed soon. Meanwhile, you need to
|
||||
rotate them manually.
|
||||
<!--l. 127--><p class="indent" >
|
||||
<!--l. 127--><p class="noindent" ><span
|
||||
class="ecsx-1200">Trains</span>
|
||||
<!--l. 129--><p class="indent" > There are some wagons included in this modpack, however community members (namely mbb and Andrey) have made some more wagons
|
||||
that can be downloaded and enabled separately. Visit the forum topic (<a
|
||||
href="https://forum.minetest.net/viewtopic.php?f=11&t=14726" class="url" ><span
|
||||
class="ectt-1000">https://forum.minetest.net/viewtopic.php?f=11&t=14726</span></a>)
|
||||
to download them.
|
||||
<!--l. 134--><p class="indent" > To see what’s included, look up in a craft guide or consult the creative mode inventory.
|
||||
<!--l. 137--><p class="indent" > To place wagons simply craft and click a track. To remove a wagon, punch it. Only the person who placed the wagon can do this. In
|
||||
survival if you destroy trains you get only some of your steel back, so you will be asked to confirm if you really want to destroy a
|
||||
wagon.
|
||||
<!--l. 142--><p class="indent" >
|
||||
<!--l. 142--><p class="noindent" ><span
|
||||
class="ecsx-1200">Driving</span>
|
||||
<span
|
||||
class="ecsx-1200">trains</span>
|
||||
<!--l. 144--><p class="indent" > Right-click any wagon to get on. This will attach you to the wagon and register you as passenger. Depending on how the wagon is set
|
||||
up, you are either in a passenger seat or inside a driver stand. Right-clicking again will show your possibilities on what you can do in/with
|
||||
the wagon.
|
||||
<!--l. 150--><p class="indent" > Example:
|
||||
<!--l. 152--><p class="indent" > <img
|
||||
src="16_home_moritz_Home_Projekte_Minetest_minetest____nual_img_Bildschirmfoto_2017-03-09_11-42-49.png" alt="PIC"
|
||||
>
|
||||
<!--l. 154--><p class="indent" > When entering a subway wagon, you are formally inside the passenger area. You can see this by the fact that there’s no head-up
|
||||
display. Right-clicking brings up this form.
|
||||
<!--l. 158--><p class="indent" > The first button will make you move to the Driver stand, so you can drive the train.
|
||||
<!--l. 161--><p class="indent" > The second button should say “Wagon properties” and appears only for the wagon owner. See “Wagon Properties”.
|
||||
<!--l. 164--><p class="indent" > The last button tells that the doors are closed, so you can’t get off at this time. If the doors are open or the wagon has no doors, this
|
||||
button says “Get off”.
|
||||
<!--l. 168--><p class="indent" > It is always possible to bypass closed doors and get off by holding the Sneak key and right-clicking the wagon or by
|
||||
holding Sneak and Use at the same time. Remember that this may result in your death when the train is travelling
|
||||
fast.
|
||||
<!--l. 173--><p class="indent" > The Japanese train and the Subway train support automatic getting on by just walking into the wagon. As soon as you stand on a
|
||||
platform and walk towards a door, you will automatically get on the wagon. On these, pressing W or S while inside the Passenger Area
|
||||
will also make you get off.
|
||||
<!--l. 179--><p class="indent" >
|
||||
<!--l. 179--><p class="noindent" ><span
|
||||
class="ecsx-1200">Train</span>
|
||||
<span
|
||||
class="ecsx-1200">controls</span>
|
||||
<!--l. 181--><p class="indent" > If you are inside a driver stand you are presented with a head-up display:
|
||||
<!--l. 184--><p class="indent" > The upper bar shows your current speed and the lower bar shows what speed you ordered the train to hold. Assuming you have the
|
||||
default controls (WASD, Shift for sneak, Space for jump), the following key bindings apply:
|
||||
<ul class="itemize1">
|
||||
<li class="itemize">W - faster
|
||||
</li>
|
||||
<li class="itemize">S - slower / change direction
|
||||
</li>
|
||||
<li class="itemize">A / D – open/close doors
|
||||
</li>
|
||||
<li class="itemize">Space: brake (shown by =B=, target speed will be decreased automatically)
|
||||
</li>
|
||||
<li class="itemize">Sneak+S: set speed to 0 (train rolls out, brake to stop!)
|
||||
</li>
|
||||
<li class="itemize">Sneak+W: Set full speed
|
||||
</li>
|
||||
<li class="itemize">Sneak+A: Set speed to 4 (~40km/h)
|
||||
</li>
|
||||
<li class="itemize">Sneak+D: Set speed to 8 (~100km/h)
|
||||
</li>
|
||||
<li class="itemize">Sneak+Space: toggle brake (the brake will not release when releasing the keys, shown by =^B=)</li></ul>
|
||||
<!--l. 201--><p class="indent" >
|
||||
<!--l. 201--><p class="noindent" ><span
|
||||
class="ecsx-1200">Coupling</span>
|
||||
<span
|
||||
class="ecsx-1200">wagons</span>
|
||||
<!--l. 203--><p class="indent" > You just learned how to drive an engine. Now place a wagon anywhere and drive your engine slowly towards that wagon. As soon as
|
||||
they collided your engine will stop. Now get off and right-click the green icon that appeared between the engine and the train. You have
|
||||
coupled the wagon to the engine.
|
||||
<!--l. 209--><p class="indent" > <img
|
||||
src="17_home_moritz_Home_Projekte_Minetest_minetest____ssets_manual_img_screenshot_20161203_231622.png" alt="PIC"
|
||||
>
|
||||
<!--l. 211--><p class="indent" > To discouple a wagon, punch the red icon between the wagons you want to discouple while the train is standing.
|
||||
<!--l. 214--><p class="indent" >
|
||||
<!--l. 214--><p class="noindent" ><span
|
||||
class="ecsx-1200">Automatic</span>
|
||||
<span
|
||||
class="ecsx-1200">Train</span>
|
||||
<span
|
||||
class="ecsx-1200">Control</span>
|
||||
<span
|
||||
class="ecsx-1200">(ATC)</span>
|
||||
<!--l. 216--><p class="indent" > ATC rails allow you to automate train operation. There are two types of ATC rails:
|
||||
<!--l. 219--><p class="indent" >
|
||||
<!--l. 219--><p class="noindent" ><span
|
||||
class="ecsx-1000">Regular</span>
|
||||
<span
|
||||
class="ecsx-1000">ATC</span>
|
||||
<!--l. 221--><p class="indent" > The ATC rail does not have a crafting recipe. When placed, you can set a command and it will be sent to any train driving over the
|
||||
controller.
|
||||
<!--l. 224--><p class="indent" > Only the static mode is implemented, changing the mode has no effect.
|
||||
<!--l. 226--><p class="indent" > For a detailed explanation how ATC commands work and their syntax see atc_command.txt
|
||||
<!--l. 229--><p class="indent" > Note: to rotate ATC rails, you need to bypass the formspec that is set for the node. To do this, hold Sneak when right-clicking the rail
|
||||
with the trackworker tool.
|
||||
<!--l. 233--><p class="indent" >
|
||||
<!--l. 233--><p class="noindent" ><span
|
||||
class="ecsx-1000">LUA</span>
|
||||
<span
|
||||
class="ecsx-1000">ATC</span>
|
||||
<!--l. 235--><p class="indent" > The LUA ATC suite is part of the mod advtrains_luaautomation. The LUA ATC components are quite similar to Mesecons
|
||||
Luacontrollers and allow to create all kinds of automation systems. This tool is not intended for beginners or regular players, but for
|
||||
server admins who wish to create a heavily automated subway system.
|
||||
<!--l. 241--><p class="indent" > More information on those can be found inside the mod directory of advtrains_luaautomation.
|
||||
</body></html>
|
||||
|
||||
|
||||
|