diff --git a/advtrains/init.lua b/advtrains/init.lua index 92f8a9c..a02b377 100644 --- a/advtrains/init.lua +++ b/advtrains/init.lua @@ -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 diff --git a/assets/interlocking.html.LyXconv/0_home_moritz_Home_Projekte_Minetest_minetest_m___s_assets_lyx_img_screenshot_20180830_142551.png b/assets/interlocking.html.LyXconv/0_home_moritz_Home_Projekte_Minetest_minetest_m___s_assets_lyx_img_screenshot_20180830_142551.png new file mode 100644 index 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+ + +
Interlocking +System +Guide +
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. +
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. +
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. +
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. +
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. +
2 Setting + up + track + sections + +
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. +
A track section often covers: +
You will find some examples on how to interlock certain patterns later. +
2.1 Track + Circuit + Breaks + +
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. +
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. +
Setting up a TCB works as follows: +
The result should look like this: +
+
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: +
+
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. +
You should repeat this procedure once again a few meters away from the first TCB to create a second TCB on the same +track. +
+
Once you have both bordering TCBs set up, you can now create the actual track section. To do this: +
Now, the text on the formspec has changed. It shows something like this: +
+
Clicking “Show Track Section” brings up another formspec: +
+
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 2.2. You should now select a name for the track section, to identify it later. +
The same procedure is applicable when you create a turnout track section, except that you have to set up three or more +TCBs. +
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. +
2.2 Long + track + sections, + crossings + and + other + edge + cases + +
2.2.1 Very + long + track + sections + +
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: +
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. +
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. +
Rail crossings in interlocking systems are always one single track section, which in most cases has 4 TCBs adjacent. +
+
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. +
2.2.3 Deleting + and + re-adding + single + TCBs + to + a + section + +
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: +
The result is that the TCB shows “End of Interlocking” and the section does not list the TCB as an endpoint anymore. +
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: +
2.2.4 Dissolving + sections + +
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. +
2.3 Interlocking + patterns + +
This section shows some examples on how you should set up track sections on certain track configurations. +
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. +
3.1 Assigning + Signals + to + TCBs + +
Signals in the advtrains interlocking system are positioned - like in real life - at the border of track sections. +
When you set up a signal, do the following steps: +
+
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. +
3.2 The + concept + of + routes + +
A so-called route is a locked path between two signals, which locks all turnouts in the correct position. +
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. +
+
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 +same direction (D and E), not at an opposite-facing signal (B and C). There are only few exceptions, we’ll cover this +later. +
When you set a route to make a train proceed on it, the interlocking system ensures that: +
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. +
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: +
+
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. +
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. +
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. +
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. +
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: +
+
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. +
Note that advtrains_interlocking currently does not allow to set individual aspects for routes, this is a feature still to be implemented +soon. +
Shunt routes like this are, so far, the only exception to the “Routes should end at a signal facing the same direction” +rule. +
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. +
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. +
3.5 Programming + a + route + +
The route programming procedure is quite straightforward if you’ve read the previous sections and understood how routes should be +set. +
Routes always start at a signal. You must have assigned the signal to a TCB, as described earlier. +
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. +
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: +
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 /at_rp_set <name of route> to complete programming the +route. +
A few hints: +
4 Interlocking + system + operation + +
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. +
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. +
4.1 Simple + route + setting + and + cancelling + +
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. +
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. +
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. +
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. +
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. +
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. +
The interlocking system is mainly finished, though there are still some plans and ideas. They include: +
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. +
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! +
- orwell
+
+
+
+
diff --git a/assets/interlocking.lyx b/assets/interlocking.lyx
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+++ b/assets/interlocking.lyx
@@ -0,0 +1,1157 @@
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+\index Index
+\shortcut idx
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+\leftmargin 1cm
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+\end_header
+
+\begin_body
+
+\begin_layout Title
+Minetest Mod - Advanced Trains [advtrains]
+\end_layout
+
+\begin_layout Title
+Interlocking System Guide
+\end_layout
+
+\begin_layout Section
+Introduction
+\end_layout
+
+\begin_layout Standard
+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
+\begin_inset Quotes eld
+\end_inset
+
+railway interlocking
+\begin_inset Quotes erd
+\end_inset
+
+ on the internet.
+\end_layout
+
+\begin_layout Standard
+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
+\begin_inset Quotes eld
+\end_inset
+
+Proceed
+\begin_inset Quotes erd
+\end_inset
+
+.
+ 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.
+\end_layout
+
+\begin_layout Standard
+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.
+\end_layout
+
+\begin_layout Standard
+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.
+\end_layout
+
+\begin_layout Standard
+If you are looking for a place to learn how real-world interlocking systems
+ work, have a look at
+\begin_inset Quotes eld
+\end_inset
+
+SimSig
+\begin_inset Quotes erd
+\end_inset
+
+.
+ 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.
+\end_layout
+
+\begin_layout Section
+Setting up track sections
+\end_layout
+
+\begin_layout Standard
+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.
+\end_layout
+
+\begin_layout Standard
+A track section often covers:
+\end_layout
+
+\begin_layout Itemize
+A section on a main running line, between two signals
+\end_layout
+
+\begin_layout Itemize
+A single turnout
+\end_layout
+
+\begin_layout Itemize
+A rail crossing, or a set of turnouts acting as a double/single slip switch
+\end_layout
+
+\begin_layout Itemize
+A siding
+\end_layout
+
+\begin_layout Standard
+You will find some examples on how to interlock certain patterns later.
+\end_layout
+
+\begin_layout Subsection
+Track Circuit Breaks
+\end_layout
+
+\begin_layout Standard
+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.
+\end_layout
+
+\begin_layout Standard
+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.
+\end_layout
+
+\begin_layout Standard
+Setting up a TCB works as follows:
+\end_layout
+
+\begin_layout Enumerate
+Place a TCB node somewhere near the place where the circuit break is going
+ to be located.
+\end_layout
+
+\begin_layout Enumerate
+Right-click the TCB node
+\end_layout
+
+\begin_layout Enumerate
+Punch the rail which should act as TCB
+\end_layout
+
+\begin_layout Standard
+The result should look like this:
+\end_layout
+
+\begin_layout Standard
+\begin_inset Graphics
+ filename lyx_img/screenshot_20180830_142551.png
+ width 10cm
+
+\end_inset
+
+
+\end_layout
+
+\begin_layout Standard
+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:
+\end_layout
+
+\begin_layout Standard
+\begin_inset Graphics
+ filename lyx_img/Bildschirmfoto_2018-08-30_14-26-35.png
+ width 10cm
+
+\end_inset
+
+
+\end_layout
+
+\begin_layout Standard
+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
+\begin_inset Quotes eld
+\end_inset
+
+End of interlocking
+\begin_inset Quotes erd
+\end_inset
+
+.
+ This means that there is no track section set up at this place.
+\end_layout
+
+\begin_layout Standard
+You should repeat this procedure once again a few meters away from the first
+ TCB to create a second TCB on the same track.
+\end_layout
+
+\begin_layout Standard
+\begin_inset Graphics
+ filename lyx_img/Bildschirmfoto_2018-08-30_14-32-48.png
+ width 10cm
+
+\end_inset
+
+
+\end_layout
+
+\begin_layout Standard
+Once you have both bordering TCBs set up, you can now create the actual
+ track section.
+ To do this:
+\end_layout
+
+\begin_layout Enumerate
+Right-click one of the TCBs
+\end_layout
+
+\begin_layout Enumerate
+Locate the correct side (A or B) to create the track section
+\end_layout
+
+\begin_layout Enumerate
+Click
+\begin_inset Quotes eld
+\end_inset
+
+Create interlocked Track Section
+\begin_inset Quotes erd
+\end_inset
+
+ in the formspec on the chosen side.
+\end_layout
+
+\begin_layout Standard
+Now, the text on the formspec has changed.
+ It shows something like this:
+\end_layout
+
+\begin_layout Standard
+\begin_inset Graphics
+ filename lyx_img/Bildschirmfoto_2018-08-30_14-27-25.png
+ width 5cm
+
+\end_inset
+
+
+\end_layout
+
+\begin_layout Standard
+Clicking
+\begin_inset Quotes eld
+\end_inset
+
+Show Track Section
+\begin_inset Quotes erd
+\end_inset
+
+ brings up another formspec:
+\end_layout
+
+\begin_layout Standard
+\begin_inset Graphics
+ filename lyx_img/Bildschirmfoto_2018-08-30_14-28-32.png
+ width 5cm
+
+\end_inset
+
+
+\end_layout
+
+\begin_layout Standard
+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
+\begin_inset CommandInset ref
+LatexCommand ref
+reference "subsec:Long-track-sections,"
+
+\end_inset
+
+.
+ You should now select a name for the track section, to identify it later.
+\end_layout
+
+\begin_layout Standard
+The same procedure is applicable when you create a turnout track section,
+ except that you have to set up three or more TCBs.
+\end_layout
+
+\begin_layout Standard
+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.
+\end_layout
+
+\begin_layout Subsection
+Long track sections, crossings and other edge cases
+\begin_inset CommandInset label
+LatexCommand label
+name "subsec:Long-track-sections,"
+
+\end_inset
+
+
+\end_layout
+
+\begin_layout Subsubsection
+Very long track sections
+\end_layout
+
+\begin_layout Standard
+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:
+\end_layout
+
+\begin_layout Enumerate
+Go to the second TCB (the one that wasn't recognized).
+ It should show
+\begin_inset Quotes eld
+\end_inset
+
+End of Interlocking
+\begin_inset Quotes erd
+\end_inset
+
+ on the relevant side.
+\end_layout
+
+\begin_layout Enumerate
+Click
+\begin_inset Quotes eld
+\end_inset
+
+Create interlocked track section
+\begin_inset Quotes erd
+\end_inset
+
+.
+ The section created will be different from the one that is already present.
+\end_layout
+
+\begin_layout Enumerate
+In the track section overview, click
+\begin_inset Quotes eld
+\end_inset
+
+Join into other section
+\begin_inset Quotes erd
+\end_inset
+
+
+\end_layout
+
+\begin_layout Enumerate
+Go back to the first TCB, bring up the Track Section overview screen of
+ the first track section and click
+\begin_inset Quotes eld
+\end_inset
+
+Join with ???
+\begin_inset Quotes erd
+\end_inset
+
+
+\end_layout
+
+\begin_layout Standard
+The other, missing TCB should now appear in the list.
+ If you accidentally started such a joining procedure, click the
+\begin_inset Quotes eld
+\end_inset
+
+X
+\begin_inset Quotes erd
+\end_inset
+
+ button on the right.
+\end_layout
+
+\begin_layout Subsubsection
+Rail crosses
+\end_layout
+
+\begin_layout Standard
+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.
+\end_layout
+
+\begin_layout Standard
+Rail crossings in interlocking systems are always one single track section,
+ which in most cases has 4 TCBs adjacent.
+\end_layout
+
+\begin_layout Standard
+\begin_inset Graphics
+ filename lyx_img/Bildschirmfoto_2018-08-30_14-51-25.png
+ width 5cm
+
+\end_inset
+
+
+\end_layout
+
+\begin_layout Standard
+The procedure is quite similar to the one for long sections: First, create
+ two track sections for the branches, and then use the
+\begin_inset Quotes eld
+\end_inset
+
+Join
+\begin_inset Quotes erd
+\end_inset
+
+ function to merge both sections into one.
+\end_layout
+
+\begin_layout Subsubsection
+Deleting and re-adding single TCBs to a section
+\end_layout
+
+\begin_layout Standard
+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:
+\end_layout
+
+\begin_layout Itemize
+In the TCB form, click the
+\begin_inset Quotes eld
+\end_inset
+
+Remove from section
+\begin_inset Quotes erd
+\end_inset
+
+ button
+\end_layout
+
+\begin_layout Itemize
+In the track section form, first select the TCB in the list and then click
+
+\begin_inset Quotes eld
+\end_inset
+
+Unlink selected TCB
+\begin_inset Quotes erd
+\end_inset
+
+
+\end_layout
+
+\begin_layout Standard
+The result is that the TCB shows
+\begin_inset Quotes eld
+\end_inset
+
+End of Interlocking
+\begin_inset Quotes erd
+\end_inset
+
+ and the section does not list the TCB as an endpoint anymore.
+\end_layout
+
+\begin_layout Standard
+The other case is adding a siding or a crossover, in which case one or more
+ TCBs still show
+\begin_inset Quotes eld
+\end_inset
+
+End of Interlocking
+\begin_inset Quotes erd
+\end_inset
+
+ although they should be part of a section:
+\end_layout
+
+\begin_layout Itemize
+Go to another TCB that is registered in the track section and click
+\begin_inset Quotes eld
+\end_inset
+
+Update near TCBs
+\begin_inset Quotes erd
+\end_inset
+
+
+\end_layout
+
+\begin_layout Itemize
+If that did not work, follow the procedure of creating a long track section
+\end_layout
+
+\begin_layout Subsubsection
+Dissolving sections
+\end_layout
+
+\begin_layout Standard
+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
+
+\begin_inset Quotes eld
+\end_inset
+
+Dissolve section
+\begin_inset Quotes erd
+\end_inset
+
+ button.
+ This operation removes the track section and sets all TCBs that previously
+ belonged to the section as
+\begin_inset Quotes eld
+\end_inset
+
+End of Interlocking
+\begin_inset Quotes erd
+\end_inset
+
+.
+ This will always work and lets you start over new with setting up track
+ sections.
+\end_layout
+
+\begin_layout Subsection
+Interlocking patterns
+\end_layout
+
+\begin_layout Standard
+This section shows some examples on how you should set up track sections
+ on certain track configurations.
+\end_layout
+
+\begin_layout Section
+Signals and routes
+\end_layout
+
+\begin_layout Standard
+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.
+\end_layout
+
+\begin_layout Subsection
+Assigning Signals to TCBs
+\end_layout
+
+\begin_layout Standard
+Signals in the advtrains interlocking system are positioned - like in real
+ life - at the border of track sections.
+\end_layout
+
+\begin_layout Standard
+When you set up a signal, do the following steps:
+\end_layout
+
+\begin_layout Enumerate
+If not already happened, set up a TCB (you don't need to, but are advised
+ to, configure track sections there)
+\end_layout
+
+\begin_layout Enumerate
+Place the signal a few meters in front of the TCB, so that trains stopping
+ at the signal do never pass the TCB
+\end_layout
+
+\begin_layout Enumerate
+Locate the side of the TCB which points in the direction that trains will
+ proceed past the signal, as shown in the figure below.
+\end_layout
+
+\begin_layout Enumerate
+Right-click the TCB, and click
+\begin_inset Quotes eld
+\end_inset
+
+Assign a signal
+\begin_inset Quotes erd
+\end_inset
+
+ on this side.
+\end_layout
+
+\begin_layout Enumerate
+Punch the signal.
+\end_layout
+
+\begin_layout Standard
+\begin_inset Graphics
+ filename lyx_img/assign_signal.png
+ width 8cm
+
+\end_inset
+
+
+\end_layout
+
+\begin_layout Standard
+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.
+\end_layout
+
+\begin_layout Subsection
+The concept of routes
+\end_layout
+
+\begin_layout Standard
+A so-called route is a locked path between two signals, which locks all
+ turnouts in the correct position.
+\end_layout
+
+\begin_layout Standard
+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.
+\end_layout
+
+\begin_layout Standard
+\begin_inset Graphics
+ filename lyx_img/route_ex1.png
+ width 7cm
+
+\end_inset
+
+
+\end_layout
+
+\begin_layout Standard
+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
+\series bold
+same direction
+\series default
+ (D and E), not at an opposite-facing signal (B and C).
+ There are only few exceptions, we'll cover this later.
+\end_layout
+
+\begin_layout Standard
+When you set a route to make a train proceed on it, the interlocking system
+ ensures that:
+\end_layout
+
+\begin_layout Itemize
+There are no rail vehicles on the route
+\end_layout
+
+\begin_layout Itemize
+All turnouts are set to the correct position and it is impossible to move
+ them
+\end_layout
+
+\begin_layout Itemize
+No other routes can be set that would in any way conflict with this route
+\end_layout
+
+\begin_layout Standard
+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.
+\end_layout
+
+\begin_layout Standard
+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
+\begin_inset Quotes eld
+\end_inset
+
+away
+\begin_inset Quotes erd
+\end_inset
+
+ from the route.
+ Example:
+\end_layout
+
+\begin_layout Standard
+\begin_inset Graphics
+ filename lyx_img/route_ex2.png
+ width 7cm
+
+\end_inset
+
+
+\end_layout
+
+\begin_layout Standard
+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.
+\end_layout
+
+\begin_layout Standard
+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.
+\end_layout
+
+\begin_layout Subsection
+Shunt routes
+\end_layout
+
+\begin_layout Standard
+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.
+\end_layout
+
+\begin_layout Standard
+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.
+\end_layout
+
+\begin_layout Standard
+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:
+\end_layout
+
+\begin_layout Standard
+\begin_inset Graphics
+ filename lyx_img/route_ex3.png
+ width 7cm
+
+\end_inset
+
+
+\end_layout
+
+\begin_layout Standard
+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
+\begin_inset Quotes eld
+\end_inset
+
+free
+\begin_inset Quotes erd
+\end_inset
+
+ aspect here would be wrong, because that would mean that the track is free
+ until the next main signal, which it is clearly not.
+\end_layout
+
+\begin_layout Standard
+
+\shape italic
+Note that advtrains_interlocking currently does not allow to set individual
+ aspects for routes, this is a feature still to be implemented soon.
+\end_layout
+
+\begin_layout Standard
+Shunt routes like this are, so far, the only exception to the
+\begin_inset Quotes eld
+\end_inset
+
+Routes should end at a signal facing the same direction
+\begin_inset Quotes erd
+\end_inset
+
+ rule.
+\end_layout
+
+\begin_layout Subsection
+Route Release
+\end_layout
+
+\begin_layout Standard
+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.
+\end_layout
+
+\begin_layout Standard
+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.
+\end_layout
+
+\begin_layout Subsection
+Programming a route
+\end_layout
+
+\begin_layout Standard
+The route programming procedure is quite straightforward if you've read
+ the previous sections and understood how routes should be set.
+\end_layout
+
+\begin_layout Standard
+Routes always start at a signal.
+ You must have assigned the signal to a TCB, as described earlier.
+\end_layout
+
+\begin_layout Standard
+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
+\begin_inset Quotes eld
+\end_inset
+
+Create new route
+\begin_inset Quotes erd
+\end_inset
+
+ button to start programming a new route.
+\end_layout
+
+\begin_layout Standard
+The form closes, and an arrow is displayed on the TCB.
+ You are now in
+\begin_inset Quotes eld
+\end_inset
+
+Route Programming
+\begin_inset Quotes erd
+\end_inset
+
+ mode, programming the first track section of the route.
+ Now:
+\end_layout
+
+\begin_layout Itemize
+Put any turnouts you need to lock in the correct position (e.g.
+ by right-clicking them).
+ This includes flank protection.
+\end_layout
+
+\begin_layout Itemize
+Punch them.
+ This makes a marker saying
+\begin_inset Quotes eld
+\end_inset
+
+Route Lock Editing
+\begin_inset Quotes erd
+\end_inset
+
+ appear.
+\end_layout
+
+\begin_layout Itemize
+If you punch a turnout again, or punch the marker, you can remove the lock
+ again.
+\end_layout
+
+\begin_layout 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.
+\end_layout
+
+\begin_layout Standard
+Once you've done this, the lock markers change to
+\begin_inset Quotes eld
+\end_inset
+
+Route Lock
+\begin_inset Quotes erd
+\end_inset
+
+, 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
+\family typewriter
+/at_rp_set Advanced
+Trains
+ 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.
+ 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.
+Placing
+Rails
+ 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.
+ First, craft some rails.
+
+ Now, place one at any position and another one right next to it: you have made your first railway track!
+ 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.
+
+
+ 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.
+
+ Switches
+ 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.
+
+ 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.
+ 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:
+
+
+ Rail
+crosses
+ 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.
+
+
+ Height
+differences
+ To master height differences you can craft slope nodes:
+
+ 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.
+
+ Bumpers,
+platforms,
+signals
+and
+detector
+rails
+
+ 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.
+
+ 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.
+
+ 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
+
+ These detector rails turn adjacent mesecons on when a train is standing/driving over them.
+ 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.
+
+ Trains
+ 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 (https://forum.minetest.net/viewtopic.php?f=11&t=14726)
+to download them.
+ To see what’s included, look up in a craft guide or consult the creative mode inventory.
+ 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.
+
+ Driving
+trains
+ 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.
+ Example:
+
+ 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.
+ The first button will make you move to the Driver stand, so you can drive the train.
+ The second button should say “Wagon properties” and appears only for the wagon owner. See “Wagon Properties”.
+ 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”.
+ 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.
+ 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.
+
+ Train
+controls
+ If you are inside a driver stand you are presented with a head-up display:
+ 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:
+
+ Coupling
+wagons
+ 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.
+
+ To discouple a wagon, punch the red icon between the wagons you want to discouple while the train is standing.
+
+ Automatic
+Train
+Control
+(ATC)
+ ATC rails allow you to automate train operation. There are two types of ATC rails:
+
+ Regular
+ATC
+ 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.
+ Only the static mode is implemented, changing the mode has no effect.
+ For a detailed explanation how ATC commands work and their syntax see atc_command.txt
+ 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.
+
+ LUA
+ATC
+ 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.
+ More information on those can be found inside the mod directory of advtrains_luaautomation.
+
+
+
+
+
+