This is extremely well detailed, thanks for all your hard work! This should definitely be included in the game, as a link or embedded in a menu or something. This really provides the depth that TSW needs.
Thank you so much for sharing this. I'm an operating rules and signals guy, so hearing about this update to the signal system gave me a sigh of relief. Thanks for your hard work!
Hi Brandon. I didn't know you had a RUclips channel. Congratulations for your work on TSW and thank you very much for this useful guide, I really needed it!
I can’t begin to tell you how impressed I was with this video, I literally hung on every word. This video was insightful, informative, and entertaining. I will have to watch it a few times before I really get a grasp of it all but I will definitely muse the knowledge gained from this video in the game.
Looking all over the internet for information on how signal aspects work in the game, turns out this video pretty much had all the information I needed. Big big thanks on clearing up lots of questions I had and more. My goal is to be able to play the game HUD less and for the game to be more than a simple stop and go simulator.
Wow Brandon, I remember your alias cactus juice being in the forums. You have came a long way. I’m proud of you man and I watched the livestream. Great work on the route 💯
Just finished three runs with the new signaling on Boston Sprinter, one with the ACS-64 northbound, one with the F40PH-3C southbound and one through rule 562 territory to Stoughton. (I still don't understand the placement of the stop marker in Stoughton, since it prevents the train from sitting level with the platform, but...) the improvement to the signaling is amazing, it feels right now (with the tiny grain of salt of the SDU on the F40 showing '30' instead of 'APP') and is still fun to play. Good, good, good job! If only the signaling on other US routes would get so much love.
Amazing what you've put toghter in this video! Amazing how much of your time you put into improving the game for us and for yourself too! We all appreciate your work! :D
That's a fantastic and comprehensive guide. You just made me understand US (at least NEC Boston-Providence) signalling and safety systems, which I didn't understand before as I mostly play European content. Learning PZB and LZB for German routes massively enhanced my gameplay experience, and this will do the same for NEC content. Thanks for the time you put into both the video and the actual in-game signalling.
Many thanks for the helpful video guide. The examples you provided are very informative and helpful with understanding how the signals work along the NEC. I definitely look forward to playing the Boston-Providence route now that I have a better understanding of the signals
Hey Brandon this is a great video. I still have to watch it a couple of times as is alot to take in. I hope you make another for the New Haven line in TSW3 or the new LIRR DLC that we hope to get sooner than later
The reason I think the medium approach aspect of the stack type signal in the route is yellow over flashing red is because it is directly on the ground (no mast), so it is considered a dwarf signal. In this case, it has to show this aspect to comply with rule 286 of the NORAC rule book. I don't think the shape of the signal change something here.
Excellent video here and when I was watching your development stream with JD and Matt you did mention how to setup the trains correctly When approaching a neutral section what signs should I look out for
Yellow "DS" is your dead section warning. Typically placed 15 seconds out from the start of the dead section. Black "DS" signs are the actual start of the dead section.
27:31 There _is_ a rhyme or reason: braking distance. It's governed by the speed of the trains, the weight of the fastest train using the line, and the spacing of the block signals. _Approach Limited_ may be used on 90% of the block signals, but 9% could show _Approach Medium_ instead simply because the signal spacing or grades are tighter and extra distance for stopping may be needed by some trains.
A small point of order: All of the the signals shown in the first few minutes are block signals. 100 years ago it wasn't always the case, but 99.999% of interlocking signals today are also the block signal for the next signal block. The terms "home signal" and "distant signal" are antiquated, and sometimes confusing in modern situations. The term "distant signal" definitely still means the signal encountered before arriving at junction/interlocking, but there are "Distant signals" as well which are not block signals and don't convey any information except the state of the interlocking signal beyond it (or just that there is one). The terms _absolute signal_ and _permissive signal_ are more generic and the only difference is whether an all-Red signal can be passed or not.
19:33 No. Restricted speed is defined as only the speed you can travel while being able to completely stop the train within half the range of the distance you can see down the track, but not exceeding 15 MPH in interlocking limits or 20 MPH otherwise. The actual speed limit varies moment by moment based on the visibility (or lack thereof) of the line ahead. The game may not care how far you can see down the track, but a real train crew would. Restricted speed puts all the onus on the train crew to not hit anything, drive on a broken rail, pass a Stop signal, etc.
Thanks! So they're able to display the same range of aspects, but just do so via the positioning of the lights instead of colors. You'll only encounter a couple of the legacy PRR signals without color, as pretty much all of them have been converted to Color Position Lights.
Thank you for this comprehensive video! I wish more route creators would care for their content the way that you do. Starting at about 43:20 you appear to accelerate as soon as the ACSES limit upgrades. Does the simulation now take the train length into account?
Hey great video man, but do you think you can do a video on NY to Trenton. I feel so bad not knowing the signals and what their actual names are. I understand some are the same here but the signals of this line are different....also because I'm kinds lazy to look them up😅. But great video. This was a very well explained video. I had like a thousand screenshots of all the aspects so I could see them.
I didn't feel the need since most everything carries over to NY-Trenton. There are huge differences in signal progressions, but the aspects and concepts are identical.
This was great. I read the NORAC Operating rules everyday on my lunch break so when the time comes, the information won't seem foreign to me. Do you know of a map online that shows all the interlockings, signals, mileposts, stations etc on the NEC? Short of getting a cab ride often, a map would be great to have to learn the route a bit better.
I noticed that when operating the MBTA rolling stock that when the SDU starts showing a more restrictive aspect and/or speed, I do not need to put the brake handle into suppression (just acknowledge and even a minimum set works). I also always enable the switches in the back panel of the F40PH and the panel in the CTC-3 Cab Car. Do you know if that is how it is supposed to work (does the MBTA SDU only check that the brakes are applied)?
The SDU in the Cab Car does not constantly update in the cab view as it should, you have to go outside and back in to see any new cab signal changes. I’ll put in the forum but it is possible it broke because of a mod that I have in.
Great video, very informative! I'm having an issue with the Acela where at Boston or Providence stations (even at East cove interlock) I'm getting an overspeed penatly brake about 160ft from the signal but it stops me too short of the stop marker, I'm definitely not overspeeding I'm usually doing 5mph but it still slams the brakes on or is that the ACSE kicking in?
Damn, I really came here thinking the signalling would be easy, I was very wrong. Thanks for making this easy to understand!
This is extremely well detailed, thanks for all your hard work! This should definitely be included in the game, as a link or embedded in a menu or something. This really provides the depth that TSW needs.
Thank you so much for sharing this. I'm an operating rules and signals guy, so hearing about this update to the signal system gave me a sigh of relief. Thanks for your hard work!
Hi Brandon.
I didn't know you had a RUclips channel. Congratulations for your work on TSW and thank you very much for this useful guide, I really needed it!
I can’t begin to tell you how impressed I was with this video, I literally hung on every word. This video was insightful, informative, and entertaining. I will have to watch it a few times before I really get a grasp of it all but I will definitely muse the knowledge gained from this video in the game.
Thank you so much!
Looking all over the internet for information on how signal aspects work in the game, turns out this video pretty much had all the information I needed. Big big thanks on clearing up lots of questions I had and more.
My goal is to be able to play the game HUD less and for the game to be more than a simple stop and go simulator.
This will make the route so much more interesting. Thanks for all your hard work🫡
Thanks Brandon great video. I was just about to google how American signals works exactly and then this video came along
Wow Brandon, I remember your alias cactus juice being in the forums. You have came a long way. I’m proud of you man and I watched the livestream. Great work on the route 💯
Just finished three runs with the new signaling on Boston Sprinter, one with the ACS-64 northbound, one with the F40PH-3C southbound and one through rule 562 territory to Stoughton. (I still don't understand the placement of the stop marker in Stoughton, since it prevents the train from sitting level with the platform, but...) the improvement to the signaling is amazing, it feels right now (with the tiny grain of salt of the SDU on the F40 showing '30' instead of 'APP') and is still fun to play. Good, good, good job! If only the signaling on other US routes would get so much love.
Amazing what you've put toghter in this video! Amazing how much of your time you put into improving the game for us and for yourself too! We all appreciate your work! :D
That's a fantastic and comprehensive guide. You just made me understand US (at least NEC Boston-Providence) signalling and safety systems, which I didn't understand before as I mostly play European content. Learning PZB and LZB for German routes massively enhanced my gameplay experience, and this will do the same for NEC content. Thanks for the time you put into both the video and the actual in-game signalling.
So glad to hear it! That was one of the reasons I made this!
Many thanks for the helpful video guide. The examples you provided are very informative and helpful with understanding how the signals work along the NEC. I definitely look forward to playing the Boston-Providence route now that I have a better understanding of the signals
straight to the point, well explained, well made and it's like something paid, such amazing quality!
Thanks for making the route even better than ever
Thank you! Video making isn't my strong suit as I'm not overly-skilled with Adobe Premiere, but I appreciate the kind words.
@Metra 212 Productions mods?
Thanks for this, an excellent guide! Hoping to put it to use and feel much more immersed in future knowing what I'm doing!
Thanks for creating this really helpful guide!
Hey Brandon this is a great video. I still have to watch it a couple of times as is alot to take in. I hope you make another for the New Haven line in TSW3 or the new LIRR DLC that we hope to get sooner than later
The reason I think the medium approach aspect of the stack type signal in the route is yellow over flashing red is because it is directly on the ground (no mast), so it is considered a dwarf signal. In this case, it has to show this aspect to comply with rule 286 of the NORAC rule book. I don't think the shape of the signal change something here.
Excellent video here and when I was watching your development stream with JD and Matt you did mention how to setup the trains correctly When approaching a neutral section what signs should I look out for
Yellow "DS" is your dead section warning. Typically placed 15 seconds out from the start of the dead section. Black "DS" signs are the actual start of the dead section.
27:31 There _is_ a rhyme or reason: braking distance. It's governed by the speed of the trains, the weight of the fastest train using the line, and the spacing of the block signals. _Approach Limited_ may be used on 90% of the block signals, but 9% could show _Approach Medium_ instead simply because the signal spacing or grades are tighter and extra distance for stopping may be needed by some trains.
A small point of order: All of the the signals shown in the first few minutes are block signals. 100 years ago it wasn't always the case, but 99.999% of interlocking signals today are also the block signal for the next signal block.
The terms "home signal" and "distant signal" are antiquated, and sometimes confusing in modern situations. The term "distant signal" definitely still means the signal encountered before arriving at junction/interlocking, but there are "Distant signals" as well which are not block signals and don't convey any information except the state of the interlocking signal beyond it (or just that there is one).
The terms _absolute signal_ and _permissive signal_ are more generic and the only difference is whether an all-Red signal can be passed or not.
thanks for this!
19:33 No. Restricted speed is defined as only the speed you can travel while being able to completely stop the train within half the range of the distance you can see down the track, but not exceeding 15 MPH in interlocking limits or 20 MPH otherwise. The actual speed limit varies moment by moment based on the visibility (or lack thereof) of the line ahead. The game may not care how far you can see down the track, but a real train crew would. Restricted speed puts all the onus on the train crew to not hit anything, drive on a broken rail, pass a Stop signal, etc.
Thank you for sharing, though for easy reference, I would prefer a written guide.
Getting a little too real out here😂
Hell yeah =)
Great video. How similar are the trilights to the PRR style signals as far as aspects and such? Asking because of tomorrow release of NYP-TRE.
Thanks! So they're able to display the same range of aspects, but just do so via the positioning of the lights instead of colors. You'll only encounter a couple of the legacy PRR signals without color, as pretty much all of them have been converted to Color Position Lights.
Thank you for this comprehensive video! I wish more route creators would care for their content the way that you do.
Starting at about 43:20 you appear to accelerate as soon as the ACSES limit upgrades. Does the simulation now take the train length into account?
ACSES only cares about when the front of the train reaches/clears a restriction.
@@cActUsjUiCe92 But the game will still dock you for speeding, no?
Hey great video man, but do you think you can do a video on NY to Trenton. I feel so bad not knowing the signals and what their actual names are. I understand some are the same here but the signals of this line are different....also because I'm kinds lazy to look them up😅. But great video. This was a very well explained video. I had like a thousand screenshots of all the aspects so I could see them.
I didn't feel the need since most everything carries over to NY-Trenton. There are huge differences in signal progressions, but the aspects and concepts are identical.
This was great. I read the NORAC Operating rules everyday on my lunch break so when the time comes, the information won't seem foreign to me. Do you know of a map online that shows all the interlockings, signals, mileposts, stations etc on the NEC? Short of getting a cab ride often, a map would be great to have to learn the route a bit better.
Unfortunately not. Ive mapped this on my own in Google Earth. If you want to private message me I can attempt to share.
I noticed that when operating the MBTA rolling stock that when the SDU starts showing a more restrictive aspect and/or speed, I do not need to put the brake handle into suppression (just acknowledge and even a minimum set works). I also always enable the switches in the back panel of the F40PH and the panel in the CTC-3 Cab Car. Do you know if that is how it is supposed to work (does the MBTA SDU only check that the brakes are applied)?
The SDU in the Cab Car does not constantly update in the cab view as it should, you have to go outside and back in to see any new cab signal changes. I’ll put in the forum but it is possible it broke because of a mod that I have in.
Will there be guides on how to drive the Acela train under ATC and ASCES?
The same guidance applies to the Acela, but I'll have videos for that as well.
Great video, very informative! I'm having an issue with the Acela where at Boston or Providence stations (even at East cove interlock) I'm getting an overspeed penatly brake about 160ft from the signal but it stops me too short of the stop marker, I'm definitely not overspeeding I'm usually doing 5mph but it still slams the brakes on or is that the ACSE kicking in?
ACSES positive stop. When it was implemented on Trenton it had this unfortunate consequence for Boston.
And they say PZB is difficult
Error of the current updated for Boston-Providence route, ACSES says 90 MPH, but track speed says 80 MPH maximum, and 90 MPH was much for MBTA trains
This reflects real life. ACSES on MBTA locos shows a MAS of 90 when the cab signal is Clear and track speed is >=90mph
All this mess and train sim world is not saying a single word about how to drive on that route.... it's a mockery to their own game
It’s ROUTE not ROOT like ROOT beer or ROOT, ROOT, ROOT for the home team
Are you talking about Route 128? Everyone calls it "Root" 128 around here.