It wasn't easy to find a good tutorial for this game, but these look good. Usually people are explaining while playing quickly, and it's hard to keep track of what they say and do.
This is the only place on the internet where Wisbech isn't mentioned in a bad light. Also you taught my dumb ass how to sort my trains out! Thanks, excellent explanation 👍
as others have said, the pace is greatly appreciated. i have also resorted to using stations as a ruler. it's crazy to me that in a game entirely about logistics, there are no built in measuring tools!
Thanks for this tutorial, most appreciated. For me it seems to be as much about learning how this game uses signalling as it is unlearning from other games that use chain and std type signals, with varying colours etc, to denote free blocks etc. Sometimes blocks ahead aren't free but, for example, if a signal is blue then it means some exits from that block are blocked whilst others are free - depending on the route being taken by the approaching train. So unlearning seems to play a part here :) just a trivial observation, just started to play this game, when placing a two way signal the directional arrows of that signal being placed should face in both directions. It might only be a visual thing but as a new player I looked for the visual differences using that arrow to guide me when selecting two or one way signal to place. There are no differences.
regarding your two way signal issue. The two way signal actually works slightly differently than a one way signal. So basically a one way signal and a two way signal are the same in the direction it is pointing to, but the two way signal does not stop the train going in the opposite direction ( also a 2-way signal does not act as a signal in the opposite direction) . basically a two way signal is non existant for a train coming in the opposite direction. Im not sure if this helps as i dont think i explained it too well. Also Correct me if im wrong
@@ayrus3498 Thanks, I think that I understand what you mean. I was not aware that a two way signal is, in effect, a one way signal still in how it works but invisible to trains approaching it on their return journey. Seems a little strange, initially. It is how they look on the map when they have been placed, I can't seem to leave a link as the post would then be deleted, but in a game like WRSR it is very easy from a map overview to see the signal type as they look very different to each other.
You know, it's funny; I learned to signal by myself and I genuinely have never used one-way signals unless forced to... I've rarely encountered problems, and sometimes I've found allowing a one-off train to get to a depot or something using wrong-way running has actually saved me a few times!!
Nice, for express/local priority like you had with the station with the pass through tracks, I normally put the signals for the express line further back than the local line signal, that way the express train should reach it's signal first thus reserving the block ahead of it before a local train reaches it's signal.
One more thing, when there are stations for overtake, since regional trains are usually slower than fast trains, I usually 'shorten' block sections as getting closer to said station. This sometimes helps a lot, because fast trains don't need to slow down so much when the regional train is stumbling actross switches to reach its platform. Express train passes, if the placing of signals is good enough, the regional train can get up to speed easier in the shorter block sections following the station. Almos completely seamless overtake.
Thanks CG that was very useful. I agree with Jinping. 4 line mainlines and also laying track for them and laying out station approaches that minimise fouling.
what you seem to be doing with the double track arrangement is still using one platform like at @23:46 , but i am using two platforms with one line and two tracks, and two trains, and i dont know how to make passing loops with this. I am getting extremely frusturated because no matter where i place signals the line wont use them as passing loops.
Often if a train isn't stopping at a station you have to force routes to use sections of track by using signals as waypoints. So when you're creating the route, click on the signal for the track you want your train to use. If the train is stopping there then you can manually select which platform to stop at.
@@Infrastructure-Nerd thank you for your reply, however this wasn't the issue. I'll admit it's hard to explain. It's okay because I think I mostly solved it however signals for double track and one line that uses two platforms still confuse me. It seems no matter where I place the signal the line just reroots randomly and unoredictively. Do you have a discord I can stream and show you and you can guide me for a few minutes? Thanks so much
It's possible to place signals on single track section, but need to face each other right in the midway of the single track part. Basically, it overlaps the signal blocks of both directions. When a train occupies the single track, it means it is occupying the singal block between two signals of the same direction. In other words, it will tell the trains from the opposite direction that one of the overlapping signal block is occupied so they are not allowed to enter the track. This helps train flow a bit, but you will see trains from one direction will wait until all the trains are cleared from the opposite direction.
The only option with single track sections is to place signals at passing loops. Single track working with multiple trains can be tricky. If you have a single track section branching off a 2 track section you normally just have to place signals on the 2 track section. I've had issues using stations of single track sections, as a station acts as a block section and the game has allowed a train to proceed even though there was a train in the station heading in the opposite direction
@@Infrastructure-Nerd if u have stations on single track section then this is not applicable since it essentially creates multiple signal blocks on the single track. what I mean is placing two signals in the midway on the single track and that's it, one for each direction and make them face each other. This creates signal block overlapping regardless which direction the train is coming from.
@@zsm5833 If you place a signal on a single line section it will allow trains to enter the block section and in that instance you could end up with 2 trains facing each other if the line is bi directional.
@@Infrastructure-Nerd it wont, when a train enter the single track the signal block from that direction is occupied, since the signal block is overlapped in that single track section, trains from other directions acknowledged that overlapped section is occupied by that train so they wont enter. when you can try on your own, but this trick was mentioned on reddit way before TF2 was launched but still applicable to.
I often made mistakes when using one way, so i opted to use two ways as default. Also, after watching the video, i didn't see why my signaling still jam at a very rare occasion. Also, the game already has anti collision mechanic unlike Transport tycoon deluxe for example. Combined with the price and the maintenance cost of those signals, I wonder if those are worth the effort. Like compared to making one exclusive path for one train. Or Circular one way path for multiple train? Also not sure the stacking capacity for the path, with those signals. Circular path has infinite stacking capacity for example. Waiting for them to jam will cost some profit.
I don't think block sections are the best way of thinking of the signal logic. Trains don't reserve blocks, they reserve tracks between the train and a signal. For instance, when a train is moving it frees the previously reserved the track behind it continuously, not only when it passes a signal. This explains the behaviour at crossings much better than a block section explanation.
The alternative platform is the "switch" symbol between the platform number and the boxes for full load @25:50 in the line manager window. If I understand your question correctly.
Would be nice I know it's just for looks but how to use UK signal mod and what each signal does like how there are some with three lights etc. Unless you can tell what wording I should be googling to actual find the correct information Cheers
The 3 aspec signals just work like normal signals, but instead of being held at red, trains are held at amber signals, so it just depends on what look your going for, 3 aspect may look more realistic, but you will just see trains being held at amber, which doesn't look so realistic from the can view. I just tend to use 2 aspect UK signals.
There is a problem with your introduction: even if the block section ahead is free, the signal shows red if there is no train coming, it only turns green if there is actually a choice to be made.
This channel is a relief to Hushey. No grand claims, simply explaining how it works. Thank you :)
@@RobinRense 😀
Finnally! Someone who explains things slowly and methodology. Thx
Glad I managed to explain it well, wanted to improve on the first signalling tutorial I made.
It wasn't easy to find a good tutorial for this game, but these look good. Usually people are explaining while playing quickly, and it's hard to keep track of what they say and do.
Hope it's useful, really tried to improve on the first tutorial I made on the subject.
by far the best explanation for signals, cheers mate
Outsanding! Thank you for such a thoughtful overview.
@@WDReed glad it was helpful 🙂
Best switch video on YT
@@MrBlkleaf thank you 😃
I didn’t think that you should just do signals going ‘into’ a junction… mind blown!!
This is the only place on the internet where Wisbech isn't mentioned in a bad light. Also you taught my dumb ass how to sort my trains out! Thanks, excellent explanation 👍
Wonderful guide brother. You take your time explaining things for us instead of zipping through it like other guides.
This was the best video ever about tf2. Thank you so much
@@snehalrana7 🙂
as others have said, the pace is greatly appreciated.
i have also resorted to using stations as a ruler. it's crazy to me that in a game entirely about logistics, there are no built in measuring tools!
Thanks!
Thank you so much for the super 😃
Brilliant explanations on signalling thank you
Glad you found it helpful 🙂
Very good guide, thank you!
Awesome. Thank you. Watched about 5 other tutorial videos and this is by far the most helpful.
Glad it's helpful 😀
Thanks for this tutorial, most appreciated.
For me it seems to be as much about learning how this game uses signalling as it is unlearning from other games that use chain and std type signals, with varying colours etc, to denote free blocks etc. Sometimes blocks ahead aren't free but, for example, if a signal is blue then it means some exits from that block are blocked whilst others are free - depending on the route being taken by the approaching train. So unlearning seems to play a part here :)
just a trivial observation, just started to play this game, when placing a two way signal the directional arrows of that signal being placed should face in both directions. It might only be a visual thing but as a new player I looked for the visual differences using that arrow to guide me when selecting two or one way signal to place. There are no differences.
regarding your two way signal issue. The two way signal actually works slightly differently than a one way signal. So basically a one way signal and a two way signal are the same in the direction it is pointing to, but the two way signal does not stop the train going in the opposite direction ( also a 2-way signal does not act as a signal in the opposite direction) . basically a two way signal is non existant for a train coming in the opposite direction. Im not sure if this helps as i dont think i explained it too well. Also Correct me if im wrong
@@ayrus3498 Thanks, I think that I understand what you mean. I was not aware that a two way signal is, in effect, a one way signal still in how it works but invisible to trains approaching it on their return journey. Seems a little strange, initially.
It is how they look on the map when they have been placed, I can't seem to leave a link as the post would then be deleted, but in a game like WRSR it is very easy from a map overview to see the signal type as they look very different to each other.
You know, it's funny; I learned to signal by myself and I genuinely have never used one-way signals unless forced to... I've rarely encountered problems, and sometimes I've found allowing a one-off train to get to a depot or something using wrong-way running has actually saved me a few times!!
very helpful!
Nice, for express/local priority like you had with the station with the pass through tracks, I normally put the signals for the express line further back than the local line signal, that way the express train should reach it's signal first thus reserving the block ahead of it before a local train reaches it's signal.
Cheers, couldn't remember which way around it was supposed to go. That makes more sense though
One more thing, when there are stations for overtake, since regional trains are usually slower than fast trains, I usually 'shorten' block sections as getting closer to said station.
This sometimes helps a lot, because fast trains don't need to slow down so much when the regional train is stumbling actross switches to reach its platform. Express train passes, if the placing of signals is good enough, the regional train can get up to speed easier in the shorter block sections following the station. Almos completely seamless overtake.
Good job. 👍 Informative and helpful video.
Thanks CG that was very useful. I agree with Jinping. 4 line mainlines and also laying track for them and laying out station approaches that minimise fouling.
Definitely a topic for another video.
So helpful! TY
Super helpful really appreciate this ❤
Great, glad it's helpful 😊
what you seem to be doing with the double track arrangement is still using one platform like at @23:46 , but i am using two platforms with one line and two tracks, and two trains, and i dont know how to make passing loops with this.
I am getting extremely frusturated because no matter where i place signals the line wont use them as passing loops.
Often if a train isn't stopping at a station you have to force routes to use sections of track by using signals as waypoints. So when you're creating the route, click on the signal for the track you want your train to use. If the train is stopping there then you can manually select which platform to stop at.
@@Infrastructure-Nerd thank you for your reply, however this wasn't the issue. I'll admit it's hard to explain. It's okay because I think I mostly solved it however signals for double track and one line that uses two platforms still confuse me. It seems no matter where I place the signal the line just reroots randomly and unoredictively. Do you have a discord I can stream and show you and you can guide me for a few minutes? Thanks so much
tysm, it really helps :D
Glad it helped 🙂
It's possible to place signals on single track section, but need to face each other right in the midway of the single track part. Basically, it overlaps the signal blocks of both directions. When a train occupies the single track, it means it is occupying the singal block between two signals of the same direction. In other words, it will tell the trains from the opposite direction that one of the overlapping signal block is occupied so they are not allowed to enter the track. This helps train flow a bit, but you will see trains from one direction will wait until all the trains are cleared from the opposite direction.
The only option with single track sections is to place signals at passing loops. Single track working with multiple trains can be tricky. If you have a single track section branching off a 2 track section you normally just have to place signals on the 2 track section. I've had issues using stations of single track sections, as a station acts as a block section and the game has allowed a train to proceed even though there was a train in the station heading in the opposite direction
@@Infrastructure-Nerd if u have stations on single track section then this is not applicable since it essentially creates multiple signal blocks on the single track. what I mean is placing two signals in the midway on the single track and that's it, one for each direction and make them face each other. This creates signal block overlapping regardless which direction the train is coming from.
@@zsm5833 If you place a signal on a single line section it will allow trains to enter the block section and in that instance you could end up with 2 trains facing each other if the line is bi directional.
@@Infrastructure-Nerd it wont, when a train enter the single track the signal block from that direction is occupied, since the signal block is overlapped in that single track section, trains from other directions acknowledged that overlapped section is occupied by that train so they wont enter. when you can try on your own, but this trick was mentioned on reddit way before TF2 was launched but still applicable to.
I often made mistakes when using one way, so i opted to use two ways as default.
Also, after watching the video, i didn't see why my signaling still jam at a very rare occasion.
Also, the game already has anti collision mechanic unlike Transport tycoon deluxe for example.
Combined with the price and the maintenance cost of those signals, I wonder if those are worth the effort. Like compared to making one exclusive path for one train. Or Circular one way path for multiple train?
Also not sure the stacking capacity for the path, with those signals. Circular path has infinite stacking capacity for example. Waiting for them to jam will cost some profit.
the explanition is great, but from my perspective, the signals that at the bundeling switches are far to close to the switch
I don't think block sections are the best way of thinking of the signal logic. Trains don't reserve blocks, they reserve tracks between the train and a signal. For instance, when a train is moving it frees the previously reserved the track behind it continuously, not only when it passes a signal. This explains the behaviour at crossings much better than a block section explanation.
How to get the alternatif platform tools in transport fever 2 ??? Because i dont have it can you explain it ??
I'm not sure what you mean
The alternative platform is the "switch" symbol between the platform number and the boxes for full load @25:50 in the line manager window. If I understand your question correctly.
Would be nice I know it's just for looks but how to use UK signal mod and what each signal does like how there are some with three lights etc.
Unless you can tell what wording I should be googling to actual find the correct information
Cheers
The 3 aspec signals just work like normal signals, but instead of being held at red, trains are held at amber signals, so it just depends on what look your going for, 3 aspect may look more realistic, but you will just see trains being held at amber, which doesn't look so realistic from the can view. I just tend to use 2 aspect UK signals.
wow, i know its a simple idea, but i just realized you only need to put signals going INTO an intersection, ive been putting them on both sides
19:08 Hear me out... Railway Roundabout.
If you can repurpose signals to be waypoints, then what is the point of waypoints? Why would I ever want to use them over signals?
Could use waypoints where there are no signals I guess, but you're right possibly not all that useful.
6:46 i think these are 2 and not 3 blocks
I wish there was a better way of setting certain lines or signals as priority; I hate having a 120km/h train stopping to let a 40km/h train pass...
Yeah, that is annoying.
There is a problem with your introduction: even if the block section ahead is free, the signal shows red if there is no train coming, it only turns green if there is actually a choice to be made.
a signal is NOT a trafic light!
dum brid
Geez, chill the F out. 🙄