Have you tested the specific blueprint you uploaded? My test was quite simple: I placed some tracks, then dropped your print on top, then hooked the tracks into a loop and put a nuclear-fuelled locomotive through it.Optera wrote: Sat Jun 20, 2020 6:55 amWould be interesting how you tested.foamy wrote: Fri Jun 19, 2020 9:48 pm @Opetra: I tested it. Your design fails in the case of a player being on the tracks when a train comes. It, in fact, traps them by raising the gates; there is no lock on the trains entering if the gates detect a player. I presume you didn't intend that.
I assume you either changed my design or stepped on the track while the gates where raised. Otherwise it's not possible to have trains and players on the crossing at the same time.
As wired, you do not close the incoming signal when a player is in the crossing. Instead, it is set to close if the outgoing signal is also closed, as a sort of poor man's chain signal. I assume this is needed because of the tight spacing of the block signals (which is poor practice in general, and in any case there should be no need for an outbound signal anyway). The gates do provide an output, on channel G, but nothing in the circuit network does anything with it.
The gates are raised if a train is coming. But that's all they're doing. And because they have to be raised, which doesn't happen right away, you can actually manage to cross even with a train incoming as well. That's why my design -- and most other ones I've seen -- default to the crossing being closed.