Currently a train will alternate routes if another train is blocking its path, but not for a red signal from the combinator network. A possible fix would be to have the close signal option generate a ghost train in its block to encourage proper pathing.
The moving train sees the parked train and chooses the longer route.
With no train in its way, the train decides to sit here forever.
Do you mean with the second pic, that a closed signal should behave like that there is a train on the rails in front of the signal?
Why don't you use chain signals instead then?
Cool suggestion: Eatable MOUSE-pointers. Have you used the Advanced Search today? Need help, question? FAQ -Wiki -Forum help I still like small signatures...
when the red signal is caused by a train on the tracks, a train going from the top node to the bottom one will choose to use the right branch, even if it is longer than the left branch, whereas if the red signal is caused by the circuit network, a train moving from the top to the bottom will choose the shortest path, regardless of the signals, and get stuck.
I've attached a save file with an example to make it obvious what I'm talking about. Just switch the trains at the stations to automatic.
Understood.
You mean, that the red signal alone doesn't add enough penalty to the pathfinder, that the train takes another route.
Added to viewtopic.php?f=80&t=21899 Control Train Pathfinder (Passthru stations, Add Penalty)
where some more of such ideas are collected.
Cool suggestion: Eatable MOUSE-pointers. Have you used the Advanced Search today? Need help, question? FAQ -Wiki -Forum help I still like small signatures...