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Author Topic: No Signalman Key Token  (Read 480 times)

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Offline BuildTheBuilder

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No Signalman Key Token
« on: April 18, 2020, 04:59:26 PM »
In real life, the Electric Token Block as seen in game can be arranged to have only 1 signal box supervise many passing loops on a long single track line. It's known as No Signalman Key Token, or No Signalman Token Remote. And a few examples are the Matlock line, and the Tarka line in Devon. It was developed in the 1980s.
In game, it would benefit as when it comes to lightly-used single track lines. You could just reuse an existing signal box and make it supervise a bunch of loops, saving costs. I don't know the exact date from which it should be available, but since the first installation was in 1986, it can be 1986. Got that off Railsigns.uk
So, what do you think?

Offline Vladki

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Re: No Signalman Key Token
« Reply #1 on: April 18, 2020, 05:32:24 PM »
That would be nice. As the modern signalboxes do not allow token block signals. Either have modern token block signals that can work on bigger distance, or an ultra cheap signalbox that is just a locked shelter for the token machine (and allows for only a few nearby signals). But the cost of land would be biggest cost of such signalbox.

Offline BuildTheBuilder

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Re: No Signalman Key Token
« Reply #2 on: April 18, 2020, 05:51:34 PM »
And I forgot to mention, this type of working is less flexible than RETB which already exists, because the driver and signalman has no way of knowing whether there is a train in the platform for a train wanting to stop there in the same direction, so on the approach to the passing loop, there is a sign which says "End of section - Proceed if platform line clear". But if you don't want to spend a lot of money on RETB, this is the best choice for a lightly-used line.

Offline jamespetts

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Re: No Signalman Key Token
« Reply #3 on: April 23, 2020, 10:14:33 AM »
Adding a new signalling system would take a truly gargantuan amount of work given the complexity of the implementation of the signalling code and is not likely to be a priority for my own work for the foreseeable future. If somebody else would like to implement this (including thorough testing and debugging, including debugging of any emergent bug reports from complex use cases for many years after initial implementation), then that would be another matter.

One might also wonder how this would actually work in in-game terms.