Features along the Route Multiple Tracks, Automatic Signals, Trees, Tunnels What now?
Forget about the tunnels!!
There is a bug in the editor which prevents satisfactory reversal sometimes IF tunnels have been placed - even if then removed afterwards. Let us start this page with signals...
Signals:
RailSim tracks are all created by the program and signalled as bidirectional - even with double track routes. This is quite useful because it would otherwise not be possible to force left-hand running as is done in Australia and New Zealand. By bi-directional is meant that trains may travel in either direction on a particular track (with permission, of course). The best known example of bi-directional track is obviously a single track. You may also choose to place Absolute signals yourself, either on their own, or on double track sections associated with a crossover from right to left, from left to right, or crossovers in both directions (diamond crossover). They are shown with a red dot on the editor as we can see here.
Automatic signals They are always single aspect signals, except the last one before an absolute, which has an offset lower aspect which gives the train crew an idea of what to expect at the home signal ahead, if its top or main aspect is red. The distance apart that you place signals depends on many factors - the speed of the line, the grade of the line, difficulties in visibity... and they appear on the editor as a yellow dot as shown here. As a suggestion, track diagrams for Australian 50 - 75mph single-track main lines with hilly and curved terrain, having average to poor visibility of the route ahead tend to place automatic signals about a mile apart. If you do not place automatic signals in sections between major locations, the program defaults to the American standard of unsignalled territory for sections 6 miles and longer - similar in many ways to the antiquated system of Train Orders - and the program enforces a timetabled speed of 20mph maximum. All our Australian train-order and staff-and-ticket routes created as part of this project will have such a low maximum speed, with the exception of the high-speed Salisbury - Port Pirie Broad Gauge route. Although not prototypical, we have signalled this line to simulate the staff exchanging apparatus by the lineside and on the locomotives to permit a "hurry-up" right up to 1983 when the line was closed for conversion to Standard Gauge, at which time searchlight automatic signals were installed progressively from Dry Creek through to Crystal Brook. As an example of unsignalled territory, here we have a signal anotation on the narrow gauge (3ft-6ins) Pichi Richi route on leaving Stirling North eastbound that there are no more signals (for 19.22 miles) until we encounter the distant outside Quorn, which we show below - the program displays a single-aspect automatic signal, whereas in real life no signal actually exists, although the adjacent standard gauge railway was equipped with somersault signals! At this point, the speed of the train can be increased (subject to other restrictions) until the Home signal entering Quorn yard is encountered. Note that the editor screen actually shows a track speed of 50; this is the speed set for the track regardless of signal or rollingstock constraints. The maximum speed of travel is always the minimum of all three parameters. The program displays an offset 2-aspect automatic signal here, whereas in real life it is a fixed lower quadrant semaphore signal following SAR practice and dating from late in the 19th Century. Finally, this is the entry to Quorn yard, a Home signal, which is a three aspect colour light in the simulator. In real life, it is a lower quadrant semaphore arm.
Signal Placement Restrictions:
Multiple tracks:
Double track Crossovers:
and then one unit forward from the trailing end of those switches there is a further option - also identified as identified as pos. for turnout - to diverge both left and right tracks into one or two extra roads. These options are available at a pair of light green coloured dashed lines located one editor step apart, and one editor step after the home signal. The first is shown above, the second shown below.
The combinations of crossovers available at the first position are shown here... using the L key and then R creates crossovers in both directions (a diamond crossing).
Crossovers on Single incoming track:
Left- or Right-hand switches automatically convert the line to dual track prior to reaching the 3 or 4 track option location.
3rd and 4th tracks:
The placement of the third and/or fourth road automatically places a set of 3-aspect absolute signals at the far end... corresponding to departure signals from the yard. We can see these here...
Double or Single ongoing tracks:
departure crossovers:
An L key will produce a crossover from the left track to the right track. An R key will produce a crossover from the right track to the left track. Using both L and R keys will produce a diamond crossover as before.
Creating Single Track:
One is presented with the dialogue above which asks which track to remove... And the result on the editor screen is either of the next two...
Creating Double Track from Single Track:
The lower one of the two is the method suggested by Martin Van der Veer to force left-hand track running, and is used in all Australian RailSim double track sections. Departure from all our double-track start stations in this way enforces a medium speed negotiation of the the switch to the right hand track, and normal speed negotiation of the same switch to the left-hand track. Consequently unless you select a very high speed passenger train, in most cases the simulator program will route you up the left-hand track.
Trees:
Tunnels (and bridges over the railway):
Please do not add tunnels or bridges over the line yet.
geography - gradients - curves - features - speeds - reversing the route |
last updated on 2nd April 2001