
The problem in the era before path signals was that it is was impossible to find out which train wants to go to which platform and this could cause heavy problems and even deadlocks. Principally they work like terminus stations having a terminus-like entrance/exit construction on each side. 2-Way RoRo Stations, are roll-on-roll of stations which have entrance and exit on both sides. The most considerable use of path signals is in the case of 2-Way RoRo Stations. Of course we are interested in using the capabilities of path signals. The possibility to create completely new station and hub layouts.In lots of cases you can save space when building splits with path signals (e.g.
#Openttd path signals Patch#
This is very useful because we don’t have to build penalty stations anymore (If I am correct its the patch setting yapf.rail_pbs_signal_back_penalty)
#Openttd path signals free#

I was not able to construct any useful things combining both types. Path signals make a lot things much easier, but you should not start building carelessly.Īnother issue is that I find it pretty hard to combine block signals and path signals. Of course its fantastic to have more than one train in the same block, but path signals are as powerless as block signals are if trains have to cross. Path signals do not solve this problem, but I saw a lot of those constructions since path signals are in trunk. To become more specific I mean the Evil X Issue which is known since ages. Path signals are really great, but in my opinion they also cause some problems which are important in our games. Path signals are red by default, always have an orange light and a white stripe on the back side. Path signals differ from normal signals in their appearance.


Therefor we suggest the following words for signals: Planetmaker came up with the hint that abbreviations like PBS and YAPP are words used by developers and players which are really into it. It should be very clear how we call the different signal types as it is very important for our cooperative/communicative games. If there’s a complicated patch of track (two ways in, two ways out, for example) and two trains won’t use the same bit of track, they’ll show clear and let them both through at the same time. On a straight bit of track, this means they act pretty much like block signals. They act differently from block signals, in that they will allow more than one train to enter a signal block if they’re definitely not going to collide. Path based signals are technically new in OpenTTD, although they’ve been here before in another form, and TTDPatch has had them for a while. Brianetta explained how PBS works in a pretty nice way: The history of Path Based Signaling started in early 2005 and the last try (YAPP) finally made it to the trunk in August 2008. In this review, I want to collect and summarize the main aspects of YAPP as far as I understood them, show you new possibilities for terminus-like stations, pitfalls and much more. I had a closer look at this feature and some serious discussions with developers and other players. For three weeks YAPP (PBS) is in trunk now and we had some games using the feature of Path (Based) Signals.
