Your question about the block length. What is the signal block length on the sfs?
2-2.5 km
Your question about the block length. What is the signal block length on the sfs?
2-2.5 km
Then i would set the lzb block between 1 and 1,5 km.
Ganz allgemein gefragt an alle. Wie wird das geregelt, wenn wir fiktiv davon ausgehen, dass die SFS Altenburg-Bad Rinckenburg im Vollblockmodus gefahren wird? Die LZB-Blöcke können dann doch nicht kleiner als die normalen Blöcke sein oder? Größer sicherlich schon. Kleinere Blöcke dürfte nur der Teilblockmodus erlauben oder?
I'll write down my progress in a couple of days so that you understand how much has changed. I must say right away that the signaling changes are already likely to go to IKB4, which will in fact be a separate route. But the scenarios should run without problems, since all links to the signals are placed exactly to original.
In the plans:
Maybe replace some Formsignale, but don't know, from where I can take best (in quality and visual) signal pack.
Hier gibt es die besten Formsignale.
Hier gibt es die besten Formsignale.
They look a little old in textures, but I'll take a look. First I finish the rest of other sections, Formsignale is a low problem in terms of quantity
Das gute ist halt das die Formsignale auch mit den anderen Signalen zusammen funktionieren. Bessere gibts keine. Braucht man auch nicht da diese gut sind.
- Change line Koeblitz - Wildau and Bad Rinckenburg - Hoch Merzburg with Hv Kompaktsignale from SBS
I tried for myself a speed increase to 160-200 km/h on the long straight track before Hochmerzburg but i would need a not so curved section when you pass the army fort. Mabye a idea for IKB4
Koeblitz. FUZ and Zp9 indicators from newer Ks signals pack from 143er . Thus, two Ks packages are now used on the route. In one there is an opportunity to make SignalBruecke, in the other there are more options for signals and indicators. The packages complement each other and their overall use looks really interesting. Instead of homogeneous Hv, there will now be Ks in two versions on suburban branches, as well as Hv/k in some places.
I have slightly corrected the description of the project, now there is up-to-date data
Looking forward fot it.
Marcel
In general, it's a little quiet here, but I'm gradually just changing the signals along the route. IKB 4, I think, will come out without changes in the rail structure, because I tried to make a branch to SFS, which I planned to extend, and it's a terrible pain. When creating an junction, I have a junction rail (остряк, idk how it translate it correctly to english) and a crosspiece (крестовина) that can appear or not. Accidentally touched something - everything moved out and you need to start again. I have 0 experience in this, there are no normal guides describing all the nuances, all the existing ones that I found do not describe this problem, but they repeat the same things. Here's what this problem looks like:
That’s a common issue with the Train Simulator Editor. You have to be very careful when building switches, but you can make it a bit easier. Use the same track rule, make sure the rails are on the same height and that there aren’t any connection points (these red triangles) anywhere near the place where you want to build your switch. Sadly, there is no master plan on how to solve this once and for all, you just have to patiently try out, unfortunately.
It seems to look good. This is not a full-fledged SFS, but rather an adapter for high-speed trains with a speed limit of 200 km/h. Closer to Hoch Merzburg, I will actually do a part of either 160 or 200 km/h. I'll try to replace the rails and catenary there.
Something like that. It is still necessary to make a small detail under the bridge, apply a special texture on the beginning of the tunnel, make the inside of the tunnel itself, and also connect the other end to the current network
Other end of the tunnel, near Bad Rinckenburg
I can no longer, I am very much annoyed by the stupid and broken rail coupling system, when the junction does not want to be created adequately out of the blue. In addition, the snapping to the rails works incredibly crookedly and 99% does not snap the piece of rail that is needed. And this is still the simplest piece, I can't imagine how people in this system manage to make beautiful routes, they need to be given a medal and a monetary reward for this. Maybe I'm doing something wrong, but the trackrules are the same, there are no connections in the place where I want to make the junction, so I don't know what I can do. And I still have to make a catenary. I tried the TSC package a little bit, as well as the default SAD catenary, and realized that it would take me another 5 years of my life. All ambitions and desires are killed by a tight and unstable editor
Are both track rules really exactly the same? In terms of speeds too? I think you can only continue at a different speed after the junction has been created. Sorry if the grammar is bad. Use Google Translate.
The problem is that you are using two different tracks, which can be clearly seen at the sleepers
How to use Trackrules:
Trackrules erstellen
ITEM 5
The problem is that you are using two different tracks, which can be clearly seen at the sleepers
I have solved the problem. That's how it should have been:
It is necessary that there be a break in the rail at the beginning of the junction (red frame), we pull the path from there to the siding, and then solder it through the Weld tool. The advice on using the same textures really works now, but it didn't work for me before, until I started using this scheme. Thanks anyway. I'm sorry for the excessive emotional words earlier, I spent the whole day doing something that didn't work out for me. In addition, I need to learn how to use the Easements tool to make a superelevation.