@@MasterHellish-Gaming Yeah, I'm hooked again after watching that video. Haven't played TTD since my spelling bee days and I recently found out about OpenTTD. I'm as obsessed with it as I was, many years ago. Needed a little help with the path signals. Thanks for the content!!!!
@@MasterHellish-Gaming 3 years later, The Spiffing Brit brought me here too. Clearly you checked him out... and joined his "Breaking Open TTD WORLD RECORD With 100 Players Live" game/stream. That's what actually brought mehere! :D
There's a setting called 'Show path reservations for tracks' under Viewports in the settings menu that makes reserved tracks darker so you can see how it works. This helped me learn path signals when I first started playing OpenTTD and I still use it to debug signal errors when I make mistakes in placing signals.
Maybe my reaction is a little late, but I just wanted to say your videos are really good. The explanation is very clear and although I already knew a lot of the game, I still watched the beginner tutorials just because I like the videos.
I realize these videos are fairly old, but I think you should know that a) you can go into settings and enable construction while paused, and b) there's a tool in the signal construction window to switch signal types without manually destroying and replacing them.
Even though that is true, I like the method used in this video for the sake of a tutorial video, as it makes absolutely clear to what the ignal type changes.
I have never used any of the other signals except path signals since starting the game. So naturally I came to the internet to find out the use of the other types like the entry exit ones. Glad to know I don't have to change the signals in my train network.
Yep just keep using path signals. If you want to do more advanced things like priority merges and things like that then you'll need to use other signals
Managing multiple trains was a living hell, using only block signals. Trains would go wherever they liked, reverse, etc., and I had to use waypoints, remove or relocate depots, etc. Path signals are a blessing!
Very nice tutorial. Just one thing - at 9:06 you wouldn't want to place an exit signal on the outcoming track. That would cause the entry signal to be still open even when the entire station was occupied. You better use a regular one-way signal there.
You also would want to use exit signals instead of combo signals, since otherwise a train on the other side of the station would block exit, since the normal block signal doesn't work as exit signal, as for the problem @rainbowevil described, yes it would, but it is the limitation of the engine, it doesn't affect much however in this scenario since it's a terminus station and you want one train in the junction anyways. You could in theory fix it by spacing out the tracks and inserting signals in the crossovers, but you're better off using path signals at that point, unless you are doing a challenge of some kind.
I always come back every few months to check out one or two of these tutos to get my brain thinking about open ttd properly again when i get ready to play. it was a shame to see youtube had unsubbed me from you :(
I've watched about 4 different tutorials about signals so far. I still barely understand but this is the best one I've seen so thank you. Now just to see if I manage to get 2 of my trains nose to nose staring at each other pissed off tonight lol. Guess I should stop being lazy and make an up and down line 🤣
I have replayed this I don't know how many times and checked other vids on the same subject but my trains kept going into a full station and blocking up the interchange. Finally realized that my trains, only 4 cars long, were going into a 5 bay station and the unoccupied end was telling the signals there was no train there. By replacing the stations, one section at at time, I finally found that a 2 bay station for a 1 engine 4 car consist solved the problem.
Oh GOD, thank you ever so much for this video!!! I watched it several times now and am looking into your other tutorials as well. Thanks to you I enjoy the game much more! Watching all those train going round and round is SO satisfying! :D
This reminds me of when I first discovered electrical wiring in Barotrauma, learning a complex system hidden in a game simple at first to a new plauyer
9:36 -Probably it's too late, but you don't need combo signals for the terminus station. You need 2-way exit signals near the each platforms, an entry signal on enter and simple signal on exit- Nevermind, you've fixed it in the tutorial #14. Anyway, thanks for the tutorials! I haven't used path signals much before watching this video. Now I'll try to experiment with them more.
I have question about 10:45 part. Wasn't the goal of entry/exit signal to prevent exactly this scenario? As far as I can see, this behaviour can lead to same deadlock as standard block signals. Or was it only done to demonstrate, that entry/exit are good for 1 way junctions and to use path in 2 way junctions?
Your terminus signals are wrong here. Having the exit signal on the exit line of the track keeps the entrance signal green and the trains can enter the junction. You need to make the exit signal a regular block signal, and the combo signals at the station as 2 way exit signals
When I started the same, I didn't even notice signals other than path signal. I didn't know that there's an expanding button on the signals window, and I only had the path signals. And I played for quite a while with no problems. I checked his video to see what the other signals were about (I didn't feel like reading their descriptions). They look like they might give some options in some rare cases, but I wonder if they are necessary at all. BTW, I feel like IRL signals are also working like path signals in OpenTTD. The signal aspect is determined with the path provided with the switches. If the provided path is crossing a higher priority line, they might be red, AKA the block of reserved by another train that is not in the block. And they are probably adjusted by the central computer. IRL signals have a yellow aspect, though. Because if the train has a high kinetic energy, it takes time to stop. Yellow can indicate an approaching red signal. It's not necessary in the game, because the trains almost instantly stop.
Sometime after this video was made, the developers took the decision to hide the other signals by default. You can still enable them with the button or the setting. To be honest, unless you're doing complicated things like priority mergers, you don't need the other signals
My thought exactly. The combo signals out of station should be both red because the exit signal is red. My only explanation is the other combo signal acts as another exit signal (if 90degree turns are enabled), so theoretically the train could go from one track of the station to another.
@@misium it’s exactly that - the empty station with a combo light is a valid exit point for all the entrance signals (apart from its own) since 90° turns are on, as we see at that very junction slightly later. These lights, unlike the path lights, don’t consider the routes trains will want to take, so even though it would make no sense for a train to exit one platform and enter the adjacent one, it is possible for a train, so it’s green.
Thanks! Couldn't for the love of get my head around the Entry/Exit/Combo signals. I'm heading over to the next video, but on this video it sounds like you should never use anything but path signals?
Could Entry/Exit/Combo perhaps be used in single tracked railways so that another train can follow the first one without having to wait for it to clear the entire section?
Well done, Hellish! Nice to see you updating your tutorials! I'm looking forward to future ones, maybe there are still some things I can learn. :) (Btw, I don't want to be the wise guy, but it's spelled "signals". It's hard to find the video if it's spelled the wrong way.) Edit: Thanks! :)
for better station entry look at the beginning of "OpenTTD Tutorial #14 - Advanced Railways - Junctions and Depots" (ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-lDK4qPnSOjg.html)
From what I can take it looks like there's no reason to use Block Signals at all. Since path signals can do everything that block signals do and better. Is there any special circumstances that makes block signals more preferable?
Path signals are better and replace all the other signals in all standard ways. There are some advanced things like balancers and priority merges that use the other signals. If you want to see them check out the videos towards the end of my tutorial playlist
I rather use PBS in stations. So my signals are facing into station and it looks more realistick. (Btw. I am using CZTR+FIRS) In and Out I have on single PBS when it's "monorail" and when is there "dualrail" then I use Oneway PBS. And on rail I use regular signals. But IN signals I am using sometimes on Junction. So my train doesn't stop on Junction when he can't go out. Or sometimes on "Prestations" for Ro'Ro. Thanke you a lot 4 teaching me this game and giving me chance to invent own efficient system.
Correct. In this tutorial, I correct it from the simple on shown using path signals but if you don't want to use path signals it should be upgraded to block signal on the exit and exit signals on the platforms.
Good comment spinba11. MasterHellish, thank you for your great OpenTTD tutorial videos, really well done, and excellently explained. Pity for this single small error in this particular video. With the signals as you place them at 10:49, I am finding that when all station platforms are occupied the Entry Signal is still often green, which is doubtlessly because of the exit signal on the "out" line. As a result, incoming trains still often enter the junction block when all station platforms are already occupied. It seems to me that entry/exit signals are needed only where one incoming one-way line splits up into multiple outgoing lines, namely to ensure that the junction block is left clear in case all outgoing lines are currently occupied. However, it seems to me that the necessity of keeping the junction block clear does not arise for the case of multiple lines merging into one outgoing one-way line! In the case of a station like this, it seems to me it is no problem when any train that wants to leave the station can claim and occupy the junction block as soon as it wants (in fact I suspect this may actually be good for throughput because that way, the outgoing train can leave the station as soon as possible, thus freeing up a new platform for incoming trains).
U Are using PBS everywhere. Use IT ONLY around crossroads And junkctions because PBS signals Are 8times Hardware diffiult And if you Will have Big map big traffic you can see HW issues on weaker PC stations....
I saw your investment, and I must say, very good job :-) RAM efficiency is well known issue , and sorry for my confusing 8times words, RAM issue is well known on mobile Andoid Ios station, cell phones, tablets and netboxes etc. (dont forget that many kids an ppl are playing on another devices than PCs)... on standalone modern PC you definitively have no issue and you clearly proved it. I quess, lot of myths came from history when PBS were starting in first Beta release, causes troubles and struggles of the game.... nowdays it seems its only RAM issue, which in fact on tablets etc, couse huge performance drop (but its not cpu issue just RAM refresh)
I see you have money to burn here, but without the cheat you can save money by using the convert tool, top right of the signal building panel, or ctrl click on a built signal to cycle through the types.
I have two questions here. One, is there any scenarios out where I would use the block and pre signals? Two, is there any way to prevent the train from turning around like it did in the vid.
There are for things like priority merges ect, but for most standard play the path signal is the best. And yes to a point... in the game settings make sure you have all the settings shown and then filter for 'reversing' you can stop them doing it at signals and at stations. I dont think this will stop them from doing it at the end of a line.
Developers hid these in a relatively recent update, by default. You can click the button on the signal window to show the other signals or there's an option in the game settings.
When both platforms are taken then a 3rd train will enter the block as the single to exit is green. However, it will still head to the station and stop at the next set of signals blocking the station. You can fix this by changing the station signals to bi-directional exit signals and the exit line to a normal signal or use path signals
***** Thanks. I tend to use pre-signals at junctions and priority merges these days instead rather than at stations because those clogs can be a nightmare to clear. One wrong click, and it's choo choo bang.
what happens when in 9:51 both platforms would be occupied (for example trains waiting for full load or stopped) and a third train wants to enter the station? then the entry-signal would allow the entry to the junction-block because the exit- signal is green. but since the third train wants to enter the station and not go to the exit line it will occupy and block the junction causing a clog at the station, right?, so this solution with entry-,exit- and combo, signal is not 100%safe? in this case im forced to use path-signals? using path-signals there could be a simple one-way-block-signal at the exit?
So.. if all rail traffic is entering from one line and exiting in two or more lines, then use entry/exit signals. But in the case of junctions where trains can arrive from multiple directions and leave in multiple directions, use path signals?
10:04 Why didn't the the combo signals of all platforms turn red when the train left from the depot and went on that track? Since there is only one exit signal (for the section the new train just got one), and that one is red, why then did only one of the combo signals turn red?
Is there way to use these signals for trains going both ways on both tracks ? (With multiple junctions in between) - as in this video you are using up and down line
Its a very good tutorial. In the newest edition 12.2 I cant find the Exit and entry signals. Is there in the settings or something? I founded it in the advanced settings.
They hid the other signals by default now. Start with just path signals. If you want the others you can press the button to show them or turn them on in the settings
My signalling is much better since I watched this video, but I still sometimes get gridlock on terminal stations. I'm occasionally getting trains entering junction areas when they have no platform to go to, and I'm not sure why
It depends on how reliable the vehicles are and what year you are playing within the game. Also how fast they are as the faster they are the longer they can go before they may need a service. One approach is to provide a depot before stations and before junctions. In addition on long segments of track extra depots. if you are getting too many breakdowns you will have to have a look at the service intervals setting in your game settings. this will allow the trains to seek out of depot more regularly and avoid breaking down.
10:20 The combo signals out of station should be both red because the exit signal is red. My only explanation is the other combo signal acts as another exit signal (if 90 degree turns are enabled), so theoretically the train could go from one track of the station to another, leading to the train leaving the station and blocking the junction - exactly what it was not supposed to do. This problem can be easily created even if you disable 90o turns, so it is a perfect example of how combo signals are problematic. Pity the author didn't pick up on this. The powerful path signals seem to be a perfect solution to this but are rather unrealistic, especially in the early game years.
There's a little button to toggle which signals you can see. You can also change this in the game settings. However, the devs changed it so that they're hidden by default. You only need path signals to be able to do all basic and intermediate things. The other signals can be used for advanced things like priority mergers
I got halfway through this video an started a new game to practice signals, but my version only shows pathway signals, no 2 way signals like you used for the laybys
@@MasterHellish-Gaming No button in my menu to show other types, just six options which are path signal (semaphore & electric) on way path signal (semaphore & electric) signal convert & dragging signal distance
@@MasterHellish-Gaming I’ll have a little ok, but I think I may have a understanding of the path signals from having a play around with them and your guides
this is 3 years late on a tutorial for a game that's 15 years old at this point not counting previous versions, but what's the point of the other 2 signals if path signals do the same thing but better?
For general use, there isn't really any point. However, there are some special situations where you need the other two. Things like priority merging (if you want to get that advanced)
Hey you finished the Tutorial one day before my birthday (ingame time) ;-) I am disappointed now! Shame on You! But very good set of tutorials... you do explain it very understandable
What screen resolution and/ or which version of the OPEN TTD are you using in this video? The pixels on my screen are way larger than in yours; it is difficult for me to tell one type of light from the other...
+Gamer - Master Hellish i like the interface how do i get that i just started playing XD. i was looking at how to do this and just found your channel. if you have a link or a video about setting up the game so it looks good let me know thanks :) quick question @13:51 if have the right platform where trains can go through without stopping while your other trains uses the left platform how do i use signals to force my trains into one side so they load/unload on one side if possible. (I can potentially let my trains sort it out by letting them use any available platform but it just looks messy
Why at 17:56 exactly the train start to run (the one who turn on his left, to the top right corner of the screen) and not before? I see that it's only because the train under him left the block. But I don't get it, there were nothing in the block blocking his path, right?
i know im super late to this vid. But i need help. I cant find the different types of signals. Only one way path and path signals. What am i doing wrong? Please help!
@@MasterHellish-Gaming thank you, for the reply 🙂 I found a thread on Steam, that actually had a link to your video, with instructions to unhide the extra ones. I then got a little further i. Your video and saw that I could get by with just the standard ones. 😛 A great video nonetheless. 😁
They don't solve all problems but can be used in most normal situations. I have never found and evidence for path signals consuming more CPU it appears to be a myth.
Generally, that is correct. But there are some more complex junctions that work well if you use the other signals and also some older computers may struggle on larger maps with you just have path signals all over.
Awesome. Well I am new to the game. It is a steep learning curve isn't it? Crazy. So much I just don't understand yet. Thinking about making a max size map. Is it good to do this alone? Wanting a map I can just play forever.
The game only really works till about 2060 ish. After that, you might find that the vehicles available to you get limited. You then will need to look into mods, like the vac tube trains ect
I know about those, I've seen them in the text tutorial, but it is very confusing. But is there a way to do that with the entrance, exit and combo signals? I thought that combo signals work as entrance and exit combined, but they are pretty weird.
openttd on steam doesnt have all the signals and also is missing some tools. What GRFs should i be looking at to get all the signals as you have in this video?
The Steam version is identical. In newer versions of the game, the developers have hidden the extra signals that most players don't utilize. These can be reactivated from the game settings. However, I would recommend primarily using path signals throughout.
Honestly the biggest and most aggravating thing with this game is the railway lighting system. Its just a nightmare and a riddle to workout. The only down and it is a big down with TTD is the ridiculous signals system that is not easy to set up at all. It should be, logic, but nope it ain't 6-10 this game.
I do not know what version you have, but none of this works. Highly frustrating why they made the setting up of the signals the games biggest flaw. Not fun to be honest.