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Signals

925 bytes added, 12:53, 15 July 2021
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Just about the only usage is esthetic: Real life railways create blocks of track over multiple signals (such as when a train is to cross multiple tracks such as at yard entrances and exits), and you could try experimenting chaining chain signals to mimic this appearance. In effect, chain signals allow you to place "redundant" signals in complex crossings since a chain of chain signals effectively act as a single block.
== Ignoring signals ==
Trains will never run a red signal by themselves. The only crashes that can happen on a correctly configured network is rail/road crashes, simply because trains can move much faster than road vehicles.
 
Trains can deadlock, however, sometimes in big jumbling messes. While this suggests a less than optimal signaling regimen has been used, before you can fix the mess you need the trains to untangle. Tools you might find useful in these situations are the buttons in a train's window for reversing trains and instructing trains to ignore the next signal (sometimes in combination). Obviously you need to carefully manually supervise the train's passage because when a red signal is ignored, a crash can very well occur.
 
Do remember that only the very next signal is ignored. You might have to press the button more than once if the red signal you need the train to pass by is several signals ahead.
[[Category:Infrastructure]]
[[Category:Railways]]
[[Category:Signals]]
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