All existing signals which are to be linked to the block are selected from the drop down lists for each block side.
The signal pair consisting of the main signal located at the minus side of the block and the associated distant signal (at the plus side) is selected here.
The signal pair consisting of the main signal located at the plus side of the block and the associated distant signal (at the minus side) is selected here.
Main signal to link with this block.
Distant signal to link with this block.
Converts the main signal to the entry signal of the block specified in the list on the right and converts the block chosen from the list to an Open Block.
Sets the signal to green if the Open Block is free and the next Open Block is also free.
Sets the signal to yellow if the Open Block is free and the 2nd next Open Block is occupied / obstructed or the 2nd next block is not an Open Block.
Sets the signal to red if the Open Block is occupied / obstructed.
See Block Signaling for details and an example.
Manual operated signals will disable all wait options of the block.
Links a signal with signification Block state with this block its occupying Loco.
This signal shows the current Loco automatic mode or a dash in case no information is provided.
Char/Color | State | Aspect |
---|---|---|
- , gray | No information | 0 |
X , gray | Stop | 1 |
A, green | Automatic run | 2 |
A, blue | Half automatic run | 3 |
O, gray | Idle | 4 |
W, green | Automatic wait | 5 |
W, blue | Half automatic wait | 6 |
W, yellow | No new destination found; Check the Trace for more information. | 7 |
In case a schedule is active the character will have an underscore.
If an activated Shunting route passes over the signal, the character will be presented in italic and blue
To update the block state signals Mode events has to be activated!
In case an exit sensor is defined, the signals are reset to red in case of an exit event.