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What is the difference with priority signals i dont get it? thx
You may have a new mod that hogs gameScript.update(), maybe the minimap?
basically the master controls the mainline
and the slave signals wait for the green from the master before giving green to the sidings
I knew I was missing something and just now found your mod !!!
Awesome
But could it be possible to just add a checkbox to existing signals, that makes it a priority signal? that way favorised/national variants could be used.
Thank you!
If the lag is solved, OK.
Otherwise, read on and help me guess.
Go to the priority signal.
Following the white arrow (open the rail construction menu to bring it up), find the first place where two or more tracks cross.
From the cross, follow every stretch of track and make sure there is a signal (or a station) close by, just outside the intersection; it does not matter if it points towards the cross or the other way, or if it has priority, as long as there is one. If you find other crosses or switches in the process, follow all branches linked to them and make sure there is a signal (or a station) on each.
-> Does it still lag?
-> In any case, can you remake this layout without any other mods and post the savegame on swisstransfer or wetransfer? Chances are, the mod cannot resolve the intersection quickly enough and it needs a bit more slicing, and a (small) savegame will help me repro the lag.
Today I tested the mod by placing the first and only signal on a different section. Here it works without any lagging:
https://steamuserimages-a.akamaihd.net/ugc/2030601140709593083/2E36BCBA23D97AA319843CDE6375753A72601AA2/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
but at the intersection where it is really needed it doesn't. Lagging occur directly when signal is placed shown in the image. When the signal is removed the game is running as normal.
https://steamuserimages-a.akamaihd.net/ugc/2030601140709593274/276D43F0C7762EA1D08F96E52DE04256A0C44B22/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
I hope I can help you find the cause because your mod idea is really good!
advanced statistics, yes
Common API, yes
Natural Environment Professional yes
rail and track industry mod, yes
active mods 213
road waypoints about 55
railrod signals about 350
If you like to investigate details: I have sent the log file and the ".sav.lua " .file to you in the tpf.net forum
I would also benefit from an api that can set both railway and street signals to red. The ultimate solution would be that even ships could be stopped with signals.
If it's still too slow, set numCoroutineResumesPerTick to 3 or 2 or 1 and see if it gets better.
I tried it several times with priority signals at different locations on the map, but my game started to lag instantly every time.
ModelCitizen may be interested in this!
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@EoF no, I crudely stop the trains. An API to turn signals red would help, but there isn't one for now.