I'm am not faulting this route or it's creators by posting these fixes. I know all to well faults creep out of the woodwork no matter how well you test the route. Whether the fault is possibly just on my pc or others similar to mine and yours works correctly. This is just to help those who have a similar problem with this scenario. Who knows whom the Electron Gods have given a positive or negative to. (pun was intended)
Here's some things I did so the scenario gives a successful scenario rating. And no fault messages at the scenario start.
In the Timetable View/Driver Instructions I changed "Player leave Rigby", "Player return Rigby" and "Rigby Track 1" from "Stop at Destinations Instructions" to "Waypoints"
Also I put in a signal at a junction a little ways into the yard. That way if you don't leave the yard and crossover to the far track before the A.I. train locks the first turnout you don't have to wait for that train to pass the signal at the far end of the yard to release the junction. This placement of a intermediate signal releases the junction as soon as the A.I. train cross this signal. This seems to satisfy the Scenario Logic Gods that the A.I. train will not block you from crossing to the other track.
As Dwarf signals are used on the main track within the yard limits I used a 2 Head 2 Track Dwarf for the Intermediate Signal and then to release the 2nd link on that signal, as it leads to the yard, I placed a Shunt 2 Track at the next junction up from Link 2. I know you are wondering why I didn't use the 2 Head 2 Track 1E1 signal to start with and be done with it. The reason is Link 1 is used for the yard exit so this displays on the signal is Red over Green when the switch is set for the thru track. Which when placed on a main track would indicate that the switch is thrown for the yard turnout as the player has no indication it is a 1E1 signal.
