by barnez » Thu Jun 26, 2014 12:40 pm
Based on the illustration ...
I don't believe that RW has the ability to accurately simulate the AB signaling that you post. Within the game each signal is an individual directional entity. You could place 2 signals back-to-back to simulate the AB signal, but each would read independently so the "reverse" signals would not display all red aspects the way it is shown in the illustration.
Using the illustration as an example - to properly signal as shown in-game you would need at minimum a signal to cover each leg of each junction. The center portion (where the AB signals are shown) could be covered by as many or as few signals as you wish to subdivide it into blocks, but again, they wouldn't be bi-directional.
The signals facing opposite of the direction of travel would display their aspects irrespective of the train's direction of travel - so the signal closest to the head of the train would display red, the next away yellow, and then green.
There may be signal sets out there that include a variable that takes into account direction of travel and so could record and pass this information which could then be utilized in determining the signal's aspect, but I'm not sure which sets, if any, can do this.
And no, my scripting skills are fairly limited, I'm not sure I'd be able to add this type of detail to a signal script, although, there may be others here (or at UKTS) that possibly could.
-barnez