The Overtaker
Ever had a train that is faster than another, but always rides on another trains butt? Well, here’s the solution!
Fast train stays on the main. Slow train moves into the side loop, waits, then comes back out after the fast train passes.
## How to use **The Overtaker** mod
This mod lets a **slower train move into a passing loop** so a **faster train can stay on the main track and pass it**.
### Simple idea
– **Main track** = the normal straight route
– **Loop track** = the side track used for overtaking
– **Fast train** = stays on the main
– **Slow train** = moves into the loop and waits
The mod uses **4 signal types** and **2 train roles** to make this work.
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## Building the track
First, build a passing loop like the one shown in the image:
– one main track
– one side loop
– a turnout at the start
– a turnout at the end
In the example image, trains are going **north / upward**.
– the **left track** is the main track
– the **right track** is the passing loop
That means the slow train gets sent to the **right-side loop**, while the fast train keeps going on the **left main track**.
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## Setting up the signals
### Signal #1 = **Overtake decision signal**
This is the most important signal.
All of the other special signals point back to this one.
To set it:
– Edit signal
– **Extensions**
– **The Overtaker**
– **Overtake decision signal**
– Set **Loop goal signal**
– Point it to **Signal #2**
– Save
### Signal #2 = **Loop goal signal**
This signal is just the target signal on the loop.
It does **not** need a special Overtaker extension on it.
Leave this one alone.
### Signal #3 = **Overtake hold signal**
This is the signal where the slow train waits inside the loop.
To set it:
– Edit signal
– **Extensions**
– **The Overtaker**
– **Overtake hold signal**
– Set **Decision signal**
– Point it to **Signal #1**
– Save
### Signal #4 = **Overtake clear signal**
This is the signal that tells the looped train it can go again after the fast train has passed.
To set it:
– Edit signal
– **Extensions**
– **The Overtaker**
– **Overtake clear signal**
– Set **Decision signal**
– Point it to **Signal #1**
– Save
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## Approach signals
You should also place signals **before Signal #1** on the approach to the loop.
You can use **1, 2, or 3** approach signals.
More approach signals make the movement look smoother and more realistic.
These use:
– **Overtake approach signal**
Each one should also point to **Signal #1** as its **Decision signal**.
### Suggested speed settings
If you use 3 approach signals, set them like this:
– **outermost approach signal** = **90 km/h**
– **middle approach signal** = **60 km/h**
– **closest approach signal** = **35 km/h**
This helps the faster train slow the situation down more naturally instead of everything happening at the last second.
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## Train roles
You also need to set the train roles.
### Fast train
Set this train to:
– **Normal**
### Slow train
Set this train to:
– **YieldToMain**
That tells the mod which train should stay on the main, and which one should move into the loop.
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## What happens in play
1. The slow train approaches the passing loop
2. The fast train comes up behind it
3. The decision signal sends the slow train into the loop
4. The slow train stops at the hold signal
5. The fast train stays on the main and passes
6. The clear signal releases the slow train
7. The slow train leaves the loop and continues
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## Quick reminder
– **#1** = Decision signal
– **#2** = Loop goal signal
– **#3** = Hold signal
– **#4** = Clear signal
– approach signals before **#1** = optional, but recommended
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Oh and remember, you can do this in the opposite direction too as long as there are dual sets of tracks on the main and the side.