Train Sim World 6 UK Signalling Guide (TSW6 Signalling Tips)

British railway signalling plays a vital role in how trains are controlled, routed, and kept safe across the network. In Train Sim World 6, understanding how to interpret lineside signals and signs is essential — whether you’re running express passenger services, slow-moving freight, or shunting in a yard.

This Train Sim World 6 UK Signalling Guide walks you through colour-light aspects, repeaters, route indicators, position lights, and shunt signals, using in-game examples and explanations tailored specifically for TSW6.

Train Sim World 6 UK Signalling Guide (TSW6 Signalling Tips)

1. Colour-Light Signal Aspects: What They Mean

UK railways use multiple aspect colour-light signals to control train movements. These can range from simple two-aspect signals to complex four-aspect or flashing configurations.

Green

  • Meaning: Proceed at permitted line speed.
  • When Seen: Track ahead is completely clear.
  • In TSW6: Common on open mainline stretches.

Single Yellow

  • Meaning: Prepare to stop at the next signal.
  • When Seen: The next signal is red.
  • In TSW6: Often encountered near stations or junctions.

Red

  • Meaning: Absolute stop.
  • Rule: Never pass without clearance (SPAD if violated).
  • In TSW6: Seen at occupied blocks or during signal failures.

Double Yellow

  • Meaning: The next signal is yellow.
  • Why: Gives additional braking distance.
  • In TSW6: Useful for managing speed on high-speed routes.

Flashing Yellow

  • Meaning: Prepare to diverge via junction ahead.
  • In TSW6: Seen where the route will branch off the mainline.

Flashing Double Yellow

  • Meaning: Early warning of diverging route.
  • In TSW6: Provides ample time to reduce speed before complex junctions.

Flashing Green

  • Meaning: Proceed at maximum line speed.
  • In TSW6: Rare; usually found on test or high-speed corridors.

2. Signal Configurations: Aspect Types

Single-Aspect

Displays only one fixed indication.

Use: Often shows permanent green or caution.

In TSW6: Found on rural or low-traffic routes.

Two-Aspect

Red or green only.

Use: Simple block control.

In TSW6: Used on quieter lines.

Three-Aspect

Red, yellow, and green.

Use: Provides intermediate caution indication.

In TSW6: Found on suburban or moderate-density lines.

Four-Aspect

Adds double yellow to three-aspect setup.

Use: Provides early warning for higher-speed braking.

In TSW6: Common on high-speed and mainline routes.


3. Banner Repeaters: Helping When You Can’t See the Signal

Banner repeaters mirror the state of the signal ahead, especially when visibility is poor.

States of a Banner Repeater:

On (Horizontal Bar): The signal ahead is restrictive (red or possibly yellow).

Off (Diagonal Bar): The signal ahead is clear.

Green Off (Diagonal + Green Lamp): Signal ahead is green (line clear).

In TSW6

You’ll find banner repeaters near:

Curves and tunnels

Station canopies

Bridges or platforms obstructing line of sight

They let you anticipate signal conditions in advance, even if the actual light is not visible yet.


4. Feathers & Route Indicators: Know Where You’re Going

These visual aids show which path or route a train is cleared to take.

Feathers (Junction Indicators)

A white light pattern resembling a “feather” pointing in a specific direction.

Use: Indicates that your train will diverge at a junction.

In TSW6: Found at major diverging points, helping you slow down or switch lanes safely.

Route Indicators

Alphanumeric or symbolic displays.

Use: Indicates a specific route/platform number the train is cleared for.

In TSW6: Common in terminal stations or complex junctions.

These provide critical routing data, especially on crowded lines or during service diversions.


5. Position Lights & Shunt Signals

Used in low-speed or restricted movements, such as shunting, depot entries, or platform sharing.

Subsidiary Signals

Mounted on main signal posts, these control low-speed “calling-on” movements into occupied tracks.

Continue (Two White Diagonals): Proceed cautiously even if the main signal is red.

Dark (No Lights): No authority given — obey main signal aspect.

Ground Position Light Signals (GPLs)

Standalone signals for low-speed moves, especially in yards.

Continue (Two White Diagonals): Move forward slowly.

Stop (Two Red Horizontals): Do not proceed.

Limit of Shunt Signals

Look like GPLs but only have two red lights (no white lights possible).

Meaning: Permanent stop for shunting — the end of allowed movement.

In TSW6

These are essential for:

Freight yards

Depot transitions

Entering platforms already occupied

Understanding their patterns prevents SPADs and keeps your movements safe in restricted zones.

Mastering signalling in Train Sim World 6 doesn’t just make you a better driver — it transforms the game into a much more immersive and authentic experience. With UK signals, every aspect has meaning, and every indicator you miss can lead to mistakes.

Keep checking back as the full guide expands with more practical examples, images, and route-specific breakdowns.