Defining layouts with counters

By default, counters show the current remaining red and green times of a signal group within a cycle for fixed time controllers. Counters assigned to a 3D signal head with a flashing hand or Don't Walk sign indicate the remaining time of the flashing signal. This corresponds to amber time.

Counters can also be used in combination with signals for the desired vehicle type. Counters are activated as soon as they are linked to a signal group.

Counters have the following properties:

  • The counter is red as long as the signal group is red or red/amber.
  • The counter is green as long as the signal group is green, but not if it is flashing green, for example.
  • The counter is disabled (dark) during all other states of a signal group, for example, amber, flashing red, flashing amber, flashing green.
  • The red and green times displayed (start times of the counter) result from the times of the last red or green phase of the signal group. Thus the red/amber state also belongs to the red phase. The counter therefore always starts with the value of the last duration of the respective state. The counter is not enabled if the duration was zero.
  • Counters do not work correctly if more than one red or green phase is defined within a cycle, for example, with a double throw, because a counter then also starts with the duration of the last green or red phase.

Notes:

  • In the first and second cycles after the start of the simulation, counters may display no values or incorrect values because a counter uses the respective value of the duration of a state from the previous cycle. This also applies to the first and second cycle after each signal program change.
  • Only use counters with a fixed time controller. If you use counters with a traffic-dependent signal control, the counters display incorrect times due to the unforeseeable red and green times.