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(+1)

The changes in 0.0.8 are awesome! I appreciate the new sim time intervals, the different bell sounds, and showing sent and received bell codes. I did run into 2 bugs:

  • If I have a faster time intervals set (e.g. 30s) and the game sets it to 60s due to someone belling me, when I press +/-, it does that based on that old 30s interval instead of the 60s interval now.
  • I had an issue where I belled 1 to Stopham to see what the bell sounded like, but it seems like Stopham never sent me the expected train 1C03. I think if the player doesn't bell anything after that 1 after like 10s, it should return to the previous state. Here's the relevant log entries

```

1784631784.429: BlockDialogue: 08:01 → [Stopham] (player) sent 1

1784631784.429: BlockDialogue: 08:01 → [Stopham] (player) sent 1

1784631784.429: BlockDialogue:  → [Stopham] state is now 'fb_wait_ack1'

1784631784.927: BlockDialogue: 08:01 → [Stopham] (block) sending 1

....

1784632176.398: BlockDialogue: [Stopham] busy (state=fb_wait_lc_request) — queuing train 1C03

1784632324.3: BlockDialogue: [Stopham] unexpected player code 1 in state 'fb_wait_lc_request'

1784632328.945: BlockDialogue: 08:23 → [Stopham] commutator set to 0 (stored, no active match in state 'fb_wait_lc_request')

```

Thanks for thinking they're awesome, and thanks for the feedback! On your first bullet point, I caught where it was happening and adjusted so keeps the set time state when the bell code drops to min sim speed. 

On the second point this is intentional, as there is actually a cancelling bell code 3-5 that the player should use if he wants to return to idle state on the other block. In real life if you sent a 1 and then the other block replied a 1 they would be waiting for a message, and would likely need to follow up in case something had gone wrong etc. That being said, maybe I can fit in something that indicates the block is awaiting a message or requires a cancellation? Maybe a yellow light in place of the red etc.  

(+1)

I did end up sending a 3-5 to try to cancel, but the train still seemed to be stuck anyways.

Sorry missed this reply. Thanks, I'll take a look into it and see if I can recreate. The block should get to a state where it keeps retrying to send queued trains every minute if its in an idle state. Were both block states (top and bottom) showing Normal?