Despite this, and adding in the extra lines, and building that complex junction (which I thought had serious over-capacity) the line is almost clogged up. Originally, as 2+2 it had several points where trains could switch lines, but I've trimmed these down to a minimum to help flow. It also has a 3+3 line joining it in the most complex junction I've ever built! The line probably has over 200 trains running along it. This has four lines down and four lines up. My main game over the last year is on a 1024x1024 map and has a mainline which runs from the middle of the map to the edge. I generally find that this creates a couple mainlines. But it is very unlikely that you have that as there are very few instances where two-way signals make sense (as they are all block signals, any train in the block will block the entire block) so the only impact on your games is that you need to change all signals where you want to say DON'T GO HERE IF IT IS RED to two-way.My strategy for the last couple of years has been to run cargo as far as feasible, gradually plugging in more and more producers into my network. It will not have a broad impact, unless you use two-way signals everywhere. Yes, I believe this is the key to doing what I had intended. Because your mainline has a one-way signal, it is not considered the end of the line, and has a lower penalty, and trains always take the path with the lowest penalty. What this does, is when your sideline-entry is blocked by a train, all other trains do not consider the sideline because the two-way signal is red and because of the yapf.rail_firstred_twoway_eol-setting, it is considered the end of the line and has an infinite penalty for the pathfinder. Place a one-way signal on your bypass and continue with the usual signal distance you use on your mainline.Place a two-way signal on your sideline and have the next signal on the sideline be at least one train length ahead.Set the setting yapf.rail_firstred_twoway_eol in your openttd.cfg to true.It is a bit of complex material, but in your case, it would be reduced to the following: Where would I find material on programmable routes such that if a train encountering a Y with two options:įinds the Sideline blocked, it bypasses and begins a circuit? MarkShot wrote:If I wanted to try my approach of using a race track pattern with no waiting to pull off the mainline, but to go around. THE PRIMARY RULE IS DON'T STOP MOVING ON THE MAIN LINE.īTW, I don't have the knowledge I need to implement Option #2, and Option #1, is cumbersome, but trivial to implement. Hopefully, the "go around" train will be able to make its siding on the next pass. All the trains behind the given train, can reach their assigned destinations. Thus, trains are like planes put into a holding pattern. When any of those N trains encounters a RED to exit for its station (programmable routing) sends the train past its exit for another lap around the race track. Option #2: The mainline is more than parallel tracks, but rather a race track pattern. Thus, the entire complement can come off the mainline if they must for any reason. Option #1: Make sure there are enough track and signals on the siding to the station to buffer N trains. I only see two absolute ways to guarantee that those N trains do not stall the main line. Suppose a station has N trains which visit via the mainline. I already know that if you don't disable breakdowns or use a mod that breakdowns pose a severe risk of stalling the mainline. I already know that junctions should not cross tracks, but should be over/under implementations. The problem is how to keep rail traffic on the mainline rolling? The mainline connects to side stations, and the mainline itself is two tracks running up and down. Suppose I have a mainline either express or fast freight or slow freight (mutually exclusive).
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