![]() in places where it is safe for a train to wait without causing a deadlock. Path signals are very different from chain signals.įirst of all, when using path signals in OpenTTD, signals are normally placed only in safe waiting points, i.e. So what is the difference? Do path signals automatically check for crossing paths instead of the user having to mark blocks with enough chain signals? The trains need to reserve the blocks (paths) they will use before they are allowed to pass the chain signal. Mrvn wrote:What you describe as path signals sounds like the chain signal. Enabling/disabling stations and repathing supposedly cause instant stops too. Simples case: remove a rail in front of a train. Trains do aso come to a sudden stop sometimes. The second train suddenly needs to break because it can't reserve the next block and you get far more separation than if you had merged the trains properly. The overly tight packed trains would also cause a problem at the first unmanaged signal the come across. The only way this wouldn't instantly cause a crash is when trains would also break all at the same time. Therefore, I continue to believe that the best (and most realistic way) to increase train intersection throughput would be grade separation (such as tunnels and bridges) and OpenTTD path signals. due to an accident), there is no danger of the train behind to drive into the train in front.Īlthough there is only very little danger in Factorio that the train in front of another train will come to an abrupt stop (due to a crash with another train), I still consider it appropriate that the signalling system would not allow the train behind to crash into the train in front. In reality, even when using continous train control systems such as ETCS or LZB, the train that is behind another train will always be required to keep a safety distance to the train in front, so that, even if the train in front suddenly comes to an abrupt stop (e.g. The reason why all cars do not accelerate at the same time in reality is that, as their speed increased, they need additional safety distance to the car in front of them. ![]() Hansjoachim wrote:I have a 4 way intersection that is similar to a 4 way road intersection with signals. As the throughput of such a intersection would be much higher than what is currently possible. If we implement this in factorio, we don't need undergrounds or bridges as much. Then if all cars in the same line would start accelerate at the same time you could get way more cars through the intersection before the signal turns red. I have a 4 way intersection that is similar to a 4 way road intersection with signals. If I could force all the lights, on that track, to be green, the first and the last train would start to accelerate at the same time. When the lights turn green, the first train will start accelerate then the second, third, forth etc. Because that packs the train tighter together than if you just join two tracks together. I have a merger between two lines, where I switch priority every 900 ticks. There are two scenarios where this would drastically increase potential throughput. Viewtopic.php?f=80&t=21899 Control Train Pathfinder (Passthru stations, Add Penalty) This thread also contains some interesting suggestions about controlling signals and the train pathfinder with the circuit network: Viewtopic.php?f=6&t=33294 Suggestion for Rail Bridges Viewtopic.php?f=6&t=44338 Underground rails Viewtopic.php?f=6&t=46978 Underground Rail Viewtopic.php?f=5&t=10054 trains, bridges and improvements to the rail system This has been suggested in the following threads: Viewtopic.php?f=6&t=3497 Path signals for railroads / railway / trainĪlso, implementing some kind of grade separation (such as underground rails or bridges) would significantly increase throughput of current train intersections. ![]() Viewtopic.php?f=6&t=32020 All signals work as path signals ( Rails driving me crazy) Viewtopic.php?f=6&t=26592 Trains reserve paths by segments instead of blocks In my opinion, in order to increase throughput of intersections, it would be more important to implement OpenTTD path signals, as has been suggested in the following threads:
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