![]() So this one side track has 4 of these large trains on it at once and is made (with future expansion in mind) to hold up to 7 of these trains at once. I have 4 trains, 4 cargo wagons long each completely loaded with copper sitting in queue all waiting for their turns to drop their loads. The side-tracks off the main-line where these ore trains drop it off are completely full up. ![]() I ship in ore from multiple locations at once to my furnace farm. I didn't misunderstand, maybe I just wasn't clear in what I was trying to say. You'd still have two one-directional tracks. The inbetween network is, with some minor differences, mostly the same. It's essentially about using Terminus stations vs RoRo (Roll on-Roll off) (see for examples). You misunderstood the question The 2-headed train option isn't about having a single track to handle all trains. It is easy for the junction to end up in a state where every train switches track, reducing the throughput to the level of single track.Dasani wrote: You can't have a single track that handles a dozen trains at once efficiently when they have to backtrack both ways over the same rails. Simple "X" style crossovers are a bad idea. Note the use of consistent signal gaps even on the parallel track. The increased throughput comes at the cost of a larger footprint and higher complexity. This design offers higher throughput than the chained flip-flap, and minimises unnecessary track switches. See Double Track Junctions for more about this design. This simple design allows trains to switch tracks without having too much of a throughput penalty compared to fully independent tracks. When trains need to switch between two (or more) tracks in the same direction, there are two useful designs. These are discussed in Is It Worth Building KERS Stations and Thanks, I Hate It! Switching Tracks There are some alternative station designs based around KERS principles which offer slight throughput advantages (especially with JGRPP's realistic braking option). The design is also easy to expand to any number of platforms. You may also consider building this for slower trains as while it does not have a throughput advantage, it can hold more waiting trains. This also increases as it is expanded, as shown in Maglev Station Design. This station offers similar throughput to the Compact Semi-Balanced RoRo for rail vehicles, but for faster maglev trains has up to 15% greater throughput in its default 4-platform configuration. Note the positioning of the exit signals - this configuration offers a slight throughput boost having the outer signals closer to the merge. This is close to maximum saturation of single track railway (without the use of advanced clocked releases or merges). This station can typically handle a throughput of 1900 tons/month using 4-5 tile SH25 hauled trains. Compact PBS TerminusĪdding more platforms typically does not reliably increase the throughput by a significant amount, although it will allow more trains to be stored when industry production is variable. This station can typically handle a throughput of 1500 tons/month using 4-5 tile SH25 hauled trains. I call the following designs "best" as I consider them an ideal balance between high throughput, small footprint and simplicity of construction.Īll station designs operate correctly when using one-way path signals, meaning no need to switch between signal types when building or create signals trains will pass from the back. ![]() Most of the relevant science is in Can You Put A Signal After A Junction? StationsĬompact designs with short signal gaps tend to have the highest throughput. There is no need to leave gaps after a junction, or in front of a station - most of the time this will harm throughput with no other benefit. In almost all situations, keeping a consistent signal gap is the most important concern. This does not increase CPU usage over other types of signal - "path signals use more CPU" is a myth! The most important rule of signalling for high throughput is to keep a consistent signal gap. Signallingįor most networks, it is fine to use path signals throughout. So I've collected a little summary of things we've discovered. And while it's fun testing theories, scrolling through videos trying to find designs gets old fast. There's quite a bit of OpenTTD Science and as is the nature of such things, later videos will often improve upon designs featured in earlier ones. ![]()
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