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If you spaced them out so they don't arrive at the same time, you wouldn't need trains to "dynamically pick a platform", would you?
To answer your question, no, they don't. They work as before.
It would drive me crazy if it were not like this. I'd often have a scenario such as this... Train station near a steel mill. Incoming coal/iron trains would be assigned to platform 1 and outgoing steel to platform 2. The steel train is set to wait till full load. But if a coal/iron train now came in to that platform, it'd wait forever, because the steel mill would never get he resources it needs to build the steel and the steel train would wait forever for the steel that will never be made.
Such a surprise.
If you happen to have waited for a real train in a train station before, you know they show at what platform it will arive on,... because it is pre defined. And so it is in the game.
"They" are just models and code, no real people. In real life the people would get an announcement and just change the platform.
The train has a reserved platform and the passsengers wait for it there.
You can just add a platform if you have not enough and get traffic jams. I dont understand the fuss about that at all.
If you want resonable timetables you need a game where time progression and vehicle speed are linked 1:1.
Maybe a train simulator game is more what you are looking for, cause TpF is not that.
I want to build big cool train networks and not get bogged down in platform management.
Maybe you should go play OpenTTD then, since you're actually after something far more simplistic than building big cool train networks...
Its either that or that, either you have it like in this game where you give the train a free platform or use one platform with several trains which is a one time action or the other option is you have it like in OTTD or Simutrans where you need elaborate signaling work in larger stations to manage the chaos of trains pulling into random slots.
The TpF solution is a lot less work for the player compared to the OTTD way of doing it.
If you let trains just do their thing by AI only it will end in a big chaos... try play OTTD or that soviet worker republic game without useing any signals, that is what you would get.
You have a loop going A-B-C-A(track 1) and A-C-B-A(track 2)You have another strait shot going A-D-A(track 3) and another strait shot going A-E-A(Track 4).
On tracks 1 and 2 as soon as the train exits your next train is pulling into it so no wasted time. On track 3, the station sits empty a third of the time. On track 4 the station sits empty a third of the time. If the system used a dynamic track system it would you could add in a 5th line to that station. and the tracks would all be used 100% of the time.
And you cannot tell me you have never seen a situation where you have a train waiting for another train to leave the station before it enters, even thow there is an open track it could take. Well I suppose you could tell me that, but then I am going to say where are talking about pushing different amounts of volume threw the station.
And IRL trains dont take a month to load and unload.
Mashinky would also offer what you are looking for as it using signal based pathing so you can setup this scenario to use what ever platform is available. I do wish TPF would use signal based but creating a second line to have a similar effect isn't that big of an issue in my book.