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I thought dynamic pathing had always been a thing, I mean cities skylines has the same issue as well as many other railroad sims that only focus on railroad designs.
Unlike games like the old Transport Tycoon where trains did use dynamic pathing and would happily go around a section of track that was blocked.
That game seemed to do just fine with that ;)
but I figured a block signal only protects the path in front of it so if there's no train there it should theoretically go on that track if its free even if that means switching but alas it doesn't; maybe TF3... surely PCs are capable of this without performance issues (at least higher end PCs?)
As stated before there is no dynamic pathing so the best way to avoid issues and bottlenecks is to design the tracks and lines as to avoid conflicts with each other.
Strict follow the path line mechanics is the standard rather than the rule. Easier to implement, both for developers and players alike.
Besides, the way routing is implemented in the game is significantly better than CS, where there is no signaling and tracks are unidirectional, unless using two way single tracks, which is impractical to do intensively given CS's mechanics and limits.
apparently I've been doing it wrong all my life, I put signals for each direction when it wasn't even needed thus created the conflict apparently... and I was able to get it to sorta dynamically pick which track at a double switch junction so it kinda does have it sorta with a little "trickery" I was able to let it keep going in the same direction or move to the other side if it wasn't available but yes that would ultimately create conflicts, I know but multi platforms are sometimes needed.
See above ^^ but yeah I get its limited, too bad :(
Strict follow the path line mechanics is the standard rather than the rule. Easier to implement, both for developers and players alike.
I don't remember it being like that, but its been awhile so you're probably right.
CS2 is out now, so I'm really curious to see how they did this.
too many signals cause trains to bunch up which can be problematic. you only need a minimum of one signal for every train on the line.
for lines that go A > B > C > D > C > B > A, i always leave one stretch, usually at the end of the line, empty of signals to help reduce bunching.
Talking about unidirectional track here (each track of a double-tracked line, for instance).
Bidirectional track (any single-tracked line with traffic in both directions) needs to stay completely unsignalled, unfortunately.
as the game progresses and trains get faster and there are fewer trains on the line i go around removing signals, for unbunching reasons as already said.
I forget if TPF2 has collisions, OTTD does and when they collide you lose the entire train :( so I'm assuming its the same for TPF and TPF2
No, no accidents or collisions of any kind in the entire TpF/TF series. As Vimpster said, it is very hard to make trains touch each other. Easier way likely is on very tight passing tracks. It is much easier with other vehicles, including private vehicles, especially ships on waterways and small tight bus/truck stations.
Either way, all it happens is that vehicles just clip/pass through each other, and nothing happens to the vehicles involved. Likewise, if you have assets such as trees in the way, or even mountains, for airplanes.
While broadly speaking many mechanics are similar to OTTD and other business transport tycoon games, TpF is a separate game with its own set of rules.
ah well then signals aren't that important then :P wish I had known that...
So why would they code something they never intend happening?
I find the easiest way to see this is for cars and citizens. They often clip through each other.