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Oh, and just a reminder, you should space out your merges appropriately, like, say, at least a little more than a full train's length, so that you'd have a reduced chance of a train traffic jam.
i made similiar Rail 4 way chance (so misspelled) that tcgames65 just posted..and it works if you got not much trains, later game it clogs up like an old toilet that never been cleaned..
Problems with train intersection is that trains tend to block both entry and exit for 1 other train, and that train blocks entry and exit for other trains and its an evil circle makes a good design useless, so i try to avoid train intersections.
one of the most important things anyone will learn in those guides, is to NEVER make train intersections with sections shorter than a full lenght train, to avoid waiting trains from blocking other trains.
No, the workshop item you just linked "Rail 4 Way Chance"..what is Chance correct in an intersection word :)?
I think he mean "Change"
Don´t quote me, i have full control over my trains :)
http://steamcommunity.com/sharedfiles/filedetails/?id=457050748
I found that highway design principles are actually quite useful with trains. As with highway interchanges, the main focus is to remove conflicts between movements through grade separation. There are also a few train specific-things, like buffering space.
The junction is rather more complex than what I asked for originally as cargo and passenger are fully separated, and I also included buffering for adjacent stations.
Of course, this was all done before tunnels were introduced. If I was building this now there would be no elevated rail, and grade separation would be achieved with a crazy mess of tunnels, like this highway C/D interchange.
http://steamcommunity.com/sharedfiles/filedetails/?id=457060802
Tunnels don't look nice like elevated ramps but you don't hit the infamous 'object limit' as quickly with tunnels, so my hands are tied :(