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That's pretty impressive. I haven't reached the breaking point of 2 lanes yet during normal gameplay with over 70 trains and "eventually the train gets to its station" works well enough if it only drives once every 5 minutes but I guess that will change once you get some real traffic going.
How many trains do you have?
If the devs do more work on the train system my one wish would be for signal gantries of various widths so that tracks could be laid closer together.
By 4 lanes I mean 2 going north and 2 going south.
It's not a real factory -- it'm just testing out ideas. I'm anticipating that level of traffic when I attempt to do 1 rocket a minute with modular factory outposts (this outpost smelts steel, this one makes circuits, etc.).
I currently have 24 trains, just going back and forth through the intersection so I can try out different arrangements.
That level of traffic will probably never happen in a real game then, if there's so many trains coming through that a train waits at a crossing for 2 minutes, the fact that they will all reach their destinations eventually should be good enough since they only drive once every ~5 minutes anyway unless they're oil trains or you decide to go ham on a biscuit with 200 1 sized trains.
The AI right now works pretty well with you never having to worry about things like decelleration no matter how complex you build your rails so I'm not sure adjusting crossing priority would be an easy thing to do at all.
It is the result of a ton of interlocking logic and the devs most likely never did something like sitting down deciding which train gets priority at a crossing since "crossing" is a pretty high level construct which everyone solves differently.
You need to reduce it to the low level of how trains path and handle their acceleration and how they interact with signals and chain signals, I wouldn't know what to change there because I don't really want a train that slowly accelerates, leaving a station to be more likely to stop a train driving down the main rails at full speed.
This is what I'm currently working with:
http://steamcommunity.com/sharedfiles/filedetails/?id=868744555
Although I've noticed the phenomenon (with varying degrees of severity) with any design.
That's already the case. A train coming in from any direction can go around the roundabout to any of the other 7 directions (or even go back the same way) Keep in mind that 2 of the tracks going in any direction are "incoming" while 2 are "outgoing" (my trains drive on the left, like a highway in the UK)
i agree the logic needs some work. i beleve it's being revamped in 0.15. i don't use stackers because of this. i just use a long line. first in, first served.
i too use left side drive (i live in the US). it makes the signals neater. esp for circuit networks.
<off topic> you brits drive on the correct side of the road. now if you could just get the wheel on the correct side. lol
I live in the US too, but I put my trains on the left because I want the signals to be on the "inside" rather than sticking out. Just an aesthetic thing.
I want to see the end result of that.
Well, the end result of that is 6-8 trains waiting while only 1 or 2 go at a time.
I'm pretty sure I'm not every going to have a real intersection with that many tracks in/out. Probably the most I'll do is 4-lane, 4-way. I was just trying to see how many it would take to break the game.