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I want my tracks to be both Up and both DOWN ( like real life ), depending on the situation the train must choose if it wise to use it as up or down.
Using tracks dynamically should already happen when a path is blocked and there is another valid path. Maybe there is something (one-way signal) already blocking that track. Also, trains of the same line don't block/invalidate their path, it would need to be two different lines.
This game really does not operate on "automatic adventure" mode like Mashinky or TTD can. It is your job do define line-paths and I prefer it this way.
*Maybe the train without a switch reserved the path first, so the other train with a switch can't enter, otherwise it may work... Not sure, would need to test.
other "free" track.
Not exactly sure, as said, trains of the same line don't invalidate each others path, but the blocked signal may. Need/might test this...
As said, it probably does not work in your case because the bottom train reserved the path first and therefore blocks access to the switch the other train would need to reach.
It should work if you provide (x) switches for both directions.
It could also work if you place the top signal further away and the bottom signal closer to the switch (but that might still fail sometimes).
I really have not changed my playstile and did not test this dynamic pathing a lot since the patch, so I would need to play some more to see if there is some actual practical use besides of dissolving jams or finding a new path after a new construction.
http://www.davidheyscollection.com/userimages/00-0-a-David-Ingham-Aldershot-Box.jpg
Here's a screenshot that shows a much more elegant solution in my own game.
http://steamcommunity.com/sharedfiles/filedetails/?id=1255815790
The trains on the yellow line using the left hand track to move North and then crossing over to use the Right hand track to move South. No collisions and only one delay cause by line switching.
I don't believe you can refer to tracks as "up" and "down" so precisely anywhere in North America (yards might have 'up' and 'down' more predictably)... It can differ from one place to another, rather "inbound" and "outbound" are more accurate. Also, in many places you can't always predict which track a train will be travelling on.
It's just that many players are used to TTD and therefore don't even think about if that system would make sense IRL. It often does not.
I would like pre-/priority signals to enable better usage of (short) sidetracks, but that alone would not necessarily enable all possibilities that these TTD players are used to.
I believe this dynamic pathing for individual trains got introduced for solving the automatic turn-around issues that the system had before. It's not meant to make lines obsolete like some believe. It might never do, because that might really require a lot of additional changes to not end in chaos.