Railway Empire
Crazy Gaston Jan 28, 2020 @ 4:14pm
Complex Junctions are Impossible to Build!
It seems like there's no good way to make complex junctions in this game. I've found it darn near impossible to make a three way junction let alone a four way junction! It's just not doable! Is there any development plans to implement this? Or will this game remain pretty much broken?
Originally posted by chaney:
Is this what you want?

https://steamcommunity.com/sharedfiles/filedetails/?id=1982528321

I put some notes on the image about details and how to build them.

I know that the 3-track connection is a "triangle" that is not exactly the same form as the example in the video above, but the connectivity is identical. Only the details of crossings are different. This is less compact *appearing* than the OpenTTD example (at the track scale) but as mentioned in the image comments, is small on the map City to City scale, making it functionally similar to the OpenTTD example as far as I can tell. This difference is the result of differing mixed scales in the two games (map to train and track scales,) and OpenTTD's grid based track allowing sharp turns vs. RE's track laying that allows more freedom in some ways but enforces minimum radius of curvature.
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Showing 1-15 of 44 comments
chaney Jan 28, 2020 @ 6:09pm 
What to you mean by "Junctions"?

-A "switch" (US parlance) at which a single track diverges to two tracks, the connection choice being mechanically controlled to one or the other of the two tracks at a time.

-A network of tracks where multiple incoming tracks can be connected to the others.

-A place where tracks cross each other but do not allow trains to transfer from one track to the other, just to cross the other continuing on the same track.

Let me know, we'll try to get you a screen shot example as all are possible in RE.
Crazy Gaston Jan 28, 2020 @ 6:22pm 
Originally posted by chaney:
What to you mean by "Junctions"?

-A "switch" (US parlance) at which a single track diverges to two tracks, the connection choice being mechanically controlled to one or the other of the two tracks at a time.

-A network of tracks where multiple incoming tracks can be connected to the others.

-A place where tracks cross each other but do not allow trains to transfer from one track to the other, just to cross the other continuing on the same track.

Let me know, we'll try to get you a screen shot example as all are possible in RE.


All right. Show me how to build this in Railway Empire (SKIP TO 11:11 in the video):

https://www.youtube.com/watch?v=SNT67aRXA0M



How do I create a junction like that in RE? It's impossible without resorting to extremely convoluted, spaghetti track!
mbutton15 Jan 28, 2020 @ 6:52pm 
Originally posted by chaney:
-A place where tracks cross each other but do not allow trains to transfer from one track to the other, just to cross the other continuing on the same track.
I'd like to see a screenshot of this. Unless you mean a bridge !!

Originally posted by chaney:
-A network of tracks where multiple incoming tracks can be connected to the others.
I'm intrigued by this one as well. All my junctions are just 1-into-2 splits. Didn't know there was anything else, if I'm honest.
Crazy Gaston Jan 28, 2020 @ 6:54pm 
Originally posted by mbutton15:
Originally posted by chaney:
-A place where tracks cross each other but do not allow trains to transfer from one track to the other, just to cross the other continuing on the same track.
I'd like to see a screenshot of this. Unless you mean a bridge !!

Originally posted by chaney:
-A network of tracks where multiple incoming tracks can be connected to the others.
I'm intrigued by this one as well. All my junctions are just 1-into-2 splits. Didn't know there was anything else, if I'm honest.


You and me both pal. $20 says Steam user "chaney" is going to bail on us once he finds out junctions are impossible in Railway Empire.
The author of this thread has indicated that this post answers the original topic.
chaney Jan 28, 2020 @ 9:34pm 
Is this what you want?

https://steamcommunity.com/sharedfiles/filedetails/?id=1982528321

I put some notes on the image about details and how to build them.

I know that the 3-track connection is a "triangle" that is not exactly the same form as the example in the video above, but the connectivity is identical. Only the details of crossings are different. This is less compact *appearing* than the OpenTTD example (at the track scale) but as mentioned in the image comments, is small on the map City to City scale, making it functionally similar to the OpenTTD example as far as I can tell. This difference is the result of differing mixed scales in the two games (map to train and track scales,) and OpenTTD's grid based track allowing sharp turns vs. RE's track laying that allows more freedom in some ways but enforces minimum radius of curvature.
Crazy Gaston Jan 28, 2020 @ 11:34pm 
Originally posted by chaney:
Is this what you want?

https://steamcommunity.com/sharedfiles/filedetails/?id=1982528321

I put some notes on the image about details and how to build them.

I know that the 3-track connection is a "triangle" that is not exactly the same form as the example in the video above, but the connectivity is identical. Only the details of crossings are different. This is less compact *appearing* than the OpenTTD example (at the track scale) but as mentioned in the image comments, is small on the map City to City scale, making it functionally similar to the OpenTTD example as far as I can tell. This difference is the result of differing mixed scales in the two games (map to train and track scales,) and OpenTTD's grid based track allowing sharp turns vs. RE's track laying that allows more freedom in some ways but enforces minimum radius of curvature.


Yes! That is what I want! After experimenting in Sandbox mode, I can confirm that this is indeed possible! And no, I didn't see your note until after I had done my sandbox tests, so I did the outer rails first, but found that, after a little "doctoring", I could in fact make a connection! Check it out:

https://steamcommunity.com/sharedfiles/filedetails/?id=1982585355



As you can see from my screenshot, in order to make the track work (as it wouldn't automatically "snap" into place), I had to set up two different points along the curve, and manually drag them into place. However, once the points were set and the dragging was complete, I was able to make my three way junction!

This is much more difficult than OpenTTD, however, I will admit that it is, in fact, possible! Just out of curiosity, do ya think you could manage a four rail, three way junction? ;-)
Last edited by Crazy Gaston; Jan 28, 2020 @ 11:47pm
Totemych Jan 28, 2020 @ 11:37pm 
Originally posted by chaney:
Is this what you want?

https://steamcommunity.com/sharedfiles/filedetails/?id=1982528321

I put some notes on the image about details and how to build them.

I know that the 3-track connection is a "triangle" that is not exactly the same form as the example in the video above, but the connectivity is identical. Only the details of crossings are different. This is less compact *appearing* than the OpenTTD example (at the track scale) but as mentioned in the image comments, is small on the map City to City scale, making it functionally similar to the OpenTTD example as far as I can tell. This difference is the result of differing mixed scales in the two games (map to train and track scales,) and OpenTTD's grid based track allowing sharp turns vs. RE's track laying that allows more freedom in some ways but enforces minimum radius of curvature.
The network setup on the left side of screenshot is very hard for most new players and curved lines may brng headache. I don't think that 2-to-1 swith is the problem but if someone insist on BBH setup in this game - i'll give up as soon as possible...
Also SL connected to ML and then ML to ML trough BBH... you may avoid this if you know how to create fully connected network in this game.
Last edited by Totemych; Jan 28, 2020 @ 11:40pm
Crazy Gaston Jan 28, 2020 @ 11:52pm 
Originally posted by Totemych:
The network setup on the left side of screenshot is very hard for most new players and curved lines may brng headache. I don't think that 2-to-1 swith is the problem but if someone insist on BBH setup in this game - i'll give up as soon as possible...
Also SL connected to ML and then ML to ML trough BBH... you may avoid this if you know how to create fully connected network in this game.

As an OpenTTD player, I can't understand why I would want to avoid this. But, that's bad habits for you: takes one time to make the habit, 20 times to break the habit.
chaney Jan 28, 2020 @ 11:56pm 
I'm glad you got it, looks good! It is certainly true that the track laying, particularly with crossing track, can be very picky. Sometimes elevation changes or tight curves are the problem, so avoid those, but sometime I have no idea why something doesn't work. Building it backwards or moved just a little may resolve the problem. Try to work in flat areas and don't try to do too much and it does usually work fine. Making the exchange larger tends to work better and result in shorter travel distances, but costs a little more money.

Going to a connection for more than 2 tracks does get more difficult. The game usually handles a 2-track "split" pretty gracefully, but if you want to split more than two parallel tracks, you can run into trouble. I'm not sure why that happens, but sometimes allowing more spacing helps. I don't use more than 2 tracks too often, so I don't have a lot of experience to be frank. OpenTTD's grid based approach sure does make this kind of setup quick and easy, but I think RE can often be pretty. (It does sometimes get ugly!) They are pretty different approaches.
ElPrezCBF Jan 29, 2020 @ 3:03am 
Originally posted by chaney:
Is this what you want?

https://steamcommunity.com/sharedfiles/filedetails/?id=1982528321

I put some notes on the image about details and how to build them.

I know that the 3-track connection is a "triangle" that is not exactly the same form as the example in the video above, but the connectivity is identical. Only the details of crossings are different. This is less compact *appearing* than the OpenTTD example (at the track scale) but as mentioned in the image comments, is small on the map City to City scale, making it functionally similar to the OpenTTD example as far as I can tell. This difference is the result of differing mixed scales in the two games (map to train and track scales,) and OpenTTD's grid based track allowing sharp turns vs. RE's track laying that allows more freedom in some ways but enforces minimum radius of curvature.
Interesting. I think one of Adekyn's youtube vids showed you cannot create a double tracked cross layout like the one on the left side of the screenshot. He even suggested a workaround by using only a single track crossing the double tracks and with double tracks branching out of it on both sides with signals. Let me guess, this was patched already?
mbutton15 Jan 29, 2020 @ 4:34am 
Originally posted by chaney:
https://steamcommunity.com/sharedfiles/filedetails/?id=1982528321
Very good. Never knew you could make level-crossings like on the left. Will certainly be giving this a go. I guess you also need to place signal control at the junctions.

When first playing this game it did take me a while to discover that you can place control points on track. This helped greatly in making some of those 1-into-2 splits buildable as I quite often like to go from the 'outside' track. I just never thought it possible to make a level-crossing using that technique.

The left side triangle is, of course, just 3 separate 1-into-2 splits that just happen to be near each other.
Last edited by mbutton15; Jan 29, 2020 @ 4:34am
johntarmac Jan 29, 2020 @ 5:08am 
Originally posted by mbutton15:
Originally posted by chaney:
https://steamcommunity.com/sharedfiles/filedetails/?id=1982528321
Very good. Never knew you could make level-crossings like on the left. Will certainly be giving this a go. I guess you also need to place signal control at the junctions.

Bring a lot of patience, it's the single most frustrating thing in the game for me. Sometimes it works fine, other times it's just a nightmare and I resort to a bridge for one side.
chaney Jan 29, 2020 @ 1:36pm 
The crossing is a very picky process for sure. Some times it works, sometimes it doesn't without a LOT of track separation on the new set of tracks. That's ugly, but usually not a practical issue.

The track crossing was one of the later fundamental mechanics changes. It happened maybe a year ago, so the much respected Adekyn may have been right when the video was made.

Anyway, the game can do all these things, but as others have agreed, sometimes patience is needed!
ElPrezCBF Jan 29, 2020 @ 4:12pm 
Cool, I'll put the double track cross to the test. :steamhappy:
chaney Jan 29, 2020 @ 5:28pm 
Good luck, you may need it! Patience and fiddling will help. Empathy to non-pause players. Most of all: you can do it!
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Date Posted: Jan 28, 2020 @ 4:14pm
Posts: 44