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-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!
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.
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? ;-)
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.
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.
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.
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.
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!