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You can force a different path of your choice with waypoints or by specify specific platforms when adding stations to the route. But again it's a static path.
The game wasn't designed for dynamic selection of any path. However, as a workaround about a year ago the developers added the stretched signal-control station varieties.
Traffic volume in the game is high, especially since city growth is pretty much the main strategic option and you will push cities large. You will need all platforms and still it wont be enough. Static pathing needs less switching and therefore is a winner on max through-put. Once you understand the system it's only a little pain to organize things.
"the stretched signal-control station varieties allow trains to pick an empty platform".
"I can distribute the trains over platforms manually" unless you're using "the stretched signal-control station varieties".
Therefore "but that's always going to be less efficient than having the train pick since you can't fully predict which train comes in when." is mixing those two different stations up. It's either or.
"... manually ... is always going to be less efficient than having the train pick since you can't fully predict which train comes in when." - when you compare those two different stations - depends on your playing style. It may be true for you but there are many players who would tell you otherwise... see chaney's guide :)
Or check out this forum, there are many threads that deal with this in detail.
So you might have a train coming in on Track 4, when it is outside the Station, and it will try to use Track 1 rather than going straight in and using Track 4 at the Signal Controlled Station, and then it may try to leave on Track 4.
When a Train changes tracks via switches, it blocks other Trains from using those tracks.
of a track. If waypoint 1 is open, use it, if not, use 2, if not use 3, if not use 4.