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I'm using seldom a connection like the first one because I prefer 4-track lines like this:
<------ slow --------<
<<<----fast-------<<<
>>>----fast------->>>
>------slow---------->
It looks nice in the picture, but ..... in this game You are asking for really big traffic problems
https://steamcommunity.com/sharedfiles/filedetails/?id=2511673687
https://steamcommunity.com/sharedfiles/filedetails/?id=2511673701
And to be fair, the 8 wide is not worthwhile to make and use, just a good exercise to see what is possible. I do think more people should be aware of splitting 2 into 4 in parallel though.
I don't even use separate fast / slow lanes that often. Much more often, I'll just add an occasional passing lane. They're inexpensive compared to laying down 2 additional tracks, and generally once the fast train is ahead of the freight trains, it's clear for a long time afterward.
More to the point, branching a 4-lane track is a huge PITA. The track-laying engine doesn't really understand anything wider than 2 rails, so you have to make long, elaborate shunts, or get into large, expensive overpasses.
I do make use of "cheater, speeder" signals, to help along flow, where they may bind if there are too many trains or do not function properly if trains of the wrong length enter, but that is a process that comes with observation of my lines.
https://steamcommunity.com/sharedfiles/filedetails/?id=2487664714
TLDR: screenshots section of steam is full of still story images or old screenshots. I want to see some cool stuff but started with absolute basics of structure that I use.
A rural station with pass-through, and dedicated platforms for stops on each side, for instance..
https://steamcommunity.com/sharedfiles/filedetails/?id=2229723496
Which makes for a great reason to split from 2 into 4.
A nice exercise for fun, not for any practicality.
Seriously though, just trying to pique some interest in some screenshots feel free to post something with explanation if needed.
Maybe it backfired including the 2 into 8.. but the point of it was to be ridiculous in the first place.
This is why I felt like making a 2-8 structure, the bridge I come off of is a little much.
https://steamcommunity.com/sharedfiles/filedetails/?id=2513313364
Sure it's not super high capacity but everything has a distinct purpose, and learning how useful that particular switch is will be taken into account later.
Usually it is done to try and improve total throughput and priority throughput at a Station when I have done it. Ultimately if there are frequently trains waiting, some of those trains may as well not exist, so a lot of thought that would apply in other situations/games/real life doesn't translate so well here - I think that's where some of us are coming from.
Some of us have put up pictures in the past, as you are doing here, to show ideas we have had. There are some good screenshots out there.
Big cities need more than the 4 platforms you get with one station, and the biggest cities need 12 platforms. I’ve gone as high as 16, 2 large stations and 2 large warehouses, when congestion is serious.
Also included in that is the need for a least one set of tracks bypassing the station. Though these days I tend to go for “cities as detours off a straight mainline track” rather than a city bypass.
100% agreed with these thoughts.
Signaling control stations have proven to me at least, to be plainly inadequate in overall throughput, so I am considering the other solutions.
How exactly do you plug into 12 platforms at a city? It could be all from 1 side but likely not... still should make for a nice picture.
Point to point, isolated, dedicated track as a rule works incredibly well. Each Platform is connected to a SINGLE route which goes to only a SINGLE other stop in the most strict form.
With that setup, you don't end up with waiting because trains will space out quasi-automatically as each train can only be blocked by the one using the Platform directly before it and then the waiting train has un/load time that will give it some separation before the next stop could make for interference. This is true for symmetric loads, but if you dead-head one way (run empty) things will bunch a bit at the source end, but that's not the bottleneck anyway, and if it is, you can add a second Platform there as a concession to the strict P2P dogma.
Another modification can be made by allowing 2-3 *low demand* routes to share a Platform. Swapping which side is accessed reduces swap time if you do that. You can also set up trains to always enter one side and leave on the other for maximum throughput by minimizing swap time.
These are basic approaches that can be applied to get lots of deliveries with the minimum of infrastructure in terms of track, Platforms, and engines.