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I appear to have misunderstood what you meant, or else I'm using an incredibly narrow definition. By my definition, 180 degree curves like that can only be made if they connect to nothing. Straight pieces can then be connected to them. That much I already knew, but it basically makes my concept of a "roundabout" impossible.
Which is fine. I've gone with an over-under stacked design, where both directions run overtop each other and so a roundabout wouldn't work. I'll have to go with a standard highway cloverleaf interchange, instead. Rail likes cross over/under/through each other, then interchanges are done over slipways.
It's less the lack of solutions and more the overall fiddly jank of getting solutions to work that's really curbing my enthusiasm. Everything takes just... SO LONG and is so much effort. Part of what's helped me give the system a second chance is I've lowered my standard for train management.
Previously, I wanted to have trains stay at an off-the-rail depot until their route was warranted. This would have involved BUILDING a large train depot which I'm not sure I want to. It would have also involved quite a bit of work via the Wiring mod. It's doable - I did this exact thing in Factorio using that game's circuit network.
However, I realised an unintended knock-on effect of using a "Packing" mod. It packs items to 20% of a stack per box, then the boxes themselves stack to 50. I would cut them down to a lower stack value, personally, but the mod doesn't have a middle value between 1 and 50, and 1 is a major nerf. As a result, my trains can move a SUBSTANTIALLY higher amount of cargo than they're intended to, meaning I can afford to leave trains idling at their loading stations for much longer since I can't produce items fast enough for it to matter.
Yes, I'm entirely sidetracking an important aspect of rail design (intersections and throughput), and would like to handle it. However, as large as Satisfactory's trains are and as much of a PITA rail infrastructure is to build, I'll leave it like this for now.
Just finished my first train. Watching it do its rounds (well, round - started with a pretty pitiful factory complex) is exciting :)
Yes, I've watched the videos and all. It's just not as well thought out as it should be.
Over all, a great game and I am enjoying it very much.
https://steamcommunity.com/sharedfiles/filedetails/?id=2892071223
I really do recommend people watch this guys stuff, he has a wealth of informative, and easy to follow guides such as this https://www.youtube.com/watch?v=8_y3cn99pY8
https://steamcommunity.com/sharedfiles/filedetails/?id=2882490183
https://steamcommunity.com/sharedfiles/filedetails/?id=2877842364
A T-junction
https://steamcommunity.com/sharedfiles/filedetails/?id=2892086879
A crossing
https://steamcommunity.com/sharedfiles/filedetails/?id=2892086893
And a traffic circle
https://steamcommunity.com/sharedfiles/filedetails/?id=2892086884
all designed for right-hand traffic and left-hand side as oncoming traffic.
Oh yes, and everything secured with path signals works without problems.
I think the issue most people have isn't getting it to work EVENTUALLY, but that it requires so much more hassle than it logically should to get it that way.
I have looked at the design of them again more closely that should also function for two-track traffic. I'll rebuild the times, whether that works with my track.
Eventually? This isn't non-linear partial differential equations in a spacetime manifold...this is whether you draw straight lines first or the circle first. It's really not that hard.
Track should be placeable to specific curves with supports, exactly the same way belts are. Roads that can be placed the same way would be nice too (a la slot car track or hot wheels)
I'm just gonna download junction blueprints and that'll be that.
That's where I am, yes. It's doable, just such a pain in the ass. And honestly, I don't get why. Satisfactory already has a perfectly good system for laying tracks, which works just fine for conveyors and pipes. Why not just use that? Give the start and end of a rail some kind of support element, let us place those in whatever orientation we want, then just snap rails to them. Would solve a lot of the issues.
Incidentally, the issues of the same curve working sometimes but not always is also present in laying Hypertubes with the "horizontal to vertical" method. Sometimes the curve will work in one direction, sometimes not at all. At least three, though, I can switch to noodle or auto2d. With rails, no such option exists.
By this point, having built one full bi-directional rail line, I'm convinced that Coffee Stain need to work on their Bezier curves math. If I had to guess, it seems like a floating point rounding error somewhere in the calculation is causing arc radius checks to fail when they shouldn't. Either using fixed point numbers or else making the checks less strict might help there.
That... is a really good point. I can make all the rail elements once, save them and reuse them. I can't wait ☺️
The optimum rail slope is 25 degrees, or 1 in 4. For every 4 meters of height (a 4-meter foundation or a wall), that's 16 meters of distance, or 2 foundations. This is why a single 2 meter foundation exactly matches the incline - because it's 2 meters high and 8 meters wide.
It's slightly more complex when doing multi-rail slopes vs. single-rail slopes, but that's the same difference as running pipe or hypertubes diagonally. For multi-pipe diagonal segments, I can connect them point-to-point - either between foundation centres or foundation corners. I'm merging cardinal-direction pipe with a diagonal pipe, I connect one meter "short" - towards the straight section. This is because the bend in the pipe takes up about 1m of space, at least when using Auto2D.
I need all of this verticality because I'm running rails over/under. That makes intersections a bit more complex, but it also makes them a lot cleaner with a lot less train-to-train conflict. Plus it looks pretty :)