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I sync up (relatively) short train runs with transfer stations where other trains pickup the goods. This allows me to create a complex distribution network without the need for merging train lines or multiple trains per line.
Example transfer station here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3352479018
In cases were I need multiple trains anyway, I create small bypass lanes that let them skip past each other. Just a simple split track, 1 foundation apart, for the length of the train and it does the trick (with some signs).
I also have a handful of full loops as well as half loops with T junctions, but they're rare and specific to their use.
Not a big deal if you just want a simple back and forth setup, but as soon as it gets even a little bit more complicated those things are worth it.
I converted one of those to having two parallel (ish) tracks, because I needed more throughput on that one. Getting the two tracks to align was tedious though.
Very, very rarely do my point to point trains and the main world loop intersect.
But I mostly use belts for moving goods and trains for moving myself.
Spent way too long making a train highway around the map.
https://steamcommunity.com/sharedfiles/filedetails/?id=3352905885
https://steamcommunity.com/sharedfiles/filedetails/?id=3352906262
The stations just branch off from the main trunk.
Though a dual track is relatively easy to build.
In my 0.8 game I had closed circuit Mk.5 belt all around the map :)
with mergers and programmable splitters here and there, adding and collecting items from belt road.
Not for raw resources - they were processed mainly on-sites, but rather for parts and components.
The main issue was I had to make sure to always collect more than was pushed on this belt, otherwise it was clogging with the time. The only reliable solution was to collect parts and then route them for processing through smart splitter with overflow to Sink.
I assume the train setup with closed circuit railroad should not have such issue? as the train simply will not unload cargo if the platform is full, and will depart to next station without problems.
Whichever you choose, there are something to think about.
Flow - in a two-track system, there is a specific flow (I use a single train direction) so sometimes I build my track wrong, but the system informs me of the track error when I test out a new station.
flow - single track - if you are using a single resource type car per train, then you would not have an issue. if you are using multiple items, it could get tricky when your train turns around (keep in mind that the system will use the shortest route possible)
you could use a single track with loops (single train) unless it is a close system, you might get some delays if you do not have many alternative tracks plus pathing does get complicated with bi-directional tracks.