Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://imgur.com/a/GBcB3Pv
The blocky-looking things are the stations and the arrows are the signals (points in the direction of the lights)
[EDIT]
Thinking about it, I should place the one set of signals *after* the stations, that way Frank is considered as part of the southern block and the short section of track afterwards is considered as a separate “waiting zone” (same would be true at the other end of the track). As drawn, it would create an issue where the entire station would be considered occupied even if [a] train was sitting in the short section beyond the station. Not a problem if I’m the one approaching, but the AI might freak out.
Then we have the path signal witch is a whole other beast to tackle and understand.
But as for block signals, you can spam them on the entire track at every single location tracks connect to each-other. (at each segment of track)
I have seen youtubes where the creator claims this is the correct way to do thing, but I have never done it, I just use signals in intersections and such to make my trains not crash with eachother.
Use path signals for intersections and block signals everywhere else.
What you need to learn in that situation is path signals.
I do exactly that, I have 4 stations at my mega factory, 4 trains going off to 2-3 different stations each collecting things. They use ONE track in both directions (engines in both ends) and I only use a tiny amount of path and block signals for it all to work. (just make sure you build so your train does not turn around so the freight cars end up in the wrong position xD)
Once you understand the path signals they are super usefull, but will be frustrating af until you completely understand them.
Think of them (path signals) like this: They create and reserve a path from the start point (the closest path signal) and through ALL path signals on the way (until the last it will pass), NOT just to the next one like block signals.
So if a train is leaving the station, and there already is a train on the single track making the complete route blocked, the first path signal will be red until the train has passed and cleared up the entire path, THEN it reserves it and makes all other path signals red. :)
Path signal into the intersection, block signal out.
So, I tried the path signal at the loop ends, but it complained that the path, well, looped. Since the loop should travel in one direction only anyway, I managed to make block signals work. Then I went to try the actual station and bypass.
By the end of it...let me explain using the letter Y.
Path signal facing trains coming in from the bottom and a block signal leaving towards the bottom. Immediately after the split going up-left and up-right is another block signal facing towards the train and path signals facing away from the train.
Basically, as a train comes in, it first passes a path signal. Then it passes a block signal after it goes through the split. One path leads it through a station and the other does not. Once through (or around) the station, it hits another path signal, merges with the other path and hits another block signal before leaving.
Well...all of the block signals seem to be working exactly as expected, but the path signals seem to change only when the AI is approaching. I recorded a small video to show what I mean. I go around and look at all the signal types at the beginning and then show the track layout, how the signals behave for me and how they behave for the AI. I'll come back and post a link when it finishes uploading.
[EDIT]
uploaded to the wrong channel, but whatever lol
https://youtu.be/O_3mbSV1tqE
Sounds like you resolved your issue, but for reference, here are screenshots I did for a different post showing how to do exactly what you needed: https://photos.google.com/share/AF1QipPqrghK19SnMix74JdWUT-HKtv9szZD-n7thlzP-OuSrSQo8smh2d9o39Yw3sS4pw?key=ODVmX1ZabE5vLXZucUdjcFFGYjZmRkVoRVVHM2t3
I always recommend a dual track system though, makes signalling so much easier.
I know, but to me it feels so satisfying when you get it set up and watch your trains start from your station, only to wait a while for another to pass into another "platform" (I see all the stations next to eachother as one big station in my mind), and then move etc.
I don't know what it is that is satisfactoring into the equation. xD
I would add block signals at 0.50 in the video, same in next intersection at 1.10.
Because if you add more connections in the future, the same thing might happen again and confuse you, because you forgot you "did not need" the block signals there at that time, because you don't, but might in the future...
So just try to become used to "path signal in, block signal out", even if it is not actually needed at that moment.
One of the main issues with that is that in some stretches, I cannot physically fit two tracks beside each other. I think I’m producing enough concrete that I could build a bridge-like platform to fit one track overneath the other, but imo, it really isn’t worth it. The signals are more for me so that I can take a quick look to see if a section is clear of the AI before I merge onto the mainline. I mean, they’ll also help the AI in instances where it leaves Frank (pickup) while I’m leaving Zappa (base/drop off) and we meet at the midpoint.
I probably will need to use more trains later, but they’ll be sent to a very different part of the map, so I’ll build a whole new track. I’m not making a mega factory, so my resource needs are rather small. My current train transports only fuel (the main thing I need; for my generators), plastic, rubber and packaged heavy residue (for my upcoming explosive rebar factory). I can just use truck stations to connect the two if ever (and whenever) needed.
To avoid blocking and collisions, every two way single rail must be in it's own undivided block. If you have more than one block in a two way section then it is possible for two trains to enter it and meet in the middle and get stuck. To run two or more trains on a two way track you need to make a passing siding somewhere that splits into two one way tracks. It needs to be long enough to fit an entire train going both directions.
https://steamcommunity.com/sharedfiles/filedetails/?id=3337763499
I drive my personal train on what used to be a two way single rail with one passing siding. As long as you obey the signals, the oncoming AI train will wait for you to pass. I've since converted to mostly two rails but there are still a few single rail sections in the line. You don't need path signals for this, just block signals will work.