Satisfactory

Satisfactory

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Train Collision
Why did this happen? The entire block uses path signals at the end of each station and at the very end of the station thingy, so there should only ever be one train. But somehow this keeps happening..

[img]https://i.imgur.com/XoyNAnB.png[/img]
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You realize path signals are not meant to be used like that right?

Path signals are used when trains need to reserve a route - while providing an alternate route for other trains.

If your trying to stop trains from taking a section of track due to traffic - you should stick to block signals.

It even says this on the description text in the game.
Originally posted by Kage Goomba:
You realize path signals are not meant to be used like that right?

Path signals are used when trains need to reserve a route - while providing an alternate route for other trains.

If your trying to stop trains from taking a section of track due to traffic - you should stick to block signals.

It even says this on the description text in the game.
Block signals would require ALOT of them to make such a system work. Paths are entirely supposed to be used in this fashion as their description states they are designed for reserving paths within a block and to only proceed if they can go through all of it. Which is required for this system
Originally posted by The Illusion:
Originally posted by Kage Goomba:
You realize path signals are not meant to be used like that right?

Path signals are used when trains need to reserve a route - while providing an alternate route for other trains.

If your trying to stop trains from taking a section of track due to traffic - you should stick to block signals.

It even says this on the description text in the game.
Block signals would require ALOT of them to make such a system work. Paths are entirely supposed to be used in this fashion as their description states they are designed for reserving paths within a block and to only proceed if they can go through all of it. Which is required for this system

And yet your having collisions....
Originally posted by Kage Goomba:
Originally posted by The Illusion:
Block signals would require ALOT of them to make such a system work. Paths are entirely supposed to be used in this fashion as their description states they are designed for reserving paths within a block and to only proceed if they can go through all of it. Which is required for this system

And yet your having collisions....
Its exclusively between these two trains. No other trains have this issue at all. Unless I change something, but I expect things to be wonky when I change things for a bit...
Actually, I think this might be entirely due to these trains being in motion when I quit the game. Ill need to watch for it more to see if its only on load or if its also at other points..
If I had to guess, the possible issue with the path signals in this application is that the second train is able to reserve its path while the first one is still starting to pull out of the station (so that it hasn't occupied the main outgoing track yet, which makes the second train think that the outgoing track is clear). Replacing all the signals on this end of the stations to essentially turn the outgoing track merge "ladder" in the foreground into a single block would probably work with generally minimal impacts on train delays, but the issue then is where to switch from block back to path signals, which would depend on how the rest of your network is set up.

Otherwise, if it's only these two trains, maybe you could fix the problem by adjusting their timing? Is it just because both of them happen to arrive/depart at the same time, or do the other trains wait properly? (In the latter case, disregard what I said about signals above, because it's odd that it would work for some of them but not the others, and that's out of my range of signal knowledge...)
Originally posted by HuskyDynamics:
If I had to guess, the possible issue with the path signals in this application is that the second train is able to reserve its path while the first one is still starting to pull out of the station (so that it hasn't occupied the main outgoing track yet, which makes the second train think that the outgoing track is clear). Replacing all the signals on this end of the stations to essentially turn the outgoing track merge "ladder" in the foreground into a single block would probably work with generally minimal impacts on train delays, but the issue then is where to switch from block back to path signals, which would depend on how the rest of your network is set up.

Otherwise, if it's only these two trains, maybe you could fix the problem by adjusting their timing? Is it just because both of them happen to arrive/depart at the same time, or do the other trains wait properly? (In the latter case, disregard what I said about signals above, because it's odd that it would work for some of them but not the others, and that's out of my range of signal knowledge...)
All trains are setup the same way: One load/unload and wait 1 second. I have been thinking about changing that to fully unloaded, but then I would need to load balance all 6 lanes per train...
Rule of thumb:
-Each train station has a own "turn around loop" at the end of the railway station. You can almost completely avoid path signals in that way
- Each train station does not have more as 2,3 or max 4 load and unload containers. If you need more, make a new railway station
- Each train station has a block signal on the right side of the track when entering the train station and one block signal at the end of the train station where the train exits again the station.
- Each intersection or T-Section has block signals in each direction. (no picture but should be clear)
- Use snaping mechanic of block signals on rails. Lesser red tracks means safer routes. (sometimes there are still some red tracks but no worry). No signal snaping on the rail, no signal needed!

Try to find a youtube.

This is a good way how I do layouts. WIth train station/ Fright Containers I go from 2- max 4 freight stations. When more are needed I open a new station behind or somewhere else.

https://ibb.co/CKyNWqfX
Last edited by Grollwerk; Mar 5 @ 6:05pm
Originally posted by Grollwerk:
Rule of thumb:
-Each train station has a own "turn around loop" at the end of the railway station. You can almost completely avoid path signals in that way
- Each train station does not have more as 2,3 or max 4 load and unload containers. If you need more, make a new railway station
- Each train station has a block signal on the right side of the track when entering the train station and one block signal at the end of the train station where the train exits again the station.
- Each intersection or T-Section has block signals in each direction. (no picture but should be clear)
- Use snaping mechanic of block signals on rails. Lesser red tracks means safer routes. (sometimes there are still some red tracks but no worry). No signal snaping on the rail, no signal needed!

Try to find a youtube.

This is a good way how I do layouts. WIth train station/ Fright Containers I go from 2- max 4 freight stations. When more are needed I open a new station behind or somewhere else.

https://ibb.co/CKyNWqfX
I use a one way system, not a two way system. Ive already fixed this issue, path signals are bugged atm, they will flicker green whenever a freight car passes through them, so I replaced those for now with block signals.
Originally posted by The Illusion:
Originally posted by Grollwerk:
Rule of thumb:
-Each train station has a own "turn around loop" at the end of the railway station. You can almost completely avoid path signals in that way
- Each train station does not have more as 2,3 or max 4 load and unload containers. If you need more, make a new railway station
- Each train station has a block signal on the right side of the track when entering the train station and one block signal at the end of the train station where the train exits again the station.
- Each intersection or T-Section has block signals in each direction. (no picture but should be clear)
- Use snaping mechanic of block signals on rails. Lesser red tracks means safer routes. (sometimes there are still some red tracks but no worry). No signal snaping on the rail, no signal needed!

Try to find a youtube.

This is a good way how I do layouts. WIth train station/ Fright Containers I go from 2- max 4 freight stations. When more are needed I open a new station behind or somewhere else.

https://ibb.co/CKyNWqfX
I use a one way system, not a two way system. Ive already fixed this issue, path signals are bugged atm, they will flicker green whenever a freight car passes through them, so I replaced those for now with block signals.

As I tried to tell you when this started - you are not using them in the most appropriate fashion.

They are not bugged - they are working as expected - block signals alone should be sufficient for your needs.

Path signals should be used in situations where you have a need to reserve a path/route such as complex intersection.

Traffic control at stations where you want to stop trains from colliding with each other however is not where you use them. That's what block signals are for.

There are numerous guides and vids about this - I suggest you read up on them.
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