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So it should get better, we will get chain-signals for a start and probably even finally Path based signals.
For now, if every block is set up correctly and you still have issues, just delete and re-place signals, sometimes they just get bugged.
Fix for this would be really appreciated. Train system looks awesome when working. One can get it somewhat in stable equlibrium with low chance of bugs triggering, but it is hard to estimate how many trains can go there.
I've still not found any pattern to the bugs. I thought it may be related semaphores being too close to each other (even if train still fits in the gap), but either it is not the case or it may be one of the problems. Or being too much close to some crossing.
I'm thinking of trying some controlled experiments on a clean map, if there is at least some rule to the madness :) It may be related also to the tracks connected along the way elsewhere, where I may have some wrong diamond shape experiments?
Maybe just deleting and adding semaphore on the same place would help?
1. In slovakia, where the devs are, trains run on the left, and i find everything works better if i always let them run on the left.
1. If you have one track system, keep one track everywhere
2. If you have two tracks, two tracks everywhere :) And make liberal use of X switch
3. If they don't have any other options, trains will automatically turn around on the same track to reach their destination (rather than going in reverse).
4. If you provide a loop to make them turn around, they will use the loop instead.
If you're in situation 3 with a 2 tracks system, the fix is to consider the end station's tracks as two ways, you can leave 2 ways semaphores at both end of the station, and a X switch so that the trains can change tracks right before entering station and right before leaving. This will allow 2 trains coming from the same direction to use both tracks in the station, and not bumping into each other while exiting (make sur to leave enough space before the X and semaphores).
After the X set some one way semaphores to force the use of the left track instead.
Here you can see an interesection between Coal Train Loader and Passenger station. 3 trains usually run on this line : 2 passenger trains and 1 coal train. No Problems with intersections.
As incoming trains will stop at the end of the one way segment while outcoming trains can safely exit thanks to the X, no matter on which track it arrived at the station or depot.
Note that there is no loop so trains just turn back automatically when they reach the station, but stay on the same tracks, that's why it has to be 2 ways.
http://tof.cx/images/2019/04/13/2015e1fe1bff372d67c0d7877d31459c.png
The second case is a bit more tricky as it's two tracks coming in one in 2 directions.
In this case i just made the whole zone between the X as 2 way tracks. So trains will stop at end of red or green arrow whenever a train is inside the intersections.
Sadly there's no way i can let them through while a train is still unloading at the border (if i add any segment into the 2 way zones they will stay red as long as a train is there, blocking the traffic) but otherwise, works smoothly.
Also 3 trains use this intersection. One Fuel Train come from refinery from upper side and deliver fuel to border, one Coal Train from coal mine from bottom side and deliver coal to border, and one Oil Train go from oil field in the bottom side and go straight to refinery in upper side. If Coal or Fuel train is delivering something, Oil train has to wait before going through.
http://tof.cx/images/2019/04/13/9eba29e2dfbd0871568c4cb942d18f34.png
So basically you don't need a lot of semaphores. Just make sure to that segments before an intersections are set as one way, and anything inside an intersection as 2 ways. With some X switches to help trains change tracks.
Otherwise you need to force it with semaphores and weird stuff happens.
Am I right saying that this will work only if you have max. 2 trains ever destined to that X switchable station ? Seems to me, that you would otherwise need a chained semaphore, so fully occupied station train can leave (not being blocked by another train waiting at the two way semaphore before the station)
I checked out this guide here, but stopped reading when it claimed the trains always run on the left hand side.
That is just wrong....
The trains run on the side where you tell them to, by using proper signaling.
They actually run on the left-hand side, you can try it yourself, just use a simple passing* siding and see for yourself, which track a train will want to favor.
*Without placing signals
Exactly my point.
A railway without signals is nothing but a blockage waiting to happen. Which is why you set up signals to decide where the trains should go.
That's not what i mean.
IRL pretty much the majority of Railroads use their Tracks to have traffic move in both directions and have set up signals accordingly.
But here's the catch, let's take Germany as an example, Road Vehicles drive on the right and so do trains.
Trains will always be routed on the right-hand track, if the operation on a particular Railroad section is operating as normal and no obstruction or anything else disrupts this.
To make it more clear, signals normally don't regulate traffic flow, but rather block usage so 2 trains never ever meet on the same block at the same track.
And like someone said already, Slovakia in the early years of the 1900s had left-hand track usage.
You can try it out of course with signals too if you are so keen on this, just place 2 signals on a track so trains can use a track in both directions and usually when they hit a junction where they can transfer on a different track, they will choose the left track.
Of course when waypoints ever get implemented in this game, it's a different story. You are then basically like a Dispatcher and can regulate traffic on the right if you wish.
Oh well that may explain some issues.
I'm assuming what you mean is an example like this:
You have a long single track, connecting point A to point B.
Along this line, you have a small section where the track splits into two, in order to let two trains traveling in opposite directions pass each other.
In this instance, you would never have a section without any signals. Neither in-game nor IRL.
IRL you would need at least two signals (one for each direction right before the tracks merge)
In-game you (for the time being) need at least 4 signals, one at the entry and one at the exit in each direction, otherwise with the current pathing, two trains will just block each other because they "think" they are able to make a U-turn.
But my point is. It doesn't matter if the trains pass each other on the right or the left, because of the signals, which of course are all one-way signals.