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He makes good tutos Imo.
There were problems mentioned a few times recently about the in game tutorial.
https://youtube.com/playlist?list=PLFJZNm-LmBIpRFF3-Z9iCUe0jCuP-vF_s
There was a bug in the rail tutorial but the last update should have fixed it
It's working OK now for me.
Yes, bbaljo is excellent. His massive railyard video revolutionized my export systems.
https://www.youtube.com/watch?v=KWi-44vYG3A&list=PLFJZNm-LmBIpRFF3-Z9iCUe0jCuP-vF_s&index=1
https://steamcommunity.com/sharedfiles/filedetails/?id=1718149719
but I still don't understand clearly chain signal... I feel so dumb...
EDIT : also did the tutorial of the game but it didn't help for chaain signal, I have actually the tuto end running in front of me, trying to modify signal to rgasp what chjjain signal does... (I know it takes the color of the next signal on the block but i can't grasp the simple exemples and applications...)
I had hard time myself. But now it works.
This fur-ball shows how to use mixed signals
https://ibb.co/sCTC4SL
If you have a flat map & no obstacles & plenty of Rubles it's easier.
If like me, you are building around things & squeezing things together because of low money at the beginning it's different & things can quickly get knotted up, especially as track-layers often don't like signals that ordinary traffic needs.
I find that as I add a new segment I need to alter signals to allow track-layer to advance quickly & maybe send cargo trains to the shed until work is done.
https://steamcommunity.com/sharedfiles/filedetails/?id=2492130834
Here my rules to place pre and regular signals : You place a pre-signal at IN ( Input ) of a switch - Incoming traffic. You place a regular signal at the OUT ( Output ) of a switch - Outgoing traffic . If the train will use the same track to come back, a mix signal as to be place. Make sure the icon of << pre-signal and < regular signal point at the right direction.
So as for the picture, you will need 2 mix signals, 2 pre-signals, 2 regular signal. In Voxel Tycoon, I can make any switch compact as you can see. In WR: SR, not as compact and neat. but as long it is doing the same job.
Any players who play Factoroi, the signal systems is the same, but any players who play Transport Fever, the signals system is not the same, they are using a Path signal system. Just bear that in mind. A simple siding, in TF you need just 2 signals and in WR:SR you need 2 mix, 2 pre and 2 reg because you will need 2 switch.
your picture is interesting. If it is the purpose of a train getting fuel and also pickup oil, well my picture will do the same by just using 1 train. You have to re-purpose the consist using the advance and use a wagon for fuel and the rest for oil.
https://steamcommunity.com/sharedfiles/filedetails/?id=2524127552
My pic is more about the use of the mixed signal. Peter explained to me the idea that it allows stops to have multiple bi-directional traffic flows. Used with stations the mixed signal works well, better than only combining the other 2 signals in most/all cases. The amount of space needed is less & 2-way traffic isn't a problem.
I am currently trying the mixed signal on some over-mountain terrain where I have double & single track in order to get my track-layers through from the RCO.
Started with 1 track but am adding double sections where terrain allows.
It works but some other signalling is needed to pre-define extra blocks or there are kissing trains in the tightest places :)
I made that (pictured) layout for refuelling & loading oil products. It isn't for one train but for 4+ different lines. There wasn't as much clear space as you have used in your design, & I needed to have both independently accessible at the same time.
So I squashed it in to see how it would work.
My criteria was minimum cost & time to build, minimum terrain use/changes.
Once there is a good income/steel production I can re-develop areas & use more or different locations for things.
As it was that did get my first oil shipment out & refuelled a lot of trains passing the area.