Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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michael.cole Mar 26, 2024 @ 9:00am
Rail construction machines should be ghosts
They shouldn't have a collision, they should completely ignore signaling, they shouldn't even activate the signals. They should be able to completely pass through other trains. I really really want to be able to build tracks without swapping off realistic mode. But having them completely shut down my rail network half the time makes that unfeasible.

I would hope that making them ghosts would help solve some of the frustration, while still allowing you to build tracks naturally.
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Showing 1-15 of 25 comments
Strategic Sage Mar 26, 2024 @ 9:17am 
Disagree. These are exactly the kind of logistics that the game is trying to present. Units of any kind should not just be able to ignore each other and pass through each other at will.
ginugagap Mar 26, 2024 @ 9:19am 
building rails might me anoying, but it's managable. you just have to know in advance what you will need the next 20+ years :D
i get your point tough, when you are building a lot of rails babysitting construction machines takes like all of your time.
MrKrabs Mar 26, 2024 @ 9:32am 
I disagree with OP´s statement.
Imo they shouldn´t be "ghosts" or anything like that.

I made a video about how to create a track out of an existing track which has other trains on it.

https://www.youtube.com/watch?v=mNGnRwJbjdg&list=PLbl3zr6Ymg9pzQToWQ0YlBqrAn6M3BakV&index=5&t=774s

I hope it helps a bit.

However I would like to be able to give waypoints to the tracklayers for certain projects.
But that´s another topic.
Beast of War Mar 26, 2024 @ 9:43am 
I think they are fine as they are, perhaps a little unintelligent when it comes to passing some signals, getting blocked specifically on their return trip. ( if the block would be inbound they would not have left the depot )

That said they can zigzag forward and reverse between signals to reach sections no normal train can perform, so they are already more capable then other trains.

And i guess the secret to a robust rail network is not to use too many signals, or too short signal blocks. A double rail line set to one direction on each side is essentially the basics. I rarely use 2 direction set signals, only at end stations and then as chain signals so they can't be blocked. Just for construction i temporarily enable double direction signals as to not block the construction train on the way out.

When a blockage occurs it is not a big deal : ctrl-H and it is solved.

The thing i think is complex is having to build a separate RCO for demolishing rail sections, to get rid of metal scrap, construction waste and mixed waste PLUS the construction materials that are returned. So the RCO can't be filled already.
Strategic Sage Mar 26, 2024 @ 10:32am 
I hope it's ok for me to ask a related question of Mr. Krabs (and others, if you know).

I've been having an issue with RCOs telling me a random section of track has no road connection. It's part of the same section of track the trackbuilder was just building but went back to the RCO for materials. I have to remove some track and re-lay it to get it to work.

It's not because I laid the track down wrong in some way; I have tried reloading from an earlier point and it will happen again, but on a completely different part of the track. It's happened several times now. For the moment, just removing the track and redoing it is merely annoying. If I had demolition turned on though, it would be a lot worse. Any ideas?
MrKrabs Mar 26, 2024 @ 10:44am 
Originally posted by Beast of War:
The thing i think is complex is having to build a separate RCO for demolishing rail sections, to get rid of metal scrap, construction waste and mixed waste PLUS the construction materials that are returned. So the RCO can't be filled already.

No need for an extra RCO to demolish track.
Just needs to be sure that anything can be taken away, especially any waste.

https://www.youtube.com/watch?v=rpyQKNx0SwI&list=PLbl3zr6Ymg9pzQToWQ0YlBqrAn6M3BakV&index=3
MrKrabs Mar 26, 2024 @ 10:55am 
Originally posted by Strategic Sage:

I've been having an issue with RCOs telling me a random section of track has no road connection. It's part of the same section of track the trackbuilder was just building but went back to the RCO for materials. I have to remove some track and re-lay it to get it to work.

It's not because I laid the track down wrong in some way; I have tried reloading from an earlier point and it will happen again, but on a completely different part of the track. It's happened several times now. For the moment, just removing the track and redoing it is merely annoying. If I had demolition turned on though, it would be a lot worse. Any ideas?

Sorry comrade. I have no idea atm.
All I can say is what I observed myself being the biggest problems.

- At first signaling: If one or more signals are placed in the wrong direction a track layer could not reach the site from the get go or won´t be able to return to his home.

- Secondly the track itself. Sometimes a track is not connected completely, even though it looks like it´s fine.
You can see an example here at Min.03:40.

https://www.youtube.com/watch?v=JjgfVKLMelg&list=PLbl3zr6Ymg9pzQToWQ0YlBqrAn6M3BakV&index=1&t=142s
T600_Mod Mar 26, 2024 @ 11:47am 
One trick I find is to use a 2 line track with semiphores to start, build that all up without semiphores, then add another 4 or 6 rails beside it the whole way without semiphores,
Directional semiphores slow down rail building

SO make Sure you are finished your rail before using it, ADD SECTIONS without having semiphores connected to them, if you have no DIRECTIONAL MARKERS IN YOUR SYSTEM, BUILDING IT WILL BE FASTER....

Here is a PIC of how to I use NO Semiphores to speed up track construction while using an existing rail for goods distribution.
https://steamcommunity.com/sharedfiles/filedetails/?id=3202015462
Last edited by T600_Mod; Mar 26, 2024 @ 11:50am
T600_Mod Mar 26, 2024 @ 12:13pm 
Also Consider Doing what i call "Switchback SECTIONS" if you are building on rails with semiphores. this is a 6 under Construction Rail Section 2 way with a Existing 2 rail 2 way beside it.

https://steamcommunity.com/sharedfiles/filedetails/?id=3202037951
Last edited by T600_Mod; Mar 26, 2024 @ 12:17pm
Strategic Sage Mar 26, 2024 @ 9:30pm 
Originally posted by Mr Krabs:
- Secondly the track itself. Sometimes a track is not connected completely, even though it looks like it´s fine.
You can see an example here at Min.03:40.

The track shows that 'dead-end' situation when it won't complete, but again if it was an issue of the track not being completely connected when it was laid down then it would be the same section of track every time. It's not. It's a seemingly random different piece of track.
MrKrabs Mar 27, 2024 @ 1:43am 
I don't have problems here with the track layers atm.

If you can reproduce the problem it would be kind of you if you send over your save to Peter.

https://www.sovietrepublic.net/support
Oleg Jughashvili Mar 27, 2024 @ 7:03am 
sound like you have a lack of understanding in how much forward planning a rail line needs....
joeball123 Mar 27, 2024 @ 8:41am 
Originally posted by T600_Mod:
One trick I find is to use a 2 line track with semiphores to start, build that all up without semiphores, then add another 4 or 6 rails beside it the whole way without semiphores,
Six to eight tracks strikes me as wildly excessive for a typical rail corridor. A double-track line has sufficient capacity to more or less saturate a large customs house's three rail terminals, especially when using large trains, and internal freight mostly doesn't need to be moved around in huge volumes so your internal network shouldn't really need a massive amount of capacity, either; even separating passengers from freight would only get you to four tracks in most circumstances.
Eugene Mar 27, 2024 @ 8:45am 
I find trains most fun and rewarding. It is a shame you don't enjoy realism of building rail network - two main challenges, logistics and expense. Unfortunately in real life truck builders aren't ghosts and it takes awhile to build =)
Strategic Sage Mar 27, 2024 @ 9:03am 
Originally posted by MrKrabs:
I don't have problems here with the track layers atm.

If you can reproduce the problem it would be kind of you if you send over your save to Peter.

https://www.sovietrepublic.net/support

I think it is by definition not reproducible, because it's a different random part of the track each time (starting from the same save point with none of the track changed in between loads). So there's no way for me to know how long it will take to come up or which part it will be.
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Date Posted: Mar 26, 2024 @ 9:00am
Posts: 25