6/10/2023 0 Comments Openttd roro station![]() ![]() How could a two-headed train do this efficiently? You'd either have to make new stops for each train so they don't all block each other up or have offshoots on your already offshoot rail line to hold the reserves waiting to unload, so on and so forth. ![]() I need all those rails to be long and one-way so I can just slink more and more trains on the same track to wait in queue for their turn to drop so I have never ending, never pausing stream of ore coming down into the factory while also keeping the main line with zero obstacles to slow it down. Point is, I can't see how this would work with a two-headed train. I doubt i'll go up to that capacity but the option is there. So this one side track has 4 of these large trains on it at once and is made (with future expansion in mind) to hold up to 7 of these trains at once. I have 4 trains, 4 cargo wagons long each completely loaded with copper sitting in queue all waiting for their turns to drop their loads. The side-tracks off the main-line where these ore trains drop it off are completely full up. I ship in ore from multiple locations at once to my furnace farm. I didn't misunderstand, maybe I just wasn't clear in what I was trying to say. You'd still have two one-directional tracks. The inbetween network is, with some minor differences, mostly the same. It's essentially about using Terminus stations vs RoRo (Roll on-Roll off) (see for examples). You misunderstood the question The 2-headed train option isn't about having a single track to handle all trains. It doesn't really matter when only one station is concerned, but as soon as you are connecting several stations and/or subnetworks together, this could easily become a serious headache… So, adopt right away the KISS (Keep It Simple and Stupid) attitude: everything clockwise or everything counter-clockwise.Dasani wrote: You can't have a single track that handles a dozen trains at once efficiently when they have to backtrack both ways over the same rails. A very strong word of advice: keep everything concerning your tracks layout clockwise or counter-clockwise, but don't mix both! Your trains approach the whole station on the right tracks (counter-clockwisely) but enter each pair of platforms on the left tracks (clockwisely). To prevent that from happening, there is a setting in the Advanced Settings: Vehicles/Routing -> Forbid trains and ships from making 90° turns.ĥ. One of your trains is making an ugly 90° turn. Replace them with one-way path signals.Ĥ. The block signals at the entry of your station are preventing it from handling more than one train at a time. The path signals at the entry of the platforms are unnecessary because a platform acts itself as a bi-directional path signal, so those extra signals are redundant (but you may keep them after having reverted them, as - if present -they should indeed face the other way round).ģb. You may wish to read Graham King's Beginner's Tutorial about signals. Nothing wrong with that of course, but for a given number of tracks a terminal station has a lower throughput than a ro-ro station, which can become a problem later in the game when a larger number of trains is involved.Ģ. Your design is for a terminal station, where the trains enter and leave on the same side. a ro-ro station is a design where the trains enter the platforms on one side and leave on the other side. Other roro-terminus station designs may be posted too, i just need one for longer (10+block) trains, that can handle massive loadsġ. I tried doing this with all pre exit signals, but it loaded one-by-one then, which was not the desired result ![]() Just FYI, all the signals you seen in the station are regular path signals(thats what i mostly understood, as i didnt see any 1-way signals), and the ones before the station are pre-enter signals (ones where the line of trains is waiting) Heres a pic of my setup, and any help with the station is appreciated So i tried recreating one, and been having trouble ever since, the trains keep getting stuck, and will not load simultaneously, they will not enter the station even when 11 of 12 bays are free, also i cannot understand wether the signals are path or pre-exit signals(thats what i need help with) I decided to go test one of the huger stations ,specifically the one listed at the wiki, the last one of this section So, i created a testworld, with heightmap, to be flat, and got some money going. ![]()
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