Search found 14 matches

by gyro2death
Sat Jun 17, 2017 12:14 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867785

Re: 4-way intersection testing: Throughput and deadlocks

As far as I can tell all the things that are needed, and can be blueprinted, are included in the blueprints for each example? The reason they are not included in the first example is that they are not needed to get the system to work, they should be in the second blueprint though. Maybe it's just b...
by gyro2death
Fri Jun 16, 2017 3:56 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867785

Re: 4-way intersection testing: Throughput and deadlocks

Can you add another full example or save of the train copying mechanism? I've attempted to build it exactly as in the screenshots down to every option but it doesn't generate trains. :( On the b right side the new train counter and reset work perfectly so thanks for that. I added a save file to the...
by gyro2death
Tue Jun 13, 2017 6:30 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867785

Re: 4-way intersection testing: Throughput and deadlocks

Can't you give a updated BP for the train counter? The one linked in the OP is outdated and the experimental 0.15 conversion doesn't work. Huh, guess they need to get their site together, foreman handles it just fine. Anyway, 0.15 string below, also added it to the OP. 0eNrNmstu6zYQhl+l4LKQWpK6xDHQ...
by gyro2death
Mon Jun 12, 2017 11:35 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867785

Re: 4-way intersection testing: Throughput and deadlocks

The mod I'm using to spawn trains is now available here . If you have any questions/feedback about the mod please use that thread so we can keep this one on track ;) Can't you give a updated BP for the train counter? The one linked in the OP is outdated and the experimental 0.15 conversion doesn't ...
by gyro2death
Sun Jun 11, 2017 10:06 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867785

Re: 4-way intersection testing: Throughput and deadlocks

Edit: I was silly and messed up a signal in my own RHD version I've made. Also only the LHD can be considered super compact since it's now a 3 radius increase on the RHD which is equal to the original Compact Celtic Knot. Edit 2: Okay, now I feel even more silly. On my previous edit, I had a non-sy...
by gyro2death
Sun Jun 11, 2017 9:09 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867785

Re: 4-way intersection testing: Throughput and deadlocks

SUCCESS! A TRUE COMPACT CELTIC KNOT! Had to make its radius two rails longer than the absolute minimum and 1 rail longer then my own "Symmetrical Compact". However its still smaller then the compact you have listed in the main page and looks far better. Looks like someone else is going to...
by gyro2death
Sun Jun 11, 2017 6:35 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867785

Re: 4-way intersection testing: Throughput and deadlocks

SUCCESS! A TRUE COMPACT CELTIC KNOT! Had to make its radius two rails longer than the absolute minimum and 1 rail longer then my own "Symmetrical Compact". However its still smaller then the compact you have listed in the main page and looks far better. Looks like someone else is going to ...
by gyro2death
Sat Jun 10, 2017 8:05 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867785

Re: 4-way intersection testing: Throughput and deadlocks

That one should be equivalent to the compact one. The reason that compact is not symmetrical is that with the closer rail spacing it would not be possible to separate the neighbouring input and output blocks. Take a look at "compact attempt" to see what happens. Ah! I knew I chose the rig...
by gyro2death
Sat Jun 10, 2017 3:45 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867785

Re: 4-way intersection testing: Throughput and deadlocks

Okay new one to test, this is a symmetrical version of the "compact" one you've already tested. I'm wondering how it's throughput is compared and if it loses out. I assume they made it broke symmetry on purpose. 0eNqlW8lOI0kQ/Zc6u1BG7skfzHE0c2u1RgZKdEnGWMagRsj/PkV7wZhI6j3XCWHI59i3jHxrbhbP3...
by gyro2death
Sat Jun 10, 2017 3:08 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867785

Re: 4-way intersection testing: Throughput and deadlocks

Ah thanks. Glad to see my compact spiral performance is pretty decent, I can now dare to say nothing is better at the same size according at least from what this thread shows. Oddly this thread just makes me want to go design even more now.... :D
by gyro2death
Thu Jun 08, 2017 4:03 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867785

Re: 4-way intersection testing: Throughput and deadlocks

Just a quick update on the multi-lane test bench: I've managed to piece together a mod that allows for automated train deployment which, basically, allows me to create as many trains as needed to always keep the input lanes saturated without needing to have storage space, or schedules, for 300 or s...
by gyro2death
Fri May 19, 2017 7:04 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 146997

Re: Friday Facts #191 - Gui improvements

God, reading this make me want to work with you. If only everyone was so logical in choosing to move forward instead of trying to dance sideways.
by gyro2death
Mon Aug 29, 2016 4:29 am
Forum: Mods
Topic: [MOD 0.12.x] Electricity by XyLe
Replies: 23
Views: 14373

Re: [MOD 0.12.x] Electricity by XyLe

Any hope in an update for this mod?
by gyro2death
Mon Aug 29, 2016 4:28 am
Forum: Mods
Topic: [MOD, 0.12.x] Better Poles
Replies: 3
Views: 7578

Re: [MOD, 0.12.x] Better Poles

Any chance you would be willing to update this? I very much fell in love with it and now am devastated that the only alternative I've found is Bob's power which requires building and replacing poles to increase their range.

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