Search found 14 matches
- Sat Jun 17, 2017 12:14 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 965340
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...
- Fri Jun 16, 2017 3:56 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 965340
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...
- Tue Jun 13, 2017 6:30 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 965340
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 The one linked in the OP is outdated and the experimental 0.15 conversion doesn't work.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...
- Mon Jun 12, 2017 11:35 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 965340
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 The one linked in the OP is outdated and the experimental 0.15 conversion doesn't ...
- Sun Jun 11, 2017 10:06 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 965340
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...
- Sun Jun 11, 2017 9:09 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 965340
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...
- Sun Jun 11, 2017 6:35 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 965340
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 ...
- Sat Jun 10, 2017 8:05 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 965340
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...
- Sat Jun 10, 2017 3:45 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 965340
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...
- Sat Jun 10, 2017 3:08 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 965340
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....
- Thu Jun 08, 2017 4:03 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 965340
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...
- Fri May 19, 2017 7:04 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 169122
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.
- Mon Aug 29, 2016 4:29 am
- Forum: Mods
- Topic: [MOD 0.12.x] Electricity by XyLe
- Replies: 23
- Views: 15611
Re: [MOD 0.12.x] Electricity by XyLe
Any hope in an update for this mod?
- Mon Aug 29, 2016 4:28 am
- Forum: Mods
- Topic: [MOD, 0.12.x] Better Poles
- Replies: 3
- Views: 7790
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.