... There are no chain signals at all, every rail crossing is done with combinator logic. ...
This one is a couple km above my head. However, would it be possible to design a simple 4-way intersection with timed signals and some room before/after the intersection to make sure crossing always ...
Search found 261 matches
- Sat Jan 06, 2018 11:09 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1137255
- Sat Jan 06, 2018 10:06 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1137255
Re: 4-way intersections: Throughput and deadlocks [image heavy]
After about 200 in game hours I have a feature complete RHD 8 lane 4-way intersection with about 470 trains per min with set 1 and 2
It is not about lowest performance hit or resources spent. It is all about throughput. There are no chain signals at all, every rail crossing is done with combinator ...
It is not about lowest performance hit or resources spent. It is all about throughput. There are no chain signals at all, every rail crossing is done with combinator ...
- Thu Jan 04, 2018 8:46 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1137255
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Great news! I can't wait=)
btw there is a temporary realse of creative mode, so they are close to a full release of creative mode. The temporary version is named "creative mode (Fix for 0.16)"
btw there is a temporary realse of creative mode, so they are close to a full release of creative mode. The temporary version is named "creative mode (Fix for 0.16)"
- Thu Jan 04, 2018 1:06 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1137255
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Hei aarrgha!
I Love your test bench and all
I wanted to report a bug
[15.40] Trains doesn't disappear at the train deletion stop.Like every ten thousand trains or so this happens.
If I delete the train it is back to normal
:edit after I posted this I got a save where it happend three times
I Love your test bench and all
I wanted to report a bug
[15.40] Trains doesn't disappear at the train deletion stop.Like every ten thousand trains or so this happens.
If I delete the train it is back to normal
:edit after I posted this I got a save where it happend three times
- Sun Oct 15, 2017 9:35 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1137255
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Jap2.0 i am working on one. And it works pretty well, but I have to fix a couple things before posting it. You can se an earlier version from me if you want.
There is a save file attached to that older post
viewtopic.php?f=194&t=46855&start=240
There is a save file attached to that older post
viewtopic.php?f=194&t=46855&start=240
- Thu Aug 10, 2017 5:46 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1137255
Re: 4-way intersections: Throughput and deadlocks [image heavy]
And having a signal on every single track tile, or even every two or three tracks, is just going to tank your performance for no significant benefit -- refer back to the UPS I said I was getting with your latest version running. Everything else I've made or tried ran way better, typically in the ...
- Wed Aug 09, 2017 9:00 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1137255
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Tallinu
I used the black signal to check for deadlock, and to see where a filled lane would end up in the senter. I thought that the names would carry over:/
Yeah you could probably remove half or 2/3 of the signals and get the same throughput
BTW I am pretty sure the multicross would get a higher ...
I used the black signal to check for deadlock, and to see where a filled lane would end up in the senter. I thought that the names would carry over:/
Yeah you could probably remove half or 2/3 of the signals and get the same throughput
BTW I am pretty sure the multicross would get a higher ...
- Wed Aug 09, 2017 8:23 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1137255
Re: 4-way intersections: Throughput and deadlocks [image heavy]
I'll admit that I'm not really sold on the safety measures, they feels a bit like "fair weather deadlock safety", trains can still stop in the middle of the intersection if an output gets backed up, which, to be fair, is unlikely given the humongous buffers. If you'd run shorter trains than 6-car ...
- Wed Aug 09, 2017 9:59 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1137255
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Hey, i have improved the intersection and it should perform over 350 trains per min in set 1
The blueprint is set with less throughput as it should be if you don't have over 300 trains per min. If you want max throughput set a=7. Please also empty the intersection before testing or changing test
It ...
The blueprint is set with less throughput as it should be if you don't have over 300 trains per min. If you want max throughput set a=7. Please also empty the intersection before testing or changing test
It ...
- Sat Aug 05, 2017 4:36 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1137255
Re: 4-way intersections: Throughput and deadlocks [image heavy]
The improved version lets 7,7 trains per lane/min pass. With a max throughput of 342 trains/min. But since the input is 346 the buffers will fill up and it won't get 6 trains ready in every lane before the next green light and the throughput will be lower. If it let's 7 trains pass through every ...
- Fri Aug 04, 2017 2:40 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1137255
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Really nice done with those combinators! I wanted to make a controllsenter, but had not gotten to that yet.
The deadlock situation can be fixed, you just have to check every output lane and block the input lane if the output lane is full.
I am working on improving it to get 346 trains/min. I'll try ...
The deadlock situation can be fixed, you just have to check every output lane and block the input lane if the output lane is full.
I am working on improving it to get 346 trains/min. I'll try ...
- Fri Aug 04, 2017 6:34 am
- Forum: Ideas and Suggestions
- Topic: Trains/signals Force green very high intersection throughput
- Replies: 17
- Views: 9149
Re: Trains/signals Force green very high intersection throughput
Tekky
That is a good reason to not allow to force green light.
You changed my opinion, i don't think it is the right solution anymore
That is a good reason to not allow to force green light.
You changed my opinion, i don't think it is the right solution anymore
- Thu Aug 03, 2017 8:43 pm
- Forum: Ideas and Suggestions
- Topic: Trains/signals Force green very high intersection throughput
- Replies: 17
- Views: 9149
Re: Trains/signals Force green very high intersection throughput
PacifyerGrey
Would be fun to crash a bunch of trains though! You could even sett up traps in multiplayer=)
Would be fun to crash a bunch of trains though! You could even sett up traps in multiplayer=)
- Thu Aug 03, 2017 8:34 pm
- Forum: Ideas and Suggestions
- Topic: Trains/signals Force green very high intersection throughput
- Replies: 17
- Views: 9149
Re: Trains/signals Force green very high intersection throughput
Tekky
I fully agree with those other suggestions, I would have loved path signals and bridges/tunnels.
I don't think we will get bridges or tunnels as implementing that is alot of work, one can always hope though.
If we could force green signals, we could have way higher throughput as I wrote in ...
I fully agree with those other suggestions, I would have loved path signals and bridges/tunnels.
I don't think we will get bridges or tunnels as implementing that is alot of work, one can always hope though.
If we could force green signals, we could have way higher throughput as I wrote in ...
- Thu Aug 03, 2017 8:19 pm
- Forum: Ideas and Suggestions
- Topic: Trains/signals Force green very high intersection throughput
- Replies: 17
- Views: 9149
Re: Trains/signals Force green very high intersection throughput
Ripshaft, Koub
There are two scenarios where this would drastically increase potential throughput.
Merger
I have a merger between two lines, where I switch priority every 900 ticks. Because that packs the train tighter together than if you just join two tracks together.
When the lights turn ...
There are two scenarios where this would drastically increase potential throughput.
Merger
I have a merger between two lines, where I switch priority every 900 ticks. Because that packs the train tighter together than if you just join two tracks together.
When the lights turn ...
- Thu Aug 03, 2017 7:36 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1137255
Re: 4-way intersections: Throughput and deadlocks [image heavy]
A high throughput 4 way intersection with 8 lanes
It works like a 4 way road intersection, and i have no chain signals in the senter.
I use circuit networks to manage signals
UPDATE
I added the new blueprint and the image is now outdated.
Blueprint
https://pastebin.com/LUhZNxwA
Flower MK4
8 ...
It works like a 4 way road intersection, and i have no chain signals in the senter.
I use circuit networks to manage signals
UPDATE
I added the new blueprint and the image is now outdated.
Blueprint
https://pastebin.com/LUhZNxwA
Flower MK4
8 ...
- Wed Aug 02, 2017 10:43 pm
- Forum: Ideas and Suggestions
- Topic: Trains/signals Force green very high intersection throughput
- Replies: 17
- Views: 9149
Trains/signals Force green very high intersection throughput
TL;DR
Increasing train intersection throughput by forcing signals to be green.
What ?
Allow signals to be set to green by circuit conditions.
Why ?
Would give the players better control over trains and allow complex traffic control systems.
If we could set signals to green we could ...
Increasing train intersection throughput by forcing signals to be green.
What ?
Allow signals to be set to green by circuit conditions.
Why ?
Would give the players better control over trains and allow complex traffic control systems.
If we could set signals to green we could ...
- Wed Aug 02, 2017 9:16 pm
- Forum: Outdated/Not implemented
- Topic: Force a rail signal to be green by circuit control
- Replies: 8
- Views: 6861
Re: Force a rail signal to be green by circuit control
I want to make an intersection with very high throughput. If I am able to force signals to be green I can start all the queued trains at the same time and get the maximum throughput without an z axis.
If I could set all the lights in an intersection through circuit condition I can avoid collision ...
If I could set all the lights in an intersection through circuit condition I can avoid collision ...
- Tue Jun 06, 2017 8:27 pm
- Forum: Pending
- Topic: [15.18] Can't unpause
- Replies: 3
- Views: 4493
[15.18] Can't unpause
Short description:
The host tried to unpause the game, but it stayed paused for me while he and everything else could move around.
Longer description:
I was trying to join the server and the catch up was very slow, so I asked him to pause the game. It did nothing on his side but on my side it said ...
The host tried to unpause the game, but it stayed paused for me while he and everything else could move around.
Longer description:
I was trying to join the server and the catch up was very slow, so I asked him to pause the game. It did nothing on his side but on my side it said ...
- Thu May 25, 2017 8:43 pm
- Forum: Pending
- Topic: [0.15.13] Crash when adding a BP to personal library book
- Replies: 8
- Views: 5590
Re: [0.15.13] Crash when adding a BP to personal library book
Got the same crash.
1. Hold a blueprint
2. Open the blueprint library
3. Open a blueprint book on the "my blueprint" side
4. left click to add the blueprint
5. crash
1. Hold a blueprint
2. Open the blueprint library
3. Open a blueprint book on the "my blueprint" side
4. left click to add the blueprint
5. crash