3 and 4 way intersections

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Hovedgade
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Re: 3 and 4 way intersections

Post by Hovedgade »

I got some intersection designs that unfortunately uses bridges (paywalled behind a DLC) but thankfully the throughput is great according to my testing. I may or may not have made up the name Behlertrumpet.

Behlertrumpet
4 lane
RHT, 2-4-2 tile spacing
RHT, 4-4-4 tile spacing
Image

Spaghetti junction
4 lane
RHT, 2-4-2 tile spacing
RHT 4-4-4 tile spacing EDIT: fixed version https://factoriobin.com/post/1ucioj
Image

Shortened hybrid cloverleaf windmill interchange
2 lane
RHT, 2 tile spacing
RHT, 4 tile spacing
RHT, 6 tile spacing
Image
:D
Last edited by Hovedgade on Sun Dec 01, 2024 9:14 pm, edited 1 time in total.
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Re: 3 and 4 way intersections

Post by BraveCaperCat »

Hovedgade wrote: Sun Nov 24, 2024 12:18 am I got some intersection designs that unfortunately uses bridges (paywalled behind a DLC) but thankfully the throughput is great according to my testing.Spaghetti junction
4 lane
RHT, 2-4-2 tile spacing
RHT 4-4-4 tile spacing
Image
:D
Wow, that is one weird junction...
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Re: 3 and 4 way intersections

Post by stupidfathobbit »

Designed a couple of new intersections. 4 spacing RHD, chunk aligned with power poles, buffered for up to 6 length trains in every direction. 3x3 chunks for the 4-way, 3x2 for the 3-way. Can get slightly higher TPM by signal spamming but I didn't care to double the signal count for ~5 more TPM. Quite proud of these, managed to exceed all my design goals and they look great as well. As of this posting I believe the Hourglass is the only 3x3 chunk intersection with room for proper chunk power poles and buffering - I searched extensively and couldn't find any others.

Hourglass 4-way: ~93 TPM
Image



Tulip 3-way: ~76 TPM
Image
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Re: 3 and 4 way intersections

Post by BraveCaperCat »

stupidfathobbit wrote: Sun Nov 24, 2024 2:11 am Designed a couple of new intersections. 4 spacing RHD, chunk aligned with power poles, buffered for up to 6 length trains in every direction. 3x3 chunks for the 4-way, 3x2 for the 3-way. Can get slightly higher TPM by signal spamming but I didn't care to double the signal count for ~5 more TPM. Quite proud of these, managed to exceed all my design goals and they look great as well. As of this posting I believe the Hourglass is the only 3x3 chunk intersection with room for proper chunk power poles and buffering - I searched extensively and couldn't find any others.

Hourglass 4-way: ~93 TPM
Image



Tulip 3-way: ~76 TPM
Image
Compared to the other junction I mentioned, these are much cleaner.
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Re: 3 and 4 way intersections

Post by Romayne »

First train intersection design I've made myself (Romayne)

Score 176.74, settings shown in attached image.

2-lane buffered(?) 4-way intersection, elevated, RHD, 212x222

and

2-lane unbuffered 4-way intersection, elevated, RHD, 96x96

The buffers on the ends are kinda crappy but they help, there's a design attached without them too which gets considerably less TPM

Image

W/ Vestigal buffers


W/O vestigal buffers


Ohh my god did I make the same overall design as the person above me. LMAO. Not intentional :v
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Re: 3 and 4 way intersections

Post by Romayne »

Decided to also make a 3-way!

4 spacing, RHD, almost but not quite a 3x3 chunk build, but made to be aligned for such. Has a few bits of buffering, and it seems to pay off!

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Re: 3 and 4 way intersections

Post by Factoriointersection »

stupidfathobbit wrote: Sun Nov 24, 2024 2:11 am Designed a couple of new intersections. 4 spacing RHD, chunk aligned with power poles, buffered for up to 6 length trains in every direction. 3x3 chunks for the 4-way, 3x2 for the 3-way. Can get slightly higher TPM by signal spamming but I didn't care to double the signal count for ~5 more TPM. Quite proud of these, managed to exceed all my design goals and they look great as well. As of this posting I believe the Hourglass is the only 3x3 chunk intersection with room for proper chunk power poles and buffering - I searched extensively and couldn't find any others.

Hourglass 4-way: ~93 TPM
Image



Tulip 3-way: ~76 TPM
Image
Nice, will add them=)
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Re: 3 and 4 way intersections

Post by Factoriointersection »

Hovedgade wrote: Sun Nov 24, 2024 12:18 am I got some intersection designs that unfortunately uses bridges (paywalled behind a DLC) but thankfully the throughput is great according to my testing. I may or may not have made up the name Behlertrumpet.

Behlertrumpet
4 lane
RHT, 2-4-2 tile spacing
RHT, 4-4-4 tile spacing
Image

Spaghetti junction
4 lane
RHT, 2-4-2 tile spacing
RHT 4-4-4 tile spacing
Image

Shortened hybrid cloverleaf windmill interchange
2 lane
RHT, 2 tile spacing
RHT, 4 tile spacing
RHT, 6 tile spacing
Image
:D
Great! It's awesome that there are multiple spacing options. I added them. I didn't test all the varieties, though.
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Re: 3 and 4 way intersections

Post by Factoriointersection »

Romayne wrote: Thu Nov 28, 2024 6:55 pm First train intersection design I've made myself (Romayne)

Score 176.74, settings shown in attached image.

2-lane buffered(?) 4-way intersection, elevated, RHD, 212x222

and

2-lane unbuffered 4-way intersection, elevated, RHD, 96x96

The buffers on the ends are kinda crappy but they help, there's a design attached without them too which gets considerably less TPM

Image

W/ Vestigal buffers


W/O vestigal buffers


Ohh my god did I make the same overall design as the person above me. LMAO. Not intentional :v
Great! I added them all, Though I added a name, it would be good if you gave me another.
The forum should now have all the designs updated, ping me if I missed a post.
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Re: 3 and 4 way intersections

Post by Hovedgade »

Factoriointersection wrote: Sat Nov 30, 2024 7:11 pm
Hovedgade wrote: Sun Nov 24, 2024 12:18 am I got some intersection designs that unfortunately uses bridges (paywalled behind a DLC) but thankfully the throughput is great according to my testing. I may or may not have made up the name Behlertrumpet.

Behlertrumpet
4 lane
RHT, 2-4-2 tile spacing
RHT, 4-4-4 tile spacing
Image

Spaghetti junction
4 lane
RHT, 2-4-2 tile spacing
RHT 4-4-4 tile spacing
Image

Shortened hybrid cloverleaf windmill interchange
2 lane
RHT, 2 tile spacing
RHT, 4 tile spacing
RHT, 6 tile spacing
Image
:D
Great! It's awesome that there are multiple spacing options. I added them. I didn't test all the varieties, though.
I just double checked the blueprints for Spaghetti Junction and I accidentally left a small mistake in the variant with 4-4-4 tile spacing so here is a link with the corrected variant and I hope it will be updated with the small correction. Spaghetti Junction got misplaced with 2 lane intersections and a score of 98.88 indicates that the intersection also got mistakenly tested as a 2 lane intersection.
It would also be great if all the varieties of the intersections I shared (including the varieties of small turbo roundabout) got included with correct labeling of spacing and it also seems that Behlertrumpet is completely missing which probably is a mistake.
I'm sorry if I sounded a bit harsh but I still want to thank you for maintaining this topic.
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Re: 3 and 4 way intersections

Post by Factoriointersection »

Hovedgade wrote: Sat Nov 30, 2024 8:52 pm
I just double checked the blueprints for Spaghetti Junction and I accidentally left a small mistake in the variant with 4-4-4 tile spacing so here is a link with the corrected variant and I hope it will be updated with the small correction. Spaghetti Junction got misplaced with 2 lane intersections and a score of 98.88 indicates that the intersection also got mistakenly tested as a 2 lane intersection.
It would also be great if all the varieties of the intersections I shared (including the varieties of small turbo roundabout) got included with correct labeling of spacing and it also seems that Behlertrumpet is completely missing which probably is a mistake.
I'm sorry if I sounded a bit harsh but I still want to thank you for maintaining this topic.
Thanks! Just call me out if you find errors like that! I needed to adjust the script to include 3 way 4 lanes!
I fixed most of those issues, something with needing different names when grouping intersections.
What was the issue with the turbo intersections?
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Re: 3 and 4 way intersections

Post by Hovedgade »

Factoriointersection wrote: Sat Nov 30, 2024 9:40 pm What was the issue with the turbo intersections?
It's missing some extra variations that I included in a blueprint string found in this reply: viewtopic.php?p=640184#p640184
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Re: 3 and 4 way intersections

Post by Romayne »

Factoriointersection wrote: Sat Nov 30, 2024 7:24 pm Great! I added them all, Though I added a name, it would be good if you gave me another.
The forum should now have all the designs updated, ping me if I missed a post.
Hmm of course I forgot a name :P thought about it a bit and I think Messy Hourglass works, with the buffered ends being Messy Buffered Hourglass. Feels right to go off the name of the design so similar above it.
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Re: 3 and 4 way intersections

Post by 1WheelDude »

I'm glad to see more designs coming out, however, is there any thought to adding a new metric to these designs, such as the amount of ingredients used in these blueprints? When I look at the original post and look for designs, I want to be able to sort through that kind of data. I want a good score, but minimal supplies needed.
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Re: 3 and 4 way intersections

Post by Arcus »

TBH what I want to see more of are intersections that take the possibility for elevated exits into account. Most of the current designs assume the entrances are always at ground level (which I know is partly necessary because the stations used for testing must be at ground level), but this is a flawed assumption with the new planets.

Of course this introduces a lot of possible permutations, but hey, more possibilities for designs.
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Re: 3 and 4 way intersections

Post by Factoriointersection »

Arcus wrote: Mon Dec 02, 2024 6:33 am TBH what I want to see more of are intersections that take the possibility for elevated exits into account. Most of the current designs assume the entrances are always at ground level (which I know is partly necessary because the stations used for testing must be at ground level), but this is a flawed assumption with the new planets.

Of course this introduces a lot of possible permutations, but hey, more possibilities for designs.
I did add support for elevated exits:)
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Re: 3 and 4 way intersections

Post by notnilc »

Made a rail book that fits between city blocks.
The trains per minute on the 3-way intersection is only 70-80 though.

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Re: 3 and 4 way intersections

Post by BraveCaperCat »

notnilc wrote: Tue Dec 03, 2024 1:44 pm Made a rail book that fits between city blocks.
The trains per minute on the 3-way intersection is only 70-80 though.

I've never had enough trains to go even past 1 every few minutes (in my 1.1 save, I never used trains in 2.0) - let alone on the same junction.
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Re: 3 and 4 way intersections

Post by yaongi »

Hey, I made my first non-crossing intersection the last couple of days. I ended up with this design kind of by starting with one element, and then fitting everything around that, trying to keep it reasonably small. I learnt a few things from the examples here and from the testbench, like the difference the number of signals can make to the scores, but also about buffering, which I hadn't been considering when making naive crossings.

Anyway, I really like the slimline cross and cube - I'd use slimline cross for my own game except I use 4 tile separation, and modifying slimline cross really messes with the amazing symmetry of the design. So I'll probably stick with my not-so-slimline design for now.
yaongi mk i.png
yaongi mk i.png (4.44 MiB) Viewed 626 times
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Re: 3 and 4 way intersections

Post by BraveCaperCat »

yaongi wrote: Thu Dec 05, 2024 1:43 pm Hey, I made my first non-crossing intersection the last couple of days. I ended up with this design kind of by starting with one element, and then fitting everything around that, trying to keep it reasonably small. I learnt a few things from the examples here and from the testbench, like the difference the number of signals can make to the scores, but also about buffering, which I hadn't been considering when making naive crossings.

Anyway, I really like the slimline cross and cube - I'd use slimline cross for my own game except I use 4 tile separation, and modifying slimline cross really messes with the amazing symmetry of the design. So I'll probably stick with my not-so-slimline design for now.

yaongi mk i.png

I'd call it the S-Junction because the elevated rails almost make an S shape.
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