3 and 4 way intersections

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Jouster500
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Re: 3 and 4 way intersections

Post by Jouster500 »

"Inverted Diamond", "Inside Roundabout" ("In-and-about?" Not 100% on the name yet)
The interchange. 136 rails, 24 signals, 32x32, supports u-turns. When tiled, will form a roundabout.
The interchange. 136 rails, 24 signals, 32x32, supports u-turns. When tiled, will form a roundabout.
08-25-2024, 20-58-58.png (4.37 MiB) Viewed 1938 times
North-South is RHT, East-West is LHT (Trains can enter from the North-West and South-East, Trains leave from the South-West and North-East)


Ichaleynbin convinced me to share this and they took some liberties testing it themselves. These are some of the snippets from their testing;
Test 1
Test 1
08-25-2024, 21-20-59.png (253.74 KiB) Viewed 1938 times
Test 2
Test 2
08-25-2024, 21-23-27.png (24.99 KiB) Viewed 1938 times
Test 3
Test 3
08-25-2024, 21-24-59.png (18.59 KiB) Viewed 1938 times
Ichaleynbin mentioned they got this performance by tweaking the starting signal further away?
Ichaleynbin mentioned they got this performance by tweaking the starting signal further away?
08-25-2024, 21-32-17.png (139.76 KiB) Viewed 1938 times
Test 4 - The results of Ichaleynbins tinkering
Test 4 - The results of Ichaleynbins tinkering
08-25-2024, 21-24-39.png (243.56 KiB) Viewed 1938 times
I will try to schedule time to personally test this myself. Ichaleynbin remarked how consistent the intersection behaved across sets in the tests.

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hansjoachim
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Re: 3 and 4 way intersections

Post by hansjoachim »

Jouster500 wrote:
Mon Aug 26, 2024 1:45 am
"Inverted Diamond", "Inside Roundabout" ("In-and-about?" Not 100% on the name yet)
08-25-2024, 20-58-58.png
North-South is RHT, East-West is LHT (Trains can enter from the North-West and South-East, Trains leave from the South-West and North-East)


Ichaleynbin convinced me to share this and they took some liberties testing it themselves. These are some of the snippets from their testing;
08-25-2024, 21-20-59.png
08-25-2024, 21-23-27.png
08-25-2024, 21-24-59.png
08-25-2024, 21-32-17.png
08-25-2024, 21-24-39.png
I will try to schedule time to personally test this myself. Ichaleynbin remarked how consistent the intersection behaved across sets in the tests.
When testing intersections that mix LHT/RHT only set 1 is comparable. Set 2 and 3 makes no sense when mixing therefore also the final score makes no sense.

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Re: 3 and 4 way intersections

Post by sparr »

Jouster500 wrote:
Mon Aug 26, 2024 1:45 am
"Inverted Diamond", "Inside Roundabout" ("In-and-about?" Not 100% on the name yet)
This is rectangular instead of square to get the shared diagonal signals to line up?

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Re: 3 and 4 way intersections

Post by MJDSys »

I played around with a bowed 4 way cross after seeing some other examples and it has slightly higher performance. It's also single chunk aligned:
10-24-2024, 16-45-59.png
10-24-2024, 16-45-59.png (432.73 KiB) Viewed 1050 times
10-24-2024, 16-46-20.png
10-24-2024, 16-46-20.png (39.96 KiB) Viewed 1050 times


I also adjusted it to be easier to drive manually, at the cost of some performance:
10-24-2024, 16-55-31.png
10-24-2024, 16-55-31.png (638.99 KiB) Viewed 1050 times
10-24-2024, 16-56-07.png
10-24-2024, 16-56-07.png (39.34 KiB) Viewed 1050 times

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Re: 3 and 4 way intersections

Post by Factoriointersection »

MJDSys wrote:
Thu Oct 24, 2024 8:57 pm
I played around with a bowed 4 way cross after seeing some other examples and it has slightly higher performance. It's also single chunk aligned:
10-24-2024, 16-45-59.png
10-24-2024, 16-46-20.png


I also adjusted it to be easier to drive manually, at the cost of some performance:
10-24-2024, 16-55-31.png
10-24-2024, 16-56-07.png
Looks good! I see there was an issue with auto safe rail signals on it, so I did a new test manually and will add it.

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Re: 3 and 4 way intersections

Post by MJDSys »

Factoriointersection wrote:
Thu Oct 24, 2024 9:06 pm
MJDSys wrote:
Thu Oct 24, 2024 8:57 pm
I played around with a bowed 4 way cross after seeing some other examples and it has slightly higher performance. It's also single chunk aligned:
10-24-2024, 16-45-59.png
10-24-2024, 16-46-20.png


I also adjusted it to be easier to drive manually, at the cost of some performance:
10-24-2024, 16-55-31.png
10-24-2024, 16-56-07.png
Looks good! I see there was an issue with auto safe rail signals on it, so I did a new test manually and will add it.
Thanks! So I can learn how to better use the testbench mod, what did you do for your tests?

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Re: 3 and 4 way intersections

Post by Sente »

Here is my first attempt at a 2-lane 4-way RHD intersection. It's just slightly larger than a single chunk due to the need to make room for extra signals. Still trying to find a way to shrink it slightly so it will fit entirely within one chunk without loss of too much performance.
10-25-2024, 02-01-00.png
10-25-2024, 02-01-00.png (114.69 KiB) Viewed 933 times
10-25-2024, 02-04-55.png
10-25-2024, 02-04-55.png (3.54 MiB) Viewed 933 times

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Re: 3 and 4 way intersections

Post by Krispite »

Railtester results
Railtester results
Krispite 4-Way.png (958.36 KiB) Viewed 927 times
Testbenchcontrol results
Testbenchcontrol results
Krispite 4-Way testbenchcontrol results.png (72.27 KiB) Viewed 920 times


Signals are a mess, but they're as good as I'm going to make them.
*edited to add testbenchcontrol results (Results are quite a bit different between the two).

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Re: 3 and 4 way intersections

Post by Arcus »

MJDSys wrote:
Thu Oct 24, 2024 11:48 pm
Thanks! So I can learn how to better use the testbench mod, what did you do for your tests?
I believe this is the problem:
Safe Exit Crossings.jpg
Safe Exit Crossings.jpg (571.91 KiB) Viewed 894 times

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Re: 3 and 4 way intersections

Post by Factoriointersection »

[/quote]

Thanks! So I can learn how to better use the testbench mod, what did you do for your tests?
[/quote]

So there was two issues. First with the LHT/RHT detection. I have updated to make it more robust, and I will keep an eye on it. If It says that your intersection is RHT when its LHT set 2 and set 3 scores are wrong. Generally, if set 2 or set 3 is higher than set 1 they are wrong.
Auto safeoutputs is quite new and works for most intersections but for some reason it failed on yours. Then you have to manually add them. As in removing signals and adding one per direction exactly one train lenght from the intersection.

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Re: 3 and 4 way intersections

Post by Factoriointersection »

Arcus wrote:
Fri Oct 25, 2024 8:30 am
MJDSys wrote:
Thu Oct 24, 2024 11:48 pm
Thanks! So I can learn how to better use the testbench mod, what did you do for your tests?
I believe this is the problem:
Safe Exit Crossings.jpg
Those extra rail signals probably also messed up the auto safezone feature. I thought the mod added them. Will have to remove them for the bluprint

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Re: 3 and 4 way intersections

Post by TBTerra2 »

so this is rather big, but the legs are narrow.
Slimline cross:

It gets 109.9 on my tester, i suspect slightly higher on yours

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Re: 3 and 4 way intersections

Post by DemonXanth »

Here is my first try at a 2-lane, 4 way elevated intersection. I welcome feedback if anyone has any.
Screenshot 2024-10-25 131656.png
Screenshot 2024-10-25 131656.png (589.06 KiB) Viewed 796 times
Screenshot 2024-10-25 125146.png
Screenshot 2024-10-25 125146.png (39.54 KiB) Viewed 796 times

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Re: 3 and 4 way intersections

Post by Factoriointersection »

Awesome guys=) Updated it!

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Re: 3 and 4 way intersections

Post by grossws »

Tried testing newly designed intersections and I got slightly different results on my naive intersection updated for 2.0 (one plane) than similar looking Avona's "Symmetrical Cross". Likely because of a bit different signalling on right turns.

It's 36x36 with power poles in my blueprint though intersection itself fits into 32x32. RHD.
Screenshot_20241026_012050.png
Screenshot_20241026_012050.png (1.04 MiB) Viewed 618 times


My first try at 4-way with elevated rails scores much worse than I see in this thread. RHD, 108x108 with basic signalling. It certainly has issues on merging both 90 and 270 traffic into straight traffic.
Screenshot_20241026_015850.png
Screenshot_20241026_015850.png (1.87 MiB) Viewed 617 times
Last edited by grossws on Fri Oct 25, 2024 11:06 pm, edited 1 time in total.

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Re: 3 and 4 way intersections

Post by DaveMcW »

Cube

RHT

LHT

cube-intersection.jpg
cube-intersection.jpg (180.54 KiB) Viewed 696 times

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Re: 3 and 4 way intersections

Post by mmmPI »

I think there is something wrong with the categories used, because they are named "elevated" and "one plane" , but those are not exclusive :twisted: :

Demonstration :

Elevated + One plane (RHT-58x54) (2 tiles spacing) attempt at minimalistic =>
EOP-1.jpg
EOP-1.jpg (205.33 KiB) Viewed 667 times


Explanation : When you reach the planet Fulgora, you have limited space to build factory, but plenty space to build elevated rails, so most of my rail network initially was elevated one plane and i used the previous junction which i wanted to share in case someone wans to use it. It was tricky to find room to put the support in a somewhat organised pattern and to fit them all and i have no idea what would be the proper method to test throughput.

It is not signalled for performance, but rather easy measurement of safe exit block.

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Re: 3 and 4 way intersections

Post by Factoriointersection »

grossws wrote:
Fri Oct 25, 2024 11:03 pm
Tried testing newly designed intersections and I got slightly different results on my naive intersection updated for 2.0 (one plane) than similar looking Avona's "Symmetrical Cross". Likely because of a bit different signalling on right turns.

It's 36x36 with power poles in my blueprint though intersection itself fits into 32x32. RHD.

Screenshot_20241026_012050.png



My first try at 4-way with elevated rails scores much worse than I see in this thread. RHD, 108x108 with basic signalling. It certainly has issues on merging both 90 and 270 traffic into straight traffic.

Screenshot_20241026_015850.png

Could you retry on the latest version? I have been messing with the LHT/RHT detection.

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Re: 3 and 4 way intersections

Post by Everlist »

Here my Intersections, they have great throughput, fit into a standard 100x100 city block and look aesthetically pleasing (to me):
See also my Railbook with other standard intersections: Rail Book by Everlist


3 Way intersection RHD fits into my 100x100 city blocks including roboports:
10-26-2024, 09-34-34.png
10-26-2024, 09-34-34.png (599.34 KiB) Viewed 580 times
10-26-2024, 09-33-39.png
10-26-2024, 09-33-39.png (37.93 KiB) Viewed 580 times
4 Way intersection RHD fits into my 100x100 city blocks including roboports:
10-26-2024, 09-45-46.png
10-26-2024, 09-45-46.png (535.69 KiB) Viewed 580 times
10-26-2024, 09-54-52.png
10-26-2024, 09-54-52.png (38.42 KiB) Viewed 580 times
Last edited by Everlist on Sat Oct 26, 2024 8:39 am, edited 1 time in total.

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Re: 3 and 4 way intersections

Post by grossws »

Factoriointersection wrote:
Sat Oct 26, 2024 8:13 am
grossws wrote:
Fri Oct 25, 2024 11:03 pm
Tried testing newly designed intersections and I got slightly different results on my naive intersection updated for 2.0 (one plane) than similar looking Avona's "Symmetrical Cross". Likely because of a bit different signalling on right turns.

It's 36x36 with power poles in my blueprint though intersection itself fits into 32x32. RHD.

Screenshot_20241026_012050.png



My first try at 4-way with elevated rails scores much worse than I see in this thread. RHD, 108x108 with basic signalling. It certainly has issues on merging both 90 and 270 traffic into straight traffic.

Screenshot_20241026_015850.png

Could you retry on the latest version? I have been messing with the LHT/RHT detection.
Tried testbenchcontrols 2.0.4 but it still detects this intersection as LHT

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