Re: 3 and 4 way intersections
Posted: Tue Dec 05, 2023 12:04 am
Why not just use the Wide instead? The only advantage I can see for your intersection is that it's slightly smaller, but space isn't a big deal in Factorio.
Why not just use the Wide instead? The only advantage I can see for your intersection is that it's slightly smaller, but space isn't a big deal in Factorio.
In general, you have answered the self-question and a little more. Wide B is a bigger intersection, f.e. Foundation and Celtic Nope are much more compact and have the same score. Straights are just the compatibility bonus, put intersection over existing rails. In additional, Wide W does not have U-Turn, therefore, also does not have enter/exit to cityblock from all sides. I do not know how Wide W can be used as 4-way and 6-way intersection, but I know how this discussed intersection can (with some limitation).
So you posted your intersection and didn't ask for any feedback, you just wanted to share and that is good:) We don't need to critics it unless you want to. In general I'll say that the score difference between intersections with blocking opposing turns vs non blocking is substantial but it only matters if the intersections is causing a bottleneck in your train network. You can test it on the testbench if you want to see the impact of changes to the intersection.
Criticism is good, I want it. Pointing twice at a non-existent issue and confusing left and right is something else. Anyway, thank you for a link.hansjoachim wrote: ↑Tue Dec 05, 2023 11:54 amSo you posted your intersection and didn't ask for any feedback, you just wanted to share and that is good:) We don't need to critics it unless you want to. In general I'll say that the score difference between intersections with blocking opposing turns vs non blocking is substantial but it only matters if the intersections is causing a bottleneck in your train network. You can test it on the testbench if you want to see the impact of changes to the intersection.
viewtopic.php?f=194&t=94795
The issue is not non-existent, it is a good advice to improve the junction to avoid blocking-turn, it's not easy to see but most of the junctions on this thread differs from yours on that particular point, the left-right difference is not really a problem, the shape of the rails makes it so that train coming from opposite end cannot both turn in the same direction at the same time without one having to wait for the other one. The "difficult turn" is the "turn left" when train drive on the right side, or "turn right" when trive drive on the left side.
Yes, it is true. How I mentioned before, this behaviour comes from SQUAREABOUT design.
I don't know if it is possible, it is difficult to see if signals would fit with additionnal rails.
Not sure which rails would be considered mandadory, if you divide the juction in 4 corner that are symetric then a train should only use 2 when turning left or right or going straight so that the train coming from the opposite end can use the other 2. ( sometime you have to divide in diagonal ). It create limit for geometry.FuryoftheStars wrote: ↑Tue Dec 05, 2023 9:00 pmJust a driveby here, but...
I believe datarza wants a roundabout design that can be laid over existing tracks without the need to remove any of the existing. As such, I believe what is happening may be inevitable.
1) i had not understood this, this is personnal choice imo.FuryoftheStars wrote: ↑Tue Dec 05, 2023 9:00 pmThat said, perhaps the discussion can be more about 1) why they want an intersection that doesn't require removing existing tracks (bots trivialize this, don't they?), and 2) the pros and cons of roundabouts (if age old memory serves, these increase complexity and thus overhead with pathfinder, plus they lock the maximum size of a train that can be used in the network without a full redesign).
But maybe in their original thread about the design would be a better place to discuss than here?
viewtopic.php?f=194&t=105361
Sorry, could you please explain this in detail? So, city blocks have four intersections in each corner. And if two of these intersections have a U-turn feature (like a roundabout) and the other two don't have a U-turn feature, could this be a source of dead blocks if there is not enought space for train? Maybe a drawing could be more explanatory? But, as usual, we are planing cityblocks with the same intersection in corners, so problem you mentioned can not be in cityblocks with four u-turn intersections?mmmPI wrote: ↑Tue Dec 05, 2023 10:59 pm2) there is also an increase risk of dead lock with the U-turn junctions, if you have 2 of them, it create a circle/loop and if this circle gets filled with trains it can then get stuck. This require at least 4 junctions for the same risk to occurs in cityblock, but only 2 if they have U-turns ( like roundabouts). It's quite minor risk but it increases when junctions are close to each other in the network.
No, they fixed trains so they no longer repath while inside the roundabout and then drive into themself. So you can now have a minimal roundabout and even trains with 16 cargo wagons won't do a 270° turn on them.FuryoftheStars wrote: ↑Tue Dec 05, 2023 9:00 pmJust a driveby here, but...
I believe datarza wants a roundabout design that can be laid over existing tracks without the need to remove any of the existing. As such, I believe what is happening may be inevitable.
That said, perhaps the discussion can be more about 1) why they want an intersection that doesn't require removing existing tracks (bots trivialize this, don't they?), and 2) the pros and cons of roundabouts (if age old memory serves, these increase complexity and thus overhead with pathfinder, plus they lock the maximum size of a train that can be used in the network without a full redesign).
But maybe in their original thread about the design would be a better place to discuss than here?
viewtopic.php?f=194&t=105361
Any time you have a circular path you can count the number trains that fit onto that circle (one per full signal unless they are spaced too close). If you ever manage to get that number of trains into the circular path with all of them wanting to continue going along the circle then they deadlock. Minimal example:datarza wrote: ↑Tue Dec 05, 2023 11:56 pmSorry, could you please explain this in detail? So, city blocks have four intersections in each corner. And if two of these intersections have a U-turn feature (like a roundabout) and the other two don't have a U-turn feature, could this be a source of dead blocks if there is not enought space for train? Maybe a drawing could be more explanatory? But, as usual, we are planing cityblocks with the same intersection in corners, so problem you mentioned can not be in cityblocks with four u-turn intersections?mmmPI wrote: ↑Tue Dec 05, 2023 10:59 pm2) there is also an increase risk of dead lock with the U-turn junctions, if you have 2 of them, it create a circle/loop and if this circle gets filled with trains it can then get stuck. This require at least 4 junctions for the same risk to occurs in cityblock, but only 2 if they have U-turns ( like roundabouts). It's quite minor risk but it increases when junctions are close to each other in the network.
The problem can be seen in the wiki :datarza wrote: ↑Tue Dec 05, 2023 11:56 pmSorry, could you please explain this in detail? So, city blocks have four intersections in each corner. And if two of these intersections have a U-turn feature (like a roundabout) and the other two don't have a U-turn feature, could this be a source of dead blocks if there is not enought space for train? Maybe a drawing could be more explanatory? But, as usual, we are planing cityblocks with the same intersection in corners, so problem you mentioned can not be in cityblocks with four u-turn intersections?
I wasn't thinking they still crashed into themselves, but rather that too long of a train might not be able to use them properly/cause a deadlock on themselves. But I might be wrong about that.mrvn wrote: ↑Wed Dec 06, 2023 12:14 amNo, they fixed trains so they no longer repath while inside the roundabout and then drive into themself. So you can now have a minimal roundabout and even trains with 16 cargo wagons won't do a 270° turn on them.FuryoftheStars wrote: ↑Tue Dec 05, 2023 9:00 pmJust a driveby here, but...
I believe datarza wants a roundabout design that can be laid over existing tracks without the need to remove any of the existing. As such, I believe what is happening may be inevitable.
That said, perhaps the discussion can be more about 1) why they want an intersection that doesn't require removing existing tracks (bots trivialize this, don't they?), and 2) the pros and cons of roundabouts (if age old memory serves, these increase complexity and thus overhead with pathfinder, plus they lock the maximum size of a train that can be used in the network without a full redesign).
But maybe in their original thread about the design would be a better place to discuss than here?
viewtopic.php?f=194&t=105361
Once the train enters a chain signal section it will continue it's current path until it passes a full signal and only then it can go a different way. So unless your roundabout requires the train to do a 270° turn from the start (no 90° shortcut) it will be safe.
You apparently edited your post between when I read the thread and attempted to reply, because this post is soo much shorter.
Sorry, I wanted to think a little bit and move that question to another thread in future, but thank you for answer, appreciated. I would say, that city blocks do not need 2-way intersections. Honestly, cityblock needs 4-way (6-way is better) with feature to change the rail on intersection to all directions. These additianal ways can be used as train enter/exit to/from cityblock. Also, it is better to have left hand traffic, because right hand traffic consumes two additional outside cells for placing semaphores. That is why I worked on adoption of SQUAREABOUT (ROUNDABOUT has not so good cityblock's enter/exit position) to 4-way and 6-way and posted here my creation. U-turn can be an additional feature, that gives comfortable enter and exit. I am still thinking if it can harm a lot.FuryoftheStars wrote: ↑Wed Dec 06, 2023 2:19 amYou apparently edited your post between when I read the thread and attempted to reply, because this post is soo much shorter.
The train pathing I think will still crash into itself. You can design a roundabout where a 90° turn isn't possible forcing the train to do a 270° turn and it will happily do it. Iirc the pathing will happily take the train through a block it already reserved / plans to reserve because sometimes that is the only way. You have to design your rail network so that the paths that loop over themself are never the cheapest / only option or such that the loop is always longer than the train.FuryoftheStars wrote: ↑Wed Dec 06, 2023 2:19 amI wasn't thinking they still crashed into themselves, but rather that too long of a train might not be able to use them properly/cause a deadlock on themselves. But I might be wrong about that.mrvn wrote: ↑Wed Dec 06, 2023 12:14 amNo, they fixed trains so they no longer repath while inside the roundabout and then drive into themself. So you can now have a minimal roundabout and even trains with 16 cargo wagons won't do a 270° turn on them.FuryoftheStars wrote: ↑Tue Dec 05, 2023 9:00 pmJust a driveby here, but...
I believe datarza wants a roundabout design that can be laid over existing tracks without the need to remove any of the existing. As such, I believe what is happening may be inevitable.
That said, perhaps the discussion can be more about 1) why they want an intersection that doesn't require removing existing tracks (bots trivialize this, don't they?), and 2) the pros and cons of roundabouts (if age old memory serves, these increase complexity and thus overhead with pathfinder, plus they lock the maximum size of a train that can be used in the network without a full redesign).
But maybe in their original thread about the design would be a better place to discuss than here?
viewtopic.php?f=194&t=105361
Once the train enters a chain signal section it will continue it's current path until it passes a full signal and only then it can go a different way. So unless your roundabout requires the train to do a 270° turn from the start (no 90° shortcut) it will be safe.