Philip017 wrote: ↑
Fri Jun 14, 2019 4:52 pm
trains are indeed a integral part of the game, when we play large maps, running millions of belts, although possible, are certainly more ups intensive than running a bunch of trains.
it is a very good idea to prevent crashes and dsyncs as these are detrimental to fluid game play. still hoping that the save function will eventually be pause free, but would still love to see a message 10 seconds before the inevitable forced stand still, which can sometimes take upwards of 30 seconds or more on very large maps.
with out trains those very large maps and bases would be way more challenging but having a good train network is great. learning how to properly use train signals however can be a tall learning curve, but 2 things i have learned that i consider the best for train networks is:
1) Rail Signals every Big electric pole distance for long runs.
OR further if you are running extremely long trains, the distance between them should be at least the distance of your trains plus wagons, for the majority of your trains. my example for a signal every big pole is good for 1-4 trains. if your rail signals are too close together you could end up with traffic jams. and too far apart will result in slow downs.
2) Chain Signals before every junction, and another rail after all the junctions close.
use of more chain signals in a large junction block allows trains with non-interfering paths to cross though the same junction, which makes them faster. placing a rail signal after all junctions complete, allows the train path to become open again after the train clears, which will allow the next train with what would be an interfering path to enter the junction space.
failure to make proper use of rail signals and chain signals most likely will result in a jam or collision.
although the train logic is being improved dramatically which can allow use of rail signals everywhere, because players like me, where i didn't understand the difference between chain and rail signals, or how to use them properly, resulted in unintended behavior, and forwarded to the devs as bugs, although realistically these issues are more along the lines of: "lack of understanding" or "lets try to break the game".
thanks however to the fantastic developers of this game, they take these things in stride and make adjustments to help with these situations.
Thanks to all of you at WUBE for this fantastic game and all your hard work!