mmmPI wrote: ↑Wed Dec 06, 2023 6:43 pm
I can't think of a situation where having too many (signals) would impact negatively the throughput.
mrvn wrote: ↑Wed Dec 06, 2023 10:02 pm
Too many signals never harm the train, only waste your CPU. And yes, you would assume every possible position has a signal, compute the train behavior and then you actually would only build signals as needed.
The wording is a little different and i think yours is correct but mine i'm not so sure: when there are signals everywhere, trains are more likely to reach their "top speed", but this speed is not necessarily the best for throughput of material akin to car when they go "too fast" and the safety distance between them is so large that it could actually start impacting throughput. So it doesn't harm the trains (top speed), true, but thinking some more there could be situations where signals placement scarcity could force the train to go slower which could reduce their braking distance for higher throughput. I'm not sure it's possible that signals are scarce enough to force train to slow down but still plenty enough that they can actually drive closer to each other thanks to that reduced braking distance. I wouldn't know how to build those, i'm just unsure if it's not going to fast and missing things saying as i said earlier. In any case signals would only be built last as needed as you say thinking in game a network expand usually.
quyxkh wrote: ↑Thu Dec 07, 2023 1:47 am
If braking speed is a parameter then time to stop is top speed / braking speed and braking distance is ½topspeed*timetostop, that's the minimum tail-to-nose distance so minimum (and max-throughput) nose-to-nose distance is braking distance plus train length, wagons and locomotives are conveniently 7m each. Cargo density is (braking distance + train length) * cargo capacity, This is in my head so somebody correct this for units but I think the math is cargo density * top speed / nosetonose distance gives you cargo/s throughput for that train configuration. Acceleration doesn't affect max throughput because it eventually has to filter through a one-track bottleneck, right?
It's your comment who made me realize, i think you are correct in the reasonning to math throughput in general, except for the use of "top speed" rather than "optimal speed" or "current speed" because the speed is not affecting the throughput in a linear manner, the "top speed" is not always the best for "maximum" throughput. "current speed" can be used to math "current throughput", "top speed" yield 1 throughput, and maybe ( most likely i expect ) "optimal speed" is lower than "top speed" for a 2nd throughput that would be the "maximum throughput".
Cargo density can have different units, it can be in slot per tile, ( or wagon per tile or wagon per km ....) considering a wagon is 40 slot and 7 tile, that is around 5.7 slot per tile to begin with, but then one has to add the locomotive, so 1 wagon + 1 loco would represent 40 slot still but then 14 or 13 tiles depending on how you count the gaps between wagons, so that would lead to 2.8 to 3 slot/tile density as a second value, but the final one would need to account for the braking distance ( or minimum tail-to-nose distance as you call it), so that would be 40 slot divided by ( 7 tiles +7 tiles + [number of tile between 2 trains]).
This giving density in slot/tile and i'm picking 2 as example to skip braking distance math by estimation. Then if the trains moves at a speed of say 0.3 tiles/tick ( 18m/s or 64.8 km/h), then the throughput is 0.6 slot/tick.( 2*0.3) Which would mean something like 0.6x50=30 iron ore is going through the rail line every tick since iron ore stacksize is 50, or 1800 per second.
Now for the "braking distance is ½topspeed*timetostop," it is expecting a linear deceleration, i'm not sure about this part, it depends on how precise you want to math things out because the "braking distance" is hard to compute :
viewtopic.php?p=594182#p594182
There are a "few unexplained ticks" regarding the calculations of "timetostop", which i'm unsure how the game behave when it turns signals yellow and that is used to establish the density, and therefore can mess up with throughput calculations if trains are unexpectedly a little further away from each other in game than in theory.
Acceleration affect top speed as it would cap some trains, otherwise it would only impact calculation if signal placement is scarce to the point where a train has to slow down and re-accelerate due to block reservation. This is more a practical issue than a theorical one when trying to math the max throughput of line given certain train type. But braking distance is also a practical issue, because in theory you don't need signals you can just perfectly sync your trains in a signal less network, there would be higer cargo density, and thus throughput. It would make math much easier but the building part much harder, i think it fits more my mentality of playing the game
MEOWMI wrote: ↑Thu Dec 07, 2023 6:13 am
Since it looks like we're assuming that trains can have a reason to brake even when not at a station, we then need to assess the
reason for why they brake. Almost always, that's going to be because of an intersection. Thus, the throughput is bounded by the throughput of the intersection, which in turn is best discovered by empirical testing, with various mods.
Not necessarily, one could try to math the thoughput of a rail line to know if it is possible to sustain an area with a single rail lane or if need to be doubled or tripled. This would require mathing out a theorical throughput for 1 rail line assuming trains would be running on it constantly. Then in game when this situation happens trains are spreading with a distance in between them that if one places signals at every single point is going to be the "braking distance" of that train. Just from an arbitrary point of view it is occuring in game that this is the distance in between 2 trains running even if they don't brake or have to brake. Similar to the 2 lines that car drives are supposed to leave in between them when they go full speed on the highway. If cars where only 50 cm apart the highways would have much more throughput, but it would be very unsafe to drive at the same speed. That would be the situation where the network is made without signals and trains are allowed to almost touch each other when running full speed. Otherwise the "braking distance" is useful to math the throughput even not considering train would have to actually brake.
MEOWMI wrote: ↑Thu Dec 07, 2023 6:13 am
Also, a lot of the time, maximum material throughput is determined by how fast you can load and unload the train, or how fast you can produce or consume the materials. Indeed, that's where the bottleneck is, if trains are waiting before a station.
I agree that this and the junctions causing braking are practical concerns that limit the benefit/usage of calculating the maximum material throughput. However in game it is possible to build a train network that avoid the consequences of those. Currently it's very unpractical to do (i did in editor once Edit :
viewtopic.php?p=452123#p452123 ), but it is possible to only use 3 way merge junction in a network, place train stop far enough from the main line and have a station that can handle the full throughput of a rail lane without train slowing in the main lane. ( depending on train composition and train fuel and braking research it changes but i think with 2-4 trains and nuclear fuel, it was around 40 blue belts of iron ore that one could get through 1 rail lines in my testings).
This is going to be made much easier with bridges from the expansion ! because then it is possible to create train junctions that are similar to highway junctions, "merge" and not llike current mostly used 4 way junctions that require crossing.
MEOWMI wrote: ↑Thu Dec 07, 2023 6:13 am
A separate case is calculating the throughput of a rail line with only 1 train on it, in which case braking happens because it's at the station, but then no rail signals matter.
This is a different metric/approach, the density of material approach is akin to real life highway camera looking to math the instant throughput of passenger . What you are mentionning is also used in real life but that would be a different approach that consist into surveying people to know who is composing the flow that could have otherwise been observed from a highway camera. I haven't practiced this , only read that this is used to "forecast" traffic in an area. Knowing how much time or where a passenger would go ( in vacation for example ) allow to forecast the density of traffic which in practical life has implications. ( If passenger goes further it means 1 car will stays for x more hours ; survey many passenger every week and observe variation, know how many km of track is available and you can forecast the density of car with the forecast, and thus the speed at which traffic will flow because if density gets too high car have to brake/go slower for safety reason, and thus the throughput can be estimated ).
This in game would translate into the questionning of how many trains do you need to supply a constant flow of material, considering they would sometimes be in 'traffic jam' , or unloading/loading if i understood correctly what you are refering to.