Chain signals are overused
Posted: Mon Nov 30, 2020 12:26 pm
Whenever I play on public multiplayer servers, people share huge blueprint books that are full of chain signals for simple splits, merges, and other junctions.
The popular mantra is "chain in, rail out".
I disagree.
My opinion is that chain signals, the way people often use them, actually have no additional benefit over regular signals other than giving the user a sense of security, "this will never deadlock". In actuality, the chain signals, whenever they do prevent deadlocks, are only masking a different issue, such as insufficient stacker/queue capacity, or poor junction design. In other cases where the chain signals merely prevent trains from stopping in a simple split or merge for example, they don't offer any real benefit unless a train should be able to repath to the other track while it waits or multiple trains are waiting for one of a variety of destinations to open up, i.e. in a stacker.
The cost of using chain signals is (marginally) reduced throughput due to larger gaps forced between trains traveling the same path, and having to worry about exit block lengths (to avoid having to manually adjust signals, some modular blueprint books simply use chain signals on junction exits, leveraging the rail signals on the existing tracks that are known to satisfy the block length requirement, thereby reducing throughput even further).
For this reason I prefer to use regular signals wherever possible, including for 4-way junctions, and manually resolve issues if they arise. This way the signaling is more streamlined and better distinguishes the purpose of chain signals wherever I do need them.
So what are chain signals for, if you ask me?
Stackers with multiple stations, and bidirectional track.
Don't believe me? See for yourself in your next game. You will be surprised how useless chain signals were.
P.S. just make sure to use a 4-way junction design that doesn't have crossing left-turns, and don't put two T-junctions too close together because that's just a 4-way junction with crossing left-turns in disguise.
The popular mantra is "chain in, rail out".
I disagree.
My opinion is that chain signals, the way people often use them, actually have no additional benefit over regular signals other than giving the user a sense of security, "this will never deadlock". In actuality, the chain signals, whenever they do prevent deadlocks, are only masking a different issue, such as insufficient stacker/queue capacity, or poor junction design. In other cases where the chain signals merely prevent trains from stopping in a simple split or merge for example, they don't offer any real benefit unless a train should be able to repath to the other track while it waits or multiple trains are waiting for one of a variety of destinations to open up, i.e. in a stacker.
The cost of using chain signals is (marginally) reduced throughput due to larger gaps forced between trains traveling the same path, and having to worry about exit block lengths (to avoid having to manually adjust signals, some modular blueprint books simply use chain signals on junction exits, leveraging the rail signals on the existing tracks that are known to satisfy the block length requirement, thereby reducing throughput even further).
For this reason I prefer to use regular signals wherever possible, including for 4-way junctions, and manually resolve issues if they arise. This way the signaling is more streamlined and better distinguishes the purpose of chain signals wherever I do need them.
So what are chain signals for, if you ask me?
Stackers with multiple stations, and bidirectional track.
Don't believe me? See for yourself in your next game. You will be surprised how useless chain signals were.
P.S. just make sure to use a 4-way junction design that doesn't have crossing left-turns, and don't put two T-junctions too close together because that's just a 4-way junction with crossing left-turns in disguise.