Possible way to control a train's next station.
Posted: Mon Apr 24, 2017 4:50 pm
There are multiple suggestions on how to possibly operate trains via the circuit networks. Controlling signals directly, disabling train stops (now in 0.15), controlling ways to skip stations (such as the Control Train Pathfinder (Passthru stations, Add Penalty) post).
An option that I haven't seen discussed anywhere (although I admit I have seen sporadic posts mentioning the possibility but without any in-depth discussion) would be to use the circuit network to directly send to a train its next train stop.
This would work like this:
- Train stops would allow to be associated to a single signal+number (just as they are assigned names - they need not be unique).
- Train stops would also take input. If a train has stopped at the station, the input would be used as the train's next stop.
- The train would depart as soon as the signal is received. Delays can be constructed with timers and so on. If there is no match with any train stop, the train would not move. If multiple inputs are received, either the train would not move or it would pick one at random.
Additionally, since 0.15, a train can send its contents to the circuit network. However, if a train was also able to send a single specific signal+number, this could be used by the circuit network to discriminate between different trains and treat them differently. This would allow for calling idle trains to specific stations without the need for complex signal handling.
I'd love to hear your thoughts on this, since I believe such a system could easily substitute the manual settings we have now. Simple routes could be very easily implemented via circuit networks, and would definitely be a way to initiate players to the circuit network - which normally is not required for gameplay, just for advanced fancy creations.
An option that I haven't seen discussed anywhere (although I admit I have seen sporadic posts mentioning the possibility but without any in-depth discussion) would be to use the circuit network to directly send to a train its next train stop.
This would work like this:
- Train stops would allow to be associated to a single signal+number (just as they are assigned names - they need not be unique).
- Train stops would also take input. If a train has stopped at the station, the input would be used as the train's next stop.
- The train would depart as soon as the signal is received. Delays can be constructed with timers and so on. If there is no match with any train stop, the train would not move. If multiple inputs are received, either the train would not move or it would pick one at random.
Additionally, since 0.15, a train can send its contents to the circuit network. However, if a train was also able to send a single specific signal+number, this could be used by the circuit network to discriminate between different trains and treat them differently. This would allow for calling idle trains to specific stations without the need for complex signal handling.
I'd love to hear your thoughts on this, since I believe such a system could easily substitute the manual settings we have now. Simple routes could be very easily implemented via circuit networks, and would definitely be a way to initiate players to the circuit network - which normally is not required for gameplay, just for advanced fancy creations.