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Train-Freeway-Signal

Posted: Thu Aug 14, 2014 6:45 pm
by Kithoras
I would suggest to improve the train system with a new simple feature:

Free-Way-Signs:
Acts like an always green signal lights; so trains can drive a long way without waiting until the train before them reaches the next signal light.

This would make it possible to set a bunch of trains on a single very long rail without the need to set dozens of signal-lights between them (cause of -> rail segment)

Re: Train-Freeway-Signal

Posted: Thu Aug 14, 2014 9:41 pm
by ssilk
Sorry, this sounds to me, like you didn't understand how signals works. :)
Trains drive different speeds, they can stop without fuel, it can crush into a car or the character. And many more.

Re: Train-Freeway-Signal

Posted: Thu Aug 14, 2014 11:47 pm
by starxplor
I think the O.P. was willing to risk collisions in order to avoid using signals.
Personally, I think the low cost of signals makes it not much of a problem, unless you do not understand how signals work in the first place.

Re: Train-Freeway-Signal

Posted: Fri Aug 15, 2014 12:15 am
by ssilk
In OTTD you can draw tracks and automatically place signals every N tiles. So we need a track-builder (automated rail layer mod), which can put a signal every N tile.

Re: Train-Freeway-Signal

Posted: Fri Aug 15, 2014 7:05 pm
by Kithoras
If I understood the train system, every sign cuts the trail into two segments; only one automatic train will drive on a segment at a time.
If I got a very long segment I've to wait a long period of time (passing next signal) until the second train can follow it; right?

THIS is why I want the freeway-sign!

EDIT: If I was wrong again, please give me a Link to where this stuff (how THIS Aspect of rail signals works) stands on the Wiki

Re: Train-Freeway-Signal

Posted: Fri Aug 15, 2014 8:24 pm
by ssilk
Well. It try to explain it.

Block-signals are a very, very old method in rail transport and also many other sections (single roads for example) to avoid by guarantee, that nothing can collide. The reason for this need in rail transport is, that a train takes very, very long time to stop. Too long time to drive by sight - as with a car.

The idea is: if nothing is in a block, it can drive in. If anything is in the block, it is not allowed to drive into it. The signals the sign for the driver.

So if you do that with your freeway signal, it allows the train to drive over a red signal, cause the train, which drive into before will tell all other trains, following him, when he stops.

That ain't gonna work. And I repeat the reasons:
- The first train could drive quite slower (he is longer, has loaded more). Or he has no more fuel. The second crashes then into the first.
- The train crashes into me or my car and gets so slowed down. Same as above.
- the trains from the other direction are then also allowed to drive into the block - we don't know the direction. Kaboom. :)

Also logical problem: How should the trains - that normally don't communicate, because they are not able yet - suddenly send messages to the following trains? Not that everything in Factorio must be logically explainable, but I mean in this case it should.

And the link: https://forums.factorio.com/wiki/inde ... ock_signal

More links:
http://en.wikipedia.org/wiki/Railway_signalling (btw. in Factorio is the "moving block" system implemented)
http://en.wikipedia.org/wiki/Track_circuit
http://en.wikipedia.org/wiki/Applicatio ... ay_signals
http://en.wikipedia.org/wiki/Interlocking

Re: Train-Freeway-Signal

Posted: Sat Aug 16, 2014 8:48 am
by Kithoras
Ok; I see your point; thx