Ok I'm trying to work with a dual rail system. They are side by side with right side going N/E and Left going S/W. This works fine UNLESS I do a cross. It seems not be creating a proper "block" though it says it is. Look at the attached pictures to know more.
The system work really well even without signals, but I need a few signals here and there to prevent trains from running into other. Is there a way to make or give the option to signals or trains not to check crossovers UNLESS the train is specially pathing through the crossover, as you can see in the second picture the trains is stopping because it "sees" the other train through the crossover even thought the train isnt using that path. Yes, I know can space them out and place signals there, but I've already made quite the extensive rail system using this which worked for awhile till I started adding more and more crossovers. In some cases it was "seeing" trains way further away than the block with crossovers, like almost across the map in some cases. Just a suggestion, dont know if this can be considered a bug or just a minor issue. If I knew more about Lua i believe i could make something to fix it. Also, it would be nice for a de-jam function to the signals and trains. where if it detects a jam it will try to resolve it with some logic if possible and if not at least alert the player of the issue.
I dont know if this will be addressed or not, if you need anymore input or files let me know.
All signals work as path signals ([0.13.20] Rails driving me crazy)
Moderator: ickputzdirwech
All signals work as path signals ([0.13.20] Rails driving me crazy)
- Attachments
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- what is it doing in this case
- Double Rail Setup problem.jpg (1.04 MiB) Viewed 2875 times
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- My double raid setup
- Double Rail Setup.jpg (966.35 KiB) Viewed 2875 times
Last edited by ssilk on Fri Sep 02, 2016 6:54 pm, edited 1 time in total.
Reason: Changed title according to discussion.
Reason: Changed title according to discussion.
Re: [0.13.20] Rails driving me crazy
I am afraid this is not acceptable for a bug report. Please see here: viewtopic.php?f=7&t=3638 and make a new report, one report per defect.
Re: [0.13.20] Rails driving me crazy
You are basically requesting that signals should work as path signals in ttd: https://wiki.openttd.org/Signals#Path_signals
This is not a bad request, and it is possible that one day, we will want to do it, but I don't consider it a bug report.
This is not a bad request, and it is possible that one day, we will want to do it, but I don't consider it a bug report.
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Re: [0.13.20] Rails driving me crazy
But I just got used to them the way they are D=
You've run into a fairly typical problem with having the rails side-by-side, if you were to put a signal on the crossing rail BETWEEN your parallel rails you wouldn't have a problem.
You've run into a fairly typical problem with having the rails side-by-side, if you were to put a signal on the crossing rail BETWEEN your parallel rails you wouldn't have a problem.
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Re: All signals work as path signals ([0.13.20] Rails driving me crazy)
I dunno. This issue is an issue of letting too less space.
See also
viewtopic.php?f=6&t=25856 Allow rail signals closer together
viewtopic.php?f=5&t=13825 Explain intersection based vs. loop based rail networks
And some more.....
See also
viewtopic.php?f=6&t=25856 Allow rail signals closer together
viewtopic.php?f=5&t=13825 Explain intersection based vs. loop based rail networks
And some more.....
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Re: All signals work as path signals ([0.13.20] Rails driving me crazy)
Sorry then, I thought it was bug, I figured that was how the signals worked, Ive only had the game for a couple of weeks now. Kinda wish I understood LUA I'd give a crack at the Path Signal idea. If you want go ahead an remove this or do I need to do so. Also, thanks for the quick reply glad to see a helpful community for a change.
Re: All signals work as path signals ([0.13.20] Rails driving me crazy)
As far as I know, the LUA modding API does not allow you to fundamentally change the behavior of train signals. At least I was unable to find any such possibility in the API documentation. Or did I overlook something?PhantomX wrote:Kinda wish I understood LUA I'd give a crack at the Path Signal idea.
I also would love to see OpenTTD style path signals in Factorio.