Making trains stop faster.
- arrow in my gluteus
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Making trains stop faster.
https://www.youtube.com/watch?v=kHQcxVylU9k
You can increase the (time)efficiency of your trains by researching breaking force. But even with breaking force fully researched, trains take a while to stop. But there are other ways to get trains to stop fast...
For example: by crashing into an other train on purpose.
map downloads:
mods: The contraption works entirely within vanilla, however some mods were used to help with building and recording (creative mode, ...).
You can increase the (time)efficiency of your trains by researching breaking force. But even with breaking force fully researched, trains take a while to stop. But there are other ways to get trains to stop fast...
For example: by crashing into an other train on purpose.
map downloads:
mods: The contraption works entirely within vanilla, however some mods were used to help with building and recording (creative mode, ...).
Last edited by arrow in my gluteus on Sun Jul 22, 2018 11:47 am, edited 1 time in total.
Re: Making trains stop faster.
That seems rather destructive. Needs a lot of repair packs long term and you can't use any signals with this.arrow in my gluteus wrote:https://www.youtube.com/watch?v=kHQcxVylU9k
You can increase the (time)efficiency of your trains by researching breaking force. But even with breaking force fully researched, trains take a while to stop. But there are other ways to get trains to stop fast...
For example: by crashing into an other train on purpose.
map downloads:
mods: The contraption works entirely within vanilla, however some mods were used to help with building and recording (creative mode, ...).
How about using the blueprint printer mod and instead of crashing into a train remove a tile of train track at the right moment to make the train stop?
Re: Making trains stop faster.
Use a circuit condition to close a signal, trains then stop on a dime.
Re: Making trains stop faster.
Huh? When a signal is reserved then setting it to red with a circuit is ignored till the train has passed. Anything else would be a bug.looney wrote:Use a circuit condition to close a signal, trains then stop on a dime.
Re: Making trains stop faster.
Disable all the stations on the train's route. No path found -> Speed becomes 0 instantly. With some clever combinator magic plus a rail signal in read mode that trick should be usable to halt a train in a desired position.
Re: Making trains stop faster.
Hmm, you would put 2 stations near each other. First station is disabled, second is the currently scheduled station. Then when the train is right at the first station disable all stations. and next tick enable the first station. The train would stop and then halt at the first station.Aeternus wrote:Disable all the stations on the train's route. No path found -> Speed becomes 0 instantly. With some clever combinator magic plus a rail signal in read mode that trick should be usable to halt a train in a desired position.
But that would be hard to scale. You would need separate stations for every train (both pickup and delivery).
Re: Making trains stop faster.
Yea, this only really works on closed loops. Deactivating all stations in the trains list also means you can't put this on a multiple-trains-on-shared-rail scheme, since it'll dead stop -all- trains with those destinations currently in motion. But for niche loops there may be a reason to do this.
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Re: Making trains stop faster.
This seems to work with a 1-1 train..... but would it work with a 4-8-4 train..... I have seen those things plow through another train with no problem. Or does a sideways train offer more resistance.?
- hansjoachim
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Re: Making trains stop faster.
It is intentional! And the trains really do instantly stop if you change a signal right in front of it to red.mrvn wrote: Mon Apr 23, 2018 9:27 amHuh? When a signal is reserved then setting it to red with a circuit is ignored till the train has passed. Anything else would be a bug.looney wrote:Use a circuit condition to close a signal, trains then stop on a dime.
Re: Making trains stop faster.
Not in my experience. I had a circuit controlled safe crossing that raises a gate and changes approaching signals to red if a player approaches the gate in front of the crossing. Trains tend to blow right through the gates (destroying them in the process without slowing at all) and completely ignore the signal.
- hansjoachim
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Re: Making trains stop faster.
Sure you not just raise the gate and change the signal too late? Also you don't need a gate if the signal turns red.Aeternus wrote: Tue Nov 06, 2018 12:04 pm Not in my experience. I had a circuit controlled safe crossing that raises a gate and changes approaching signals to red if a player approaches the gate in front of the crossing. Trains tend to blow right through the gates (destroying them in the process without slowing at all) and completely ignore the signal.
I might need an intersecting rail for the instant stop to happen.
Re: Making trains stop faster.
Can you upload a save game demonstrating this behaviour?
Re: Making trains stop faster.
So just put a perpendicular rail section in place? Interesting. Will give that a try.hansjoachim wrote: Wed Nov 07, 2018 10:35 amSure you not just raise the gate and change the signal too late? Also you don't need a gate if the signal turns red.Aeternus wrote: Tue Nov 06, 2018 12:04 pm Not in my experience. I had a circuit controlled safe crossing that raises a gate and changes approaching signals to red if a player approaches the gate in front of the crossing. Trains tend to blow right through the gates (destroying them in the process without slowing at all) and completely ignore the signal.
I might need an intersecting rail for the instant stop to happen.