2.0 Intersection Compendium

Smart setups of railway stations, intelligent routing, solutions to complex train-routing problems.
Please provide - only if it makes sense of course - a blueprint of your creation.
TBTerra2
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2.0 Intersection Compendium

Post by TBTerra2 »

This post was made because I had a working 2.0 intersection tester. as the main test thread has updated theirs, please go and use that one
Last edited by TBTerra2 on Thu Oct 24, 2024 7:17 pm, edited 23 times in total.

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Re: 2.0 Intersection Compendium

Post by TBTerra2 »

[reserved for intersections with non-standard train sizes]

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LuziferSenpai
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Re: 2.0 Intersection Compendium

Post by LuziferSenpai »

You can test these designs: viewtopic.php?f=194&t=115929

There are 2x 3-way and 2x 4-way junctions inside.
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Re: 2.0 Intersection Compendium

Post by DaveMcW »

Cube

Image

RHD

LHD
Last edited by DaveMcW on Tue Oct 22, 2024 11:38 pm, edited 1 time in total.

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Re: 2.0 Intersection Compendium

Post by TBTerra2 »

LuziferSenpai wrote:
Mon Oct 21, 2024 5:21 pm
You can test these designs: viewtopic.php?f=194&t=115929

There are 2x 3-way and 2x 4-way junctions inside.
DaveMcW wrote:
Tue Oct 22, 2024 1:06 am
Cube
4-way 2-lane.
RHD

LHD
Idealy people can test these themseves, but given the less than perfect tester (an hour and 20min was not enough time to port the mod), ill do these for you
LuziferSenpai:
3way flyover: a respectable score of 58
3way half cloverfeild: a less impressive but still reasonable score of 45
4way advanced roundabout: deadlocks as the roundabout does not use chain signals
4way : a very nice score of 79, however '4way' is to generic a name for the list, what would you like it to be called? i see its based of a turbine interchange

DaveMcW:
Cube: really showing the KISS design principles, and it works, with scores of 90.7/90.9 for RHD/LHD respectivly

I will add all the successful intersections to the main post shortly
and these tests made me realize that the tester needs better handedness detection for chunk aligned intersections and those with very narrow track spacing (which will be more of a thing in 2.0)

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Re: 2.0 Intersection Compendium

Post by TBTerra2 »

to add one of my own designs to the list I present the streamline flyover 3-way
Image

its rather wide as a whole, but narrow in profile. I could make it smaller but that would involve making it manual driving un-friendly, or changing the rail spacing.
it gets a score of 83.6 which is around the same as the best 2lane 3 way buffered intersection from 1.1
i suspect the 2lane 3way limit for score is around 90, with the 2lane 4way limit around 115-120

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Re: 2.0 Intersection Compendium

Post by TiMatic »

Bocian2 has published some of his ideas for elevated rail interchanges in this Reddit post.
I created blueprints for some of his Celtic Knot designs.

Celtic Knot (Variant A)
Image
RHD

LHD

Celtic Knot (Variant B)
Image
RHD

LHD

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Re: 2.0 Intersection Compendium

Post by TBTerra2 »

TiMatic wrote:
Tue Oct 22, 2024 2:53 pm
Bocian2 has published some of his ideas for elevated rail interchanges in this Reddit post.
I created blueprints for some of his Celtic Knot designs.
Celtic Knot (Variant A)
RHD

LHD

Celtic Knot (Variant B)
RHD

LHD
Variant A is near identical to the design from LuziferSenpai, but Variant B is both different and pretty good with a score of 89 for RHD and 86 for LHD


as an added note: i went and tried to make the intersection from FFF417
Image
Im not 100% sure on the north and south outputs as we cant see them so this is just what i got to work
as the largest intersection tested and the first 4 lane design, it unsurprisingly did rather well. what i was not expecting was a score of 209

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Re: 2.0 Intersection Compendium

Post by sparr »

EDIT: Added stats.

Here's a 76x64 tile 2-rail-space intersection, very directly based on boskid's best-in-class submission to our communal competitive efforts on Discord about a year ago.

With no buffers inside:
10-23-2024, 15-20-02.png
10-23-2024, 15-20-02.png (38.4 KiB) Viewed 9455 times
With buffers for 7-car trains (it fits 2x 7-car buffers or 3x 5-car buffers):
10-23-2024, 15-49-16.png
10-23-2024, 15-49-16.png (39.06 KiB) Viewed 9455 times
10-22-2024, 17-04-07.png
10-22-2024, 17-04-07.png (857.28 KiB) Viewed 13906 times
Last edited by sparr on Wed Oct 23, 2024 8:06 pm, edited 3 times in total.

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Re: 2.0 Intersection Compendium

Post by TiMatic »

Here is a 3-way intersection which is compact (72x40) but requires 5 ramps. It's like half of the 4-way Cube intersection with some space optimizations.

LHD variant
3-way-lhd.jpg
3-way-lhd.jpg (457 KiB) Viewed 13846 times


RHD variant
3-way-rhd.jpg
3-way-rhd.jpg (479.75 KiB) Viewed 13846 times
Last edited by TiMatic on Thu Oct 24, 2024 3:03 am, edited 1 time in total.

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Re: 2.0 Intersection Compendium

Post by ruspartisan »

Some sort of merge between Star intersection from OpenTTD and whirpool intersection I used before. Call it whatever you want.
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image_2024-10-23_01-56-00.png
image_2024-10-23_01-56-00.png (1.09 MiB) Viewed 13836 times
Last edited by ruspartisan on Wed Oct 23, 2024 6:13 am, edited 1 time in total.

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Re: 2.0 Intersection Compendium

Post by sparr »

Here's my current best take on a compact 3-way
10-22-2024, 18-24-53.png
10-22-2024, 18-24-53.png (385.22 KiB) Viewed 13800 times

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Re: 2.0 Intersection Compendium

Post by sparr »

zero space non-elevated intersection, 40x40 tiles
10-22-2024, 18-59-06.png
10-22-2024, 18-59-06.png (780.93 KiB) Viewed 13753 times

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Re: 2.0 Intersection Compendium

Post by TBTerra2 »

I have added ruspartisan's design as they had a test results screenshot

can other people also use the actual tester

I will eventually go though all the designs submitted, but priority will be given to those that have already been shown to work in the tester

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Re: 2.0 Intersection Compendium

Post by sparr »

I'll try to submit some bug reports soon to get the tester working with more intersections.

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Re: 2.0 Intersection Compendium

Post by ruspartisan »

Simple intersection. Fits into a chunk (but needs buffers after the intersection). Should be fine for non-megabase stages of the game. At last we can make this one, previously impossible because signals could not be placed where needed/
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simple_intersection.png (1.09 MiB) Viewed 13076 times

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Re: 2.0 Intersection Compendium

Post by sparr »

34x34 one rail spacing
10-23-2024, 07-25-20.png
10-23-2024, 07-25-20.png (735.99 KiB) Viewed 12039 times

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Re: 2.0 Intersection Compendium

Post by mmmPI »

Designed to be cheap to build and compact for first junctions with elevated rails, 94x86 footprint, 2 tiles spacing.
minimalistic cloverleaf 2 tile spacing.png
minimalistic cloverleaf 2 tile spacing.png (343.32 KiB) Viewed 11937 times

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Re: 2.0 Intersection Compendium

Post by ruspartisan »

mmmPI wrote:
Wed Oct 23, 2024 12:03 pm
Designed to be cheap to build and compact for first junctions with elevated rails, 94x86 footprint, 2 tiles spacing.
I'm not 100% sure, but this can probably deadlock. At least I tried something similar and it deadlocked without chain signals.

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Re: 2.0 Intersection Compendium

Post by mmmPI »

may depend on train size, i haven't tested train that are longer than the junction, i don't see how it could though, if you have room for train outside the junctions they would always clear it seem to me.

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