When testing intersections that mix LHT/RHT only set 1 is comparable. Set 2 and 3 makes no sense when mixing therefore also the final score makes no sense.Jouster500 wrote: Mon Aug 26, 2024 1:45 am "Inverted Diamond", "Inside Roundabout" ("In-and-about?" Not 100% on the name yet) North-South is RHT, East-West is LHT (Trains can enter from the North-West and South-East, Trains leave from the South-West and North-East)
Ichaleynbin convinced me to share this and they took some liberties testing it themselves. These are some of the snippets from their testing;
I will try to schedule time to personally test this myself. Ichaleynbin remarked how consistent the intersection behaved across sets in the tests.
3 and 4 way intersections
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Re: 3 and 4 way intersections
Re: 3 and 4 way intersections
This is rectangular instead of square to get the shared diagonal signals to line up?Jouster500 wrote: Mon Aug 26, 2024 1:45 am "Inverted Diamond", "Inside Roundabout" ("In-and-about?" Not 100% on the name yet)
Re: 3 and 4 way intersections
I played around with a bowed 4 way cross after seeing some other examples and it has slightly higher performance. It's also single chunk aligned:
I also adjusted it to be easier to drive manually, at the cost of some performance:
I also adjusted it to be easier to drive manually, at the cost of some performance:
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Re: 3 and 4 way intersections
Looks good! I see there was an issue with auto safe rail signals on it, so I did a new test manually and will add it.MJDSys wrote: Thu Oct 24, 2024 8:57 pm I played around with a bowed 4 way cross after seeing some other examples and it has slightly higher performance. It's also single chunk aligned:
10-24-2024, 16-45-59.png
10-24-2024, 16-46-20.png
I also adjusted it to be easier to drive manually, at the cost of some performance:
10-24-2024, 16-55-31.png
10-24-2024, 16-56-07.png
Re: 3 and 4 way intersections
Thanks! So I can learn how to better use the testbench mod, what did you do for your tests?Factoriointersection wrote: Thu Oct 24, 2024 9:06 pmLooks good! I see there was an issue with auto safe rail signals on it, so I did a new test manually and will add it.MJDSys wrote: Thu Oct 24, 2024 8:57 pm I played around with a bowed 4 way cross after seeing some other examples and it has slightly higher performance. It's also single chunk aligned:
10-24-2024, 16-45-59.png
10-24-2024, 16-46-20.png
I also adjusted it to be easier to drive manually, at the cost of some performance:
10-24-2024, 16-55-31.png
10-24-2024, 16-56-07.png
Re: 3 and 4 way intersections
Here is my first attempt at a 2-lane 4-way RHD intersection. It's just slightly larger than a single chunk due to the need to make room for extra signals. Still trying to find a way to shrink it slightly so it will fit entirely within one chunk without loss of too much performance.
Re: 3 and 4 way intersections
Signals are a mess, but they're as good as I'm going to make them.
*edited to add testbenchcontrol results (Results are quite a bit different between the two).
Re: 3 and 4 way intersections
I believe this is the problem:MJDSys wrote: Thu Oct 24, 2024 11:48 pm Thanks! So I can learn how to better use the testbench mod, what did you do for your tests?
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Re: 3 and 4 way intersections
[/quote]
Thanks! So I can learn how to better use the testbench mod, what did you do for your tests?
[/quote]
So there was two issues. First with the LHT/RHT detection. I have updated to make it more robust, and I will keep an eye on it. If It says that your intersection is RHT when its LHT set 2 and set 3 scores are wrong. Generally, if set 2 or set 3 is higher than set 1 they are wrong.
Auto safeoutputs is quite new and works for most intersections but for some reason it failed on yours. Then you have to manually add them. As in removing signals and adding one per direction exactly one train lenght from the intersection.
Thanks! So I can learn how to better use the testbench mod, what did you do for your tests?
[/quote]
So there was two issues. First with the LHT/RHT detection. I have updated to make it more robust, and I will keep an eye on it. If It says that your intersection is RHT when its LHT set 2 and set 3 scores are wrong. Generally, if set 2 or set 3 is higher than set 1 they are wrong.
Auto safeoutputs is quite new and works for most intersections but for some reason it failed on yours. Then you have to manually add them. As in removing signals and adding one per direction exactly one train lenght from the intersection.
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Re: 3 and 4 way intersections
Those extra rail signals probably also messed up the auto safezone feature. I thought the mod added them. Will have to remove them for the bluprint
Re: 3 and 4 way intersections
so this is rather big, but the legs are narrow.
Slimline cross:
It gets 109.9 on my tester, i suspect slightly higher on yours
Slimline cross:
It gets 109.9 on my tester, i suspect slightly higher on yours
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Re: 3 and 4 way intersections
Here is my first try at a 2-lane, 4 way elevated intersection. I welcome feedback if anyone has any.
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Re: 3 and 4 way intersections
Awesome guys=) Updated it!
Re: 3 and 4 way intersections
Tried testing newly designed intersections and I got slightly different results on my naive intersection updated for 2.0 (one plane) than similar looking Avona's "Symmetrical Cross". Likely because of a bit different signalling on right turns.
It's 36x36 with power poles in my blueprint though intersection itself fits into 32x32. RHD.
My first try at 4-way with elevated rails scores much worse than I see in this thread. RHD, 108x108 with basic signalling. It certainly has issues on merging both 90 and 270 traffic into straight traffic.
It's 36x36 with power poles in my blueprint though intersection itself fits into 32x32. RHD.
My first try at 4-way with elevated rails scores much worse than I see in this thread. RHD, 108x108 with basic signalling. It certainly has issues on merging both 90 and 270 traffic into straight traffic.
Last edited by grossws on Fri Oct 25, 2024 11:06 pm, edited 1 time in total.
Re: 3 and 4 way intersections
Cube
RHT
LHT
RHT
LHT
Re: 3 and 4 way intersections
I think there is something wrong with the categories used, because they are named "elevated" and "one plane" , but those are not exclusive
:
Demonstration :
Elevated + One plane (RHT-58x54) (2 tiles spacing) attempt at minimalistic =>
Explanation : When you reach the planet Fulgora, you have limited space to build factory, but plenty space to build elevated rails, so most of my rail network initially was elevated one plane and i used the previous junction which i wanted to share in case someone wans to use it. It was tricky to find room to put the support in a somewhat organised pattern and to fit them all and i have no idea what would be the proper method to test throughput.
It is not signalled for performance, but rather easy measurement of safe exit block.

Demonstration :
Elevated + One plane (RHT-58x54) (2 tiles spacing) attempt at minimalistic =>
Explanation : When you reach the planet Fulgora, you have limited space to build factory, but plenty space to build elevated rails, so most of my rail network initially was elevated one plane and i used the previous junction which i wanted to share in case someone wans to use it. It was tricky to find room to put the support in a somewhat organised pattern and to fit them all and i have no idea what would be the proper method to test throughput.
It is not signalled for performance, but rather easy measurement of safe exit block.
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Re: 3 and 4 way intersections
Could you retry on the latest version? I have been messing with the LHT/RHT detection.grossws wrote: Fri Oct 25, 2024 11:03 pm Tried testing newly designed intersections and I got slightly different results on my naive intersection updated for 2.0 (one plane) than similar looking Avona's "Symmetrical Cross". Likely because of a bit different signalling on right turns.
It's 36x36 with power poles in my blueprint though intersection itself fits into 32x32. RHD.
Screenshot_20241026_012050.png
My first try at 4-way with elevated rails scores much worse than I see in this thread. RHD, 108x108 with basic signalling. It certainly has issues on merging both 90 and 270 traffic into straight traffic.
Screenshot_20241026_015850.png
Re: 3 and 4 way intersections
Here my Intersections, they have great throughput, fit into a standard 100x100 city block and look aesthetically pleasing (to me):
See also my Railbook with other standard intersections: Rail Book by Everlist
3 Way intersection RHD fits into my 100x100 city blocks including roboports:
4 Way intersection RHD fits into my 100x100 city blocks including roboports:
See also my Railbook with other standard intersections: Rail Book by Everlist
3 Way intersection RHD fits into my 100x100 city blocks including roboports:
4 Way intersection RHD fits into my 100x100 city blocks including roboports:
Last edited by Everlist on Sat Oct 26, 2024 8:39 am, edited 1 time in total.
Re: 3 and 4 way intersections
Tried testbenchcontrols 2.0.4 but it still detects this intersection as LHTFactoriointersection wrote: Sat Oct 26, 2024 8:13 amCould you retry on the latest version? I have been messing with the LHT/RHT detection.grossws wrote: Fri Oct 25, 2024 11:03 pm Tried testing newly designed intersections and I got slightly different results on my naive intersection updated for 2.0 (one plane) than similar looking Avona's "Symmetrical Cross". Likely because of a bit different signalling on right turns.
It's 36x36 with power poles in my blueprint though intersection itself fits into 32x32. RHD.
Screenshot_20241026_012050.png
My first try at 4-way with elevated rails scores much worse than I see in this thread. RHD, 108x108 with basic signalling. It certainly has issues on merging both 90 and 270 traffic into straight traffic.
Screenshot_20241026_015850.png
Re: 3 and 4 way intersections
im unsure how well the tester will deal with these, but i find them very useful in mega bases
4 lain mainline with a 2lane branch off it. the pathing weights have to be modified abit to get it working right (should have about equal spawns/outputs for each seperate direction, and 4lane parts should have about twice the spawns as 2lane)
LHD
RHD
4 lain mainline with a 2lane branch off it. the pathing weights have to be modified abit to get it working right (should have about equal spawns/outputs for each seperate direction, and 4lane parts should have about twice the spawns as 2lane)
LHD
RHD