3 and 4 way intersections

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mmmPI
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Re: 3 and 4 way intersections

Post by mmmPI »

Is there a proper way to test this one : viewtopic.php?p=625514#p625514 ?

It's probably similar to its flat version, but not all flat version can have a 100% elevated due to support placement.
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Tallinu
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Re: 3 and 4 way intersections

Post by Tallinu »

Factoriointersection wrote: Tue Nov 05, 2024 10:28 pm Yeah=) I was a bit unsure which to add aswell. Do you think I should add all variants to the set up? Or just link the book? I can test all and add them
What I would do is separately list the basic setups of using four Multicross pieces, or four Multicross Expanded pieces, without mixing them, so the tested throughput of each version can be compared easily, and just include the link to the full blueprint book on both entries (the link in my signature). You're welcome to include those 6-car size fully assembled sample BPs from the last post on each entry as well of course. My tests of the LHT versions gave basically the same results as RHT (just margin of error, I don't get anywhere near 500x game speed so mostly ran 90 minutes and a couple 240s of the 6-car sizes), but if you want to test them separately, feel free to assemble LHT versions (although I would just indicate that all the blueprints for both LHT and RHT are in the book, rather than posting a whole bunch of huge sample BPs).


Also... Just did a 4 lane Multicross Expanded for giggles, and holy cow this ends up SO much slimmer and nicer looking than before! :o Throughput on set 3 really suffers though, far more than the 2 lane Expanded does (or maybe it's just that the 2-lane does surprisingly well on set 3). Not quite sure why there's so much difference.

I've added a separate BP book with these 6, 8, 10, and 12 car sizes for RHT in the same share folder, in case anyone wants to play around with them. I'm not currently going to spend any time redoing the signals for LHT because I really don't consider these practical at all due to their sheer size, despite being slimmer than prior implementations (whereas the 2 lane versions are at least usable for optimizing a decently spread out 2 lane system, if you give yourself enough room when planning).

Wheeeeeeeeeeeeeee
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Re: 3 and 4 way intersections

Post by Factoriointersection »

Tallinu wrote: Wed Nov 06, 2024 12:12 am
Factoriointersection wrote: Tue Nov 05, 2024 10:28 pm Yeah=) I was a bit unsure which to add aswell. Do you think I should add all variants to the set up? Or just link the book? I can test all and add them
What I would do is separately list the basic setups of using four Multicross pieces, or four Multicross Expanded pieces, without mixing them, so the tested throughput of each version can be compared easily, and just include the link to the full blueprint book on both entries (the link in my signature). You're welcome to include those 6-car size fully assembled sample BPs from the last post on each entry as well of course. My tests of the LHT versions gave basically the same results as RHT (just margin of error, I don't get anywhere near 500x game speed so mostly ran 90 minutes and a couple 240s of the 6-car sizes), but if you want to test them separately, feel free to assemble LHT versions (although I would just indicate that all the blueprints for both LHT and RHT are in the book, rather than posting a whole bunch of huge sample BPs).


Also... Just did a 4 lane Multicross Expanded for giggles, and holy cow this ends up SO much slimmer and nicer looking than before! :o Throughput on set 3 really suffers though, far more than the 2 lane Expanded does (or maybe it's just that the 2-lane does surprisingly well on set 3). Not quite sure why there's so much difference.

I've added a separate BP book with these 6, 8, 10, and 12 car sizes for RHT in the same share folder, in case anyone wants to play around with them. I'm not currently going to spend any time redoing the signals for LHT because I really don't consider these practical at all due to their sheer size, despite being slimmer than prior implementations (whereas the 2 lane versions are at least usable for optimizing a decently spread out 2 lane system, if you give yourself enough room when planning).

Wheeeeeeeeeeeeeee
Great=) I'll test and ad them=)
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Re: 3 and 4 way intersections

Post by Factoriointersection »

mmmPI wrote: Tue Nov 05, 2024 10:42 pm Is there a proper way to test this one : viewtopic.php?p=625514#p625514 ?

It's probably similar to its flat version, but not all flat version can have a 100% elevated due to support placement.
I want to see if I can mod in support for it. Maybe place another intersection with the same spacing then add that one manually with ramps and then press start. I think I only check for ramps when clicking the place blueprint button. Also for making safe output I have to add elevated rails untill safeoutput length with support and then a ramp. It shouldn't be too hard to support, I hope.
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Re: 3 and 4 way intersections

Post by tenhags »

Wondering how my roundabout compares in the test.
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Re: 3 and 4 way intersections

Post by Factoriointersection »

mmmPI wrote: Tue Nov 05, 2024 10:42 pm Is there a proper way to test this one : viewtopic.php?p=625514#p625514 ?

It's probably similar to its flat version, but not all flat version can have a 100% elevated due to support placement.
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So I got the elevated working=) Been working on that instead of testing=/
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Re: 3 and 4 way intersections

Post by mmmPI »

Factoriointersection wrote: Thu Nov 07, 2024 7:52 pm So I got the elevated working=) Been working on that instead of testing=/
Ah nice !! thank you ! i will try the testings, is it made to work if only the vertical or horizontal are elevated ? sorry for the stupid nitpicking, i imagine it's tricky to code and wouldn't mind if that wasn't the case x)
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Re: 3 and 4 way intersections

Post by Factoriointersection »

mmmPI wrote: Thu Nov 07, 2024 8:03 pm
Factoriointersection wrote: Thu Nov 07, 2024 7:52 pm So I got the elevated working=) Been working on that instead of testing=/
Ah nice !! thank you ! i will try the testings, is it made to work if only the vertical or horizontal are elevated ? sorry for the stupid nitpicking, i imagine it's tricky to code and wouldn't mind if that wasn't the case x)
It treat every open rail seperate. so what the other open rails are it doesnt worry about. But if you have a ramp in the blueprint it will only do set 1
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Re: 3 and 4 way intersections

Post by mmmPI »

Factoriointersection wrote: Thu Nov 07, 2024 8:09 pm It treat every open rail seperate. so what the other open rails are it doesnt worry about. But if you have a ramp in the blueprint it will only do set 1
Thanks that make sense.
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Re: 3 and 4 way intersections

Post by Factoriointersection »

tenhags wrote: Thu Nov 07, 2024 4:28 am Wondering how my roundabout compares in the test.
Hey my man=) I got around to test it=) So compared to the 1.1 intersections, it scores a bit lower than the best 2 lane unbuffered intersection. But its a 4 lane intersections. The main cause is the shared block in the center. (also I see the spacing struggles if there are 4 lanes with multiple spacings as 13 is the average spacing)
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Re: 3 and 4 way intersections

Post by Dimava »

Please add the Roundabout (4/6/8) as a baseline

And roundabout with straights
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Re: 3 and 4 way intersections

Post by Teknolyth »

I have made a 4-Track - 4-Way intersection inspired by the 8-lane Omega-Cross already posted here by tbterra. I eliminated half the lanes, and redesigned some of the layout for greater space efficiency. I have designed both RHT and LHT versions of the blueprint. I would love for this to be included in the rankings.

Size: 276x276
Spacing: 2 tiles
Train length: 2-4
RHT: Set1: 214.90, Set2: 211.73, Set3: 213.59, Score: 213.40
LHT: Set1: 213.40, Set2: 211.10, Set3: 213.77, Score: 212.75

Omega-Cross- 4-Track - 4-Way - RHT


Omega-Cross - 4-Lane - 4-Way - LHT


Below I have attached pictures of the intersection, and the testing results for RHT and LHT. This is the first intersection I have signaled. If anyone has any suggestions or corrections for better signaling, please let me know!!!

BP Image:
Image

Omega-Cross- 4-Track - 4-Way - RHT
Image

Omega-Cross - 4-Lane - 4-Way - LHT
Image
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Re: 3 and 4 way intersections

Post by FactoryEnjoyer »

Propeller 2 lane RHT 2-4 Spacing 8 160x160

Fairly compact elevated 4 way cross style intersection, arms of the 5x5 chunk cross are 1 chunk thick making for clean corners in a city block layout. Scores a little over 100 in most tests.

Image

Last edited by FactoryEnjoyer on Sat Nov 09, 2024 11:40 am, edited 1 time in total.
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Re: 3 and 4 way intersections

Post by Locutus123456 »

I have added presorting to my previous minimal conflict intersection design (viewtopic.php?p=628130#p628130)

This boosted performance from 101 to 110 trains per minute. It does require 16 ramps instead of 8 but it is still quite compact.
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Re: 3 and 4 way intersections

Post by Factoriointersection »

Awesome=) I added all. The elevated etc. Have to change the name, maybe two plane?
I added a couple of the multicross. I want to add all with all the different train sizes, but that was quite many to test.
I also added the elevated mmmPi atm its in one plane.
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Re: 3 and 4 way intersections

Post by Locutus123456 »

Have to change the name, maybe two plane?
That makes sense to me, then we are ready for the eventual mod that will add a 3rd level
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Re: 3 and 4 way intersections

Post by Factoriointersection »

Locutus123456 wrote: Sun Nov 10, 2024 7:40 pm
Have to change the name, maybe two plane?
That makes sense to me, then we are ready for the eventual mod that will add a 3rd level
Haha, yeah 3 plane would be funny=) I'd argue that in the test they would be the same
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Re: 3 and 4 way intersections

Post by Locutus123456 »

Factoriointersection wrote: Sun Nov 10, 2024 8:39 pm
Locutus123456 wrote: Sun Nov 10, 2024 7:40 pm
Have to change the name, maybe two plane?
That makes sense to me, then we are ready for the eventual mod that will add a 3rd level
Haha, yeah 3 plane would be funny=) I'd argue that in the test they would be the same
Indeed, especially for 2 lane traffic its is already easy to resolve all same plane intersections. 4 lane intersections might get a lot smaller though.
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Re: 3 and 4 way intersections

Post by Locutus123456 »

Sorry for spamming, but I was not quite happy about the aesthetics of my presorting minimal conflict intersection so I wanted to share V2. I also scores slightly better.

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Re: 3 and 4 way intersections

Post by Locutus123456 »

Earlier today I posted an intersection that is designed for 2 lane traffic, I realized that the presorting lanes for incoming trains could potentially process more traffic. This is because it simply is a 3 way split of a single inbound track.

I therefore decided to add a little adapter outside of my original intersection that would allow presorting and merging without same level crossings. This worked better than I expected, bench-marking on par with dedicated 4 lane intersections that are currently top ranking on this forum whilst maintaining a compact footprint.

Maybe I should also design a 6 lane adapter to see how far I can push this intersection. But that would require a design to switch the 3 incoming or outgoing tracks without crossing which might turn out a bit bulky.

Added bonus of this design is that it can easily mix 2 lane and 4 lane traffic by either including or excluding the adapter depending on traffic in a specific direction.

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