3 and 4 way intersections

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coppercoil
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Re: 3 and 4 way intersections

Post by coppercoil »

BraveCaperCat wrote: Fri Dec 06, 2024 10:41 am I'd call it the S-Junction because the elevated rails almost make an S shape.
$-junction 8-)
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Re: 3 and 4 way intersections

Post by yaongi »

coppercoil wrote: Fri Dec 06, 2024 11:30 am
BraveCaperCat wrote: Fri Dec 06, 2024 10:41 am I'd call it the S-Junction because the elevated rails almost make an S shape.
$-junction 8-)
Both of those are better than the non existent name I came up with :) I briefly tried to think of a name, and quickly gave up, hence the mk i. S Junction for the linguists, $ Junction for the capitalists.
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hansjoachim
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Re: 3 and 4 way intersections

Post by hansjoachim »

Awesome! I updated the thread, added the T section and T cross and yaongi mk 1 and also the turbo ones. Reply to me if something is missing <3
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Re: 3 and 4 way intersections

Post by hansjoachim »

What do all of you think about quality fuel when testing intersections?
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BraveCaperCat
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Re: 3 and 4 way intersections

Post by BraveCaperCat »

coppercoil wrote: Fri Dec 06, 2024 11:30 am
BraveCaperCat wrote: Fri Dec 06, 2024 10:41 am I'd call it the S-Junction because the elevated rails almost make an S shape.
$-junction 8-)
Wow, it does look like a $ Junction.
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Re: 3 and 4 way intersections

Post by Hovedgade »

hansjoachim wrote: Fri Dec 06, 2024 9:46 pm Reply to me if something is missing <3
viewtopic.php?p=625779#p625779
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hansjoachim
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Re: 3 and 4 way intersections

Post by hansjoachim »

Hovedgade wrote: Sun Dec 08, 2024 12:04 pm
hansjoachim wrote: Fri Dec 06, 2024 9:46 pm Reply to me if something is missing <3
viewtopic.php?p=625779#p625779
I didn't add that one since its 2 to 4 lane. It needs its separate catagory.
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Re: 3 and 4 way intersections

Post by Vinyl_Scratch »

When I was working on a grid aligned rail system I came up with the following design for a T intersection that both seems more compact than anything (other than the bottle) posted so far and seems to be a unique design as far as I can tell (you can trim it down a bit if you didn't want to fit it to a 32x32 grid)

I'm currently referring to this design as a compact half trumpet seeing as it looks like two halves of a trumpet intersection superimposed on top of each other but I'm open to better names if anyone has them.

Image

Compact Half Trumpet L variant


Compact Half Trumpet R variant
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Re: 3 and 4 way intersections

Post by hldswrth »

What I consider a cleaner Celtic Knot elevated 4-way 2 rail LHT intersection, scored around 95-100 when tested: https://factoriobin.com/post/l0ug0s
12-22-2024, 14-36-29.png
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Re: 3 and 4 way intersections

Post by notnilc »

notnilc wrote: Tue Dec 03, 2024 1:44 pm Made a rail book that fits between city blocks.
The trains per minute on the 3-way intersection is only 70-80 though.

Made improvements to the grid aligned city block rail book. Added a 4-way intersection, made it rotationally symmetric, and made it align with (0,0) instead of (1,-1). TPM on the 4 way and the 3 way is still around 70-80. Slight downside with this version is that the rail sections use 1 more tile of space. You could probably make some improvements around the signaling for the 3-way and for the corners but I'm pretty sure it won't matter since the trains will be bottlenecked by the 4 way intersections.


screenshot-tick-205740633.png
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hansjoachim
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Re: 3 and 4 way intersections

Post by hansjoachim »

notnilc wrote: Sun Dec 22, 2024 4:54 pm
notnilc wrote: Tue Dec 03, 2024 1:44 pm Made a rail book that fits between city blocks.
The trains per minute on the 3-way intersection is only 70-80 though.

Made improvements to the grid aligned city block rail book. Added a 4-way intersection, made it rotationally symmetric, and made it align with (0,0) instead of (1,-1). TPM on the 4 way and the 3 way is still around 70-80. Slight downside with this version is that the rail sections use 1 more tile of space. You could probably make some improvements around the signaling for the 3-way and for the corners but I'm pretty sure it won't matter since the trains will be bottlenecked by the 4 way intersections.



screenshot-tick-205740633.png
Hey, so I looked at the 4 way. atm the ramps doesnt really help its throughput as it barly beats the Christmas interesction, which scores 73 in set 1. The double roundabouts are very costly to its throughput.
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hansjoachim
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Re: 3 and 4 way intersections

Post by hansjoachim »

hldswrth wrote: Sun Dec 22, 2024 2:36 pm What I consider a cleaner Celtic Knot elevated 4-way 2 rail LHT intersection, scored around 95-100 when tested: https://factoriobin.com/post/l0ug0s

12-22-2024, 14-36-29.png
Nice, added it!
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Re: 3 and 4 way intersections

Post by hansjoachim »

Vinyl_Scratch wrote: Wed Dec 18, 2024 11:29 am When I was working on a grid aligned rail system I came up with the following design for a T intersection that both seems more compact than anything (other than the bottle) posted so far and seems to be a unique design as far as I can tell (you can trim it down a bit if you didn't want to fit it to a 32x32 grid)

I'm currently referring to this design as a compact half trumpet seeing as it looks like two halves of a trumpet intersection superimposed on top of each other but I'm open to better names if anyone has them.

Image

Compact Half Trumpet L variant


Compact Half Trumpet R variant
They look good, added them=)
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Re: 3 and 4 way intersections

Post by Emjas »

Hello,

I modified the "Compact 4 Way v.2" (4-way, 4-lane, elevated) to do the following:
* RHT
* Removed rails that crossed

To accomplish this, it's slightly larger, but seems to have slightly better throughput than the original:

TPM: 145
Train 2-4-0

Image

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Re: 3 and 4 way intersections

Post by SavageVector »

Hi! I have literally no idea what I'm doing, but I made a 4-lane 4-way RHT intersection. I run 2-8 trains which locks up a lot of elevated 4-lanes I've seen, and my city block size is only 256, which removes most of the rest. I really wanted an intersection with no crossings, so just did my best. Looks pretty messy, and I have no idea how to do rail signals on an intersection without crossings; but I think it works okay?

I call this one the Vector V2 (you don't want to see the first) because I'm uncreative and vain. I don't like that it's taller than wide, and it could use a little cleaning up on some curves; but since this is my first ever 4-lane 4-way in general, I'm just gonna call it good enough.
Edit: I just noticed that my 2-way symmetrical intersection has 225 rail signals. Okay, it is no longer good enough...

2-4-0: 197.37 TPM
2-8-0: 128.96 TPM
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Last edited by SavageVector on Thu Jan 16, 2025 1:16 am, edited 1 time in total.
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Re: 3 and 4 way intersections

Post by solublefish »

Hi! Love the test bench; love the designs here. Thanks to everyone for participating. I wanted to share my first useful 2.0 interchange - I see I'm not the only one to have joined recently for this.

It's a 4-lane 4-way grade-separated RHT interchange in 154x154. I can't claim any expertise. I've literally pasted Bocian's excellent Celtic Knot as the inner part - it's better than anything I've got. Then I wrapped another 2-lane interchange around it - a Turbine, if I understand the prevailing terminology. My tests give ~180 TPM total with 2-4 trains on nuclear (standard quality) fuel. (I wouldn't mind confirmation since I'm new at this. For the same reason, I imagine improvements can be made and would welcome design pointers.)

Note SavageVector's impressive "Vector V2" tests better at every train length, with bounding box a little larger and arguably a friendlier footprint. If they'd posted it a week ago, I'd probably be using that, but here we are anyway.
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Last edited by solublefish on Thu Jan 16, 2025 8:56 am, edited 1 time in total.
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Re: 3 and 4 way intersections

Post by solublefish »

hansjoachim wrote: Sat Dec 07, 2024 9:29 am What do all of you think about quality fuel when testing intersections?
I'm glad you added the fuel quality. Sure, it's not a huge feature compared to the overall excellent work on display here, but it makes the tool feel more "complete". Without the feature it would have been ages before I bothered testing higher quality fuel, and I'm shocked to see how much difference it makes in some cases.
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Re: 3 and 4 way intersections

Post by Hovedgade »

I'm loving the intersections that I see here although the spacing between signals does seem inconsistent at times.
Today I have three intersection designs to share but I have been unable to log into the factorio forums from my desktop pc so there wont be any pictures this time.

Spaghetti Knot
RHT, 2-4-2 tile spacing, 160x160, space age required


Simple 4 way (elevated)
RHT, 4 tile spacing, 36x36 (does fit into chunk aligned blueprints), space age required


Simple 3 way (elevated)
RHT, 4 tile spacing, 36x24 (does fit into chunk aligned blueprints), space age required


Please let me know if any of the blueprint strings are dysfunctional!
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Re: 3 and 4 way intersections

Post by solublefish »

Images for Hovedgade's recent post, since I can log in. I'll delete this if Hovedgade is able to update theirs later.
Spaghetti Knot
RHT, 2-4-2 tile spacing, 160x160, space age required
01-16-2025, 00-50-27.png
01-16-2025, 00-50-27.png (878.5 KiB) Viewed 446 times
Simple 4 way (elevated)
RHT, 4 tile spacing, 36x36 (does fit into chunk aligned blueprints), space age required
01-16-2025, 00-50-50.png
01-16-2025, 00-50-50.png (910.56 KiB) Viewed 446 times
Simple 3 way (elevated)
RHT, 4 tile spacing, 36x24 (does fit into chunk aligned blueprints), space age required
01-16-2025, 00-51-06.png
01-16-2025, 00-51-06.png (597.95 KiB) Viewed 446 times
solublefish
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Re: 3 and 4 way intersections

Post by solublefish »

Hovedgade wrote: Wed Jan 15, 2025 7:40 pm the spacing between signals does seem inconsistent at times.
For sure mine are! I would love some pointers about signal spacing. My only strategy is to first make it safe with the basic chain-in and rail-out rule, then try improving things by adding and removing signals semi-randomly until I get bored.
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