Rail Signals
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- Apocalypse
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Rail Signals
The rail signals need something like an "end-signal" where the signal stops blocking the whole route. ATM you can do this with another signal... which means you have to put signals all over your route if you want multiple trains on one it.
i hope you know what i mean if not... try to read my paint skillz
i hope you know what i mean if not... try to read my paint skillz
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Re: Rail Signals
hmm signal that allows multiple trains in block. Bit risky if train stops for some reason in that block or if exit of the block is blocked.
Mayby if you could place signals by dragging or some kind of automatic system could help here.
ps. I want multi platform station and presignals
Mayby if you could place signals by dragging or some kind of automatic system could help here.
ps. I want multi platform station and presignals
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Re: Rail Signals
Thats a nice idea too.ps. I want multi platform station and presignals
I got one more: Repair-rails which repairs the locomotive/wagon standing on the rail (or something like this) -> I have often the problem that my train kills some creeper and then he is damaged and i have to compleatle replace him.
Re: Rail Signals
Shouldn't multi-platform stations be possible with station grouping?rk84 wrote: ps. I want multi platform station and presignals
presignals - perhaps, but how would the train respond to them? I though it can insta-stop...
Re: Rail Signals
Hmm.. I guess there should be a "un-managed rail marker" building.Apocalypse wrote:The rail signals need something like an "end-signal" where the signal stops blocking the whole route. ATM you can do this with another signal... which means you have to put signals all over your route if you want multiple trains on one it.
Real-world rails don't have those, because rails are more saturated and trains don't run on high-precision timers.
Those would be pretty dangerous if we had a way how to dispatch a train on demand (not on timer), but I think that players should be allowed to let their trains crash if they want to.
I wouldn't dare call them "end of a signal", because signal is a structure at one point.
It could be a "segment end marker", though.
The purpose of that thing would be always allowing trains in and letting them crash if they have bad timing.
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Re: Rail Signals
I see this as a challange to create the perfect train-networkThe purpose of that thing would be always allowing trains in and letting them crash if they have bad timing.
what i would do with this thing: AND... i got another idea:
Signals which work like the "inteligent inserters" -> if x < y (or y > x or whatever you want) and the rail is free then turn the signal to green.
Re: Rail Signals
I forgot station grouping was in.MF- wrote: Shouldn't multi-platform stations be possible with station grouping?
presignals - perhaps, but how would the train respond to them? I though it can insta-stop...
by presignals I meant same kind of system as in ottd. Entry, exit and combo signal. Entry is red if block has train or all exits are red. Exit signal works like normal. Combo signal is exit signal that works also as entry to next block.
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Re: Rail Signals
A really nice station above is that...
Hm. I wouldn't like that (sorry) because this so much against everything I learned about handling trains, that it could come only from someone, who never worked or played with it. Again sorry, if I'm wrong with my guess. I wouldn't offend anybody.
And to be constructive: it could be learned. In transport tycoon deluxe (I really recommend that) you just set more signals, or you build a second rail. Sometimes the rails have to be moved to place a signal.
http://www.tycoongames.net/introduction.html
I recommend that as reference for everything whith the trains, signals, rails etc. because in this game is surely about 10-20 years manpower and they are experts. I didn't say that everything should be like tcd, but introducing things, which don't exist in reality is for a game like factorio not good.
Hm. I wouldn't like that (sorry) because this so much against everything I learned about handling trains, that it could come only from someone, who never worked or played with it. Again sorry, if I'm wrong with my guess. I wouldn't offend anybody.
And to be constructive: it could be learned. In transport tycoon deluxe (I really recommend that) you just set more signals, or you build a second rail. Sometimes the rails have to be moved to place a signal.
http://www.tycoongames.net/introduction.html
I recommend that as reference for everything whith the trains, signals, rails etc. because in this game is surely about 10-20 years manpower and they are experts. I didn't say that everything should be like tcd, but introducing things, which don't exist in reality is for a game like factorio not good.
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Re: Rail Signals
The devs said they want this as well, but for some reason it didn't get implemented.Apocalypse wrote: Signals which work like the "inteligent inserters" -> if x < y (or y > x or whatever you want) and the rail is free then turn the signal to green.
I guess it caused too much trouble?
Re: Rail Signals
What would an end signal signal? I doubt there is no reason for such thing to be more than the already-proposed unmanaged-segment-marker / "traffic sign"rk84 wrote: by presignals I meant same kind of system as in ottd. Entry, exit and combo signal. Entry is red if block has train or all exits are red. Exit signal works like normal. Combo signal is exit signal that works also as entry to next block.
Why do you need to differentiate between combo and entry signals? I don't see a difference (with the way how it works in factorio)
Re: Rail Signals
I dunno about end signal,but exit signal is designated exit for entry signal. Entry signal ignores exits with normal signals. http://wiki.openttd.org/Signals#Pre-signalsMF- wrote: What would an end signal signal? I doubt there is no reason for such thing to be more than the already-proposed unmanaged-segment-marker / "traffic sign"
Why do you need to differentiate between combo and entry signals? I don't see a difference (with the way how it works in factorio)
Combo is used to build presignal "tree". If you got block with multiple exits, you can split it with combo to smaller blocks so trains get to enter faster.
http://wiki.openttd.org/Advanced_signal ... ed_station
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Re: Rail Signals
Yes, I know presignals from open ttd and we will plan implement it, it really shouldn't be hard.
Re: Rail Signals
Aha, that link finally explains what do you want.rk84 wrote: I dunno about end signal,but exit signal is designated exit for entry signal. Entry signal ignores exits with normal signals. http://wiki.openttd.org/Signals#Pre-signals
Combo is used to build presignal "tree". If you got block with multiple exits, you can split it with combo to smaller blocks so trains get to enter faster.
http://wiki.openttd.org/Advanced_signal ... ed_station
That would be nice and useful.
All those "special" signals are regular signals + added functionality.
So the Exit signal is simply signaling as a regular signal, but also marks itself to be considered by presignals, sending 0/1 upstream.
PS: I definitely want to see trains used at a scale that would benefit from this.
PPS: I wonder whether it would be possible to slip a circuit-network-control feature into this feature (sry, that was /definitely/ pushy)
Re: Rail Signals
My experience with open ttd was, that the "path signals" hits all other signals. They where simple and created most times the best/fastes behaviour without crashes.
http://wiki.openttd.org/Signals#Path_Signals
http://wiki.openttd.org/Signals#Path_Signals
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