3-way intersections: Throughput Compendium [Image heavy]

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.
mrvn
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Re: 3-way intersections: Throughput Compendium [Image heavy]

Post by mrvn »

zytukin wrote: Sat Feb 24, 2018 2:26 pm Basic 3 way intersection I have used for several factorys. Currently in use with 2-8 trains in a rail based mega factory containing over 1000 trains that has over 700 hours of play time and has launched over 1500 rockets. I have never had a deadlock unless I forgot to place a signal when doing modifications to make it fit a specific area.



This design is to accommodate higher turning traffic

3way.jpg
3way2.jpg
blueprint
I don't see any chain signals in this. Any congestion in one direction should block the junction and quickly cause a grid lock situation.
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Re: 3-way intersections: Throughput Compendium [Image heavy]

Post by mrvn »

RulerOfHeck wrote: Thu May 20, 2021 1:25 pm
hansjoachim wrote: Thu May 13, 2021 6:03 am Nice:)
The blue ones have no purpose, the only thing they do is forcing larger gaps between trains since trains have to wait longer before they merge. Why do you want to have them there?
You're right, pre-signals for merging switches are redundant, I'll remove them :)

I've been working on 100-grid 5u and 150-grid 6u 4way intersections, I'll update this one soon :)
Better to switch them to full signals and remove the signal after the merge. That one is redundant. Although it can help trains to start moving sooner to have it. You need a few more at the exits though to make it effective and space them just right. There is no point of having a train leave the first signal following another train if it then has to stop at the next signal. You need to space the signals so that when 2 trains follow each other the first will clear each segment just before the second train wants to reserve it, or at least before it has to stop at the signal. The more speed the followup train can retain the better.
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Re: 3-way intersections: Throughput Compendium [Image heavy]

Post by Fact.Oreo »

I am designing a tile-able, hex-shaped, city-block-style rail base. Why? Because hexagons are bestagons. But I'm having some issues with intersection design and am struggling to properly test the ones I come up with. I'm specifically looking for advice on intersection throughput improvements, but any other feedback would be greatly appreciated.

So far each version is scoring between 30 and 45 TPM using testbench, but since it is an odd layout (no clear N/S E/W rails) it doesn't properly auto-connect the output and spawner stations and requires much manual tweaking in order to start testing - even then it frustratingly forces new tracks in wrong places. Furthermore, when multiple hexes are tiled together the trains have many more possible routes to choose from, which is hard to test.

Finally, is 30-45 TPM a good enough throughput for 'normal people'? I have set up some simulated bases with a few of these designs with dozens of trains and blueprinted stations and have weeded out deadlocks (hopefully?), but I just don't know if it will scale since I'm not an experienced mega-baser and don't want to mock up an enormous base if I have a flawed design.

Thanks in advance, I'm pretty sure there are train experts lurking around here somewhere that are either intrigued or triggered...

Here is my main Hex with righthand, 3-way, buffered, bypassed, roundabout-style intersections for 1-4-0 trains.
hex_1-4-0.JPG
hex_1-4-0.JPG (1.15 MiB) Viewed 176 times

And here's something similar for 1-2-0 trains (by far the most aesthetic).
hex_1-2-0.JPG
hex_1-2-0.JPG (1.24 MiB) Viewed 176 times

Here is another version that is 2-lane, left/right turn only for 1-4-0 trains.
hex_1-4-0_LR-turn.JPG
hex_1-4-0_LR-turn.JPG (770.32 KiB) Viewed 176 times
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