BlueTemplar wrote: Fri Aug 23, 2019 7:38 am
So, are diagonal tracks bad for UPS or not ? (You wouldn't use such a huge stacker in a normal base...)
Or are they required for his design due to pathfinding costs ?
I have heard diagonal tracks are "worse" than straight tracks for "performance", I am not sure it has to do with UPS, i thought it has to do with the rendering/sprite aspect, that is diagonal train are composed of more sprites, or the sprites are bigger something like that maybe i'm wrong though

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( It has always seems very minor to me, you don't purposefully design a base with all diagnoal tracks if you wish to optimize, but if you had such base and you'd redo the whole train network, the gain would be too small to notice in my experience, i had never seen the train pathfinding taking much times per cycle in a situation that would solely be caused by diagonal rails, 90% of time it is because of the pathfinding and structure of the network ! )
Diagonal tracks allow for more compact stacker than vertical or horizontal, from experience.
I would use such big stacker if i ever need 40 blue belts of the same material in one place but most of the time my whole factory don't consume the 108K per minutes of material, and if it grows this big, usually i have dedicated line, iron for steel, iron for plates, iron for circuits, and those can have their own unloading station, not all branching from the same unless it's the aim of my game since it's a challenge, compared to just using ploping a copy of the first medium-sized station as i did for outpost.
The stackers should be able to receive all rolling trains if for example you stop production, you don't need iron, all the trains would back up in one place, near the unloading, if you don't have a big enough stacker for all trains, they will start to pile up, and end up blocking the main network. In my example I considered that ALL iron train should have room to park after the "station entrance".
This also means
the further away the ressources, the more train you will need to maintain a continuous flow the bigger the stacker is needed in case they all stop at one end.
All train also have room to park in their oupost were they all depleted, in my design, i used a different outpost name, so trains are dedicated to their iron patch. They do not seek the closest iron outpost and wouldn't end up all jamming the same but only wait in their parking place.
The thing that was made to ease the pathfinding, was to use a station before the stacker, both an entrance for the unload and for each outpost. This makes the trains only consider the main network for long distance, and consider the many many parralel lane only as a short single step. There is only 1 way to get to the entrance, then many many ways to do a small step throught the stacker , and then only 1 way for long distance, and then many many ways to do small step again.
I see that like a GPS that would recalculate the whole road when the parking lot you wanted to use is taken. That's bad, you calculate the road to the place you want to go once, like the entrance of the city. And only then you'll try to find a parking lot or adapt to city's traffic, this is a "second path", not one big.
After further experiment on the save increasing inserter stack size, the station can be adapted but the bottleneck comes from 2 other aspects : The outpost are too close to each other, the trains merging/leaving would leave gaps in the continous flow of trains and the distances are too small for them to normalize before arriving at the station entrance, if you add more trains it only creates traffic jam they don't have enough room to slow down nicely and accelerate back.
The LLCCCC trains have hard limitations, there is a maximum number of them that can go through one rail track using the optimal speed/braking distance to maximize the number of wagon that can go through the entrance of the unload in 1 minutes. [20 trains per minutes = 80 wagon = 160 K iron = 3 sec per trains] you can't triple that easily given the cap on train speed, and the distance between 2 trains that increase with their speed.
Then you dispatch them in unloading lane, and recombine the flow of train at the end. The station with some tweaks can handle the maximum flow of LLCCCC trains that the network can provide, after that to increase throughput it's about changing the fuel type, or changing everything to use different trains , or using more than 1 entrance lane because one can't just move the outpost in real game

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