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Re: The solution of railway problems and a bit of criticism.

Posted: Wed Mar 30, 2016 3:04 pm
by steinio
I don't know if i can follow your writing but i guess you're missing chain signals.
...aaaaand the signals must be placed to the right.

https://wiki.factorio.com/index.php?tit ... ain_signal

Re: The solution of railway problems and a bit of criticism.

Posted: Wed Mar 30, 2016 8:58 pm
by zytukin
xi6rD07.jpg
xi6rD07.jpg (98.37 KiB) Viewed 3332 times
In your picture, for area number 3

Trains A and B wont go anywhere because the next signal they encounter (C) will on their left hand side
Train E wont go past D for the same reason. At D the signals will be on it's left hand side.

Trains only drive down tracks that will put the signals on the Right side of the train, this is so players can define tracks that only allow trains to go one direction on them. If you want trains to go both directions, you need signals on both sides of the track. So at both C and D, you need to put a signal on the other side of the both tracks so they will allow trains to go both directions.

And yea, for multi direction tracks, you need to use chain signals or the trains will eventually meat facing each other and stop until you fix them. Chain signals basically combine all the blocks into one long block, a train wont enter the first block unless all the blocks to it's destination are clear. This is also so trains wont meat head on and get stuck.

Re: The solution of railway problems and a bit of criticism.

Posted: Thu Mar 31, 2016 12:54 pm
by zytukin
hmm...taking another guess at understanding what you want to happen.

In my above picture, are you saying that trains A and B should ignore the signal at C and just follow the signal at D?

Re: The solution of railway problems and a bit of criticism.

Posted: Thu Mar 31, 2016 9:11 pm
by ssilk
I moved this to gameplay help, cause it is obviously lacking basic game knowledge.

Please have a look at this video: https://www.youtube.com/watch?time_cont ... ZiL7_vfJtQ

Re: The solution of railway problems and a bit of criticism.

Posted: Fri Apr 01, 2016 10:28 am
by ratchetfreak
ssilk wrote:I moved this to gameplay help, cause it is obviously lacking basic game knowledge.

Please have a look at this video: https://www.youtube.com/watch?time_cont ... ZiL7_vfJtQ
I disagree, this is a suggestion for how to change the signal mechanics to reflect how IRL rails signals actually work.

Some changes include; a signal does not mean that it's a 1 way track (trains will be able to pass a signal in both ways always though it needs a "no enter" sign),

there will then also be additional logic to avoid blocking tracks.

In his example setup that means if the cargo wagon is waiting on a track the other track will become a no-wait zone and the signals entering into it become chain signals. (Though I believe this shouldn't be hardcoded but instead be programmable using the circuit network).

(using zytukin's labels) that means that train E will wait at the signal in front of him which becomes a chain signal. The signals in front of trains A and B will also become chain signals. Because train E is waiting signal D would also become a chain signal. Ultimately only one of trains A or B will be able to progress and then either the other train or E will be able to continue.

Re: The solution of railway problems and a bit of criticism.

Posted: Fri Apr 01, 2016 5:11 pm
by mngrif
ratchetfreak wrote:this is a suggestion for how to change the signal mechanics to reflect how IRL rails signals actually work.
Thankfully, this is a game, and not real life. The features being discussed here are found in other simulation games like OpenTTD. Factorio is designed to be simple, not to cater to railfans. An electric locomotive would certainly be pretty sweet though, no doubt :)

Re: The solution of railway problems and a bit of criticism.

Posted: Fri Apr 01, 2016 5:26 pm
by orzelek
mngrif wrote:
ratchetfreak wrote:this is a suggestion for how to change the signal mechanics to reflect how IRL rails signals actually work.
Thankfully, this is a game, and not real life. The features being discussed here are found in other simulation games like OpenTTD. Factorio is designed to be simple, not to cater to railfans. An electric locomotive would certainly be pretty sweet though, no doubt :)
They way in witch signals work is kinda standard for games that do rail transport in this way. OpenTTD/Transport Tycoon and some others use same signalling method for one way tracks.