Hey i have made a thing in the editor because i like trains, there is a bit of everything, stackers, parralel lines, and train waiting just behind another trains.
Here the map, 13 outpost, 10 unloading area, each of them creating or deleting item at the same rate, this means if you let the system run, the stacker will fill in with trains.
There is 4 or 5 trains per outpost. All train from the same outpost have the same schedule. The only difference in schedule is the number of the outpost.
The schedule is : (Oupost #)=>(load)[full cargo]=>(station entrance)=>(unload)[empty cargo].
I have attached the save, when you start, the trains from the 8 bottom outpost are prevented to leave their outpost. This means you only see 6 train unloading at any time.
If you switch the button, the lamp turn green, and all train will run, filling in the stacker, you can turn it on/off with the button, and see how the whole thing behave, or also look individual train behavior.

- overview.jpg (80.4 KiB) Viewed 8920 times

- stationview2.jpg (170.86 KiB) Viewed 8920 times
Here you can see an "academical stacker" , the diagonal thing in yellow, that's a classic design. It look "oversized", but if you don't need the ressources, the train will all back up in the station, you need enough space so that every train can "wait", in both end of the schedule.
The horizontal part with yellow waiting bay is pure DIY, i do not recommend this design, i had to try something weird because the station is very big and between the stacker and the unloading station the space is quite big, if you only place "chain signal", then one train needs to complelety clear/leave, the whole chain-block, before another one enter.
Thus i used the wiki-rules to make the trains think the outer lane is shorter than the inner lane, because the outer lane has less signal and the pathfindind of trains consider that each signal "cost" some distance ( this is why i linked to the wiki , for understanding how train behave in this portion it's difficult without !).
This look like what you are attempting, the same shape, except in my design i tried to make it as small as possible, and it is not my main waiting area, this one is the classic large stacker, this is why you may face "weird" behavior, or effiency problem, because it requires to understand precisely things too predict, or just do a lot of manual testings at full scale ( which i like but maybe that is not your thing

).
Then you have another last waiting area just before the unload. This is to reduce the down-time and increase reactivity. When a train has finished unloading, it is replaced immediatly ( when you run all outpost ofc ! ). Then a train from the stacker can replace the replacing train.

- stationreal.jpg (546.6 KiB) Viewed 8920 times
Here you can see another trick, in the previous annotated screenshot, you only have 1 green dot to guard the vertical yellow area and the unload. But on the real screenshot, you can see 2 rail signal, in the curve. One just after the junction, and one at the end of the curve, except for the first lane.
This has been mention in the thread, it is to increase reactivity too. The little space between the 2 rail signal is occupied when there are 2 trains waiting to unload in line. When the first one leave, the second replace it. And as soon as the 2nd train moves a little, the little space become "open", so a train from the stacker can now see which lane is releasing a train. This just because the train after the one being unloaded has moved 3/4 of a curved rail, and all the chain signal. ( but on a relatively "short" distance).

- stationrealexit.jpg (594.54 KiB) Viewed 8920 times
Here you can see the same trick it is 2 screenshot, but it connect on the map almost like on the forum , the rail signal are placed in-between the inserters, and there is a 1 wagon gap, after each station. This means when a train has finished unloading, it moves 1 wagon in distance, thus freeing up the previous block, telling the previous train to move 1/2 wagon ahead, calling the train from the stacker.
And there's a lof of signal at the end, this i see like a formula 1 race ,at the start, you don't wait till the person in front of you has reached the safety distance, you just try to stay as close as possible , the game doesn't allow the trains to be that close if the speed increase, this allow enough throuput if you use 4 blue belt per unload station.

- 20190822131738_1.jpg (398.88 KiB) Viewed 8920 times
This is the outpost, they are using the same logic, parralel stacker + another waiting area just before unload.
This form of "loading outpost" is usually the size of my whole "oil unloading", i would also use something like this for stone, or uranium, maybe coal too depending on the size of the factory, the whole thing would be totally overkill for most my games.
The whole design is completly broken if you increase inserter stack with research
Because then a train would stay in a station for only 1/10 of the time, and then there is not enough throuput.
This wouldn't happen if instead of deleting the ressources they were put onto belts like
in a regular game, unless you also multiply the number of belts by 10, This design is ok for roughly 40 blue-belts of material, not 400 !
It was a lot of fun to make and maybe even more to watch it after it's finished but maybe it can also help for inspiration, because this design show quite some things, but it is only for one ressource ! and you cannot extend it unless you just build another one, and also i made my life easier by making only merge junction, in a real game a train network is not as smooth, it has crossing track junctions and it creates other bottlenecks.
Also don't mind the mods showing up top left on the screenshot, the savegame has none.