Search found 243 matches

by hansjoachim
Sun Jan 07, 2018 7:41 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 893409

Re: 4-way intersections: Throughput and deadlocks [image heavy]

God dang it hans, why is it not symmetrical!? Why are the entrances/exits not properly aligned for all sides? AAAHHHHHHHHHHHHHH!! Erhem. Anyway, just had to get that out of my system as I'm trying to get this thing in the tester :D I know, I fucked up=( edit: 0.16 tester? Because two numbers needs ...
by hansjoachim
Sun Jan 07, 2018 6:34 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 893409

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Divaya wrote:oh my

The timed intersection lights are super cool. Is it a fixed timer, or responsive logic based on who is waiting?
It has a responive logic based on who is waiting/incomming
by hansjoachim
Sat Jan 06, 2018 11:09 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 893409

Re: 4-way intersections: Throughput and deadlocks [image heavy]

... There are no chain signals at all, every rail crossing is done with combinator logic. ... This one is a couple km above my head. However, would it be possible to design a simple 4-way intersection with timed signals and some room before/after the intersection to make sure crossing always happen...
by hansjoachim
Sat Jan 06, 2018 10:06 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 893409

Re: 4-way intersections: Throughput and deadlocks [image heavy]

After about 200 in game hours I have a feature complete RHD 8 lane 4-way intersection with about 470 trains per min with set 1 and 2 It is not about lowest performance hit or resources spent. It is all about throughput. There are no chain signals at all, every rail crossing is done with combinator l...
by hansjoachim
Thu Jan 04, 2018 8:46 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 893409

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Great news! I can't wait=)
btw there is a temporary realse of creative mode, so they are close to a full release of creative mode. The temporary version is named "creative mode (Fix for 0.16)"
by hansjoachim
Thu Jan 04, 2018 1:06 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 893409

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Hei aarrgha!
I Love your test bench and all
I wanted to report a bug

[15.40] Trains doesn't disappear at the train deletion stop.Like every ten thousand trains or so this happens.
If I delete the train it is back to normal
:edit after I posted this I got a save where it happend three times
by hansjoachim
Sun Oct 15, 2017 9:35 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 893409

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Jap2.0 i am working on one. And it works pretty well, but I have to fix a couple things before posting it. You can se an earlier version from me if you want.
There is a save file attached to that older post
viewtopic.php?f=194&t=46855&start=240
by hansjoachim
Thu Aug 10, 2017 5:46 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 893409

Re: 4-way intersections: Throughput and deadlocks [image heavy]

And having a signal on every single track tile, or even every two or three tracks, is just going to tank your performance for no significant benefit -- refer back to the UPS I said I was getting with your latest version running. Everything else I've made or tried ran way better, typically in the 50...
by hansjoachim
Wed Aug 09, 2017 9:00 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 893409

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Tallinu I used the black signal to check for deadlock, and to see where a filled lane would end up in the senter. I thought that the names would carry over:/ Yeah you could probably remove half or 2/3 of the signals and get the same throughput BTW I am pretty sure the multicross would get a higher t...
by hansjoachim
Wed Aug 09, 2017 8:23 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 893409

Re: 4-way intersections: Throughput and deadlocks [image heavy]

I'll admit that I'm not really sold on the safety measures, they feels a bit like "fair weather deadlock safety", trains can still stop in the middle of the intersection if an output gets backed up, which, to be fair, is unlikely given the humongous buffers. If you'd run shorter trains th...
by hansjoachim
Wed Aug 09, 2017 9:59 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 893409

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Hey, i have improved the intersection and it should perform over 350 trains per min in set 1 The blueprint is set with less throughput as it should be if you don't have over 300 trains per min. If you want max throughput set a=7. Please also empty the intersection before testing or changing test It ...
by hansjoachim
Sat Aug 05, 2017 4:36 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 893409

Re: 4-way intersections: Throughput and deadlocks [image heavy]

The improved version lets 7,7 trains per lane/min pass. With a max throughput of 342 trains/min. But since the input is 346 the buffers will fill up and it won't get 6 trains ready in every lane before the next green light and the throughput will be lower. If it let's 7 trains pass through every gre...
by hansjoachim
Fri Aug 04, 2017 2:40 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 893409

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Really nice done with those combinators! I wanted to make a controllsenter, but had not gotten to that yet. The deadlock situation can be fixed, you just have to check every output lane and block the input lane if the output lane is full. I am working on improving it to get 346 trains/min. I'll try ...
by hansjoachim
Fri Aug 04, 2017 6:34 am
Forum: Ideas and Suggestions
Topic: Trains/signals Force green very high intersection throughput
Replies: 17
Views: 6275

Re: Trains/signals Force green very high intersection throughput

Tekky
That is a good reason to not allow to force green light.
You changed my opinion, i don't think it is the right solution anymore
by hansjoachim
Thu Aug 03, 2017 8:43 pm
Forum: Ideas and Suggestions
Topic: Trains/signals Force green very high intersection throughput
Replies: 17
Views: 6275

Re: Trains/signals Force green very high intersection throughput

PacifyerGrey
Would be fun to crash a bunch of trains though! You could even sett up traps in multiplayer=)
by hansjoachim
Thu Aug 03, 2017 8:34 pm
Forum: Ideas and Suggestions
Topic: Trains/signals Force green very high intersection throughput
Replies: 17
Views: 6275

Re: Trains/signals Force green very high intersection throughput

Tekky I fully agree with those other suggestions, I would have loved path signals and bridges/tunnels. I don't think we will get bridges or tunnels as implementing that is alot of work, one can always hope though. If we could force green signals, we could have way higher throughput as I wrote in ano...
by hansjoachim
Thu Aug 03, 2017 8:19 pm
Forum: Ideas and Suggestions
Topic: Trains/signals Force green very high intersection throughput
Replies: 17
Views: 6275

Re: Trains/signals Force green very high intersection throughput

Ripshaft, Koub There are two scenarios where this would drastically increase potential throughput. Merger I have a merger between two lines, where I switch priority every 900 ticks. Because that packs the train tighter together than if you just join two tracks together. When the lights turn green, t...
by hansjoachim
Thu Aug 03, 2017 7:36 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 893409

Re: 4-way intersections: Throughput and deadlocks [image heavy]

A high throughput 4 way intersection with 8 lanes It works like a 4 way road intersection, and i have no chain signals in the senter. I use circuit networks to manage signals UPDATE I added the new blueprint and the image is now outdated. Blueprint https://pastebin.com/LUhZNxwA Flower MK4 8 lanes 6 ...
by hansjoachim
Wed Aug 02, 2017 10:43 pm
Forum: Ideas and Suggestions
Topic: Trains/signals Force green very high intersection throughput
Replies: 17
Views: 6275

Trains/signals Force green very high intersection throughput

TL;DR Increasing train intersection throughput by forcing signals to be green. What ? Allow signals to be set to green by circuit conditions. Why ? Would give the players better control over trains and allow complex traffic control systems. If we could set signals to green we could drasticly increa...
by hansjoachim
Wed Aug 02, 2017 9:16 pm
Forum: Outdated/Not implemented
Topic: Force a rail signal to be green by circuit control
Replies: 8
Views: 5006

Re: Force a rail signal to be green by circuit control

I want to make an intersection with very high throughput. If I am able to force signals to be green I can start all the queued trains at the same time and get the maximum throughput without an z axis. If I could set all the lights in an intersection through circuit condition I can avoid collision, a...

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