There are a few things i dont know about train behavior, so maybe there is an answere to this problem.
I had this two cycle setup. Is its possible to use signals to make them each use their distinctive trainstations without crashing?
If they would happen to be "the same distance away" from the "single rail" part (short part), would they crash or do trains "know" that the other train is slightly faster and will decelarate before reaching the signal?
I tried to divide the trainstop, the "short part" and the two stations into 5 seperate "parts" (green setup) - it should work, but it did not. maybe it does not like a "three way" rail junction with two long tracks.
could the "red setup" be a viable option? ( I did not try it, it was easier to make two seperate rails and two separate stations (screenshot))
If you have a three way junktion with long train ways, do you need to make a "short" railpart on each of the three sides of the junctions, so it does not wait, as long as one train is on one of the 50km long tracks? (i think that was the problem)
Hopefully someone understands my problem and could help me to understand the train signal logic a bit more.
Railway System - got it now. ;) thanks @ all
Railway System - got it now. ;) thanks @ all
- Attachments
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- single rail setup overview.
- factorio setup.png (20.85 KiB) Viewed 3605 times
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- This is the mapoverview with the two separate stations/rails setup.
- factorio island style.png (391.86 KiB) Viewed 3605 times
Last edited by Aki-San on Fri Jan 23, 2015 9:47 am, edited 1 time in total.
Re: Railway System - possible?
You should place signals on both sides of rail on short part and long parts. This should work
Re: Railway System - possible?
They reserve (yellow light on) the signals in front of them that they need to come to a complete stopAki-San wrote:If they would happen to be "the same distance away" from the "single rail" part (short part), would they crash or do trains "know" that the other train is slightly faster and will decelarate before reaching the signal?
It could work, i'm not sure i completely understand your setup, so no definite answercould the "red setup" be a viable option? ( I did not try it, it was easier to make two seperate rails and two separate stations (screenshot))
In general i like to unblock junctions as soon as possible (meaning placing a signal directly after the junction). But i'm using only one way tracks, so it might be different for 2 way tracks.If you have a three way junktion with long train ways, do you need to make a "short" railpart on each of the three sides of the junctions, so it does not wait, as long as one train is on one of the 50km long tracks? (i think that was the problem)
This tends to lead to deadlocks if you are not super careful and know what you're doingCloner wrote:You should place signals on both sides of rail on short part and long parts. This should work
Edit: Take a look at https://forums.factorio.com/forum/vie ... =18&t=7816 Maybe it was a similiar issue like you are facing now
Re: Railway System - possible?
That was exactly my problem. with one way tracks, it worked fine, even with two or three trains. Dunny why, the three way junction did not like me. maybe if im bored, i will try it again and test out some things.
i think zisteau explained it well in his first playthrough, how to "cut" your railsystem into "pieces".
thats what i thought and had (in kind of a trial run) experienced.This tends to lead to deadlocks if you are not super careful and know what you're doing
i think zisteau explained it well in his first playthrough, how to "cut" your railsystem into "pieces".
I think this is exactly the same problem, from what ive seen. I will try this. thank you Choumiko! =)Edit: Take a look at viewtopic.php?f=18&t=7816 Maybe it was a similiar issue like you are facing now
Re: Railway System - possible?
OffTopic:
Wow, a great Island. Can you post here the Map-Seed & String?
(possible PM)
mfg
Wow, a great Island. Can you post here the Map-Seed & String?
(possible PM)
mfg
Re: Railway System - possible?
Sure you can do it.
There is only one rule you need to follow to be able to use single-rail track in both directions - no signals on the single-rail section period. What you need to do, is place signals on the entrance and exit rails at the single rail stretch on both ends.
However, looking at the size of your rail system, it will work with 2, maybe 3 trains in the system. More will just clog up the system.
What you really need, is passing stations along the long stretches. And you should really add waiting areas at the line split, so that if you have more than one train going to station B, they do not block each other.
Train signals split rails into blocks. If a train is in the block, all signals leading into that block go red. For trains to be able to work, you need at least "Train count + 1" block count in the system. but that is if your system is essentially circular.
What I made myself for a rule, is to make passing stations. I usually go from my gut (and taking into account how many trains I want run), but I would say that making a passing station in 3 to 5 fully zoomed out screen intervals is a good number to start with. Also, when I need to split the rails, I first split rails into two tracks before the intersection from all sides of it, make it so it can fit at least one most lenghy train I have (I usually don't go more than 3 wagons, usually stick with more trains, so I have frequent deliveries). That way multiple trains can travel on the single rail in both directions, each occupying it's own section of it and do not block each other that way. And in your case, I can see up to 6 trains traveling to left-upper corner station easilly if done properly (not that it needs so much, just demonstrating the potential).
There is only one rule you need to follow to be able to use single-rail track in both directions - no signals on the single-rail section period. What you need to do, is place signals on the entrance and exit rails at the single rail stretch on both ends.
However, looking at the size of your rail system, it will work with 2, maybe 3 trains in the system. More will just clog up the system.
What you really need, is passing stations along the long stretches. And you should really add waiting areas at the line split, so that if you have more than one train going to station B, they do not block each other.
Train signals split rails into blocks. If a train is in the block, all signals leading into that block go red. For trains to be able to work, you need at least "Train count + 1" block count in the system. but that is if your system is essentially circular.
What I made myself for a rule, is to make passing stations. I usually go from my gut (and taking into account how many trains I want run), but I would say that making a passing station in 3 to 5 fully zoomed out screen intervals is a good number to start with. Also, when I need to split the rails, I first split rails into two tracks before the intersection from all sides of it, make it so it can fit at least one most lenghy train I have (I usually don't go more than 3 wagons, usually stick with more trains, so I have frequent deliveries). That way multiple trains can travel on the single rail in both directions, each occupying it's own section of it and do not block each other that way. And in your case, I can see up to 6 trains traveling to left-upper corner station easilly if done properly (not that it needs so much, just demonstrating the potential).
Re: Railway System - possible?
yeah i now know how to do it and it was rather easy.. after watching the rail tutorial and the picture on the post mentioned above.
i was just stuck on how my brain tried to handly it and this fresh input helped me to understand how multiple junctions work. i just needed a second "part" on each of the longer sides and a division in the loop of the two stations and it works.
(as a test of conceppt)
the two station fix was way better because a) i could use multiple ore trains on the same track/station (so 2 iron trains for the iron station etc). and b) i had no need for multiple stations or tempering with the timing. i could use the fastes possible timing for loading/unloading.
nowadays i go for two rails (one for each direction) so i dont need unnecessary stops and can have multiple trains on a long single railway.
even the single train was overkill, it could supply around 40 electric furnaces at 150% speed for copper and around 28 for iron. (150% speed).
i was just stuck on how my brain tried to handly it and this fresh input helped me to understand how multiple junctions work. i just needed a second "part" on each of the longer sides and a division in the loop of the two stations and it works.
(as a test of conceppt)
xD thats what i did. but thank you anyways. !no signals on the single-rail section
the two station fix was way better because a) i could use multiple ore trains on the same track/station (so 2 iron trains for the iron station etc). and b) i had no need for multiple stations or tempering with the timing. i could use the fastes possible timing for loading/unloading.
nowadays i go for two rails (one for each direction) so i dont need unnecessary stops and can have multiple trains on a long single railway.
6 trains dont fit. the traveltime / unload time would be bad. if i would make a second line and each occupy a direction, i would be around 3,8 trains. so four trains would mean that at least one train is wating, while the other is unloading.I can see up to 6 trains traveling to left-upper corner station easilly if done properly
even the single train was overkill, it could supply around 40 electric furnaces at 150% speed for copper and around 28 for iron. (150% speed).