As you may have seen, Mark0291 posted a self-regulated network (in the LED counter thread, page 2) that automatically distributed trains to stations that didn't have trains loading. It did however have a major disadvantage: it relies on trains being forced to go through loading stations on their way; resulting in limiting the network to single cargo type only.
Based on his station design, combined with conditional orders, I have come up with a design that allows automated train distribution with basically an unlimited amount of cargoes that can go over the same network at once. Raw industries that have a higher production will automatically get more trains to load.
Basics for the station:
- All primary stations are slightly out of reach of the raw industries.
- Each primary station has 1 unloading lane seperate from the network, where a single feeder train drops a full load.
- Each primary station has 1 loading lane, reserved for trains loading. A piece of track in front is reserved for an empty train, which waits until a full load arrives at the station.
- All other lanes are overflow lanes.
Basics for the trains:
- A feeder train is delivering full loads at once to the primary station.
- Trains go to a station without full load order.
- The first main train to arrive will get stuck behind a red light, and can not continue until the feeder train starts unloading. This ensures there's always a train waiting.
- Trains that visit the overflow lane generally leave empty.
- Empty trains go to the next station to load, trains with cargo will unload at the drop-off station.
I've attached a savegame (recent nightly) to demonstrate how this works. I recommend letting the game run for about a year to see the full effect; it starts kinda messy with all trains going to the same station.
Self regulating network
Moderator: OpenTTD Developers
Self regulating network
- Attachments
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- test.sav
- Automatic train distribution
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Re: Self regulating network
Wow! Looks nice 
There could be some improvements in this network (like replacing the mainline depot), but otherwise it seems to be working and turning in profit...

There could be some improvements in this network (like replacing the mainline depot), but otherwise it seems to be working and turning in profit...
Re: Self regulating network
very simple to build, easy network, and low cost 
this type of network can be usefull
good job

this type of network can be usefull

good job

#openttdcoop - building at the new revolution
Do you know a smarter moment then discovering that you where doing something wrong?
Do you know a smarter moment then discovering that you where doing something wrong?
Re: Self regulating network
Could I trouble you for a screenshot please?
Re: Self regulating network
Mark0291's network uses logical paths to regulate the trains, and it is more successful regulating than yours.
Re: Self regulating network
His network relies on trains, without having an order to go to a specific station, are forced to visit a station simply because there's no other route back to the power plant. While this does allow some nice tricks such as removing redundant trains from the network altogether by leading them into a depot (using logic), his network is limited to a single type of cargo. If he wants a second type of cargo, it means a second, independent, network. If the networks are merged, a coal train may find a way back to the power station via a forest instead of a coal mine, and would not pickup any cargo.Tvel wrote:Mark0291's network uses logical paths to regulate the trains, and it is more successful regulating than yours.
So while his network is more efficient in regulating, it doesn't scale at all. Both networks have their advantages and disadvantages.
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