3 way junction improvement
Moderator: OpenTTD Developers
And again for mountainous areas - this is a useful (although admittedly not terribly efficient unless extended to allow space for trains to wait for places in the station) way of connecting to a station that just has to be located just a little too close to the line, by taking advantage of the new bridge features...
(Also if you make the main line track at the back a bridge, you can make it a through station for trains running at right angles to the main line.)
Edit: Should point out that the signals are not on the bridge, they are under it - it appears to be a graphical glitch with the brick bridge.
(Also if you make the main line track at the back a bridge, you can make it a through station for trains running at right angles to the main line.)
Edit: Should point out that the signals are not on the bridge, they are under it - it appears to be a graphical glitch with the brick bridge.
- Attachments
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- Flendingstone Transport, 7th Sep 1924.png (43.95 KiB) Viewed 3143 times
ooh, Jungle, that's a nice station! it'd be great for servicing farms. doesn't even need the new-bridges stuff if the station can extend one more square away from the main line.
I've done some networks that use a single station entrance to service two stations. It works... but, can deadlock if one of the stations is full and another train tries to enter the full station. An escape depot should fix this but those don't work anymore. Hm... i wonder if pre-signals and a signal track would fix this? (I've no luck at it so far)
good stuff in this thread!
I've done some networks that use a single station entrance to service two stations. It works... but, can deadlock if one of the stations is full and another train tries to enter the full station. An escape depot should fix this but those don't work anymore. Hm... i wonder if pre-signals and a signal track would fix this? (I've no luck at it so far)
good stuff in this thread!
And one intersection to rule them all.
- AntBUK
- Transport Coordinator
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The most complex my 3 ways usually get is attached.
As you can see I'm all for just letting them fight their way though a 4sq by 4sq junction, main line trains diverted by way points, as in the second picture
As you can see I'm all for just letting them fight their way though a 4sq by 4sq junction, main line trains diverted by way points, as in the second picture
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- my most complex 3-way junction, used rarely
- myjunction.png (49.03 KiB) Viewed 3067 times
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Something is driving you insane... It is me.
Something is driving you insane... It is me.
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- Transport Coordinator
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Re:
You talk about real-world accurate, and at the same time talk about junctions? That makes me laughostlandr wrote:Thanks!
I'm just getting started with OpenTTD, and the junction issue gets to be a pain.
Is there a way to force a signal red while fiddling with the trackwork, or does one need to send all trains on that line to the depot? Yeah, I could just cut the track, but that's not real-world accurate.
Beer equals power
Re: 3 way junction improvement
To 'turn a signal red' I just flip a 1-way signal around so it's facing the wrong way. The trains can't enter from the back of the signal, so it's as good as a red light.
- Phil
- planetmaker
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Re:
Read this: http://www.openttdcoop.org/wiki/Priofoley547 wrote:just wondering how do you use multi signals to give certain track's Priority over other track's
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Re: 3 way junction improvement
Nice way to awaken a topic that's been sleeping for more than 1 year...
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