Escape Depot Train Trap
Moderator: OpenTTD Developers
-
- Engineer
- Posts: 15
- Joined: 22 Jul 2007 01:09
- Location: St. Louis, Missouri
Escape Depot Train Trap
I've been trying to get escape depots to work right for a while, but I could never manage to get quite the result I wanted. Well, I've finally found it.
What you see above is the "in" side of a RoRo. The first signal on the "in" line is a one-way starting presignal. The depot entrance has a two-way combo presignal. The two halves of the station are balanced using two one-way combo presignals. And each platform has a one-way ending presignal.
Trains come in from the right. If they can take an empty platform, they will. If all platforms are full, they go into the depot. Now, here's the beauty of this setup: They don't leave the depot until there's an empty platform. Eleventy billion trains can disappear into that depot and they'll come out one-by-one as platforms open up. No station-clogging traffic from whack-a-mole-trains popping out of the depot to see if they can go or not, no massive backups onto the mainline, no trains blocking all of a station's entrances while waiting for one particular platform to open up. And you don't have to babysit at all.
If you didn't already know about this, try it out. If you did, well, I'm sorry if I wasted your time, but I couldn't find it in the wiki or these forums, so I figured I'd post it.
What you see above is the "in" side of a RoRo. The first signal on the "in" line is a one-way starting presignal. The depot entrance has a two-way combo presignal. The two halves of the station are balanced using two one-way combo presignals. And each platform has a one-way ending presignal.
Trains come in from the right. If they can take an empty platform, they will. If all platforms are full, they go into the depot. Now, here's the beauty of this setup: They don't leave the depot until there's an empty platform. Eleventy billion trains can disappear into that depot and they'll come out one-by-one as platforms open up. No station-clogging traffic from whack-a-mole-trains popping out of the depot to see if they can go or not, no massive backups onto the mainline, no trains blocking all of a station's entrances while waiting for one particular platform to open up. And you don't have to babysit at all.
If you didn't already know about this, try it out. If you did, well, I'm sorry if I wasted your time, but I couldn't find it in the wiki or these forums, so I figured I'd post it.
Re: Escape Depot Train Trap
I know I've seen that before, but I'm not quite sure where.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Re: Escape Depot Train Trap
Can't say I'm a huge fan of that set up as, correct me if I'm wrong, but trains cannot get to the right 4 platforms without having first gone into the depot. As they will then have to cross the junction to get to the right 4 platforms, this will slow any incoming traffic and reduce efficiency.
Good concept though; for me, it needs some work.
Good concept though; for me, it needs some work.
Hooked on Transport Tycoon since 1994
Re: Escape Depot Train Trap
Indeed. I just assumed both T intersections were full tees[0], and not just wyes[1].
[0] According to ikypedia, this is called a "wye" in some places. Which is, IMO, an exceedingly stupid overloading.[2]
[1] I'm using the plumbing version of the term here, not the above-mentioned railroading version.[2]
[2] Not to be confused with the village in Kent.
[0] According to ikypedia, this is called a "wye" in some places. Which is, IMO, an exceedingly stupid overloading.[2]
[1] I'm using the plumbing version of the term here, not the above-mentioned railroading version.[2]
[2] Not to be confused with the village in Kent.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Re: Escape Depot Train Trap
A footnote to a footnote - very impressive!DaleStan wrote:Indeed. I just assumed both T intersections were full tees[0], and not just wyes[1].
[0] According to ikypedia, this is called a "wye" in some places. Which is, IMO, an exceedingly stupid overloading.[2]
[1] I'm using the plumbing version of the term here, not the above-mentioned railroading version.[2]
[2] Not to be confused with the village in Kent.
Hooked on Transport Tycoon since 1994
- AntBUK
- Transport Coordinator
- Posts: 319
- Joined: 02 May 2007 12:29
- Location: Sheffield, England
- Contact:
Re: Escape Depot Train Trap
From my experience with them, cache/buffer depot's are about as inefficient as you can get as part of the station construction, and how yours is build only 4 platforms can be used until the trains have to use the depot.
Rasing Awareness: Aspergers Syndrome 1 (NAS UK) • 2 (BBC) • 3 (YaleDDC)
Something is driving you insane... It is me.
Something is driving you insane... It is me.
Re: Escape Depot Train Trap
I think it was a discussion we had, as I have done and used a similar idea (Infinite Sidings I think I called it). You went on to demonstrate that the trains that go into the depot, do not exit FIFO, but in a different (but non-random) order. (By vehicle ID I think).DaleStan wrote:I know I've seen that before, but I'm not quite sure where.
FIFO depots would make this more useful, but needs implementing.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
-
- Engineer
- Posts: 15
- Joined: 22 Jul 2007 01:09
- Location: St. Louis, Missouri
Re: Escape Depot Train Trap
Actually, you're right. Both intersections are supposed to be full-tees, but I was rushing to build it on a different system that I don't normally play OTTD on (my main OTTD system lacks an internet connection right now), get the screenshot, crop the screenshot, and post here before I forgot how to make this station setup. So basically, a mistake on my part.DaleStan wrote:Indeed. I just assumed both T intersections were full tees[0], and not just wyes
Trains are supposed to be able to go to all 8 platforms without having to enter the depot. The 9th train will stow itself at the depot until it can get an open platform. Platforms will load from center to edge, near to far (from entrance), just as you would expect (it's 4-and-4, load balanced). First open platform takes either the next train in from the mainline or the next train out of the depot, whichever breaches the signal block first.
I've found that this setup is quite efficient for a long-run transfer station. I have 30+ trains loading at an 8-platform + dock transfer station (50+ ships drop off at this station, but the secondary industries are across the map, accessible only by train). There are typically anywhere from 2 to 5 trains in the depot waiting for a platform at any time. Ratings at this station are in the 90% range. (Barring a situation where all platforms are taken and one type of train can't get a loading slot, of course.) All trains and ships turn a massive profit (due to the long run), and typically only take one or two round-trips a year.
It's also pretty good from a footprint-size standpoint, taking only a few extra spaces and never posing a lockup problem like a loop-around would.
-
- Engineer
- Posts: 72
- Joined: 26 Jun 2008 08:43
- Location: Italy
Re: Escape Depot Train Trap
Actually, it's an entry presignal.Mattintosh wrote:The depot entrance has a two-way combo presignal.
(see here).
Re: Escape Depot Train Trap
^no he is using a 2 way combo as he said. The link you posted explains why you wouldn't use a combo signal if you didnt want to achieve exactly what he is trying.
I have a fundamental problem with this station design. To me it seems flawed from the outset. If a station has 8 platforms with 1 line going in and is still filling, this means you have either too many trains or an incredibly inefficient network. The problems need to be solved further down the line rather than just letting trains pile up in a depot. If i have a station with 8 platforms there will be at least 2 entrances and exits, and if they clog i will build more platforms. I cannot see a use for this.
I have a fundamental problem with this station design. To me it seems flawed from the outset. If a station has 8 platforms with 1 line going in and is still filling, this means you have either too many trains or an incredibly inefficient network. The problems need to be solved further down the line rather than just letting trains pile up in a depot. If i have a station with 8 platforms there will be at least 2 entrances and exits, and if they clog i will build more platforms. I cannot see a use for this.
-
- Engineer
- Posts: 72
- Joined: 26 Jun 2008 08:43
- Location: Italy
Re: Escape Depot Train Trap
Oh, I undestood:nezzybaby wrote:^no he is using a 2 way combo as he said. The link you posted explains why you wouldn't use a combo signal if you didnt want to achieve exactly what he is trying.
Depots have bult-in entry pre-signals.
But here a combo pre-signal was put in front of the depot.
Yes, this way does not worth much at a 8 platforms station, it's not very efficient.nezzybaby wrote:I have a fundamental problem with this station design. To me it seems flawed from the outset. If a station has 8 platforms with 1 line going in and is still filling, this means you have either too many trains or an incredibly inefficient network. The problems need to be solved further down the line rather than just letting trains pile up in a depot. If i have a station with 8 platforms there will be at least 2 entrances and exits, and if they clog i will build more platforms. I cannot see a use for this.
(Keep in mind that trains enter and exit depot at low speed).
Escape depot way is more useful at small (2-3 platforms) station.
At large and important stations, incoming trains should managed in different way.
(long entrances , waiting bay , double entrances , etcetera ).
But a nearby depot maybe userful anyhow: for servicing (expecally at a load station, to have the trains serviced before they load) , and as an escape depot (if exceptional events clog the line).
-
- Traffic Manager
- Posts: 178
- Joined: 09 Apr 2008 01:37
Re: Escape Depot Train Trap
ELEVENTY BILLION TRAINS. Oh. My. God. I don't believe it. I really don't. Th-tha-THAT'S IMPOSSIBLE.Mattintosh wrote: Eleventy billion trains can disappear into that depot and they'll come out one-by-one as platforms open up.

Interesting setup. I usually use the simple entry presignal / exit presignal setup with no depots anywhere near the station. I prefer to have my depots along the side of my mainlines on a dedicated ro-ro maintenance line. This is after deciding that I'm fed up with depots slowing down my train stations once I'm building maglevs with 20-30 or so wagons attached. That is, assuming I'm playing with the standard trains.
I used to have my depots placed at the entrances to stations in the middle of the junction between the entry and exit presignals leading into the station itself. Back then, I never noticed my trains coming out of the depot to get in the way when all the station platforms were full. They only ever came out when at least one platform was empty.
However, I do see the advantage of this depot setup; this way you can have all your waiting trains sit inside that depot without costing you a dime and without losing any % reliability so that when a platform empties up, the trains come out with max reliability and load up or drop off without a hitch. BUT. I'm still not a fan of the speed with which trains leave depots. If it comes to a tradeoff between having trains come into stations off the mainline with questionable reliability or having trains come out of a depot with max reliability, I'm somewhat indifferent. I'm a fan of big, long trains, and that means lots of moving slowly out of depots, which tends to get annoying unless you have your railways set up with dedicated ro-ro repairlines.
In any case, its something I've never seen before, quite a good idea and you can ignore my sarcasm in the first sentence I wrote

Good stuff.
-Vox
-
- Engineer
- Posts: 72
- Joined: 26 Jun 2008 08:43
- Location: Italy
Re: Escape Depot Train Trap
This is because the signal in the depot is a entry (ewo way )pre-signal , so it's red if all the exit presinglas at the platforms are red.VoxDissident wrote:I used to have my depots placed at the entrances to stations in the middle of the junction between the entry and exit presignals leading into the station itself. Back then, I never noticed my trains coming out of the depot to get in the way when all the station platforms were full. They only ever came out when at least one platform was empty.
Do trains that are waiting to get in stations at a red signals ouside depots cost anuthing?VoxDissident wrote:However, I do see the advantage of this depot setup; this way you can have all your waiting trains sit inside that depot without costing you a dime
How much? (the same of a running train?)
I think that escape dopots are usefull in case of all the platforms being full, but station should be dimensioned and organized so that such "in case" whould not be too often.VoxDissident wrote:BUT. I'm still not a fan of the speed with which trains leave depots. If it comes to a tradeoff between having trains come into stations off the mainline with questionable reliability or having trains come out of a depot with max reliability, I'm somewhat indifferent.
(An exception is at load-only station, so where only empty trains get in. You can even provide a mandatory service -using a "go to depot" order, for example- there).
-
- Traffic Manager
- Posts: 178
- Joined: 09 Apr 2008 01:37
Re: Escape Depot Train Trap
Yep. Aware of that fact.HariSeldon wrote:This is because the signal in the depot is a entry (ewo way )pre-signal , so it's red if all the exit presinglas at the platforms are red.
Yep. Costs are same as those of running trains.HariSeldon wrote:Do trains that are waiting to get in stations at a red signals ouside depots cost anuthing?
How much? (the same of a running train?)
-
- Engineer
- Posts: 72
- Joined: 26 Jun 2008 08:43
- Location: Italy
Re: Escape Depot Train Trap
Sorry for answering this here again, but I have not uderstood something:
1) In the very first message of this thread
Why "one-way"? Should not them be two-way, so that the train will chose the free platform (green signal) ?
2) I have understood this
though I can not understand why that two-way combo presignal (in front of the depot) is needed (and why the signal in the main in line need ti be an entry presignal).
I've thought about it
and I've considered these two situations (It's a bit more complex in the station depicted in the first message, 8 platform divided in two half using combo signals. It's easier to think about a less complex station with just 4 platform):
* When a train is in depot and going to come out from it:
the signal inside the depot is an entry presignal,
**If another train is coming in the station (from the main "in" line), the signal inside the depot will be red (just as a normal signal does),
**If the railway track is free but there are no free platforms ( = all the exit presignals are red) the signal inside the depot will be red (because it is an entry presignal).
** So the train will go out from the depot only if one, at least, platform is free (and so one, at least, exit presignal is green -and in this more complex station, one at least combo presignal is green).
*When a train is coming from the main "in" line" (when it's at the signal that is an entry presignal in the picture in the first message) :.
** If the railway track in front of the entry presignal is in use (there is another train in front of him that is getting into the station from the main in line or getting into the station from from the depot or getting into the depot from the main in line), the entry presignal will be red (just as a normal signal does), .
** If the railway track is free and one, at least, platform is free (and so one, at least, exit presignal is green), the entry presignal will be green.
** If the railway track is free but there are no free platforms ( = all the exit presignals are red) , the entry presignal will be red. But if the signal were a normal signal (and not a entry presignal) it will be green. The train will go on and then it have to choose among different track, all with two-way signals: those going to the paltforms have red two-way signal, the one going to the depot have green two-way signal (the depot have infinite room), so the train will choose the track to the depot and will get into that.
So, with
- no presignal, but just normal signa in the mainlin
- no (combo)signal at all in front of the depot
- two-way entry signal in front of each platform
should work fine.
1) In the very first message of this thread
(and the same in the image in that message).Mattintosh wrote:And each platform has a one-way ending presignal.
Why "one-way"? Should not them be two-way, so that the train will chose the free platform (green signal) ?
2) I have understood this
so I have understood which signal you were talking aboutHariSeldon wrote:Oh, I undestood:nezzybaby wrote:^no he is using a 2 way combo as he said. The link you posted explains why you wouldn't use a combo signal if you didnt want to achieve exactly what he is trying.
Depots have bult-in entry pre-signals.
But here a combo pre-signal was put in front of the depot.
though I can not understand why that two-way combo presignal (in front of the depot) is needed (and why the signal in the main in line need ti be an entry presignal).
I've thought about it
and I've considered these two situations (It's a bit more complex in the station depicted in the first message, 8 platform divided in two half using combo signals. It's easier to think about a less complex station with just 4 platform):
* When a train is in depot and going to come out from it:
the signal inside the depot is an entry presignal,
**If another train is coming in the station (from the main "in" line), the signal inside the depot will be red (just as a normal signal does),
**If the railway track is free but there are no free platforms ( = all the exit presignals are red) the signal inside the depot will be red (because it is an entry presignal).
** So the train will go out from the depot only if one, at least, platform is free (and so one, at least, exit presignal is green -and in this more complex station, one at least combo presignal is green).
*When a train is coming from the main "in" line" (when it's at the signal that is an entry presignal in the picture in the first message) :.
** If the railway track in front of the entry presignal is in use (there is another train in front of him that is getting into the station from the main in line or getting into the station from from the depot or getting into the depot from the main in line), the entry presignal will be red (just as a normal signal does), .
** If the railway track is free and one, at least, platform is free (and so one, at least, exit presignal is green), the entry presignal will be green.
** If the railway track is free but there are no free platforms ( = all the exit presignals are red) , the entry presignal will be red. But if the signal were a normal signal (and not a entry presignal) it will be green. The train will go on and then it have to choose among different track, all with two-way signals: those going to the paltforms have red two-way signal, the one going to the depot have green two-way signal (the depot have infinite room), so the train will choose the track to the depot and will get into that.
So, with
- no presignal, but just normal signa in the mainlin
- no (combo)signal at all in front of the depot
- two-way entry signal in front of each platform
should work fine.
Last edited by HariSeldon on 26 Nov 2008 16:36, edited 1 time in total.
Re: Escape Depot Train Trap
That is only true in TTD (and maybe openttd before pre-signals were introduced).HariSeldon wrote:Sorry for answering this here again, but I have not uderstood something:
1) In the very first message of this thread(and the same in the image in that message).Mattintosh wrote:And each platform has a one-way ending presignal.
Why "one-way"? Should not them be two-way, so that the train will chose the free platform (green signal) ?
Re: Escape Depot Train Trap
Um. No. That's a feature of NPF and YAPF, and it appeared when they did, not before.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Re: Escape Depot Train Trap
With YAPF at least trains will also choose the free platform when using 1-way signals. Anyway, in case all platforms all full the train will randomly choose one, so he should use pre-signals / pbs anyway.DaleStan wrote:Um. No. That's a feature of NPF and YAPF, and it appeared when they did, not before.
Re: Escape Depot Train Trap
IMO you have the right idea with this, as long as you want efficiency and not realism.
My suggestion would be a combination of waiting tracks and one or more "escape depots"; if you have several waiting tracks you can "buffer" the station, the waiting tracks fill up from the depot, and the station fills up from the waiting tracks. You don't have to pay running costs for all the trains because some are in the depot, but the slow depot exit speed doesn't harm the filling up of the station because the train entering is already out.
I've not quite found the solution to this yet which allows it to flow perfectly, but I believe it could be done that the entry track leads either directly to the platforms+ platforms if they're empty, or into a waiting area if the platforms are full but a waiting track is empty, otherwise going into the depot. Then in the same way the trains from the depot go either straight into a platform if one and the waiting areas are empty, or into a waiting area if one is free.
If nothing else, you can have the station full at all times but still allow some trains to not be incurring runnning costs.
My suggestion would be a combination of waiting tracks and one or more "escape depots"; if you have several waiting tracks you can "buffer" the station, the waiting tracks fill up from the depot, and the station fills up from the waiting tracks. You don't have to pay running costs for all the trains because some are in the depot, but the slow depot exit speed doesn't harm the filling up of the station because the train entering is already out.
I've not quite found the solution to this yet which allows it to flow perfectly, but I believe it could be done that the entry track leads either directly to the platforms+ platforms if they're empty, or into a waiting area if the platforms are full but a waiting track is empty, otherwise going into the depot. Then in the same way the trains from the depot go either straight into a platform if one and the waiting areas are empty, or into a waiting area if one is free.
If nothing else, you can have the station full at all times but still allow some trains to not be incurring runnning costs.
Jon
-
- Engineer
- Posts: 72
- Joined: 26 Jun 2008 08:43
- Location: Italy
Re: Escape Depot Train Trap
But a train that come out from the depot to a waiting track have still to wait. A better solution would be more platforms at station (*) so the train ca go to the station and unload (**) it's cargo.audigex wrote:My suggestion would be a combination of waiting tracks and one or more "escape depots"; if you have several waiting tracks you can "buffer" the station, the waiting tracks fill up from the depot,
(*) of course, if it's possible. Lack of space maybe a problem.
(**) = if it's a loading station, the better strategy may be different, depending on "Use improved loading algorithm" patch setting.
Who is online
Users browsing this forum: Google [Bot] and 6 guests