Road crossing PBS-signaled rail
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Road crossing PBS-signaled rail
While running OtviAI and OtviTrAIn in one game I noticed that the busses/trucks were getting enormous amounts of delay and huge traffic jams caused by the road crossing a rail track. The rails in otvitrain are still very simple: two stations with pbs signals at the exit of the stations and rail without further signals in between (I do not deploy more then one train one a route atm, so this works fine). The railroad crossing go on red as soon as a train leaves the station and reserves the track all the way to it's endpoint which might be 250 or so tiles away. All road crossings on that path are closed until the train passed. Is this really the intended behaviour? Is it up to the "niceness" of the train builder how long a bus/truck has to wait before being able to cross his tracks?
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Re: Road crossing PBS-signaled rail
Actually it is, if you build PBS signals the whole path to the next signal is reserved and therefore crossings are closed for road vehicles.
This can be used to build safer road crossing by widening the gap between signals at a road.
The other option would be to build just normal signals on those tracks.
This can be used to build safer road crossing by widening the gap between signals at a road.
The other option would be to build just normal signals on those tracks.
Re: Road crossing PBS-signaled rail
Well, it is not problem specific to AI. While this often mean unnecessary blocking (if the gap is too long), it increases safety of crossings - the crossing is now actually useable instead of being a slaughterhouse once train speeds reached above 80km/h.
Still, if there are signals just right before the crossing, the results still will be a bit crashy :)
Still, if there are signals just right before the crossing, the results still will be a bit crashy :)
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
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