odisseus wrote: ↑05 Dec 2022 02:47
The problem with path signals is that they also affect the movement of trains. A misplaced signal can even cause a deadlock.
That's true. If, in the above example, I put the same signaling on the other side of the crossing, sooner or later the line would be blocked.
- path signal vs path signal.png (251.28 KiB) Viewed 1769 times
odisseus wrote: ↑05 Dec 2022 02:47
On the other hand, a malicious player can place path signals in such a way that his competitor's trucks are stopped long before the train actually reaches the crossing. In fact, this happens naturally on a single track network with passing loops, even without malicious intent.
That's also true. I recently had a bus line on one of the servers. One player decided to build a single-track railroad across half the map to the same city. Of course, he hadn't thought of building a bridge over my road. In addition, he placed a pathsignal at the other end of the line. For this reason, my vehicles had to wait more than 200 days at the crossing. When the admin appeared on the server, this player was not there, so he entered the company and put up additional signaling - just before the crossing...
odisseus wrote: ↑05 Dec 2022 13:05
From the report of LaChupacabra I assumed that this situation is going to become very rare thanks to the new crossing logic, but if that's not the case, then it is even more important to make trapped drivers behave in a sane way.
Whether railroad crossings will be safe and accidents will be rare will still depend on the players. If they use ordinary block signals or put up signals just before the crossing, accidents will be similarly frequent and in some cases even more often.
So it was a good change that new players only have path signals and that path capture is displayed.
Eddi wrote: ↑04 Dec 2022 19:05
it's probably easier to just add a cheat to not crash road vehicles at all, similar to the plane cheat
That would be quite a reasonable solution. But as a cheating option, it wouldn't improve anything in online gaming, and that's where level crossing accidents are the biggest problem. Also there, the most useful option would be to prevent building railroad crossings on other players tracks or roads.
Another solution that could be helpful here, but not only here, would be to add a railroad sign feature.
In the case of level crossings, a sign could be available which, if passed, would close the nearest crossing, irrespective of the location and type of signalling. The crossing would be closed when there is a train between the sign and the crossing. Such a solution would also be useful on lines with more train traffic, where denser signaling is needed. Such signs could also be placed automatically by the game itself (e.g. at a distance of 5 tiles from the crossing).
Yet another solution: the game could check when a road vehicle approaches a crossing to see if a train is approaching the crossing at the same time and, if so, close it.
Anyway, I checked the latest version. The problem with starting save has been solved.
If I had to point out one more problem that would really be worth solving, it is the wrecks of vehicles left on the crossings. Their presence and the impossibility of avoiding them mean that there are still more accidents, even if the design of the crossing is completely safe.
One of quadruple level crossing from the save placed in the previous post.
- wrecks of vehicles on the level crossing.png (90.29 KiB) Viewed 1769 times