I've started using combo signals on large stations and they work very well except when they get really full and there are two trains waiting and one track is free. They seem to take it at the same time but only one gets it at the other train tend to get stuck for a while in the middle of the junction.
Both screenshots show pretty much the same thing, I have a savegame if anyone wants to see.
I'm using patch 2.0 r1 and didn't see anything about combo signals in the alpha feature list.
Combo signal problem
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Combo signal problem
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- Louie Armstrong
- Tycoon
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- Location: Buckingham, Buckinghamshire - England
To be honest i aint a fan of the setup u have used here, but i think it has something to do with two trains coming in from different directions i cant be certain. I think if u removed the signal that is used to divide the station into two, then the problem should sort its self
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jonty-comp wrote:I accidentally wedged my frigate between some rocks. D:
You are absolutely right that the station is less efficient for having to have one big block that every train MUST go through to get in. Adding that signal in the middle should increase efficiency.
Except thr train-routing algorithm is over a decade old, wasn't that smart to begin with, and wasn't written with the pre-signals in mind. Splitting the station that way confuses things, period. Sorry. You have to look for efficiencies other ways:
- Two different networks that share a big station in name but not in track configuration
- Much longer trains and stations, so there are fewer trains
- Forcing all the routes to combine at some point prior to the station, so only one track actually enters the fiddle yard at the head of the station.
Except thr train-routing algorithm is over a decade old, wasn't that smart to begin with, and wasn't written with the pre-signals in mind. Splitting the station that way confuses things, period. Sorry. You have to look for efficiencies other ways:
- Two different networks that share a big station in name but not in track configuration
- Much longer trains and stations, so there are fewer trains
- Forcing all the routes to combine at some point prior to the station, so only one track actually enters the fiddle yard at the head of the station.
I have the same problem with them that's why I suggested this :
http://www.tt-forums.net/viewtopic.php?p=132741#132741
http://www.tt-forums.net/viewtopic.php?p=132741#132741
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Haha. I know what he can do. 
Set the signal that divides the station to be white instead of yellow, that should solve your problem
Then the trains woun't enter the other part of the station if there's a train there as the sign would be red, and force the train to wait at the station entrance.
I'm crap at excplaining things but I think you should get my point though...

Set the signal that divides the station to be white instead of yellow, that should solve your problem

Then the trains woun't enter the other part of the station if there's a train there as the sign would be red, and force the train to wait at the station entrance.
I'm crap at excplaining things but I think you should get my point though...
Kruz: I amafraid that the centre signal is already a combo and so counts as a white signal as well as a yellow one, so that wont work. The problem is that if two blocks with one of these signals between them become free and there is an entrance signal on each, trains will enter bothe before the combo signal does it's job.
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