Pictures of your OTTD games
I personally like this solution a lot:
http://www.transporttycoon.net/viewjunc ... r-leaf.png
'Twas made by BobXP if I remember correctly
http://www.transporttycoon.net/viewjunc ... r-leaf.png
'Twas made by BobXP if I remember correctly

GoneWacko. Making [url=irc://irc.oftc.net/tycoon]#tycoon[/url] sexy and exciting since 1784.
Actually cloverleafs are pretty bad in terms of speed and troughput once you get a lot of trains. They also tend to jam pretty fast [every game where I had a lot of train and a cloverleaf it has jammed at least once].
But they easy to make, cheap and small, so they are prefect for starting games without [the new] realistic accel
[aka 0.3.6 games]
But they easy to make, cheap and small, so they are prefect for starting games without [the new] realistic accel

Hmm, the version I showed a few posts ago seems to work highly reliable. There are about ~150 trains going through this cloverleaf and it doesnt look like there will be problems.StarLite wrote:Actually cloverleafs are pretty bad in terms of speed and troughput once you get a lot of trains. They also tend to jam pretty fast [every game where I had a lot of train and a cloverleaf it has jammed at least once].
I use realistic accelStarLite wrote:so they are prefect for starting games without [the new] realistic accel[aka 0.3.6 games]

But there are some things you should do, to have a good workflow:
- Uniform trainlength, all trains I build are 10 units long (1 or 2 for the engines + 8 wagons).
The cloverleaf can handle one train that turns and even one that wants to go straight through at the same time (look at the signals on the screenshot). - You have to use waypoints, otherwise sometimes trains wont take the correct track.
- No depots near the cloverleaf that slow down your buissnes
I will look at that and give it a tryRylix wrote: two lines each way makes it that big... what about 3?

have fun osai
- Attachments
-
- turning trains dont stop the vertical and horizontal going trains
- junction_in_action.png (29.04 KiB) Viewed 2380 times
Cloverleafs will jam if you make them too small. That last picture shows a train turning that fits completely within one of the loops of the cloverleaf, so it can wait there while the two trains on each of the mainlines go past, and then complete the turn. If it were a smaller junction then the turning train would block the one behind it on the mainline.
The problem with cloverleaf intersections is that they violate the split-before-merge rule. This rule states, basically, that, in a single junction, a train should not pass a split tile (two or more choices of how to go) after it passes a merge tile (two or more places to come from that end up in the same place).
To build a truely efficient junction, you have to unwrap the the cloverleaves so the trains that are turning left off a track leave before the trains that are turning left onto the track get on.
For a practical example, consider a train traveling NE that needs to go NW, and a train travelling NW that needs to go SE. With a cloverleaf, they have to share the same section of track; with a properly unwrapped junction, they do not.
To build a truely efficient junction, you have to unwrap the the cloverleaves so the trains that are turning left off a track leave before the trains that are turning left onto the track get on.
For a practical example, consider a train traveling NE that needs to go NW, and a train travelling NW that needs to go SE. With a cloverleaf, they have to share the same section of track; with a properly unwrapped junction, they do not.
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
Why thankyou.GoneWacko wrote:I personally like this solution a lot:
http://www.transporttycoon.net/viewjunc ... r-leaf.png
'Twas made by BobXP if I remember correctly

Anyway, myself I don't actually like that junction. It is good as a noninterference junction (ie, trains on the inside track can never go to the outside track and vice versa), but when you want an unjammable junction, you should never use any form of cloverleaf. I like the spiral junction quite a lot, but its disadvantage is that everything but left-turns must go up and down one tile height. Not good if you're deprived of HP early on in the game.
Also with the new realistic accel [0.3.6 uses the old realistic accel] this junction will slow down your trains immensly because of the tight curves.
Basicly you want to have at least 4 or 5 straight tiles betweeen EACH corner in your track, wich is false for this one, as it has 2 between em. This means trains will slow down to about 110km/h [about 70 mph] regardless of HP, number of locs and length.
Basicly you want to have at least 4 or 5 straight tiles betweeen EACH corner in your track, wich is false for this one, as it has 2 between em. This means trains will slow down to about 110km/h [about 70 mph] regardless of HP, number of locs and length.
Couple of ideas;
- Reduce the number of platforms merging to a single line. I usually try to keep it to 4-6 (this means you'll have an extra line or 2 to merge later though).
- With realistic acceleration on, making the corners on the exit wider would help.
- Remove the crossover from there, and move it further from the station. Theres no need for them to switch tracks so soon, and it slows them from getting off the platforms. If most of the trains on both tracks go straight through, the PBS junction is ok; however, if most are switching lanes, id suggest using an over/underpass insead, since a train blocks both tracks when switching on a PBS crossover.
Also;
- Reduce the number of platforms merging to a single line. I usually try to keep it to 4-6 (this means you'll have an extra line or 2 to merge later though).
- With realistic acceleration on, making the corners on the exit wider would help.
- Remove the crossover from there, and move it further from the station. Theres no need for them to switch tracks so soon, and it slows them from getting off the platforms. If most of the trains on both tracks go straight through, the PBS junction is ok; however, if most are switching lanes, id suggest using an over/underpass insead, since a train blocks both tracks when switching on a PBS crossover.
Also;
- Attachments
-
- Few years later and its starting to get rather crowded round here.
- Hudingstone Transport Inc., 10th Aug 2025.png (267.5 KiB) Viewed 927 times
-
- Engineer
- Posts: 27
- Joined: 18 Apr 2005 13:42
- browneyedboy
- Engineer
- Posts: 38
- Joined: 26 Apr 2005 08:49
- Location: Karlskrona, Sweden
this is my tribute to this thread
Here is my game so far, it's march 2004 and I just changed everything to maglev.
I hope you see this pic, this is my first time uploading a pic here.
Hope also that you can come with ideas to me.
You can post me a PM or you can even add me on MSN messenger and help me out with ideas. And I can help you with stuff in return too
So, let me know what you think
I hope you see this pic, this is my first time uploading a pic here.
Hope also that you can come with ideas to me.
You can post me a PM or you can even add me on MSN messenger and help me out with ideas. And I can help you with stuff in return too

So, let me know what you think
- Attachments
-
- Putnick Transport inc. Ltd, 27 feb 2004.png
- This is a junction I would like to make more efficent, but don't know how...
- (184.34 KiB) Downloaded 173 times
Re: this is my tribute to this thread
that setup is bound to give you troubles, both the entrance and exit go to the exact same spotbrowneyedboy wrote:Here is my game so far, it's march 2004 and I just changed everything to maglev.
I hope you see this pic, this is my first time uploading a pic here.
Hope also that you can come with ideas to me.
You can post me a PM or you can even add me on MSN messenger and help me out with ideas. And I can help you with stuff in return too![]()
So, let me know what you think

And PBS would improve that station but not much

Uncle Dex Says: Follow the KISS Principle!
- browneyedboy
- Engineer
- Posts: 38
- Joined: 26 Apr 2005 08:49
- Location: Karlskrona, Sweden
Path Based Signals, a feature to come AFTER 0.4.0browneyedboy wrote:What is PBS? (new here)

Uncle Dex Says: Follow the KISS Principle!
- browneyedboy
- Engineer
- Posts: 38
- Joined: 26 Apr 2005 08:49
- Location: Karlskrona, Sweden
Just like it says: PATH BASED SIGNALS. Signals go on or off based on the path of the train get it?browneyedboy wrote:path based signals - what does that mean? how will they work?
Like in this picture:

Uncle Dex Says: Follow the KISS Principle!
Who is online
Users browsing this forum: No registered users and 6 guests