Page 1 of 13

Four-ways (fast, compact or just plain good lookin')

Posted: 24 Apr 2006 00:56
by tenpoints2k5
Hey all, I decided to start this thread because I'm disgruntled at the lack of a collection of decent four-way junctions out there on the net. The junctions on the wiki are OK, but there are some that could be a lot better. I'm sure most of you think you've got four ways pretty much covered, but If we all show our best example of a junction thats fast or compact or pretty (or all three) then it will surely provide a resource for everyone, from newbies learning the basics to experienced players who need a reminder or are used to plotting the same old inefficient junction from way back.

So post some four way junctions up, based on the three criteria, with a bit of explanation on why thy're good.
If you got them from another source then do tell.




I'll start the ball rolling with a design I invented a couple of days ago. I called it the "Spin Junction" because the shape it creates resembles that of one of a saw blade (with 4 teeth :P ). I made three versions of it, a combo version, a tunnel only version and a compact version.

The main feature of the design is the four tunnels in the middle, rotated around the axis. This gives equal preference to both directions and ensures that trains can pass straight through the junction in all directions without interference. Another advantage (of the larger junctions) is that the tunnels are only three tiles long, decreasing the gap without a signal (so there is less chance of following trains having to stop).

In the combo junction, the straight routes go through tunnels, and therefore have no speed limit, but trains turning right have to cross the girder bridge, which could be bad if running maglevs. Alternatively the space could be windened to allow for a tubular bridge, at the cost of space.

The tunnel version is slightly larger, but has the advantage of trains being able to go faster on the right hand turns, lowering the risk of slowing the main line. The shallower turn after the centre tunnel increases the signal gap though, which may negate the bonus gained from the extra tunnels.


The compact version is IMHO one of the best possible space to efficiency junctions. The cloverleaf in comparison is 10*10, whereas this is 12*12 and way more efficient. It uses the same principles as the larger junction, but the right hand turn is made over the top of the central tunnel, saving several extra tiles. The turn also merges onto the left hand turn from the opposite direction, another space saver. I have tested this junction with 30 trains going between 4 stations, and the only jammage was when the stations got backed up to the junction. I also tested the combo junction, and the compact is only slightly slower for a given amount of trains.

Main advantages of Spin Junction:
-Direct line for trains (Trains turn left to go left, right to go right).
-Minimal sharp corners (trains can maintain a high speed).
-Equal preference to all lines.
-Saves on signal gap, allows heavier line usage.
-Very efficient given the amount of space used.

Main Disadvantages:
Lots of slope climbing for some paths.
Trains going straight can be disrupted by trains turning right (For longer trains).
Requires potentially expensive terrain modification.
Complex to remember.

Also it has to be mirrored for people who run their trains on the right, I haven't tested it for right hand though, so it might actually work better, who knows?

I look forward to seeing some impressive junctions.

Tenpoints

Posted: 24 Apr 2006 02:33
by DaleStan
I only see three junctions.

Posted: 24 Apr 2006 03:12
by tenpoints2k5
They are three versions of a FOUR WAY junction.

Four Way Junctions are junctions with 4 lines of double track converging, with links so that trains may diverge from their original line onto the other three (or possibly head back on the original line).

Eg. A cloverleaf junction is a four way junction.

Posted: 24 Apr 2006 03:53
by DaleStan
Sorry, I read too fast. I thought you said "four junctions", not "four-way junctions".

Posted: 24 Apr 2006 07:31
by Brianetta
I've never even seen a real-world cloverleaf railway junction, let alone anything more complex. I tend to go for the ones that remind me of railways I've seen.

Posted: 24 Apr 2006 10:51
by tenpoints2k5
Well the emphasis is on junctions that work in the game not necessarily in real life, so if you have any that you think are particularly good, please post them here for all to see.

Posted: 24 Apr 2006 11:27
by Brianetta
Going by that criterion, I have no junctions that you'd like. (:

Posted: 24 Apr 2006 11:52
by Frostregen
This is my favorite type,
because there are no sharp curves.
(every train can go at full speed everywhere)

May be build smaller or larger. Depends on your maximum train length.
(The smallest "curve track" should hold your largest train)

Posted: 24 Apr 2006 21:03
by PouncingAnt
it's hell if you want to get anything to go under that, hehe ;) not that there would be much reason to

Posted: 25 Apr 2006 03:41
by sc79
This is my favorite type,
because there are no sharp curves.
Main problem I can see with that junction is that 3 directions merge right before a tunnel (where the middle train is in the SS).
Going by that criterion, I have no junctions that you'd like.
That being 'junctions that work in game'? :)
Ones that are realistic and work ingame are fine, just dont exclude unrealistic ones is all.

Posted: 25 Apr 2006 03:46
by tenpoints2k5
The purpose of this thread is to show off the junctions in your OTTD games that work well, that is, do not cause deadlocks or major jammage. If they look pretty at the same time that is an added bonus.

Posted: 25 Apr 2006 07:53
by Brianetta
sc79 wrote:Ones that are realistic and work ingame are fine, just dont exclude unrealistic ones is all.
I tend to exclude any junction that's larger than the nearest city. My sense of scale simply forbids it!

Posted: 25 Apr 2006 10:40
by Tango
Heres is my compact 4 way. It was originally designed for small trains but works fine with larger, faster trains. Ill be making it 4 lanes soon.

Posted: 25 Apr 2006 12:40
by bobingabout
wacky...

Posted: 25 Apr 2006 12:47
by Sian
nothing personnal Tango but that junction aren't good

1. sharp corners
2. merge before spilt

Posted: 25 Apr 2006 13:50
by Brianetta
There is no merge before split. In fact, aside from the sharp corners, I don't remember seeing a design this elegant.

Posted: 25 Apr 2006 14:50
by Tango
I could improve it A LOT by using presignals etc but I didnt know how to use them when I created it.

The only aspect im not happy with is when a track turns right, it crosses a track that turns left, but this is easily avoidable by making the junction slightly bigger, but isnt as visually appealing.

The 4 lane version is also A LOT harder to create, but at the moment it looks amazing, stay tuned... :D

Posted: 26 Apr 2006 10:41
by tempus_46_2
Tango, that looks awesome.

Well done.

Posted: 28 Apr 2006 05:11
by AnUbiS-X
Here's my first 4-way junction... Its simple.. nothing too fancy..

Posted: 28 Apr 2006 05:22
by Sian
... how do you turn left in that one?