2 way teminus station problem

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exelsiar
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2 way teminus station problem

Post by exelsiar »

Hi all, excelent work on getting me addicted to OpenTTD ^_^

i normaly build stations with a 1 way track in mind, works a treat, but takes up far too much space. The solution finaly struck me, use a terminus station, with a 2 way track system. at first i built it with normal signals and a waiting bay area, i was having the same troubles im getting now, so i thought pre signals would work, it took quite a bit of experimenting before i gave up.. im pretty sure the system i have is logical.. the occuring problem is visible both ends of the waiting bay. Other than there being too many trains on the track could someone point out what's being done wrong?

ps. im not sure if this is ment to be posted here, or in the problems board.
cheers
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Roest
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Re: 2 way teminus station problem

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Re: 2 way teminus station problem

Post by exelsiar »

thanks, but alas that page doesnt help me. i've been through most of the train related wiki pages, going by what the signals page was telling me about pre-signals, all my set ups should have worked (except the station at the other end of the track in the pic as that was missing 2 bits of track >_<)
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Re: 2 way teminus station problem

Post by Roest »

tbh i don't really see what's your problem here

the simpliest terminus with presignals would be like the one in my screenshot
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Re: 2 way teminus station problem

Post by exelsiar »

the problem was that the trains kept sitting in the cross over paths blocking the way, but thanks to you ive got the system very much sorted :D i copyed the one in your pic and then expanded it into this new pic. now to work on expanding it even more.

edit: added a pic of an even larger version for those interested.
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Fretfingley Market Transport, 15th Jul 2083.png
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2 way terminus station.png
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Re: 2 way teminus station problem

Post by FooBar »

You need PBS for your initial setup to work, or at least get rid of the level crossover.

Why do you need so much parallel tracks for trains to sit on? Each junction allows only one train to be on it at a given point in time. IMO, two tracks for trains to wait on, and one to leave the station would do just fine.
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Re: 2 way teminus station problem

Post by exelsiar »

It was an experiment to see if i could get a terminus station of this variant built for a busy network. While i agree just the parallel tracks alone is enough for a not so busy track, one would need more to cut down congestion when busy, which works.
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Re: 2 way teminus station problem

Post by Nimugp »

I've got a pretty nice solution for multiple tracks terminus station :)) gonna make soms screens of it now :wink:


EDIT: One layout submitted, but I've made some others over time as well, gonna test them now to see if they are perhaps better. For now, layout 1 allows for trains to enter and leave the station at the same time, and in a city (like in the screen) the city can still grow in the direction of the railroads, because of the tunnels. This system can also be very easily lenghtened to a more suited lenght for a longer station (just make sure the area between the 'combined signals' is just as long, or longer as the station, otherwise it won't work properly

EDIT: Added another layout, basicly pretty much the same, although now it is the exiting line using tunnels..... used this one for a pretty long time allready, and just now I see it's basicly the same as the other one :P Only in this case I builded him way bigger then I had ever done, more, and longer tracks.
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Heerhugenschede Transport, 19 Feb 2001.png
Terminus Station Layout 1
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Uitduinen Transport, 7 Jun 2006.png
Terminus Station Layout 2
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Re: 2 way teminus station problem

Post by T-Unit »

Osai made quite a pretty efficient one and here are the tutorials for it:
http://www.openttdcoop.org/blog/2007/10 ... -tutorial/
http://www.openttdcoop.org/blog/2007/11 ... s-station/

Hope they are of some help.
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Re: 2 way teminus station problem

Post by exelsiar »

all very nice stations, and look like their very efficiant
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Re: 2 way teminus station problem

Post by T-Unit »

It's exactly what the #OpenttdCoop try to achieve. If you look at their public server current and archived games there are some really good things. They also have a guide section to advanced building.
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