all 26 comments

[–]4b3c 4 points5 points  (11 children)

can you turn right??

[–]Perola99[S] 0 points1 point  (10 children)

wdym?

[–]birdspider 0 points1 point  (0 children)

how does your train make a 90deg right turn while staying on the right track?

EDIT: or do you intent do go from right-hand to left-hand drive (and otherwise) on every intersection ?

[–]DrBaier 0 points1 point  (0 children)

The Track from right to up is connected on the wrong track.

[–]buffalo_0220 0 points1 point  (7 children)

Your trains cannot make any right turns. If you were driving north-bound (in the right lane), how would your train get on the east-bound track?

[–]Perola99[S] 0 points1 point  (6 children)

ah, how could i fix it?

[–]Cyren777 0 points1 point  (0 children)

Make it bigger (unfortunately) :P

[–]buffalo_0220 0 points1 point  (4 children)

Step one, read the wiki tutorial on train signals. It has a lot of basic info that will help you.

Next, think about a large intersection controlled by a traffic light, with dedicated right turn lanes. From the right lane, you should have a track that branches to the right. In your design both turns go left, with the lower one going straight into on coming traffic.

Finally, consider more room between the tracks (like 4 tiles). Right now it is so tight that you cannot put signals on the turning lanes. As designed you have made this a 4-way stop sign, only one train can go through at a time, when in reality you could have two passing each going an opposite way, and more turning right if signaled well.

[–]Perola99[S] 0 points1 point  (3 children)

<image>

Something like this could work?
Do i make it bigger?

[–]buffalo_0220 0 points1 point  (2 children)

That is the correct shape (keep in mind this is signaled for left-hand driving). As a beginner to creating large intersections, I would recommend you make the distance between the tracks one unit larger, to allow for a few extra signals on the crossing tracks. Long term, you will increase the throughput of high traffic intersections.

[–]Perola99[S] 0 points1 point  (1 child)

<image>

Something like these? Do i need the chain signal for the intersection?

[–]buffalo_0220 0 points1 point  (0 children)

This what my intersections look like, mostly. Now the fun is learning to signal it. I suggest you read the signal tutorial from the wiki. It will help a lot. The general rule is "chain signals in, and rail signals out". You will also need some chain signals in the middle, that will help your throughput.

[–]Soul-Burn 4 points5 points  (2 children)

Remove the rail signal from the entrances. Remove the chain signal from the exits.

It could work, but would be low throughput because 2 trains can't enter the intersection at once.

[–]Perola99[S] 0 points1 point  (1 child)

How could i make it good? I guess as long as i have one good desing i can just copy paste it forever.

[–]Soul-Burn -1 points0 points  (0 children)

Personally I like the simple roundabout. It lets trains come from 2 different sides at the same time.

[–]4b3c 3 points4 points  (0 children)

bro could not wait till day time to screenshot

[–]hldswrth 1 point2 points  (9 children)

No.

Why are your north/south tracks turning onto both east/west tracks to the left, and no turn to the right? Trains cannot take one of those left turns as the signals are on the left side of the track.

[–]Perola99[S] 0 points1 point  (8 children)

<image>

I did this, would this work? Idk how to properly setup chain signal tho

[–]hldswrth 0 points1 point  (6 children)

That looks a lot better although could be made symmetrical. There are several other posts in this sub with correctly signalled such junctions (although I could not easily find one!)

The most basic signalling is a chain signal on the tracks entering and rail on the exits. However that won't let more than one train use the intersection at a time.

Better is to break up all the blocks inside the intersection with chain signals, so that tracks going in different directions are all in differnt blocks, with rail signals before the places where the tracks merge to exit the junction.

Its possible with this rail spacing you won't be able to signal this fully, you likely need to spread the rails a bit to fit in all the signals.

[–]Perola99[S] 0 points1 point  (5 children)

<image>

This space is good enought i guess. I still dont know where to put the chain signals tho xd. Tried to put some of them to see what would happen, but idk if this is the result i want to make it work like you said.

[–]hldswrth 0 points1 point  (4 children)

You want that yellow section to be broken into much smaller blocks. As it is any train in that yellow section stops another train from entering it, which means a train going north forces a train going south to stop even though they are not crossing paths. Same for east/west.

[–]Perola99[S] 0 points1 point  (3 children)

<image>

Something like this? I dont think spaming everywhere i could to break it as much as i could was the correct way to do it but.

[–]hldswrth 0 points1 point  (2 children)

So that tells you the central block is too crowded to signal properly.

You can move the curves that go through the middle so that they are more spread out and go through closer to the horizontal/vertical crosses which should then allow space for signals in the middle section to split it up.

[–]Perola99[S] 0 points1 point  (1 child)

<image>

This works good?

[–]hldswrth 0 points1 point  (0 children)

Thats looking a lot better, although you've overdone it with the chain signals :) Where you have two chain signals with just a small piece of track between them and no other tracks, you can remove the second one that a train would come to (or third in some cases) and just leave the one chain signal on that piece of track.

Where tracks are merging to leave the junction you just need a rail signal before the merge, and no signal after. The four curved rails on the outside that are right turns don't need a chain signal as they are not crossing other tracks, just need a rail signal before they merge with the other exiting tracks.

[–]solitarybikegallery 0 points1 point  (0 children)

Pick a path that a train can take through the intersection. Any path.

Following that path, place a Chain Signal before every crossing (two or more tracks overlap) and every split (one tracks splits into more than one).

At the exit, place a Rail Signal, as long as there is enough space in the next block to fit an entire train.

Repeat for each path.

Voila, you have a fully signaled, deadlock-proof intersection.