Hundreds of hours of (Open)TTD has made me unprepared for these systems. Signals right after an intersection feels /wrong/. You leave a gap long enough for your longest train, so you don't block your intersections.
I think it'd be smart to take a few Queues from the US interstate system, as cars are effectively just more chaotic trains in function. Take the typical cross, as an example. For maximum efficiency, you would have one axis elevated above the other. To turn right, you simply go into the diverging lane on the right-hand side and it will take you either up or down a level whilst turning you. To go left, pass that turn, go under/above the lane you want to go, and take the next right. You will travel in a circle, which feeds into the "left" lane right before the actual intersection, giving you a chance to either undo your turn or take a U-turn. The only downside to this is the amount of space it takes up, but is perfectly optimized for speed. If you have an intersection with a high speed line and a low speed line, the diverging-diamond approach would be better due to the ease of entering and exiting the high-speed section with a far smaller profile than the normal intersection, at the cost of complexity and more stops for the low-speed section.
Very good tutorial but, in order to make it more efficient you can click first signal with wrench which would make it bras signal that only allows train to enter only if it can exit singnal block imideltly. This is important because, if train is blocking exit it will just not enter intersection and block part of the intersection.
Yeah basically chain signals. So I would say do it exactly as you would in factorio, which is one signal at the exit of the intersection, and use only chain signals for every stop before the exit. But here’s a question I can’t test out personally yet, do these “chain signals” pass on different signals for different tracks (aka blue signal) or do they simply output red when any track is occupied?
Great video i learned a lot and i do have a question: if i have a long track and my train cant go there even though they are goin in the same direction can u help me out please
So here is my question - in order to make just one simple crossing intersection, I need to put 4 signals, but in fact only two of them are the ones that are the actual signals, the other two are placed just to make the track split possible, which makes that there are also two additional signals while getting out of the intersection. But if the track after the intersection is like 500 blocks long, no other train can get out of this intersection, because I put those other two signals, which are required to make the intersection, but they are preventing a train from getting out of the intersection if there's another train after the intersection, even if it is very long distance away. How can I possibly avoid that thing? I hope you understand what I mean, I don't know how to describe it but I have no idea what should I do in order to eliminate that thing.
@@btdubsy That's definitely a way to avoid that, but don't you think there should be a more convenient way to do so? For instance a track split block, that isn't a signal, but splits the track for the intersection. Still though, thank you for your answer!
If you have one train then you just run it on the track, turn it at the end and it goes back. If you want to have multiple trains, the easiest way is to make "waiting areas (I like to call them wings)" on the track and time the trains so that when two of them meet, one will tuck away in the wing and wait for the other to pass. But the timing need to be precise so its kind of hard. You can try to to make a schedule that operates on daytime rather than other things. There are some more options but Im not really an expert on that... Hope it helps at least a bit
your 4-way intersection would work nicely if they had path signals like in openttd, path signal logic is just superior to block signal logic in 99% of situations.
@@letsget100subswithoutconte4 that would make a chain signal, path signals behave in a different way, instead of creating blocks, they act as safe stopping points for a train. When a train meets a path signal, the signal stays red until the train can reserve a path to the next safe stopping point (path signal, regular signal, or station), they don't reserve the entire block when going through a junction, only their exact path, this allows multiple trains in a junction having signals only at junction entrances.
Can someone help me here? Everytime i make like the after train signal the train will always stop there no matter if theres a train there or not. Is there a way to fix this?
bruh i keep trying to make a singal and it always makes 1/3 of them stop when it shouldnt can you provide any info on why i followed urs to a T and it dosent work at all in the slightest
@@btdubsy well i took extensive research and i saw the junction worked everywhere except for on the track i made once it connected was when it broke so i feel like it was mabye some kind of bug
@@aestiq2891 Not sure about that because everytime there is one train in the green marked area no other train can enter and the main track turns green so when the second train is waiting to enter the station it can't because the first train can't exit because the second train is still on the green track and waiting for the first train to exit and that means that both trains are stuck and won't move. So I am pretty sure the colors do matter.
Hundred of hours of factorio has primed me for this. Pretty excited to start a new survival world with this implemented.
Actually my first experience with train signals was satisfactory update 5
Hundreds of hours of (Open)TTD has made me unprepared for these systems.
Signals right after an intersection feels /wrong/. You leave a gap long enough for your longest train, so you don't block your intersections.
I think it'd be smart to take a few Queues from the US interstate system, as cars are effectively just more chaotic trains in function.
Take the typical cross, as an example.
For maximum efficiency, you would have one axis elevated above the other.
To turn right, you simply go into the diverging lane on the right-hand side and it will take you either up or down a level whilst turning you.
To go left, pass that turn, go under/above the lane you want to go, and take the next right. You will travel in a circle, which feeds into the "left" lane right before the actual intersection, giving you a chance to either undo your turn or take a U-turn.
The only downside to this is the amount of space it takes up, but is perfectly optimized for speed.
If you have an intersection with a high speed line and a low speed line, the diverging-diamond approach would be better due to the ease of entering and exiting the high-speed section with a far smaller profile than the normal intersection, at the cost of complexity and more stops for the low-speed section.
I love everything right here and I might actually make an entirely new video with cool intersections thank you!
@@btdubsy yes yes!
Very good tutorial but, in order to make it more efficient you can click first signal with wrench which would make it bras signal that only allows train to enter only if it can exit singnal block imideltly. This is important because, if train is blocking exit it will just not enter intersection and block part of the intersection.
ya I only realized they had chain signals after I made everything, I’ll probably do a tutorial for those aswell
Yeah basically chain signals. So I would say do it exactly as you would in factorio, which is one signal at the exit of the intersection, and use only chain signals for every stop before the exit. But here’s a question I can’t test out personally yet, do these “chain signals” pass on different signals for different tracks (aka blue signal) or do they simply output red when any track is occupied?
This was so helpfull to remove my confusion.
Finally, the OpenTTD Mod we've been waiting for
Been confused about this for a while but your explanation was extremely helpful. Thank you.
I am a train signaller in real life. I am excited to play with this mod 😂
Underrated Video
Wait i know you
this was really helpful! thanks
A question how do you make a station thing that is not cut off?
Great video i learned a lot and i do have a question: if i have a long track and my train cant go there even though they are goin in the same direction can u help me out please
So here is my question - in order to make just one simple crossing intersection, I need to put 4 signals, but in fact only two of them are the ones that are the actual signals, the other two are placed just to make the track split possible, which makes that there are also two additional signals while getting out of the intersection. But if the track after the intersection is like 500 blocks long, no other train can get out of this intersection, because I put those other two signals, which are required to make the intersection, but they are preventing a train from getting out of the intersection if there's another train after the intersection, even if it is very long distance away. How can I possibly avoid that thing? I hope you understand what I mean, I don't know how to describe it but I have no idea what should I do in order to eliminate that thing.
Put signals along your track every so often to make sure that trains don't block a section that is hundreds of blocks away.
@@btdubsy That's definitely a way to avoid that, but don't you think there should be a more convenient way to do so? For instance a track split block, that isn't a signal, but splits the track for the intersection. Still though, thank you for your answer!
How did u make it visual with green line and stiff
thank you my friend. however can you tell me how to do single lane, bi-directional traffic. as i wish to conserve resources.
If you have one train then you just run it on the track, turn it at the end and it goes back.
If you want to have multiple trains, the easiest way is to make "waiting areas (I like to call them wings)" on the track and time the trains so that when two of them meet, one will tuck away in the wing and wait for the other to pass. But the timing need to be precise so its kind of hard.
You can try to to make a schedule that operates on daytime rather than other things.
There are some more options but Im not really an expert on that...
Hope it helps at least a bit
They should change the green and yellow colors, i thought it was supposed to be green. Thank you.
your 4-way intersection would work nicely if they had path signals like in openttd, path signal logic is just superior to block signal logic in 99% of situations.
Right click with a wrench and that should help
@@letsget100subswithoutconte4 that would make a chain signal, path signals behave in a different way, instead of creating blocks, they act as safe stopping points for a train. When a train meets a path signal, the signal stays red until the train can reserve a path to the next safe stopping point (path signal, regular signal, or station), they don't reserve the entire block when going through a junction, only their exact path, this allows multiple trains in a junction having signals only at junction entrances.
Can someone help me here?
Everytime i make like the after train signal the train will always stop there no matter if theres a train there or not.
Is there a way to fix this?
Mine always stops even with no obstructions
Trains stop to the signal having opposite direction if u haven't made the direction two way
Is it possible to build it Single railed? So Can I Face Signal in Both directions?
what about nether portals ?
Where you find this mob
Words cannot describe how confused I am by these.
bruh i keep trying to make a singal and it always makes 1/3 of them stop when it shouldnt can you provide any info on why i followed urs to a T and it dosent work at all in the slightest
Make sure you placed them all in the correct direction, i’m a little unsure based on ur description but that’s my guess
@@btdubsy well i took extensive research and i saw the junction worked everywhere except for on the track i made once it connected was when it broke so i feel like it was mabye some kind of bug
I could fix tNice tutorials?
The middle becomes yellow not green for me. Can you help?
I’m pretty sure the colour doesn’t matter, it just picks a random colour to show the two sections of the track are different
@@aestiq2891 Not sure about that because everytime there is one train in the green marked area no other train can enter and the main track turns green so when the second train is waiting to enter the station it can't because the first train can't exit because the second train is still on the green track and waiting for the first train to exit and that means that both trains are stuck and won't move. So I am pretty sure the colors do matter.
@@Jonsey2606 the colours do Not matter, they are picked at random depending on the amount of lanes or sections you have connected
@@Offsummer How can I fix the problem I'm having then??
@@Jonsey2606 reading everything again, I think your problem is coming from the intersection you made, 11:29 should help you with that!