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The trouble with this is that it makes the track cost a function of the instantaneous state of the vehicle which is problematic for the segment cost caching which is used outside of the signal look-ahead distance. So, I think there should be two different station penalties To make this work the cost of the centre track is artificially made more expensive than the cost via the platform but less expensive than the cost via the platform when occupied.
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I happen to use a similar layout frequently in my own games, except that going via the platforms is the normal path, and the centre track is only used for bypassing trains when the platform is occupied. The problem here is that the cumulative rail_pbs_cross_penalty cost of the occupied centre track is too small to make the centre path more expensive than going via the platform. As station platforms are always reserved either not at all or in their entirety, the total penalty is proportional to the platform length, and is predictable. Rail_pbs_station_penalty is the per-tile for a reserved station tile. In this type of layout, if you are unlucky you could have different behaviour for short trains blocking the middle track than for long ones. This is done by placing a one-way path signal on the right-hand track. In many cases the total cost is different depending on how long the train is and how far away it is from the signal it is approaching. Trains can be protected from entering a station area by using one-way path signals. Rail_pbs_cross_penalty is the per-tile penalty for a reserved non-station tile. Rail_pbs_cross_penalty and rail_pbs_station_penalty. Path signals give you less control over trains paths (since the trains choose them) and are slower to react so will be more likely to cause queueing with dense incoming traffic. Trains should now use all platforms, as the path signal will now allow trains to pass.To follow on from earlier comments, there are two further YAPF penalties which need to be considered for this type of layout:
Openttd path signals Patch#
The exclude signal on path reservation patch definitely seems to break at least signals on diagonals just perform the tasks to reproduce this issue with the patch applied and then start all trains. Then build a regular signal behind each platform. Thank you for this attempt at fixing this bug, sadly enough both fixes break other things. Try lengthening the area occupied by one tile, and extending each rail platform by adding a single tile of rail at the back. Your station design cannot guarantee that trains will not share a path after they leave, so the game will only allow a single train in at a time. Path Signal This signal will be called a Path Signal. As such, only one train will ever enter this block at the same time. I wanted to use one-way path signals on side tracks to ensure a single direction on them. 2 tracks for both directions and a shared track in between which can be used in both directions for passing slower traffic on 'main tracks'. We can thus say that your station is signalled as a single block, and has a single point of entry as well as exit within this block. 1 I'm trying to build a two-way railroad with 3 tracks. Both trains will start at the same time, and crash into eachother! Now a rush of passengers suddenly appears, fully loading both trains. Imagine what happens if there are few passengers waiting, and two trains are let into the station. If the path a train is trying to take within its block is currently fully unoccupied, the signal will let the train through. Path signals will thus take into account where trains currently are. Path signals (the type in front of your station) have an exception: they will allow more trains in as long as the incoming train does not share a path with any trains currently within its block. Signals divide your rail into what's commonly known as signal blocks.Īll signals will forbid a train from entering a block if it is already occupied. In order to make your trains use your empty platforms on this station, it may be instructive to you to read more about how signals work in depth.
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