![]() Using combi signals all the way through the junction makes it function much like path signals, in that trains can take any path and you can have multiple trains in the junction. The red marked area is a single block, you would need additional signals to split that into three blocks (two waiting areas, and the switch) The block being clear of trains is a second implicit requirement, is that what I am missing? A rule that does not apply to path signals, hence their utility? Based on the in-game text description of entry signals, it seems it should be green. My question is - why can't the train at the start of the junction proceed to the top platform? There is at least one green exit signal from the following track. Then four exit signals at the entrance of each station platform. That is an entry signal at the start of the junction coming into the station. In practice I may, but I'd still like to understand the other signals.īelow is a little experiment I put together. ![]() I know I've read before "just use path signals". openttdcoop - large scale, advanced network and infrastructure projects.To get your mittens on some flair, please contact us from the account you want flaired with appropriate proof of your identity. OpenTTDCoop or other large community team members.We hand out special "verified user" flair to those who request it and are in a genuine need for it. Official IRC Channel (#/r/openttd on OFTC).Report a Player / Moderator Contact /r/openttd links of interest reddit OpenTTD server network Server Rules - please read these! This subreddit welcomes any OpenTTD related content, discussions, and questions! Transport-related subjects are also permitted, but please try to keep it somewhat relevant to the game at hand. ![]() The project aims to produce a fully open source version of the 1994 classic, while extending it with new graphical options, signal types, and much more. OpenTTD is an open source remake of Chris Sawyer's Transport Tycoon Deluxe. Nevermind the third train in the depot that is meant for yet another platform not moving at all until the deadlock is manually resolved.If you're joining one of our servers, please be sure to thumb through our house rules. When the train that is returning from the right platform tries to pull in, both trains lock up facing each other. ![]() Trouble starts when the second train then pulls out of the depot and also into the first platform instead of the correct platform and starts filling up. This results in a deadlock because the first train will pull into the first available platform, fill up, and go on it's way. They'd fill into the first available platform and not go to the correct platform that will take them to the correct destination. Now, owing to the shared depot, with only path signals, the trains behave very strangely, as if their AI/pathfinding is broken. To turn around, the train is expected to go the other station, go into another depot at the end of the line, and turn there. Each platform only goes to one other platform on another station. On stations with multiple platforms, the station has a shared depot on it's end. Block signals factors a lot into a playstyle I'm developing.
0 Comments
Leave a Reply. |