Difference between revisions of "Basic Junctions"

From #openttdcoop wiki

Jump to: navigation, search
m
m
Line 1: Line 1:
 
In this part we build our first junction (in #openttdcoop we always call it [[Guides:Glossary|"hub"]]). Since we always build multi-track-junctions, a junction is a bit more complicated than you may have done it before. We try to build ''efficient'' and ''fast'' railways and therefore we need ''efficient'' and ''fast'' junctions as well. For the start we will analyse a so-called [[Guides:Glossary:Sideline_Hub|Sideline Hub]] - or '''SLH''' for short.
 
In this part we build our first junction (in #openttdcoop we always call it [[Guides:Glossary|"hub"]]). Since we always build multi-track-junctions, a junction is a bit more complicated than you may have done it before. We try to build ''efficient'' and ''fast'' railways and therefore we need ''efficient'' and ''fast'' junctions as well. For the start we will analyse a so-called [[Guides:Glossary:Sideline_Hub|Sideline Hub]] - or '''SLH''' for short.
 +
  
 
[[Image:BasicJuntions1.png|center|thumb|600px|A very basic [[Guides:Glossary:Sideline_Hub|Sideline Hub]] - Note the lack of [[Guides:Glossary:Load_Balancing|load balancing]] ]]
 
[[Image:BasicJuntions1.png|center|thumb|600px|A very basic [[Guides:Glossary:Sideline_Hub|Sideline Hub]] - Note the lack of [[Guides:Glossary:Load_Balancing|load balancing]] ]]
 +
  
 
We find several important things in the image above:
 
We find several important things in the image above:
 +
  
 
* A [[Guides:Glossary:Mainline|'''mainline''']] (also known as "Axis" goes from south to north (you can find it quite easy, [[Guides:Glossary:Mainline|mainlines]] have at least two tracks in each direction). The '''SLH''' has to connect a sideline to a mainline. This is the simplest case of a hub in our games. It is usually called '''"T-Hub"''' (just lean your head right and you will notice why).  
 
* A [[Guides:Glossary:Mainline|'''mainline''']] (also known as "Axis" goes from south to north (you can find it quite easy, [[Guides:Glossary:Mainline|mainlines]] have at least two tracks in each direction). The '''SLH''' has to connect a sideline to a mainline. This is the simplest case of a hub in our games. It is usually called '''"T-Hub"''' (just lean your head right and you will notice why).  
 +
  
 
Note that there '''should be''' some sort of [[Guides:Glossary:Loadbalancer|load balancing]] for trains coming from the Sideline and enter the Mainline. The Loadbalancers will be explained later on.
 
Note that there '''should be''' some sort of [[Guides:Glossary:Loadbalancer|load balancing]] for trains coming from the Sideline and enter the Mainline. The Loadbalancers will be explained later on.
  
[[Image:BasicJuntions2.png|center|thumb|600px|An early [[Guides:Glossary:Load_Balancing|Loadbalancer]] - recent concepts is far better but this one improves the balancing already]]
+
 
 +
[[Image:BasicJuntions2.png|center|thumb|480px|An early [[Guides:Glossary:Load_Balancing|Loadbalancer]] - recent concepts is far better but this one improves the balancing already]]
 +
 
 +
 
 +
On the image above, you see the idea of the balancing: if a Mainline-track is used (which means: a train is on the part the Sideline-Train wants to enter) the signal state is red - and the Sideline-Train chooses the other Mainline-track.
 +
 
 +
 
 +
But for now, let us come back to our topic - basic junctions.I know what you are thinking: "Why are they doing this weird things?". The answer is: because it easy the simplest thing in the end.
 +
 
 +
 
 +
Just imagine a game with 300+ trains and 100+ stations and every station has its own connection to a mainline with high traffic. All this entering/leaving trains will slow down other trains - it's some kind of chain reaction. [[Guides:Glossary:Sideline_Hub|'''SLH's''']] are intended to be ''fast connection points'' from sidelines to mainlines. Traffic from stations are bundled to sidelines and via a ''SLH'' they are bundled to a massive mainline. This - in the end - ensures a fast and comprehensive network!
  
  
* I know what you are thinking: "Why are they doing this weird things?". The answer is: because it easy the simplest thing in the end. Just imagine a game with 300+ trains and 100+ stations and every station has its own connection to a mainline with high traffic. All this entering/leaving trains will slow down other trains - it's some kind of chain reaction. Hubs are intended to be fast connection points from sidelines to mainlines. Traffic from stations are bundled to sidelines and via a Sideline Hub they are bundled to a massive mainline. This ensures a fast and comprehensive network since we have fast connections between sidelines and mainlines.
 
 
* Every hub has a name! Not only because we are gifted writers but also because of finding all these hubs in the future. On a typical 512x512 map we end up with at least five "Backbone Hubs" (explained later on) and at least 12 or even more Sideline Hubs. Since #openttdcoop has something to deal with both communication and coordination it has proven that "Look at SLH 3" is easier to communicate rather than "Look at this hub east to the hub which is west of the eastern one". This ought to be obvious.
 
* Every hub has a name! Not only because we are gifted writers but also because of finding all these hubs in the future. On a typical 512x512 map we end up with at least five "Backbone Hubs" (explained later on) and at least 12 or even more Sideline Hubs. Since #openttdcoop has something to deal with both communication and coordination it has proven that "Look at SLH 3" is easier to communicate rather than "Look at this hub east to the hub which is west of the eastern one". This ought to be obvious.
 
* Close signaling. Always place signals as close as possible to a track split. This prevents unnecessary red-signal-times when a train moves over a split.
 
* Close signaling. Always place signals as close as possible to a track split. This prevents unnecessary red-signal-times when a train moves over a split.

Revision as of 14:16, 2 August 2006

In this part we build our first junction (in #openttdcoop we always call it "hub"). Since we always build multi-track-junctions, a junction is a bit more complicated than you may have done it before. We try to build efficient and fast railways and therefore we need efficient and fast junctions as well. For the start we will analyse a so-called Sideline Hub - or SLH for short.


A very basic Sideline Hub - Note the lack of load balancing


We find several important things in the image above:


  • A mainline (also known as "Axis" goes from south to north (you can find it quite easy, mainlines have at least two tracks in each direction). The SLH has to connect a sideline to a mainline. This is the simplest case of a hub in our games. It is usually called "T-Hub" (just lean your head right and you will notice why).


Note that there should be some sort of load balancing for trains coming from the Sideline and enter the Mainline. The Loadbalancers will be explained later on.


An early Loadbalancer - recent concepts is far better but this one improves the balancing already


On the image above, you see the idea of the balancing: if a Mainline-track is used (which means: a train is on the part the Sideline-Train wants to enter) the signal state is red - and the Sideline-Train chooses the other Mainline-track.


But for now, let us come back to our topic - basic junctions.I know what you are thinking: "Why are they doing this weird things?". The answer is: because it easy the simplest thing in the end.


Just imagine a game with 300+ trains and 100+ stations and every station has its own connection to a mainline with high traffic. All this entering/leaving trains will slow down other trains - it's some kind of chain reaction. SLH's are intended to be fast connection points from sidelines to mainlines. Traffic from stations are bundled to sidelines and via a SLH they are bundled to a massive mainline. This - in the end - ensures a fast and comprehensive network!


  • Every hub has a name! Not only because we are gifted writers but also because of finding all these hubs in the future. On a typical 512x512 map we end up with at least five "Backbone Hubs" (explained later on) and at least 12 or even more Sideline Hubs. Since #openttdcoop has something to deal with both communication and coordination it has proven that "Look at SLH 3" is easier to communicate rather than "Look at this hub east to the hub which is west of the eastern one". This ought to be obvious.
  • Close signaling. Always place signals as close as possible to a track split. This prevents unnecessary red-signal-times when a train moves over a split.
  • Think big! Our trains have a certain length (depending on the current game). If it is too long for a byline it therefore blocks not only the byline itself but also the mainline. On a good junction the byline is long enough for one whole train to wait. The Hub on in the picture is a quite compact one - but despite of its small size it has all it needs!
  • You can get from each direction to any other direction. Since we want to make our railline expandable, we don't want to rethink all the old hubs in the future. It is better to build a hub with as many features as possible right at the start rather than heaving a headache in the future.
  • A clean building style. You are not at your own (and this is probably the best thing about #openttdcoop). Unfortunately, most of us can't read your mind and therefore it is best to make a clean building style everyone understands. To be more concrete: don't do unnecessary tracks, make comments (by using signs) of your ideas. Signs do not cost anything at all - except some pressed keys on your keyboard.
  • During the last games, we started with 3-tile-long-trains. This means: If you build curves with 3 tiles length each, the trains won't slow down! For monorail or maglev it's very important to remain at full speed. Just ask some experts around for the minimum radius for full speed-curves.
  • Last but not least: the mainline has always the highest priority! As you see in our example, the mainline goes straight, no slope, no curve, just straight.


<< Basic Stations | Mainline Junctions >>

Powered by MediaWiki