Difference between revisions of "Basic Junctions"

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In this part we build the first junction (in #openttdcoop we always call it "hub"). Since we always build multi-track-junctions, a junction is a bit more complicated than it seems on the first look. Since we want to build efficient and fast railways we need efficient and fast junctions as well. For the start we will analyse a so-called  "[[:image:SLH.png|Side Line Hub]]" (or "SLH" for short).
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[[Sideline_stations|<< Sideline stations]] | [[Guides:Building|^^ Back to Building Guides Index]] | [[Mainline_Junctions|Mainline Junctions >>]]
 +
----
  
We find several important things here:
+
In this part we build our first basic 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|Sideline Hub]] - or '''SLH''' for short.
  
* 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 sidelinehub 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).
+
[[Image:BasicJuntions1.png|center|thumb|600px|A very basic [[Sideline_Hub|Sideline Hub]] - Note the lack of [[Balancing|load balancing]] ]]
* 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.
+
* 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.
+
  
  
[[Guides:Basic_Stations|<< Basic Stations ]]  [[Guides:Mainline_Junctions| Mainline Junctions >>]]
+
We find several important things in the image above:
 +
* A [[Basic_Networking|'''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).
 +
* There are no [[Balancing|load balancers]] constructed for trains coming from the Sideline and entering the Mainline. The Loadbalancers will be explained later on.
 +
* [[priorities|Priorities]] are missing on the mainline, so that trains entering the mainline slow down the trains on the mainline.
 +
* Tunnels/ bridges are not doubled. Doubling is done based upon traffic load once a tunnel or bridge shows slowdowns for trains then it is needed to double. Unless it is a mainline or the tunnels/ bridges are longer then the distance between trains.
 +
 
 +
[[Image:BasicJuntions2.png|center|thumb|480px|An early [[Balancing|Loadbalancer]] - recent concepts are far better but this one already improves the balancing somewhat]]
 +
 
 +
 
 +
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. A basic [[priorities|priority]] is used to accomplish this.
 +
 
 +
But for now, let us come back to our topic - basic junctions.I know what you are thinking: "Why are they doing these weird things?". The answer is: because it is the simplest thing in the end. Make a clean and intelligent building right from the start - it saves you and others later on.
 +
 
 +
Just imagine a game with 300+ trains and 100+ stations and every station has its own connection to a mainline with high traffic. All these entering/leaving trains will slow down other trains - it's some kind of chain reaction. [[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!
 +
 
 +
'''Name the HUB'''<br>
 +
Every hub has a [[Naming_conventions|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 four "Backbone Hubs" (explained later on) and at least eight or even more Sideline Hubs.
 +
 
 +
[[Image:BasicJuntions3.png|center|thumb|357px|The signlist - click on a sign and you will get to the spot]]
 +
 
 +
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.
 +
 
 +
'''Things to keep in mind while constructing'''
 +
* '''Close signaling!''' Always place signals as close as possible to a track split. This prevents unnecessary red-signal-times when a train passes a split.
 +
[[Image:BasicJunction4.png|right|thumb|199px|The signals set as close as possible]]
 +
* '''Think big!''' Our trains have a certain length (depending on the current game). If it is too long to enter a Sideline it therefore blocks not only the Sideline itself but also the Mainline. On a good junction the Sideline-entry is long enough for one whole train to wait.
 +
* '''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.
 +
* '''Curve Radius'''. Depending on the game, we use a certain trainlength. Imaging a map 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 [[Max_Curve_Speed|speed-curves]]. ''Note: for larger trainlengths, the radius is always smaller than the trainlength.''
 +
 
 +
[[Image:BasicJunction5.png|center|thumb|650px|Different trainlengths afford different curve radiuses for full speed]]
 +
 
 +
 
 +
* Finally, one thing is left to say: '''the Mainline always has the highest priority!''' Keep this in your mind for the next chapters!
 +
 
 +
----
 +
[[Sideline_stations|<< Sideline stations]] | [[Guides:Building|^^ Back to Building Guides Index]] | [[Mainline_Junctions|Mainline Junctions >>]]
 +
[[Category:Guides]]
 +
[[Category:Basic networking]]

Latest revision as of 10:08, 4 December 2013

<< Sideline stations | ^^ Back to Building Guides Index | Mainline Junctions >>


In this part we build our first basic 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).
  • There are no load balancers constructed for trains coming from the Sideline and entering the Mainline. The Loadbalancers will be explained later on.
  • Priorities are missing on the mainline, so that trains entering the mainline slow down the trains on the mainline.
  • Tunnels/ bridges are not doubled. Doubling is done based upon traffic load once a tunnel or bridge shows slowdowns for trains then it is needed to double. Unless it is a mainline or the tunnels/ bridges are longer then the distance between trains.
An early Loadbalancer - recent concepts are far better but this one already improves the balancing somewhat


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. A basic priority is used to accomplish this.

But for now, let us come back to our topic - basic junctions.I know what you are thinking: "Why are they doing these weird things?". The answer is: because it is the simplest thing in the end. Make a clean and intelligent building right from the start - it saves you and others later on.

Just imagine a game with 300+ trains and 100+ stations and every station has its own connection to a mainline with high traffic. All these 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!

Name the HUB
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 four "Backbone Hubs" (explained later on) and at least eight or even more Sideline Hubs.

The signlist - click on a sign and you will get to the spot

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.

Things to keep in mind while constructing

  • Close signaling! Always place signals as close as possible to a track split. This prevents unnecessary red-signal-times when a train passes a split.
The signals set as close as possible
  • Think big! Our trains have a certain length (depending on the current game). If it is too long to enter a Sideline it therefore blocks not only the Sideline itself but also the Mainline. On a good junction the Sideline-entry is long enough for one whole train to wait.
  • 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.
  • Curve Radius. Depending on the game, we use a certain trainlength. Imaging a map 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. Note: for larger trainlengths, the radius is always smaller than the trainlength.
Different trainlengths afford different curve radiuses for full speed


  • Finally, one thing is left to say: the Mainline always has the highest priority! Keep this in your mind for the next chapters!

<< Sideline stations | ^^ Back to Building Guides Index | Mainline Junctions >>

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  • This page was last modified on 4 December 2013, at 10:08.