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Latest revision as of 13:17, 29 September 2011

The Junctionary
JunctionaryAll.png View all Objects in the Junctionary
JunctionaryBBH.png Backbone Hubs
JunctionarySLHs.png Sideline Hubs
JunctionaryMergers.png Mergers
JunctionaryStations.png Stations
JunctionaryCityNetworks.png City Networks
JunctionaryLogicAndOther.png Logic and Other

BBHs

The backbone hubs are the main structure of the network. Constructing them is one of the hardest tasks on the map, as making properly balanced hub can be made in many different ways and requires some basic knowledge.

There always used to be two types of BBHs, and those are 4-ways and 3-way which are furtherly divided by the amounts of lines they accomodate. Other hubs are junctions of strange types, like half-junctions, more than 4-way junctions or junctions with some special purpose.


LL RR Backbone Hubs (what is that?)
Date Screenshot Specification Description Creator additional
18.03.07
Pile Transport, 30. Nov 2090.png
Simple Ancient T-BBH (or simply "Hub" as we named BBHs some time ago). Also not balanced. Mucht Download Savegame


3.03.12
227 bbh03.png
Simple Classic LLRR hub, following the standard coop building rules. It connects the oil refinery to the network in PSG227. mfb Download Savegame



LLL RRR Backbone Hubs (what is that?)
Date Screenshot Specification Description Creator additional
15.07.10
Psg188 bbh03.png
Bridge split The main point of this hub is making it compact by using the bridge splits to balance trains over lines, in this case only 3 directions are bridged this way. Vitus Download PSG #188


15.11.10
Psg197 bbh01.png
Tunnel only A 3-way hub with two LLLRRR and one LLRR meeting nicely in arctic the japanese landscape using only tunnels. The technique of the merges is based on splits of the tunnels. V453000 Download PSG #197


15.11.12
Psg248 bbhfurball.png
Tunnel only A BBH with short CL, long trains and a flood of tunnels providing all-to-all choices. Meet the Furball. V453000 Download PSG #248



LLLL RRRR Backbone Hubs (what is that?)
Date Screenshot Specification Description Creator additional
5.6.10
Psg186 bbh01.png
Brainmelter A massive hub sitting in one of the valleys of the awesome psg 186. The name came from the brainmelting center which is an all to all merge from each side, first seen in this hub which melted many brains as a result. V453000 Download PSG #186


19.11.11
219 bbh03.png
LLLLRRRR LLLLRRRR hub in PSG219, with some sideline constructions in the north. mfb, V453000 and others Download PSG #219


3.3.12
SnakeNest.png
Snake Nest A tricky, but effective way to build a LLLLRRRR hub. V453000 Download PSG #227



Massive Backbone Hubs (what is that?)
Date Screenshot Specification Description Creator additional
5.6.10
Psg115 bbh04.png
Little balancing A nice looking hub which did not need too much of balancing and still worked which is quite ubelievable with 5 lines. Mark, Chris_Booth Download PSG #115


5.6.10
219 bbh04.png
Balanced A massive hub with 4 lines in two directions and 5 lines in the third direction. It was upgraded and improved multiple times. Vinnie, V453000, mfb and others Download PSG #219



4-way Backbone Hubs (what is that?)
Date Screenshot Specification Description Creator additional
19.1.10
Psg173 bbh01.png
Swapped over A true masterpiece among 4-way hubs. This hub removes the worst connnections by swapping to left-hand traffic in the center. As a curiosity, it is the last hub Mark built before he left to Australia. Mark Download PSG #173


15.4.12
Psg232 bbh23.png
Chaos This 4-way hub was built from scratch after two 3-way hubs merged to an unhandy mess. The tracks follow no particular layout. XeryusTC, mfb Download PSG #232


1.9.12
ProZone20.png
Chaos Another chaotic 4-way hub, with LLL_RRR from all sides. mfb Download PZG #20


14.10.13
PSG268.png
Big This 4-way hub was the central point of PSG268, where all trains met. All directions are 7L_7R. V453000, mfb Download PSG #268


Backbone Hubs (what is that?)
Date Screenshot Specification Description Creator additional
10.11.08
Psg117 bbh02.png
Parallel lines On the first sight it might not seem like being a hub but it is one. The only difference is that it only joins 2 parallel lines. Chris Booth Download PSG #117


10.11.08
Psg193 bbhB3.png
4 1-way lines This hub is consisting of 4 1-way lines, of course 2 going in, 2 going out. The style of mergers is by using the bridge split. intexon Download PSG #193



SLHs

A sideline hub is a place where the main line junctions the side line. This means that we expect the side line giving priority to the main line and the side line has to be able to join any of the ML rails. A SLH is the easiest of our hubs to build. In general, their construction depends a lot on the shape of the main line - be it a straight ML, diagonal ML, corner ML or even spaces between ML lines matters. In the very old times there used to be built SLHs without priorities or without ability to join every ML rail. You can find those SLHs under Old SLHs and the proper rest can be found in the New SLH group.


Old Sideline Hubs (what is that?)
Date Screenshot Specification Description Creator additional
18.03.07
Quigley & Co., 5. Mai 1975.png
T "Fit-in-a-landscape"-SLH. It is a SLH since we didn't build real Mainlines for cargo routes in this game. This SLH is small but leaves enough waiting space in every direction. Mucht Swiss Inc. in the Archive


19.03.07
ClaustroTransport, 3. Jul 2117 -1.png
T Nice SLH. Notice the absence of Loadbalencers but the implementation of Prioritizers. Large but fast. The X-Crossing in the bottom left corner is not good though. Doke & Gamer Download Savegame


19.03.07
ClaustroTransport, 3. Jul 2117.png
T Nice SLH because of the small size. Trains can take it on full speed but there is slightly too less waiting space which causes trains waiting on red signals may block other tracks as well. Also, this is unbalanced and unprioritized. hylje Download Savegame


19.03.07
ClaustroTransport, 3. Jul 2117 -2.png
T Easy to understand, easy to build, clean style and fast speed are the advantages here. No Loadbalancing/Priorisation. hylje Download Savegame


19.03.07
Gurkentransporte '04, 4. Aug 2181 -1.png
T This one was possibly not easy to build due to its geographical position up on a hill. It gives the Mainline traffic priorisation over the joining trains from the Sideline. Walle Download Savegame


19.03.07
Gurkentransporte '04, 4. Aug 2181.png
T Fully prioritized Mainline. piratejerk & Walle Download Savegame


18.03.07
Lewisworth Transport, 12. Dez 2055.png
4-way Long time ago, Xahodo built this 4-way SLH. Notice: this SLH is unbalanced. Xahodo Download Savegame


07.07.07
Coop and Co., 10th Nov 2015.png
4-way strstrep built this 4-way SLH to service most of the stations on the old moneymaker line in the game. Note that this SLH is unbalanced (no access to 2nd ML) strstrep Public Server Game #46 (not available yet)



New Sideline Hubs (what is that?)
Date Screenshot Specification Description Creator additional
11.01.11
Psg186 SLH06.png
Corner SLH This hub is based on directions each connection has. Four connections(west split, eastbound join, east split, westbound join), four directions(NE, SW, NW and splitting to east, SE). V453000 Download PSG #186


11.01.11
Psg191 SLH06.png
Diagonal SLH A SLH on diagonal/mild corner ML showing how ridiculously small SLH it is possible to build. Vitus Download PSG #191


11.01.11
Psg204 SLH03.png
Fast joiner SLH built with emphasis on exactly 1xTL waiting bays which allow to have full speed choices. (only westbound part) V453000 Download PSG #204


11.01.11
Psg206 SLH03.png
Invisible SLH An extremely compact hub using the technique called invisible because a big part of the hub is not visible at all - hidden in tunnels. V453000 Download PSG #206


11.01.11
Psg206 SLH02.png
Classic SLH A typical SLH with emphasis on system and order. V453000 Download PSG #206


11.01.11
Psg225 SLH04.png
Half-SLH A hub with one missing joiner. Main focus is the PBS -> 2way entry signal joiner which provides good choosing and minimum trains waiting at prios. V453000 Download PSG #225



Mergers

Mergers are the most important part of backbone hubs and often decide the way how such a hub works. There are quite a few ways how to make a merger. With increasing number of output lines the merger building varies a lot, so it is divided by this aspect.

Detailed explanation of merging tracks can be found here http://wiki.openttdcoop.org/Merging_Tracks


Mergers with LL output (what is that?)
Date Screenshot Specification Description Creator additional
6.6.10
LLmerger.png
Inner mix A merger where the two inner tracks choose from the outer tracks, having all (two in this case) choices, saving the two lines from any merging or interruption. V453000 Download PSG #186


6.6.10
206 BBH03merger.png
All to all As the name says, all lines get to choose from all destinations. ODM Download PSG #206



Mergers with LLL output (what is that?)
Date Screenshot Specification Description Creator additional
15.04.08
Psg74 3on3 joiner pm.png
choice "3+3->3 Mainline merger fit into landscape. For the Northern lines a choice of all the three other tracks is offered. Update: important to note the lack of waiting bays replaced by combo-signals which can lead to trains waiting in incorrect spots pm Download PSG #74


24.7.10
Pzg10 BBH02merger.png
Mix inner A nice merger which leaves two outer lines to their own fate and works with the inside. As the two outer line only make for 2 output lines, one is "rather randomly" added as the inner lines merge to make for the 3 line output. Mark Download PZG #10


24.7.10
Psg190 LLLmerger01.png
Sequential split This merger built by XeryusTC uses the first split to decide whether the train goes to the first line, or somewhere else. If somewhere, then it splits there again to see if the next line is free and then again until all lines have been checked. This merger style can have problems if the incoming lines have high traffic but is very universal and can be used for basically any amount of lines. XeryusTC Download PSG #190



Mergers with LLLL output (what is that?)
Date Screenshot Specification Description Creator additional
6.6.10
Psg142 BBH01merger.png
Limited choice As making a merger for 4 lines gets to be quite large, hard, time consuming and possibly unexpandable, here we have a 4 line merger with not all choices. But despite that, the merger worked nicely showing that it might not be totally required to always balance everything possible. Of course you need some luck to have unbalanced things work though. Mark Download PSG #142


6.6.10
Psg186 LLLLmerger01.png
All to All The strongest of the Brainmelter's mergers with an output of four lines. Every line is given all choices to all outcoming lines. V453000 Download PSG #186


6.6.10
Psg213 downhill.png
Downhill A fairly nice merger but the main part of interest was the very end of it because it was built on a steep downhill to vastly improve train acceleration. V453000 Download PSG #213



Monster Mergers (what is that?)
Date Screenshot Specification Description Creator additional
6.6.10
Psg210merger.png
A into B An expandable, simple to build merger allowing full-throughput line towards all choices, therefore working very well. XeryusTC, mfb Download PSG #210


6.6.10
Psg216shiftmerger.png
Shift This merger is based on shifting trains to one end similarly like SML does. As a difference, this merger lets trains stop in waiting bays unlike SML is designed to do. To prevent trains waiting in waiting bays without a reason while they will never be able to join the line anyway, we used PBS and 2way eol so that the trains tried to join the line if there was at least a small chance to join. The merger ended up taking a large amount of space in length while saving some space in width. The instantly accelerating trains were key to make it work as well. V453000 Download PSG #216


30.11.11
Psg220bbh02merger.png
Inner merge A nice example of a merger which makes use of the merge inner, keep outer lines. mfb, Vinnie Download PSG #210



Stations

Stations are often the place of interest, since there are so many ways how to build one. That is not only because of the various designs, but also because each station could have different purpose. Starting with recognizing pickups from drops, followed up by combined stations where trains both load and unload - just like pax stations, transfer or even refit complexes. Sometimes, stations are given some extra features like an automatic packer, which makes them special. Last but not least, most of our stations are usually enhanced by some nice eyecandy, some actually having more candy than station.


Basic Stations (what is that?)
Date Screenshot Specification Description Creator additional
27.07.07
Roroentrance 1.PNG
RoRo entrance for a 2-lane ML. s_m_w Notice that trains on both lanes can access all platforms


13.08.08
Ballenced Pre-signal Bypass Entry.png
Balanced Presignal Bypass Station thomashauk A combination of the two above, the diagonal lines in avoid sharp corners. Notice the PBS for the balancer and the room left for queuing.


16.04.08
Roroeexit 1.PNG
RoRo exit for a 2-lane ML. Notice that trains from each platform can enter each ML. Also they have a complete TL before the "X" so that a train can always leave the station properly before it may stop again planetmaker Public Server game #89


2009-03-12
Pre Basic.png
Pre Basic Pre-signal Terminus Station

KenjiE20 Very low throughput


2009-03-12
PBS Basic.png
PBS Basic PBS-signal Terminus Station
Note the lack of signals on platforms, PBS takes care of that automatically

KenjiE20 Moderate throughput


2009-03-12
PBS Non Ideal.png
PBS Mildly complex Multi-line Terminus Station
NOT recommended under normal circumstances, but when space/money/Terra-forming is an issue this can be a good stop-gap
Note use of only diagonals to avoid blocking from crossing trains

Thijs --TBC Should set path_backoff_interval=1 or 2 if you use this


2009-04-14
PBS alternating.png
PBS A highly flexible Single or Multi-line Terminus Station
Can be fit around the landscape with relative ease

Unknown (Various) Moderate/High throughput



03.12.2009
Psg106 farm.png
Osai Terminus Typical terminus without an X. Osai Download PSG #106


03.12.2009
Psg186 towndrop03.png
2way eol An extremely simple drop station to build. Has no balancing but can have any amount of platforms while keeping maximum throughput. Braking spaces in front of platforms are essential. V453000, ralph Download PSG #186


03.12.2009
Psg196 PBScombination.png
PBS + 2way signals A relatively simple yet interesting station using PBS and pre-signals. The PBS is used on the first split to make it not ask whether platforms are full, but whether spaces in front of PBS are empty. The PBS was required because the right choice would not fit a TL3 inside so the half tile PBS provided was needed. V453000, intexon Download PSG #196


03.12.2009
Psg198 pickup09.png
Combo signal X-less terminus Osai's station copied in psg 198. It has a big disadvantage of using multiple combo signals for one block thus is possible to block if two trains go to the same destination. Osai Download PSG #198


03.12.2009
Psg208 overflow.png
Basic overflow Very simple to build overflow useful for small primary pickups which gained it's popularity very quickly for being small and simple. V453000 Download PSG #209



Drop Stations (what is that?)
Date Screenshot Specification Description Creator additional
11.01.11
Psg131 fruitdrop.png
2way eol The 2way eol feature plays a key role in this station. Trains try to join a platform and the 2way signals divert them if the platform is full. unknown Download PSG #131


11.01.11
Psg136 coaldrop.png
PBS semi-balancing This station looks very messy but due to the fact that it allows trains to choose from many paths, it works. It does not allow all trains go to all platforms though. Chris_Booth Download PSG #136


11.01.11
Psg142 wooddrop.png
Tunnel Exit In the exit of the station tunnels are used and another set of platforms is fit in there. This not only looks awesome but it also uses the tunnels as waiting space behind platforms for trains so the exit is faster. tneo Download PSG #142


11.01.11
Psg156 oildrop.png
2 sides This technically is quite a normal station. But the key difference is that it is halved and each part enters from one side, making the entrance much smaller and thus work much better. Farden Download PSG #156


11.01.11
Psg147 coaldrop.png
Symmetric Terminus Technically simple unbalanced terminus, visually a truly wonderful station. ODM Download PSG #147


11.01.11
Psg156 wooddrop.png
Unbalanced Terminus A nice terminus station in a cute shape. As it uses a single entrance signal, it uses penalties (the road crossings) to make trains prefer platforms which are far away from the first split aka the so called valhallasw style. ^Spike^ Download PSG #156


03.12.2009
Psg170 packer.png
Packer Exit A special drop station featuring a packer based on using slow bridges to get trains in correct positions. Osai, ^Spike^, Phazorx, V453000 Download PSG #170


11.01.11
Psg175 drop.png
2wayeol in V shape A terminus using 2way eol, having balanced exit and being in a special shape. V453000 Download PSG #175


10.08.11
Psg177 RDC.png
Ultimate Mess An extremely messy station which actually worked which ended up being quite incredible. OwenS Download PSG #177


10.08.11
Psg184 oredrop.png
Balanced Station A balanced station with a bit atypical yet working entrance. XeryusTC Download PSG #184


10.08.11
Psg189 rubberdrop.png
Halved overflow A special station consisting of 2 parts. Trains try to pick a platform on their part and in case they fail they move to the other part. This station has a downside of problems with balancing and in this case was supported by flipflop logic. ^Spike^ Download PSG #189


11.01.11
Psg190 coaldrop.png
Reverser Exit The exit of this station is particularly interesting due to saving space by reversers. thgergo Download PSG #190


11.01.11
Psg195 towndrop.png
'2way eol Trains simply pass around 2ways, however in a nice shape. If they do not find a free platform, they just loop into another line. Intexon,V453000 Download PSG #195


11.01.11
Psg196 wooddrop.png
'Two-way station with loop entrance A bidirectional station where trains pass around waiting bays until they find one. And if they don't find one on the line they came from, they will try another line. V453000 Download PSG #196


11.01.11
Psg197 liquiddrop.png
Reverser Entrance This station uses reversers in station entrance. Note the need of PF trap to make trains "know" the path to station. V453000 Download PSG #197


11.01.11
Psg197 mineraldrop.png
2 in 1 out Terminus This station is a bit different due to using 3-tile X while 2 tracks go in (from each incoming track one) and one track goes out. A nice and easy way how to simplify balancing a terminus station with 2 lines. V453000 Download PSG #197


11.01.11
Psg200 boostdrop.png
Balanced station This station has a few interesting points. Aside from the fact that it is huge, it balances all 4 lines into double "X"s which forces it to also use a lot of bridges atop of tunnels.. V453000 Download PSG #200


11.01.11
Psg204 steelmill.png
X-less Terminus One of the terminus stations which lacks the "X" many people fear. V453000 Download PSG #204


11.01.11
Psg206 coaldrop.png
Looping station This station is basically a normal 2way eol ro-ro but with the difference that trains which fail to find a platform try again on a different line which lets us use less platforms per line. V453000 Download PSG #206


10.08.11
Psg210 factory.png
Balanced Station One of the typical balanced stations with various exit techniques. XeryusTC Download PSG #210


10.08.11
Psg211 towndrop.png
2 platform rows The main point of this station is to have many platforms. Therefore very fitting to use in maglev games as seen in the picture. V453000, MrD2DG Download PSG #211


19.11.11
Drop unbalanced two-way.png
Unbalanced two-way drop This station is focussed on high throughput. By forcing trains in to the nearest platforms no pre-signals are needed. In this case penalties by road crossings are used in combination with two-way signals. Xotic750, V453000 Download PSG #219


12.1.12
Psg223coaldrop.png
Semi-balanced drop Sometimes it is just enough to make two 2 line entrance than a full balancing of 4 lines. Also note small signal gaps for high throughput. V453000 Download PSG #223



Pickup Stations (what is that?)
Date Screenshot Specification Description Creator additional
03.12.2009
Psg193 BRIDGES.png
Fail-safe This station uses the same logic as fail-safe joiners do. Making combo multiple combo signals leading to 1 signal block not break. As a result, it looks .. well ... this way. ;D V453000 Download PSG #193


03.12.2009
Psg197 solidspickup.png
Overflow An overflow with side detection of waiting bays and most notably with an escape route for lost trains. (when a lost train gets to the overflow, it would not see a path out through the terminus station and would stay stuck in the overflow forever, eventually would get hungry and die) V453000 Download PSG #197


03.12.2009
Psg197 southpickup.png
Overflow Overflow based on detecting platforms. Also featuring an escape route for lost trains. V453000 Download PSG #197


03.12.2009
Psg204 BRIDGES.png
Overflow A pickup station with quite an advanced overflow. NO, it is not presignal bypass! This combo signal arrays always checks if there is a train going to a platform and if the eventual platform is free. If there is a train, it is possible that this train would go to any other platform down the line and the overflow is not released. If there is no train but the waiting bay is full, the combo signals move onto checking the next waiting bay. V453000 Download PSG #204


03.12.2009
Psg210 goodspickup.png
Balanced station A standard powerful balanced station. XeryusTC Download PSG #210


03.12.2009
Psg219 steelpickup.png
Overflow A bit special overflow on a balanced station. Using block pre-signals to give some priority to the incoming trains which have PBS. V453000 Download PSG #219



Combined Stations (what is that?)
Date Screenshot Specification Description Creator additional
11.01.11
Psg90 factory.png
Drop and pickup station Here goes a typical Mark station with X-less terminus and a _ton_ of eyecandy. Mark, Skasi Download PSG #90


11.01.11
Psg105 Gratfield.png
City station Wonderfully looking city station. Mark Download PSG #105


11.01.11
Psg141 MAT.png
Refit Station A very simple refit station. Combuster Download PSG #141


11.01.11
Psg151 MAT.png
PBS WTF This pax terminal is very interesting by providing as few colliding paths as possible. unknown Download PSG #151


11.01.11
Psg159 spoke05.png
Tunnel bypass This transfer station is special by the bypass for ML trains which is situated in tunnels under station. Combuster Download PSG #159


11.01.11
Psg164 OKA.png
Double X-less Terminus The one typical station for Mark. A terminus without X on the "main" side and the other station fitting into it. Awesome on the sight! Mark Download PSG #164


11.01.11
Psg186 WoodDrop.png
Refit Station The first refit station with cargo return - on separate platforms. V453000 Download PSG #186


11.01.11
Psg187 BEER.png
Reverser Exit, tunnel under station This station is trying to save space for towns by reversers in tunnels and tunneled exit from the station. V453000 Download PSG #187


11.01.11
Psg192 central.png
Space effectiveness This was a double-station where trains transferted at one, loaded at the other. As the game had gotten many lines, the main challenge was to put the station within 64 tiles of station spread. V453000 Download PSG #192


11.01.11
Psg197 WoodDropS.png
Refit Station A refit station with cargo return on the same platforms long TL+1, using the [near end] and [far end] orders. V453000 Download PSG #197


11.01.11
Psg200 Transfer.png
Transfer station A terminus transfer station using a kind of X-less PBS entrance/exit.. V453000 Download PSG #200


11.01.11
Psg200 RefitN.png
Refit Station A refit station with cargo return by TL+1 platforms and all platforms shared for all actions, be it drop, pickup or cargo return. V453000 Download PSG #200


11.01.11
Psg201 BEER.png
Pax terminal A very special station using one ML underground and the station on the surface. Also note the extremely important message on it. V453000,mfb,sturmi Download PSG #201


11.01.11
Psg205 Drop03.png
Refit Station A very advanced refit station being not only balanced but also featuring cargo return by TL+1 platforms and mainly stac-proof depots. V453000 Download PSG #205


11.01.11
Psg211 fruitdrop.png
Merged pickup and drop Every 2 platforms swap being drop/pickup. Quite an interesting way how to make a station. V453000 Download PSG #211


11.01.11
Psg216 coaldrop.png
Merged pickup and drop First drop, then pickup. That is how this station works when trains pass around the 2way eol. However the most interesting thing on this station is the exit. Using PBS and 2way entry signals helps trains decide which line to choose without unnecessary waiting in waiting bays. Also note that each choice fork is made after just 3 platforms so the throughput of each fork is quite low. V453000 Download PSG #216


20.12.2011
PSG221ICE.png
ICE station Special design to make one side of the station drop passengers to the town and the other side load them to the next town. Entry and exit from two directions.. LoPo Download PSG #221


26.12.2012
PSG222V.png
Multiple pickup and drop Using one incoming line for all of the pickup platforms is not the sanest idea. However throwing drop platforms in the mix made it a bit easier as they made more space for the overflow logic for pickups. It still made for a bridge/tunnel madness. V453000 Download PSG #222




Special Stations (what is that?)
Date Screenshot Specification Description Creator additional
03.12.2009
Psg121 MarkStation.png
SRNW Station A nice SRNW station from the legendary psg 121. A so-called 3-bay SRNW station where dummy trains load, wait for other dummies to load, and then all dummies go to unload. The "waiting" part is usually solved by having 1TL waiting bay for those trains. However in this case it is smartly solved by using a NOT gate, effectively shortening the waiting bays to 1 tile. Mark Download PSG #121


03.12.2009
Psg149 pbs.png
SRNW Station A SRNW station using PBS to release trains. Nickman Download PSG #149


03.12.2009
Psg172 7platform.png
SRNW Dummy A NOT gated dummy SRNW station using platforms tightly together thanks to the mess on the exit. V453000 Download PSG #172


03.12.2009
Psg180 sparta.png
SRNW PBS Dummy Not too complicated SRNW station as in system, but effective on space. Making many platforms just next to each other. It is wonderful to watch when all trains release together, but at the same time it is a bit painful to see the huge wave of trains flood the network. :) (psg180 had no issue with waves due to the flipflops fortunately) V453000 Download PSG #180


03.12.2009
Psg180 simple.png
SRNW Dummy A very simple SRNW station with just a few 3-bay dummies and full-TL waiting bays. V453000 Download PSG #180


03.12.2009
Psg200 SRNWtransfer.png
SRNW Transfer A transfer station fitting in SRNW network. After using some intense madness, it worked absolutely properly. Question is whether this amount of logic is worth it as the total throughput is not that stunning. V453000 Download PSG #200


03.12.2009
Psg214 Vpet.png
SRNW Refit A SRNW quadruple station. Uses refit orders between quarters, dummy trains with NOT gates, Mark's clock for overflow injection. V453000 Download PSG #214


13.1.2011
PSG223V.png
SRNW Transfer Station based on having 1 set of platforms used by both feeder and pickup trains. Each platform gets its own logic consisting of (only) 2 logic gates - NOT and a green->absolute red. Unfortunately requires huge amount of logic wires so making it small is an issue. V453000 Download PSG #223


17.1.2011
PSG223binarylogic.png
SRNW Transfer A transfer station which counts trains using (insane amount of) binary logic. Unfortunately some trains manage to run away without loading. mfb Download PSG #223


14.7.2012
PSG239 minicatzor SRNWtransfer.png
SRNW Transfer Yet another Self Regulating Transfer Station. The network trains are blocked by the reserved track by the feeder train - using PBS. Release then occurs when the feeder train reversed, and leaving the transfer station. With this mechanism, only a single logic "check" was needed to make this transfer working. Beside this, the station was also equipped with overflow depots for every cargo type. LoPo Download PSG #239


14.7.2012
PSG239 doubleNot SRNW station.png
SRNW Station A SRNW station design with double Not-Gates. The first Not-Gate is to release the dummy trains - it will give a green signal when all dummy trains are loaded. This will then give a red signal to the second Not-Gate; which then releases the network trains. LoPo Download PSG #239


14.7.2012
PSG239 new SRNW station.png
SRNW Station This new SRNW station design uses no Logic Gates, it uses some kind of cascade mechanism. The design is fully reliant on PBS. The first set of Path Signals make sure that the dummy trains block the network trains. The second set of Path Singals are needed to block the dummy trains, one for each other next to them, until all dummy trains are loaded. The last set of Path Signals is needed to block the dummy trains until they are all unloaded. When using this station, please make sure you really know how it works (it can break really easily), also it may occur that the last dummy loader is loaded at the same time as one of the others. This will also break the system, and thus meaning it needs expansion (the station will break if the production is to high for the dummy trains). LoPo Download PSG #239


City Networks

The city networks are a very interesting part of our networking. That is not only because there are so many ways how to build one but also because you often want it to look nice. In general the purpose of a city network is to catch as many passengers as possible and transfer them to the local passenger terminal.

City Networks (what is that?)
Date Screenshot Specification Description Creator additional
15.04.08
Psg140 thijs.png
Self-regulating "A very nice self-regulating design where trains use only the [transfer] order. Thijs Download PSG #140


15.04.08
Psg140 mark.png
Direct full load order "A very well extensible design working on the simple basis of full load orders which are affordable thanks to the 3 platform stations. Mark Download PSG #140


15.04.08
Psg157 mks.png
Direct full load order "A layout which lacks any curves as it is just a system of straight tunnels going towards the central transfer station. Allowing for a lot of buildings in the town. Mks Download PSG #157


15.04.08
Psg164 spike.png
Waypoint loop "Here trains first enter the row waypoint, then try to go to the exit of the row. While all of the ways how to get out are through one of the stations.Then drop the cargo and go to another row. Spike Download PSG #164


15.04.08
Psg174 sunningpool.png
Direct conditional order "A loop of stations where after visiting each station trains decide where to go. Unfortunately rail footprint dominates over buildings. V453000 Download PSG #174


15.04.08
Psg174 serial.png
Serial Transfer "Series of stations which transfer to the next station in the line, growing on TL(capacity) and eventually reaching the ICE. V453000 Download PSG #174


15.04.08
Psg200 srnw.png
Self-regulating "Sbahn where trains have only the transfer order. The interesting addition here are the wooden bridges to make trains slow down in order to reduce the rate at which they visit individual stations. Resulting in more stations in the loop being used. V453000 Download PSG #200


15.04.08
Psg201 drondwood.png
Direct full load order with walk "A rather normal Sbahn with just the direct full load order. Enchanced/cheated by walking the sets of stations together to provide 1 station of 3 platforms instead of 3 stations of 1 platform to have a train always loading. V453000 Download PSG #201


15.04.08
Psg201 beeryork.png
Conditional loop with waypoints "A system based on trains going in a loop of N rows. Each row is ended with a waypoint where trains decide whether to continue towards the next row or to drop the cargo and then continue to the next row. This way all trains in the loop can share their orders. V453000 Download PSG #201


15.04.08
Psg207 xeryustc.png
Conditional Orders "Sbahn based on trains going around stations until full. XeryusTC Download PSG #207


15.04.08
Psg207 V.png
Layered city network "This city network is based on having firstly the rail trains which transfer to the transrapid. And the transrapid finally transfers to the ICE. This is done to use the huge difference between transrapids and normal rail trains in capacity. V453000 Download PSG #207



Other

It is hard to describe logic shortly since it's very purpose is to do something extra. This section lists mechanisms and thingies that usually control trains somehow, and thus improve how our network works. Although there are for sure cases that are completely useless like train counters.

Logic and other constructions (what is that?)
Date Screenshot Specification Description Creator additional


13/07/2008
Lensort.jpg
Train Length Sorter Sorts trains by their length. In this example trains longer than 5 cars (or 2 tiles) will be sorted via the penalty, those of 5 cars or less through the non-penalty line. this is useful when trains of varying type use a station, and some platforms are shorter than others. It can also be used at junctions where there are two options of track, to move shorter trains onto a loop with tighter turns. Finally it may be used to seperate main line trains from local trains (assuming different train lengths). A local train may be forced onto a longer, slower loop to allow mainline trains to pass. Audigex, original credit unknown.


16/12/2008
Psg121 MarkClock.png
Advanced Timer An advanced timer which works with a certain cycle. Once the dummy train finishes the cycle, a train is released by the timer. However this has one crucial condition - if a train overflows, the whole cycle is cancelled and the counting starts again. Mark Download PSG #121


11.01.11
Psg131 Compressor.png
Train packing The so called compressor. Waits until a few trains are ready to go and then releases them very close together, allowing trains further down the line join. Mark Download PSG #131


11.01.11
Psg180 flipflop.png
Flipflop A typical flipflop splitting trains into 6 directions equally. V453000 Download PSG #180


11.01.11
Psg196 counter.png
Counter A mechanism which counts how many trains have passed a certain spot. Completely useless for the network. HDIEagle Download PSG #196


11.01.11
Psg200 comparer.png
Counter/comparer This array of stations had a special overflow which counted which station gets the least amount of trains and released trains to that. Therefore there are logic mechanisms which count how many trains have passed (based on Mark's clock) and a mechanism which says which station had gotten X trains as the last one. V453000 Download PSG #200


11.01.11
Psg203 sparta.png
Long train abuse This mechanism is meant to pack looong trains in just 3x3. It is very slow due to the effective more than 1xTL signal gap. V453000 Download PSG #203


11.01.11
Psg224 flipflop.png
Flipflop without memory (SR-NOR latch) A very interesting way how to make a flipflop without memories, using the NOT gates swap their states. Unfortunately (probably) only usable for 1:1 split. mfb Download PSG #224


16.10.12
Psg245 split to N.png
Pathfinder-based Perfect N-way split A split from 1 to N (here 7) tracks. Fairly easy to build, with full throughput and does not seem to break. V453000 Download PSG #245


2019-07-20
3waysplit.png
Logic-based Perfect N-way split A split from 1 to N (here 3) tracks. Fail-safe. Hazzard


2019-08-11
Logic base1 counter.png
Base-1 (tally) counter Train counter using memories as counting tally marks. Used for clock-synchronized SRNW. Allows N (6) trains per clock cycle. In this screenshot the input/output is in the top right with a testing dummy train. Hazzard Download PSG #334


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  • This page was last modified on 29 September 2011, at 13:17.