Difference between revisions of "Junctionary - Logic and Other"

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<noinclude>{{JunctionaryLogicAndOtherMenu}}</noinclude>
 
<noinclude>{{JunctionaryLogicAndOtherMenu}}</noinclude>
It is hard to describe logic shortly since it's very purpose is to do something extra. In this section can be found mechanisms and thingies that usually control trains somehow, and thus improve how our network works. Although there are for sure even cases that are completely useless like train counters.
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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.
  
 
{{JunctionaryTableHeader|headline=Logic and other constructions <font size="small">([[Logic|what is that?]])}}
 
{{JunctionaryTableHeader|headline=Logic and other constructions <font size="small">([[Logic|what is that?]])}}
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{{Junctionary|13/07/2008|[[Image:Lensort.jpg|center|140px|]]|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.|}}
 
{{Junctionary|13/07/2008|[[Image:Lensort.jpg|center|140px|]]|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.|}}
{{Junctionary|16/12/2008|[[Image:psg121_MarkClock.png|center|140px|]]|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|}}
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{{Junctionary|16/12/2008|[[Image:psg121_MarkClock.png|center|140px|]]|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.|{{User|Mark}}|{{PublicServerGameSave|121}} }}
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{{Junctionary|11.01.11|[[Image:psg131_Compressor.png|center|140px|]]|'''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. |{{User|Mark}}|{{PublicServerGameSave|131}} }}
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{{Junctionary|11.01.11|[[Image:psg180_flipflop.png|center|140px|]]|'''Flipflop'''|A typical flipflop splitting trains into 6 directions equally. |{{User|V453000}}|{{PublicServerGameSave|180}} }}
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{{Junctionary|11.01.11|[[Image:psg196_counter.png|center|140px|]]|'''Counter'''|A mechanism which counts how many trains have passed a certain spot. Completely useless for the network. |{{User|HDIEagle}}|{{PublicServerGameSave|196}} }}
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{{Junctionary|11.01.11|[[Image:psg200_comparer.png|center|140px|]]|'''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. |{{User|V453000}}|{{PublicServerGameSave|200}} }}
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{{Junctionary|11.01.11|[[Image:psg203_sparta.png|center|140px|]]|'''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. |{{User|V453000}}|{{PublicServerGameSave|203}} }}
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{{Junctionary|11.01.11|[[Image:psg224_flipflop.png|center|140px|]]|'''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. |{{User|mfb}}|{{PublicServerGameSave|224}} }}
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{{Junctionary|16.10.12|[[Image:psg245_split_to_N.png|center|140px|]]|'''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. |{{User|V453000}}|{{PublicServerGameSave|245}} }}
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{{Junctionary|2019-07-20|[[Image:3waysplit.png|center|140px|]]|'''Logic-based Perfect N-way split'''|A split from 1 to N (here 3) tracks. Fail-safe. |{{User|Hazzard}}|}}
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{{Junctionary|2019-08-11|[[Image:Logic base1 counter.png|center|140px|]]|'''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. |{{User|Hazzard}}| {{PublicServerGameSave|334}}}}
  
 
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Latest revision as of 19:05, 11 August 2019

Logic and Other
Junctionarybackback.png Back to junctionary

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 11 August 2019, at 19:05.