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 Post subject: help got confused trains
PostPosted: 29 Jun 2012, 18:39 
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not a 100% sure how to use signals and i usual end up with confused or lost trains :?

also which industry gives out the best fertilizer

Attachment:
Paradise Transport Ltd., 6th Jan 1983.png
Paradise Transport Ltd., 6th Jan 1983.png [ 103.43 KiB | Viewed 15135 times ]


also included save file if you want to poke around to show me how to un confuse the trains :lol:


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Paradise Transport Ltd., 29th Oct 1982.sav [92.42 KiB]
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PostPosted: 29 Jun 2012, 19:41 
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After a quick look it seems you're dedicating one track to a single train, but there are three trains going to the same location. That's quite inefficient. With proper track layout and signaling you can put a LOT of trains on the same track.

I'll have a go at your savefile and try to make it run better for you.

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PostPosted: 29 Jun 2012, 19:44 
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thanks been running that way with trains as i don't know how the signals work i get complected i get confused and lost trains :lol:


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PostPosted: 29 Jun 2012, 20:35 
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OK, so I've done some changes to your rail network from the Platminister Woods station going west. As you can see I've removed some track and added signals to the layout.
The basic concept is to use two tracks - one in each direction and a split/merge at the station.
Also, I merged some of the single-track lines onto a double-track line with some variants how you can split/merge the tracks, look along the track and you will see how it's done. Just remember that it's important which signals you use at stations and junctions.

Have a look at this, it's a good guide on how signals work.


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Paradise Transport Ltd., 1984-03-16.sav [92.93 KiB]
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PostPosted: 29 Jun 2012, 21:42 
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:bowing: thank you so much for the site on the signals

but that save file still has a lost train going to finstock docks but with that web site you gave me i should be able to figure it out now ;)


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PostPosted: 29 Jun 2012, 22:31 
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Right, sorry about that. I was a bit too quick there. :cucko:
I solved the lost train to the docks (train no. 5).

I noticed a few things in your save that can be a real pain when playing, so here's a few tips:
1. You use a lot of sharp corners like this
Attachment:
corner.jpg
corner.jpg [ 14.39 KiB | Viewed 15123 times ]
The problem with these corners is that all trains - no matter how fast they are - can't go faster than 55 mph through the corner. There is some info on the matter here and here.

2. You're playing with breakdowns enabled, however you don't force your vehicles to go into depot which makes them breakdown very often. Maintenance is crucial to minimize breakdowns and you can fix this very easily. Just put a depot along the track and put an Goto-order to the depot. Then you set it for maintenance and the vehicle only goes to the depot if it needs maintenance.
I hate breakdowns so I just turn it off completely but that's just me..


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Paradise Transport Ltd., 1984-05-01.sav [90.05 KiB]
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PostPosted: 29 Jun 2012, 23:28 
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i have my advance settings for my vehicles set for every third days for road rail planes every two months
should i shorten that to ?? days

will poke around that save file using it to learn my way around the signals issue
as my fruit plantation near the chemical plant has already closed due to the town growing into it's space

here is the same transport co years ahead of the 84 will be changing it up with the stuff i learned today


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Paradise Transport Ltd., 21st Nov 2007.sav [137.63 KiB]
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PostPosted: 29 Jun 2012, 23:48 
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In the 2007-savefile you have a couple of depots in place, that's good. However trains can't reach them as there are other trains blocking the track. There's for example a complete deadlock at Platminster Woods.

I'll attach one of my latest games for you to see how i normally build my depots. Also, check the trains orders and you'll see how I use them for maintenance. Interval is set to 360 days.


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Linninghill Transports Co., 2116-05-01.sav [1.58 MiB]
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PostPosted: 30 Jun 2012, 01:44 
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i will look at your save file if i have the grfs

here is the 07 file 5 years later Platminster Woods reconfigured with the signals i hope are right :oops:


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Paradise Transport Ltd., 10th Dec 2012.sav [146.88 KiB]
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PostPosted: 30 Jun 2012, 17:59 
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I think you're building a bit too complicated, there's no need to have three shared tracks Platminster Woods when you have so few trains passing.
I adjusted the save a bit in the area around the station, removed the unnecessary third track and created a buffer zone where trains can wait if there are no available tracks at the station.
Also, I changed all the signals near the station to Path-signals. This will allow more than one train to occupy the same block of track at any time which will increase efficiency.
Attachment:
Paradise Transport Ltd., 10th Dec 2012.sav [146.88 KiB]
Downloaded 477 times

I'm not completely sure but I think most of the grfs in my save are available in BaNaNaS, if not you can find them through GRFCrawler. You will get a list of missing grfs, just search for them here and download them.
Note that the save reflects my style of playing and it suits me. It may or may not suit your needs but hopefully you will get a few ideas how to build a good railway network.

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PostPosted: 30 Jun 2012, 20:36 
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yea i found most of the grfs but i could not get the headquarters or the no fence on to work will poke around that save file

thank you for all the help as it will help me when i start another game as paradise is getting close to finishing


edit: hmm not seeing the change :? on your save file looks the same to me


here is paradise @ 2028 where i added a 3rd rail with overhead wires and duel power tracks two trains pass thru there on the way to finstock with oil seeds plus am going to be adding trains for livestock and fish due to the cannery being right there hopefully will increase fertilizer and food production


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Paradise Transport Ltd., 2nd Oct 2028.sav [156.6 KiB]
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PostPosted: 01 Jul 2012, 11:53 
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Yeah that would be my fault, I just reposted the same save you did.
Let's see if I can manage to get it right this time :oops:
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Paradise Transport Ltd., 2013-06-11.sav [136.23 KiB]
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Also added nofences.grf and mainhqw.grf for you to download.


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PostPosted: 01 Jul 2012, 17:49 
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we all make mistakes :twisted:

you platminster looks alot better then this mess looks like it back to tinkering with the station and rails again :lol:


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Paradise Transport Ltd., 29th Feb 2040.sav [175.55 KiB]
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PostPosted: 01 Jul 2012, 19:04 
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sorceress95 wrote:
you platminster looks alot better then this mess looks like it back to tinkering with the station and rails again
It's all about training and experience. There was a time when I used to have one dedicated track for any one train - not very efficient. :mrgreen:

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PostPosted: 01 Jul 2012, 20:26 
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:bowing: your experience has helped me alot

and here is my tinkering with the rails after checking both the files i think i goofed again :lol:
or i still not got those darn signals down as i get stuck trains lmao


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PostPosted: 01 Jul 2012, 21:35 
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No worries, it's fun to help :)

Well, your main problem is just one signal, it ruins your layout.
Attachment:
Paradise Transport Ltd., 2043-04-16.png
Paradise Transport Ltd., 2043-04-16.png [ 2.67 MiB | Viewed 15078 times ]
This signal makes it possible for a train to stop (being the green arrow) and wait for free passage onto the station or just to pass. Being a block signal the train cannot move unless the area is completely clear.
The problem is that a train loading at the station is leaving (yellow arrow) and stops at the same signal creating a deadlock.

Remove this signal and things will run better. To make it even better, switch all the block signals going to and from the station to PBS and trains will be able to run simultaneously on the same block of track, instead of one at a time as it is now.

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PostPosted: 01 Jul 2012, 22:38 
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ok i took out that signal but still the silly trains are misbehaving :x

pbs = :?

edit: went back in and tinkered a little got rid of the signal and moved some things around

sooo did i get it right oh wise one :bowing:


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Paradise Transport Ltd., 11th Dec 2048.sav [180.89 KiB]
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PostPosted: 02 Jul 2012, 21:00 
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PBS = Path Based Signal or just Path Signal. The wiki I linked earlier describes how the work.

It's getting better, although there are still a few things to fix.
Attachment:
Paradise Transport Ltd., 2048-12-11.png
Paradise Transport Ltd., 2048-12-11.png [ 2.59 MiB | Viewed 15060 times ]

#1 - RED
This signal would cause any train to block itself which it actually did while I was checking out your save: A train left the depot on the right and stopped at the signal as it was red. As you can see by my perfectly drawn line the section of track is the same on both sides of the signal. So if a train waits at the signal it would never turn green. And to that, the signals by the station wouldn't ever turn green either.
Remove the signal.

#2 - GREEN
You're missing a piece of track here which causes a number of trains to be lost.

#3 - BLUE
This seems to be the wrong track type for some trains heading to Great Exminister Fruit, as soon as the reach the signals and the track type change they turn around.

#4 - YELLOW
This signal may cause problem with trains going as the solid line. If there's a train on the following section (= signal is red) it is likely to choose another path = the dashed lines. This did also happen while I was checking your save.
Remove the signal.


So, try this and hopefully it will run smoothly :)

Flatter is always nice but being wise makes me feel very old. Maybe I should have a long grey beard as well :mrgreen:

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PostPosted: 02 Jul 2012, 23:02 
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ok one problem solved now i got another by being cheeky with finstock woods :lol:

stupid train gets lost going back to that station

naw you probably look better without the grey beard :oops:


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PostPosted: 03 Jul 2012, 20:40 
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This one is quite easy to solve.
Attachment:
Paradise Transport Ltd., 2049-02-18.png
Paradise Transport Ltd., 2049-02-18.png [ 2.61 MiB | Viewed 15041 times ]
The trains can't find the way to Finstock Woods since there is actually no way to reach it. At Finstock Annexe where the track merge trains cant reach that specific junction in the right direction. That's illustrated by the red arrow.
If you add a piece of track along with the green arrow trains will have no problem reaching the station.

Hope this helps.

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