![]() There are more types of tracks available, such as Vacuum Tubes or Universal Rail that can be available with NewGRFs. Remember to be aware of potential accident spots, and fix them with care. Junctions and merges may also spots to look out for. To fix this, put path signals on both ends of the crossing. This will lower ratings in nearby towns as well. However, if it stops or breaks down in the middle of the road, a train will run over it, and only the road vehicle will be harmed (?). Normally, road vehicles will stop in front of a crossing if there is a train nearby. To solve this, you can use double tracks for busy or crowded lines, or use signals to avoid these conflicts. These crashes can lower your rating in towns/cities by 160 points, or 63% per station that are within 30 tiles of the crash. Unfortunately, more trains can crash into the mess as well, if there are no signals around. ![]() In some basic layouts, collisions can happen because of Trains can cause accidents to other trains and road vehicles, which can result in minor or major delays. Keep these in mind when building your routes. ![]() Just note that tunnels each other can't cross without cheats on. This can be avoided by adding more engines to the train (yes you can do that) or avoid the hill by building a tunnel or go around. Trains also can't go up slopes very well either, and will slow down considerably. Be warned, and keep your trains to a reasonable size. You can solve this by making stations longer, (which requires lots of space, a challenge in cities) and possibly extra infrastructure. When making long trains, any train that is bigger than the station they're in will take a lot longer to load and unload. There are more types of engines and tracks with downloadable content.Įach type of engine has variants in each landscape.Ĭapacity wise, trains are only limited to what carriages you assign them, as well as a car limit that can be changed. However, their infrastructure is the most complex if you want to maximize efficiency using a more advanced system, and can be very challenging to plan and build. Originally posted by kamnet:My simple signal guide:Trains are like an in-between of road vehicles and airplanes. Always place a signal going out from the platform, facing inward, to ensure that trains which need to leave the station are prioritized over new incoming trains. Place a signal if you need it to stop before it enters a platform. ![]() Platforms do not have signals built into them. Only place a signal after an intersection if it is far enough away so that your longest train doesn't stop in the intersection and block other trains.ĥ. Never put a signal immediately after an intersection. Never put a signal where you don't want a train to stop. Always put a signal before any intersection of other rails or road crossings.Ĥ. Always put a signal where you intend for a train to stop. Always make sure that your block will fit your longest train on that line.ģ. The space between two signals is called a block. If you heard from somebody else that path-based signals use more CPU, ignore it, it's not true, it's never been true.Ģ. Seriously, just pretend the rest do not exist. There is no need to use anything else until you become a far more advanced player, and even then it's mostly unnecessary. ![]()
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