Track Laying Observations
Posted: Thu Oct 11, 2007 1:47 am
I have had a hard time laying track that worked. The frustration was so bad, I almost quit playing this game. I bought a copy of the Game Guide off of Ebay and found one paragraph (only one!) that seemed to apply to my problems. From that insight, I have improved my game immensely and now seldom have a tracking problem that is not my fault.
I would like to share what made the difference for me in the hopes that it will help others.
If anyone thinks I am wrong about any of this, please say so. I am doing this to learn as well as share my methods.
Some notes...
Any time I mention depot or station, I mean any of depot, station, or terminal.
Any time I mention a green circle, I mean the small green circle that is as big as the track is wide. I do not mean the big green circle that shows where a depot can be placed.
Laying track....
There are two ways to lay track. One is to click, hold, and drag; letting go when you have what you want. The other is to click, release, and click again when you have what you want.
ALWAYS ALWAYS ALWAYS do it the second way. Things work much better.
When you do it the first way, you almost always get a 'end of track' sign in the middle of your tracks. The trains still run most of the time (imagine that), but sometimes they wouldn't. Now since there are silly signs all over the place, you are probably ignoring them.
When you do it the second way, you seldom get the 'end of track' signs in the middle of your track after you have laid it. If you do, now you should consider pulling up the track and doing it again. Something is likely wrong.
Extending track....
Position the mouse so there is a green circle, click, release, position the new track where you want it, and click. This will create new track without a signal tower.
Forking track....
Whether it is your intention or not, starting to lay track from a yellow circle will create a fork. One leg of the fork may be very short and not intended to be used, but it will be there. This will also create a signal tower.
Joining track...
Always try to join track at a green circle. If you need to join track to the middle of existing track, start from the existing track (with a yellow circle) and go to the end of the existing track (with a green circle). I believe (though I am not sure) that this helps prevent mismatched track.
Crossovers....
Just Don't Do It. I have never been able to get crossovers to work like I want. The trains consistently bunch up on the same track and just don't behave the way I want. I have followed the advice of always making the turns in one direction, but still have some problems. If you must make a crossover, you can usually make a siding instead and solve the same problems.
Sidings...
Lay double track along the area you want to for trains to be able to pass each other. Make sure the double track is at least as long as the longest train that will run on this track. Then connect the main line to the siding ends (Yellow to Green). (Do not connect the sidings to the main line (Green to Yellow)... I am not sure that matters, but I believe I have had more success connecting the main line to the siding)
DO NOT place an additional siding on a siding. When I have tried this, I have caused more problems than solutions. I am not sure about this as I may still be doing something wrong. (See the section on practice below.)
Bridges...
When making a join involving a bridge, ALWAYS start with the bridge (yellow circle) and go to a piece of track (green circle). Doing it the other way is asking for problems. The tracks do not seem to match correctly if you do it that way.
If you need to make a join between two bridges, DON'T. I can't get this to work.
Signal Towers...
Signal Towers do matter IF you are playing on the higher difficulties of routing. I don't think thier import changes due to general difficulty (Mogul, Tycoon, etc.)
Signal towers are how trains decide whether to go ahead into the next section of track. They can see from the signal tower in front of them to the next signal tower, but no further. Normally, if you follow a track with no branches from one depot to the next, you will find the following: depot, signal, signal, depot. Another way of saying that is that depots usually have a signal at each end. There will also be signals at forks.
If you have a section of track with an extra signal tower in it, trains will go ahead into that section of track, even if there is a train blocking them further down the line. I don't know how to fix this once it happens unless you can delete the track in question and build from green circle to green circle.
If you have a section of track that does not have a signal tower (for example the track goes from one depot to a signal tower to another depot without a second signal tower, then a train leaving the first depot will wait for a train leaving the second depot (heading away) to clear the depot completely before beginning. This will happen even if the track is many times longer than the train. To fix this, create small fork going nowhere near the station without a signal. A signal will be created and the train will approach the station before the next train clears the station.
Parallel Track With The Same Path
Sometimes when you have two parallel tracks that go between the same two stations, the trains will insist on starting on the same track. To prevent this, try to create the second train while the first train is in the station where the second train is starting. This seems to work every time unless there is a problem with my track somewhere that makes the second track invalid.
Jumping Tracks
Occasionally, you will want to change the consist / origin / destination of a train when it is important which of paralell tracks are chosen. Try to time this in the same way as above because if you change the waypoints the game will sometimes jump the train to its new first waypoint and may choose the wrong track if it is not occupied.
PRACTICE
Set up a game in train table mode with no opponents and build a single track that covers a very long path with a station at both ends.
Put a train on it going from station to station.
Ad a siding to it. Do not make the siding the entire length of the track, but rather make it long enough to hold a decent sized train.
Put another train on the track going from station to station.
Put the game on fast speed and watch the trains. See how they behave.
Notice that you have two places a train can exist: the main line and the siding.
Now add another siding further down the track. Notice that you have three places a train can exist: the main line, and two sidings.
Put another train on the track going from station to station.
Watch them and see how they behave.
Now add another siding on the other side of the main track in the same area as one of the sidings.
Add a train. Watch.
Keep adding sidings and see how many trains you can have going at one time.
You may not build your rails this way when competing, but it should give you insight on how to fix problems when they occur.
Investing 15 minutes in this excercise helped me realize a lot about how the trains will behave.
I hope this was helpful. Thanks for reading.
And MOST OF ALL, thanks to the great people playing multiplayer. There are not that many, but almost all of them are great folks.
Samurai Programmer
I would like to share what made the difference for me in the hopes that it will help others.
If anyone thinks I am wrong about any of this, please say so. I am doing this to learn as well as share my methods.
Some notes...
Any time I mention depot or station, I mean any of depot, station, or terminal.
Any time I mention a green circle, I mean the small green circle that is as big as the track is wide. I do not mean the big green circle that shows where a depot can be placed.
Laying track....
There are two ways to lay track. One is to click, hold, and drag; letting go when you have what you want. The other is to click, release, and click again when you have what you want.
ALWAYS ALWAYS ALWAYS do it the second way. Things work much better.
When you do it the first way, you almost always get a 'end of track' sign in the middle of your tracks. The trains still run most of the time (imagine that), but sometimes they wouldn't. Now since there are silly signs all over the place, you are probably ignoring them.
When you do it the second way, you seldom get the 'end of track' signs in the middle of your track after you have laid it. If you do, now you should consider pulling up the track and doing it again. Something is likely wrong.
Extending track....
Position the mouse so there is a green circle, click, release, position the new track where you want it, and click. This will create new track without a signal tower.
Forking track....
Whether it is your intention or not, starting to lay track from a yellow circle will create a fork. One leg of the fork may be very short and not intended to be used, but it will be there. This will also create a signal tower.
Joining track...
Always try to join track at a green circle. If you need to join track to the middle of existing track, start from the existing track (with a yellow circle) and go to the end of the existing track (with a green circle). I believe (though I am not sure) that this helps prevent mismatched track.
Crossovers....
Just Don't Do It. I have never been able to get crossovers to work like I want. The trains consistently bunch up on the same track and just don't behave the way I want. I have followed the advice of always making the turns in one direction, but still have some problems. If you must make a crossover, you can usually make a siding instead and solve the same problems.
Sidings...
Lay double track along the area you want to for trains to be able to pass each other. Make sure the double track is at least as long as the longest train that will run on this track. Then connect the main line to the siding ends (Yellow to Green). (Do not connect the sidings to the main line (Green to Yellow)... I am not sure that matters, but I believe I have had more success connecting the main line to the siding)
DO NOT place an additional siding on a siding. When I have tried this, I have caused more problems than solutions. I am not sure about this as I may still be doing something wrong. (See the section on practice below.)
Bridges...
When making a join involving a bridge, ALWAYS start with the bridge (yellow circle) and go to a piece of track (green circle). Doing it the other way is asking for problems. The tracks do not seem to match correctly if you do it that way.
If you need to make a join between two bridges, DON'T. I can't get this to work.
Signal Towers...
Signal Towers do matter IF you are playing on the higher difficulties of routing. I don't think thier import changes due to general difficulty (Mogul, Tycoon, etc.)
Signal towers are how trains decide whether to go ahead into the next section of track. They can see from the signal tower in front of them to the next signal tower, but no further. Normally, if you follow a track with no branches from one depot to the next, you will find the following: depot, signal, signal, depot. Another way of saying that is that depots usually have a signal at each end. There will also be signals at forks.
If you have a section of track with an extra signal tower in it, trains will go ahead into that section of track, even if there is a train blocking them further down the line. I don't know how to fix this once it happens unless you can delete the track in question and build from green circle to green circle.
If you have a section of track that does not have a signal tower (for example the track goes from one depot to a signal tower to another depot without a second signal tower, then a train leaving the first depot will wait for a train leaving the second depot (heading away) to clear the depot completely before beginning. This will happen even if the track is many times longer than the train. To fix this, create small fork going nowhere near the station without a signal. A signal will be created and the train will approach the station before the next train clears the station.
Parallel Track With The Same Path
Sometimes when you have two parallel tracks that go between the same two stations, the trains will insist on starting on the same track. To prevent this, try to create the second train while the first train is in the station where the second train is starting. This seems to work every time unless there is a problem with my track somewhere that makes the second track invalid.
Jumping Tracks
Occasionally, you will want to change the consist / origin / destination of a train when it is important which of paralell tracks are chosen. Try to time this in the same way as above because if you change the waypoints the game will sometimes jump the train to its new first waypoint and may choose the wrong track if it is not occupied.
PRACTICE
Set up a game in train table mode with no opponents and build a single track that covers a very long path with a station at both ends.
Put a train on it going from station to station.
Ad a siding to it. Do not make the siding the entire length of the track, but rather make it long enough to hold a decent sized train.
Put another train on the track going from station to station.
Put the game on fast speed and watch the trains. See how they behave.
Notice that you have two places a train can exist: the main line and the siding.
Now add another siding further down the track. Notice that you have three places a train can exist: the main line, and two sidings.
Put another train on the track going from station to station.
Watch them and see how they behave.
Now add another siding on the other side of the main track in the same area as one of the sidings.
Add a train. Watch.
Keep adding sidings and see how many trains you can have going at one time.
You may not build your rails this way when competing, but it should give you insight on how to fix problems when they occur.
Investing 15 minutes in this excercise helped me realize a lot about how the trains will behave.
I hope this was helpful. Thanks for reading.
And MOST OF ALL, thanks to the great people playing multiplayer. There are not that many, but almost all of them are great folks.
Samurai Programmer