Also note the necessity of fail-safe mechanism as the 2-way entry signal on the ML could get red at any time, possibly deadlocking a train. ML->SL Split is a necessary mechanism which forces trains into the waiting bay if the bay is empty. We also only did this with a single cargo type as that would require more split logic. This instance of self-regulation is limited to doing only one thing - pickup and drop at stations which supply/require the cargo. That brought immense amount of new complications of constructing splits which tell trains where to actually go. To reach absolute universalness of trains, we gave trains no orders (psg157 orders have no real role). Later on we tried to use SRNW globally so that trains would not regulate only within a single SL, but on the whole map. We also noticed that massive stations create huge train waves which can be a problem. Trying to build a SRNW using 4 cargoes, having a separate network for each cargo. Many self-regulating twin-sidelines with 2 cargoes used on each.ĭownload: Public Server Game 149 Final / Archive entry for this gameĪnother attempt to make a system of multiple sidelines consisting of 2 cargoes.ĭownload: Public Server Game 172 Final / Archive entry for this game The first really large scale SRNW game with a lot of experiments with stations. Pay special attention to the missing non-stop on the SL Exit order.ĭownload: Public Server Game 121 Final / Archive entry for this game Interruption occurs by resetting all memories to green whenever a train overflows. The clock is red all the time, until all the memories become red - by the little running train making a complete loop without being interrupted. This can work sub-optimally if there is a lot of train waves. This generally gets to a problem where you release multipler trains towards one waiting bay, because it mostly does not detect trains which are on the way towards the waiting bay.Ī good solution could be a clock - which is made to detect whether any trains have overflown in the last period of time, and eventually release a new train into the circuit if none has overflown. Secondly there is the option to detect whether there are any free waiting bays, and releasing trains there eventually. Timer is probably the easiest way how to add any overflow control, you have to set it's trigger interval manually though. We generally recognize 3 main types of overflow release. In the beginnings of SRNW, in public server game 121 and later on 149, we used waypoints which made a border of a SL as a closed mechanism, and trains would regulate over the industries connected to that sideline.Īs a specific, every SL typically has an overflow which needs to be controlled by some sort of logic, be it timer, on-demand release or clock which detects how long has no train overflown. That is solved by various SRNW stations (see junctionary), most typically using dummy trains.Īfter the SL exit there can happen any other order, but most typically an unpload order. As trains do not have a (full load) order in the stations - as they do not have any station orders - we need to make sure that trains get fully loaded. Trains use a waypoint order to be able to load in any of the stations they could possibly end up in, and to make them "want" to go through the stations.ģ. SL works as a ring, while the only way out of the SL is through pickup stationsĢ. The basic SRNW will have those key segments:ġ. This is the most basic SRNW design and it is recommended to start with it as the other designs require knowledge of the basics. Note: Sometimes implicit orders can create serious problems and the train order lists need to be filled with 255 orders in order to prevent creation of implicit orders! To get to know SRNW it is important to be aware of features like 2-way end of line and related mechanisms such as pathfinder traps. There are many deviations and extra usages of SRNW as you will be able to read down below. That way we can manage just one train group and service all industries in question automatically - regardless how much each of them produces. The idea of Self-regulating network is to have an amount (eventually all) of pickup stations automatically used by one group of trains.
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