@@azophyte Kindof in the same boat. You know what's missing from the video? How would you add access to depots? Would you need one for every train or per in/out branch?
@@iuliansurugiu7762 Fair shout, but i'll explain here Depending on how congested your network gets, there are two good solutions for depots 1) just place it perpendicular to the track between two signals and forget about it 2) build a third and fourth track that's two to three times longer than your longest train parallel to your main tracks, put the depot in the middle and have a signal for entering and leaving - this will stop your train from slowing down others when exiting the depot Hope this helps!
I was tempted to make a short tutorial for factorio since all the videos are like 3 hours (for no reason), but when I got round to it somebody else already had lol
I didn't think a less than 2 minute tutorial would tell me everything I need to know about path signals, up until now I've only been using block signals because I didn't know how to use path ones. Thank you!
@@The_Untitled Yes, I did watch the fucking video. At no point does it mention the word "block", it does not explain what a block is, it does not show block signals at any point. The video at no point describes what's the difference between block and path signals. The video at no point answers my question, that is precisely the reason I asked it.
@@TheBlacktom a block is the space between two or more signals, usually on a single track line. At junctions (especially busy ones) path signalling is used to allow more trains to cross the junction at once. Example: X crossover. If a train is coming from one direction and traveling straight as well as the other only one may pass at a time even though they wont share track, this is the flaw of block signalling
I can't believe you changed my understanding of signals and intersections from spaghetti with meatballs to the logical solution for multiple trains to switching track/directions together with a 2-minuite video
In the old version of OpenTTD, I'd always been used to the old block signals, so when the new version only allowed path signals I had a slight learning curve. I figured it out though; always learned faster by doing. They're pretty a effective concept, allowing traffic to flow if not obstructed. In the past, there were no end of delays from trains breaking down halfway across a signal section! 😅
You can use more signals by going into settings and then under Company choose the dropdown menu called "Show signal types" and select "All signals". Economically there's no difference as all signals cost the same, but you might want more than just path signals if you want to do more complex stuff.
@@RedSntDK When it comes down to it, though, my railways never reached a level of complexity where I needed too many kinds of signal. At worst, I'd have "mainline" (long-distance) and "branchline" (DMU diesel) passenger/mail/valuables lines that might converge and branch off towards different towns, with each train doing it's own local bit. Other than that, there's my factory services that bring in farm-produce from one way, steel from elsewhere (itself fed from an ore mine) and finally factory-goods taken away to a not-too-distant city. Ends up collectively very profitable. My routes don't necessarily end up connected to one network, even if they might share stations when convenient (on separate tracks) - and at least that makes it easier to separately upgrade them to monorail and maglev later a piece at a time, without having to disrupt the whole service.
I'd take only path signals over original Transport Tycoon's only *two way* block signals. It's torture trying to do anything remotely complex without one way track.
@@keiyakins If I have a route that's used by three or more trains, I'll usually have a parallel track with a one way system in place. That way, there's less chance of them trying to cross over because of traffic ahead and causing a traffic jam. I'd even consider implementing flyover bridges to avoid crossed lines.
i like how despite your clear instructions i still am stupid enough to not be able to follow them, so i ended up spending like 200 grand on a mountain, bridge and tunnel system to avoid the intersection alltogether 🤣🤣🤣🤣
Fun hack to tickle every last morcel of capacity out of single line operations , use loops that are two train lenghts every three to four trainlenghts , and then use this trick on trough lines , not sidings off of the mainline: | |2TL |/ |TL |Signal ^ (path two way) |TL |Signal v(path two way) |TL |\ | |2TL This works since there is a singular dependency block in the middle to lock any other trains reserving it , while it lets another following train reserve the already cleared section , however i dont recomend using more signals
So, to double check for clarification… One way signals are like one way gates in that trains won’t go down a track if it means going the wrong way through a path signal? and Regular path signals are like signals in, say, the Minecraft create mod, in that they section off parts of the track, and if there’s a train on the track section ahead of a signal, then the signal turns red and trains will stop at it?
@@TheCreativeType Essentially you are correct, but these path signals are a bit more special. When a train enters a junction with a path signal, it reserves a route and follows it to the next signal. If another train wants to enter the junction and doesn't cross paths, it can enter - otherwise it stops. If it makes it easier, you can treat them like the create mod signals because the functionality in practice is basically the same
@@azophyte So, are path signals like stopping points? Where, if the path a train is going to take ahead of a signal doesn’t overlap with another train’s path that’s on that stretch of track, then it will move forward, but if the paths of trains in the same stretch do overlap, then a train will stop before entering that stretch of track?
I’m now noticing the tracks turning darker when a train is taking a path through a section of track (as separated by the signals), so I’d assume that, if another train wants to enter that section of track, but their path overlaps with the darker tracks of another train’s path, then it will wait until that train leaves the track section, and then enter?
Wait I didn't realise that was you talking I thought you just took that from another video???? Where the fuck did you get that good-ass mic You got a tutorial voice 😳
@@youtube.4fun That question depends on a lot of variables like the speed of your trains, how long they are, how often they use the intersection etc. Generally these will pose no issues for your trains as long as they can accommodate the full length (I e. the trains don't slow down from turning). I've ran lines with trains coming through every few seconds and not had issues, but it's generally best to keep an eye on your busier lines
The input track is where the train enters the junction, the output is where the train leaves. i.e. A train will enter the junction via the input track, and leave the junction via the output track. Hope this helps! :)
I sometimes make very complex and complicated railways and I don't really use signals that much, and I have 1 problem The signals just turned all red. none of the trains them move. They just... sit there, waiting for the signals to be green... Oh wait, I think I need to work on those Path Signals and One-way Path Signals but I'm not really used to those. Anyways Nice tutorial👍
Quick and to the point, not annoying and very helpful. TH-cam needs more people like you, thank you.
No matter what I just cannot get my head around this
It can be difficult the first time - that's for sure. Is there anything you're particularly struggling on?
@@azophyte Kindof in the same boat. You know what's missing from the video? How would you add access to depots? Would you need one for every train or per in/out branch?
@@iuliansurugiu7762 Fair shout, but i'll explain here
Depending on how congested your network gets, there are two good solutions for depots
1) just place it perpendicular to the track between two signals and forget about it
2) build a third and fourth track that's two to three times longer than your longest train parallel to your main tracks, put the depot in the middle and have a signal for entering and leaving - this will stop your train from slowing down others when exiting the depot
Hope this helps!
@@azophyte thank you
Another thing to note, Factorio train signals are almost one to one! Awesome video!
I was tempted to make a short tutorial for factorio since all the videos are like 3 hours (for no reason), but when I got round to it somebody else already had lol
I didn't think a less than 2 minute tutorial would tell me everything I need to know about path signals, up until now I've only been using block signals because I didn't know how to use path ones. Thank you!
So, what's the difference? What is a block?
@@TheBlacktom Did you watch the fucking video
@@The_Untitled Yes, I did watch the fucking video. At no point does it mention the word "block", it does not explain what a block is, it does not show block signals at any point. The video at no point describes what's the difference between block and path signals. The video at no point answers my question, that is precisely the reason I asked it.
@@TheBlacktom a block is the space between two or more signals, usually on a single track line. At junctions (especially busy ones) path signalling is used to allow more trains to cross the junction at once. Example: X crossover. If a train is coming from one direction and traveling straight as well as the other only one may pass at a time even though they wont share track, this is the flaw of block signalling
this is the best tutorial I've seen in a long time, both in terms of length and information. thank you very much
I can't believe you changed my understanding of signals and intersections from spaghetti with meatballs to the logical solution for multiple trains to switching track/directions together with a 2-minuite video
OMG LOVE YOU MY MAN so simple yet effective and i can not express how much i am glad to see this tutorial
Very quick and helpful tutorial, just takes a bit of messing around with to fully understand this super satisfying mechanic!
In the old version of OpenTTD, I'd always been used to the old block signals, so when the new version only allowed path signals I had a slight learning curve. I figured it out though; always learned faster by doing. They're pretty a effective concept, allowing traffic to flow if not obstructed. In the past, there were no end of delays from trains breaking down halfway across a signal section! 😅
You can use more signals by going into settings and then under Company choose the dropdown menu called "Show signal types" and select "All signals". Economically there's no difference as all signals cost the same, but you might want more than just path signals if you want to do more complex stuff.
@@RedSntDK When it comes down to it, though, my railways never reached a level of complexity where I needed too many kinds of signal. At worst, I'd have "mainline" (long-distance) and "branchline" (DMU diesel) passenger/mail/valuables lines that might converge and branch off towards different towns, with each train doing it's own local bit.
Other than that, there's my factory services that bring in farm-produce from one way, steel from elsewhere (itself fed from an ore mine) and finally factory-goods taken away to a not-too-distant city. Ends up collectively very profitable.
My routes don't necessarily end up connected to one network, even if they might share stations when convenient (on separate tracks) - and at least that makes it easier to separately upgrade them to monorail and maglev later a piece at a time, without having to disrupt the whole service.
I'd take only path signals over original Transport Tycoon's only *two way* block signals. It's torture trying to do anything remotely complex without one way track.
@@keiyakins If I have a route that's used by three or more trains, I'll usually have a parallel track with a one way system in place. That way, there's less chance of them trying to cross over because of traffic ahead and causing a traffic jam. I'd even consider implementing flyover bridges to avoid crossed lines.
@@DCLeadboot How do you do a one way system though?
what a good video!! after a little trial and error i understand, is quite simple
i like how despite your clear instructions i still am stupid enough to not be able to follow them, so i ended up spending like 200 grand on a mountain, bridge and tunnel system to avoid the intersection alltogether 🤣🤣🤣🤣
mine is the other way around, by connecting all nearby trains onto one main branch, and then all trains stuck together waiting for each other 😂
very nice, thank u. ive been trying to ctrl drag the main signals :D now i know what i did wrong
I just started playing open TTD AND THIS IS SO FUCKING SIMPLE THANK YOU
Useful! I've dabbled with OpenTTD and it's a fun game, but I make some glorious spaghetti from those train tracks! 🤭🤭
Fun hack to tickle every last morcel of capacity out of single line operations , use loops that are two train lenghts every three to four trainlenghts , and then use this trick on trough lines , not sidings off of the mainline:
| |2TL
|/
|TL
|Signal ^ (path two way)
|TL
|Signal v(path two way)
|TL
|\
| |2TL
This works since there is a singular dependency block in the middle to lock any other trains reserving it , while it lets another following train reserve the already cleared section , however i dont recomend using more signals
So, to double check for clarification…
One way signals are like one way gates in that trains won’t go down a track if it means going the wrong way through a path signal?
and
Regular path signals are like signals in, say, the Minecraft create mod, in that they section off parts of the track, and if there’s a train on the track section ahead of a signal, then the signal turns red and trains will stop at it?
@@TheCreativeType Essentially you are correct, but these path signals are a bit more special. When a train enters a junction with a path signal, it reserves a route and follows it to the next signal. If another train wants to enter the junction and doesn't cross paths, it can enter - otherwise it stops.
If it makes it easier, you can treat them like the create mod signals because the functionality in practice is basically the same
@@azophyte So, are path signals like stopping points? Where, if the path a train is going to take ahead of a signal doesn’t overlap with another train’s path that’s on that stretch of track, then it will move forward, but if the paths of trains in the same stretch do overlap, then a train will stop before entering that stretch of track?
I’m now noticing the tracks turning darker when a train is taking a path through a section of track (as separated by the signals), so I’d assume that, if another train wants to enter that section of track, but their path overlaps with the darker tracks of another train’s path, then it will wait until that train leaves the track section, and then enter?
@@TheCreativeType Yeah that's correct :)
I can’t get mine to work. Why can’t just use a double of the first signal type? Swear it wasn’t this difficult back in the day.
I wish OpenTTD had a similar system to that of Factorio
Chain signals would actually be so helpful haha
omfg, CTRL + Drag it in... Here I was manually placing and dragging every piece of straight/diagonal track to place signals...
Thank You.
"its easy as that" proceeds to make complex routes and crossroads. rip my head
excellent, Thanks!
how to have train depot connected to this so no trains are blocked in depo waiting till its free path?
i just started yesterday and do bus from two city but not enough so i checked the tutorial and it’s full of train station lol
Instant sub
Wait I didn't realise that was you talking I thought you just took that from another video???? Where the fuck did you get that good-ass mic
You got a tutorial voice 😳
How many trains can I have on these crossed intersections?
@@youtube.4fun That question depends on a lot of variables like the speed of your trains, how long they are, how often they use the intersection etc. Generally these will pose no issues for your trains as long as they can accommodate the full length (I e. the trains don't slow down from turning).
I've ran lines with trains coming through every few seconds and not had issues, but it's generally best to keep an eye on your busier lines
I will master this
what do you mean input track and output track?
The input track is where the train enters the junction, the output is where the train leaves.
i.e. A train will enter the junction via the input track, and leave the junction via the output track.
Hope this helps! :)
@@azophyte 👍
How to rotate the one way path signals?
With path signals selected, click on a pre-existing signal and it will rotate :)
@@azophyteThank you!
Wow thanks
How do you rotate in mobile
You sound a lot like grandmaster David Howell
you shouldn't put signals right on the exit of a junction they need to be 1 train length from it to avoid blockages
I sometimes make very complex and complicated railways and I don't really use signals that much, and I have 1 problem
The signals just turned all red. none of the trains them move. They just... sit there, waiting for the signals to be green...
Oh wait, I think I need to work on those Path Signals and One-way Path Signals but I'm not really used to those. Anyways
Nice tutorial👍
I like your words funny guy
Your friend "Chan Island" has fallen for a discord scam, and his discord account has been compromised. This is not a joke, this is serious.
Wtf did you do????
interesting 🤔
Yo mo
Lmao train go boom
hacks
Bro this tells me nothing
So simple, and yet also wrong. You should not place a signal on the 'exit' path of a junction, this will cause blockages.
You really want to teach ppl to build flat junctions? That's very bad.
If someone wants to learn advanced techniques, they wouldn’t be looking for an introduction to signalling :)
wheres the funny?
you're mom
Completely unintelligible mate, can’t even make out half of what you’re saying. This way only people understand who already understand.
There are subtitles :)
skill issue
Explained nothing
What parts don't you understand?