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gbones

Rail over Rail track jumping

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    I'm sure I saw something referring to 'track jumping' somewhere, but a couple minutes of searching has yielded nothing, so here goes:

    NAM3.0 rail overpass puzzle pieces

    No other rail mods (er maybe a rail texture mod)

    https://i.imgur.com/SCzVs.jpg

    As can be clearly seen, rail traffic from the overpass jumps back to the underpass rail.

    I'm going to rebuild this intersection and leave a tile width between the two tracks at the curve. I have low hopes of that eliminating this problem though.

    Trying to build a more life-like rail system with proper spurs and separate freight, "commuter", and "metro" lines after being inspired by CraigKingOfIreland's Paramor transit maps. (plug)

    http://www.simtropol...blic-transport/

    Being defeated by track jumping right now. Got another intersection where freight is leaping onto passenger rail too. Still in the transit layout phase, so anything and everything can be rebuilt.

    *EDIT*

    Moving the crossing down a tile did nothing. Throwing various zones around the network and forcing people onto trains, anywhere tracks cross diagonally regardless of over/under/level crossings rail is jumping. Am I missing something or are diagonal crossings of rail just a big pile of fail?

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    The reason for that is likely due to the fact that the game is looking at the exit directionality of the path files, and the elevated and ground-level tracks have the same exit direction and similar path coordinates, and thus, the game's seeing that "jump" as a logical maneuver. This is a known problem--the game's never really handled height differences too well on path files. There are ways that to compensate, but it's a tricky endeavor and would likely require a thorough look at the entire set of diagonal rail viaduct piece path files to modify.

    -Tarkus

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  • Original Poster
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    So the answer is to not use diagonal rail crossings ever if I care about separate rail lines?

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    The answer would probably be to make a 2x1 puzzle piece to serve that function

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    The answer would probably be to make a 2x1 puzzle piece to serve that function

    That wouldn't solve the problem, as it's the paths that are causing it, and you're still going to have two separate path files even if the piece is made into a 2x1 (paths operate on a per-tile basis). There have been efforts to fix this sort of thing before that seem to have been at least somewhat successful by slightly displacing the paths so they didn't line up on x- and y-coordinates between the two levels, but it'd take a thorough look to see what entirely is going on there. There's also been some discussion of modifying the Automata Simulator to minimize the allowable displacement between path files, which seems to be one of the places where the Automata Simulator does appear to have some effect on the actual traffic simulation, and thus, might have an impact here.

    -Tarkus

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