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Re: Testbench for 3/4way intersections

Posted: Mon Nov 15, 2021 12:27 pm
by hansjoachim
v4.1.1 LHD wouldn't run. Some missing signals, fixed.

Re: Testbench for 3/4way intersections

Posted: Fri Nov 19, 2021 7:26 pm
by hansjoachim
v4.2 New score added to the test because of the new intersection forum. viewtopic.php?f=194&t=100614
Also added a mod that makes lamps that are off darker. Makes the display more readable.

Re: Testbench for 3/4way intersections

Posted: Sat Nov 20, 2021 1:17 am
by DaveMcW
Would you mind publishing a version that can function without creative mod substations?

Re: Testbench for 3/4way intersections

Posted: Sat Nov 20, 2021 7:24 am
by hansjoachim
DaveMcW wrote:
Sat Nov 20, 2021 1:17 am
Would you mind publishing a version that can function without creative mod substations?
It works without creative mod. It makes the display more cluttered with more substations. If you want to use it without creative mod, just place down some normal substations powering the display. I added the copper wiring back to the normal substations.

Re: Testbench for 3/4way intersections

Posted: Sat Nov 20, 2021 6:45 pm
by DaveMcW
Please disable fuel alerts.

Code: Select all

/alerts disable train_out_of_fuel

Re: Testbench for 3/4way intersections

Posted: Sat Jan 15, 2022 2:04 pm
by hansjoachim
4.3.1 Feature update: Custom train sets, an optional addon for auto testing multiple times
You can set a custom train path so that it simulates your own factory better. Much easier to adjust train lengths now. You have to be in manual mode to test custom sets.
Minor fixes
- You can switch set in the middle of a manual test
- Better detection for when the intersection is cleared.

Re: Testbench for 3/4way intersections

Posted: Wed Jan 19, 2022 9:18 pm
by Avona
Here is the 5.1 version of the addon (2022/7/27):


Re: Testbench for 3/4way intersections

Posted: Wed Feb 16, 2022 8:24 pm
by hansjoachim
4.5.2 Fixed a rounding error, where it would round down from .9 instead off up.
Now it rounds up from .5

Re: Testbench for 3/4way intersections

Posted: Sat Apr 30, 2022 4:26 pm
by lstndfnd
how hard would it be to add in another 4 outputs to test 8-way intersections with this set up?

Re: Testbench for 3/4way intersections

Posted: Sat Apr 30, 2022 8:40 pm
by hansjoachim
Depends on how well you know the testbench. It's very doable

Re: Testbench for 3/4way intersections

Posted: Sat Apr 30, 2022 10:23 pm
by Avona
The issue with the current test bench is that the input/output lanes overlap:

Image

If you move lanes and stations around, you could remove the conflicting overlaps. It's also an issue we had with LRLR style 4 lane intersections but there were also more problems. 8 ways should be easier.

Re: Testbench for 3/4way intersections

Posted: Sun May 01, 2022 1:23 pm
by hansjoachim
New version 4.6
Adjustable input tpm, so that you can go beyond the standard 29 TPM or lower to hit the sweet spot for your intersection. Max is 33 tpm per lane.
Removed crossing between input and output. Allows intersections that uses [input output input output] for 4 lanes. Instead of the normal 4 lanes which are for RHT [output output input input].
Also cleaned up the spawning area.
Now support trains upto 40 cars.

Re: Testbench for 3/4way intersections

Posted: Tue May 03, 2022 10:10 pm
by lstndfnd
hansjoachim wrote:
Sat Apr 30, 2022 8:40 pm
Depends on how well you know the testbench. It's very doable
suppose i know very little about combinators. that is the last part of this game i have yet to fully comprehend.

would adding in the additional stops as exact copies of the 4 originals and just connect with circuit wires to the rest work? Will i need to add in additional trains for routes? will i need to modify the combinator system much if at all?

Re: Testbench for 3/4way intersections

Posted: Wed May 04, 2022 7:39 am
by hansjoachim
lstndfnd wrote:
Tue May 03, 2022 10:10 pm
would adding in the additional stops as exact copies of the 4 originals and just connect with circuit wires to the rest work? Will i need to add in additional trains for routes? will i need to modify the combinator system much if at all?
That would work but it would be equivalent to just splitting up the current lanes from the stations.
In 4.6 version you can just take whatever two lanes from each direction and use them as 4 new ways. It won't work as a proper 8 way, that requires new train schedules, but it will "work".

Re: Testbench for 3/4way intersections

Posted: Thu May 05, 2022 3:23 am
by lstndfnd
so if i am understanding you correctly, if i were to make exact copies of the original stations, rename the new stations like NE, NW, SE, SW, and add them to the trains for routes then it would work as a proper 8 way intersection testing system. no need to change any of the combinators in the system at all.

if i am incorrect then please elaborate.

i would like to see if this is something that could be incorporated and if it would please the community, i would post the BP for all 8-way intersections i have made along with the altered testing map for you to see how much i screw it up lol.

Re: Testbench for 3/4way intersections

Posted: Fri May 06, 2022 6:47 am
by hansjoachim
lstndfnd wrote:
Thu May 05, 2022 3:23 am
so if i am understanding you correctly, if i were to make exact copies of the original stations, rename the new stations like NE, NW, SE, SW, and add them to the trains for routes then it would work as a proper 8 way intersection testing system. no need to change any of the combinators in the system at all.

if i am incorrect then please elaborate.

i would like to see if this is something that could be incorporated and if it would please the community, i would post the BP for all 8-way intersections i have made along with the altered testing map for you to see how much i screw it up lol.
That could work.
I'd recommend making custom train schedules on the brick area and using manual to test 8 way intersections. Use the newest version 4.6 because ite easier to move/copy than earlier versions.
Remember to set the train in the far back to automatic.

Re: Testbench for 3/4way intersections

Posted: Sat May 07, 2022 5:14 pm
by hansjoachim
v4.6.1 New RHT and LHT Detector.
Together with 4.6 this now makes all kinds of combinations possible to test without errors. You can also now connect to whatever rail you want. No need to use the inner lanes. This makes it easier to adapt to different rail spacings as you don't have to do all the curves for 2/4 rail spacings.

Re: Testbench for 3/4way intersections

Posted: Wed May 11, 2022 8:08 pm
by hansjoachim
v5 Major update
Now it's an intersection tester for any intersections! if you are missing some connections, trains will use whatever lanes are available. The update from Kano to the spawning mod makes that possible.
Support for up to 16 ways or any combination of planned intersections. There is no need for lane changers if all lanes can't go in every direction.
Recommended set 4, in manual mode, for testing planned intersections, as in not 3/4/8 way intersections.
New 3/4 way detector.
Fixed two significant bugs as well.

Re: Testbench for 3/4way intersections

Posted: Sat May 28, 2022 1:52 pm
by hansjoachim
v5.0.6
With version 5.0.4 multiple issues were fixed regarding the 3/4way detector. Also added lights to easier see which trains are being spawned and named all stations so that you can see which trains are being spawned. Makes it easier to change things and to understand the bench.
5.0.5 introduced some error to the train schedules, mainly because I copied from on area to another, so I had to redo the schedules

Re: Testbench for 3/4way intersections

Posted: Wed Jun 01, 2022 1:35 am
by farcast
In v5.0.6

Set 2 RHT 3-way is different from set 2 LHT 3-way. East coming trains prefer to go west for RHT instead of south.