Difference between revisions of "Railway Styleguide"

From LinuxWorks Minetest Server Wiki
Jump to navigation Jump to search
m (Viaduct: Bad shittle viaduct)
(Stations)
 
Line 159: Line 159:
 
</gallery>
 
</gallery>
 
|}
 
|}
 +
 +
 +
== Platform Length ==
 +
The official lengths for platforms are
 +
* for subways (with 3 wagon long trains): 15m
 +
* for express trains (for 4-5 wagons long japanese express trains): 30m
 +
 +
There are also shorter platforms on official line station, when the train is eg. only 1 wagon long. For the length should also be considered that a building should look nice, so a platform with 35m could be better, to have in that case a middle part of 5m and two sides with 15m, which can be split up to two 5m parts and a middle 3m part.
 +
 +
Och_Noe's personal recommendation is to use 20m / 40m for platform, so that even a bit longer trains have enough space and the trains can be nicely placed in the middle of the platform with some space to both ends. A long platform could also be used to have two short train stopping at the same time at the platform, which can be used to show that two different subway lines allow changing trains without the need to wait for the other train. A japanese express train with 8 parts are about 40m long, so that even so long trains don't need longer platforms.
 +
  
 
[[Category:Server Standards]]
 
[[Category:Server Standards]]

Latest revision as of 23:53, 11 February 2020

There are some pieces of advice for track builders. Please, don't build any new Shittles!

Hume2's styleguide

If it is possible, place the track on the same level as the default terrain. Don't build any tunnels/ridges/dams/bridges if you don't need to. Also the turns should be as fluent as possible and the tracks don't have to be axis-aligned.

If the track is slightly above the default terrain (less than 4 blocks), put it on a dam. A dam should consist of dirt (or other surface material) and should have a 45-degrees slope on both sides. If the dam needs to be too wide, you can make the slope steeper but then you should reinforce it by building a wall. If the track is too high, make a nice bridge instead.

If the track is slightly bellow the default terrain, make a walley. There should be a 45-degree slope on both sides. If you need to subtract too much material to make the slope, make it steeper but reinforce it by building a wall. If there is a naturally-generated cliff next to the track, you can keep it as is. If the track is too deep, build a tunnel instead. A tunnel should be 4 blocks tall. If there is going to be only one-block thick layer above the tunnel, destroy it and make a ridge as described above.

Use digtrons or worldedit only if you are aware of all side-effects. Also keep in mind that such tools usually don't do all the job, you still need to look at the result and fix the issues.

Interlocking/Routing

Given that interlocking is now largely a popular enterprise, it would make sense to establish a certain standard allowing for interoperability.

Mode of Operation for regular signals

With junctions, there isn't much of a choice — signals around a junction must be using ARS, otherwise the junction will not be usable. However, regular block signals can be arranged in the following ways, each of which has its pros and cons:

Type Meaning of red signal Meaning of green signal Advantage Disadvantage Use cases
Manual Routesetting
  • No route is set
  • No information about whether a route can be set
Route is set
  • Trains will not set a route that might block a mainline while they are stopped for an extended period
  • The driver won't forget to set the right routing code or line number and go the wrong way
  • Driver has to remember to set a route
  • Not possible for automatic trains
  • It takes time to set the route, worse with lag
  • Irregular freight service
  • Testing interlocking
  • Manually managed depots
Automatic Working
  • Track is not clear
Track is clear
  • Warning when driving backwards
  • No need to set rules
  • Good for troubleshooting
  • When driving backwards, route needs to be set manually
ARS (Automatic Routesetting)
  • Track is not clear
  • Route is not set
Route is set
  • Route don't have to be set manually
  • No warning given when driving backwards
  • Users can drive backwards unpredictably long without notice
  • Rules required (default: "*")
LuaATC
  • Route is not set
  • Route can not be set
Route is set
  • Can do jobs that can't be done with ARS or Automatic Working
  • Can be programmed for easier troubleshooting and/or external display
  • Hard to set up and maintain
  • Requires atlatc privilege
  • Automatic depots (e.g. for on-demand trains)

Interlocking Tips

  1. End the route through a junction in the first straight (non-diverging, only two tcbs, one on each end) piece of track following the junction in the direction of travel. This way, trains will proceed through the junction only when they can fully pass it through.
  2. The entrance signal at the "receiving end" from the point above is not needed. However, if you place a signal facing in the opposite direction (i.e. toward the junction), it will stop trains driving "against the fur" from entering the junction and causing trouble.
  3. Make all possible routes in advance, leaving them with empty rules (white) and named aptly (see below), so that anybody could use them later. If you made a complex junction, you're probably the only person who knows exactly how it works, and even then you'll probably forget in a month or so.
  4. Place all TCBs first and assign them to the tracks. Only create sections when you have placed all the TCBs you planned, and when you're completely satisfied with their locations. And don't create a section if you're unsure how the track ends (or if it's very long).
  5. The train frequency is dependent on the section length. The shorter it is, the more frequent can the service be. It makes sense to make shorter sections on the busiest lengths of tracks.
  6. Nature abhors vacuum, but interlocking — not so much. If you pack the elements too tightly (e.g.: a platform barely long to fit the train, with TCBs and signals on either end), it's possible the system will fail, for example, to register the train as having left the previous block. Same with influence points placed too close to actual track segment border. Leave some space!

Route names

There are currently many problems with route naming, because of:

  • Routes that are named after trains
  • Non-descriptive route names
  • "Ad hoc" names ("*","A", etc) that carry no meaning
  • Abbreviations that nobody except the author can understand ("PzKmpfWgn1", "ПРМ/вЖП", etc)
  • Non-English route names ("Gleis 3", "yat hou dzam toi", etc)

The most optimal solution would be to have properly descriptive route name schemes that would allow anyone to understand the purpose of a route. Then, one could either select a route manually, or add the required RC/LN to the route's ARS rules to associate it with a new train service.

Proposed scheme is as follows:

[Qualifier] Action ([Direction] [---> Destination])

Where:

  • Qualifier is e.g. "Default" (for routes that are meant to be the default for most trains) or things like train name/class for which this route is intended (E.g. "Freight" or "Short Pax"). This can come in handy later, when tracks/routes are re-arranged, and it's good to know which route is to be prioritized.
  • Action (used here in broad sense) is a proper description of an action that this route is performing. It should not be confusing. E.g.: "Direct", "Go Straight", "Turn Left", "Turn Right", "Merge", "Overtake", "To Side Track" and such. For stations, additional actions can be used, e.g. "Inbound to Track X", "Outbound". In that cases the direction/destination can be omitted, unless the station is so large that this information is relevant again.
  • Direction should reflect the direction where the train will go on the map in short to mid-term perspective when using this route. E.g. "East" or "North". It will remove any ambiguity about the immediate direction of travel.
  • Destination is a list of well-known (or obvious, like "Depot", if the junction is literally near one) places which the train will be able to reach using this route. E.g. "---> South Forest", "---> Spawn, Origin".

Example: "Default Direct (North ---> Riverside, Origin)", "Merge (East)", "Turn Left (---> Depot)".

The simplest auto-working routes on straight tracks can be just called "Direct" or "Go Straight".

Station

The following ways are possible to let the train stop at a station and continue:

Type Requirement(s) Advantage Disadvantage Example usage case
Manual operation train_operator privilege
  • Employment for the driver
  • Passengers get to meet and thank the driver, more social
  • Driver only needs to stop at requested stops
  • Driver can take passengers anywhere if authority is given
  • Train only runs when the driver is online and wants to drive
  • Driving with lag is not easy or fun
  • Driver can miss stations if speeding; this is related to the previous point about lag
  • Irregular freight trains
  • On-request passenger service 'rail taxi'
  • In the event of ATC and/or station track breakdown to continue service
Regular ATC None
  • Easy to learn and use
  • Does not require additional privileges
  • Settings can be copied
  • Train may overshoot platforms
  • Can not set train display
  • Braking before entering a station
  • For users with basic access to advtrains features
Station/stop tracks
  • interlocking privilege
  • Easy to use
  • Train never overshoots platforms
  • Has autocomplete feature for station names
  • ARS rules has a lack of features
  • Setup cannot be copied
  • Stations with regular signage
  • Stations that not all lines stop at
LuaATC
  • atlatc privilege
  • At least basic programming knowledge
  • Can complete tasks that cannot be done with Regular ATC or station/stop tracks
  • Settings can be copied
  • Train may overshoot platform
  • Can cause problems
  • Stations that show departure information
  • Showing transfer information when entering a railway interchange
  • On-demand passenger service

Surface track

Cutting

Tunnel

Bridge

Viaduct

Stations

A good station lets you know

  • What line you're on.
  • What station you are at.
  • Which line and direction trains at each platform will go.
  • How to get to different platforms and services.

A good station:

  • Is not cramped with small tunnels.
  • Has proper length platforms for its trains.
  • Is easy to navigate with good signage and layout.
Summary
Platform length
Signage


Platform Length

The official lengths for platforms are

  • for subways (with 3 wagon long trains): 15m
  • for express trains (for 4-5 wagons long japanese express trains): 30m

There are also shorter platforms on official line station, when the train is eg. only 1 wagon long. For the length should also be considered that a building should look nice, so a platform with 35m could be better, to have in that case a middle part of 5m and two sides with 15m, which can be split up to two 5m parts and a middle 3m part.

Och_Noe's personal recommendation is to use 20m / 40m for platform, so that even a bit longer trains have enough space and the trains can be nicely placed in the middle of the platform with some space to both ends. A long platform could also be used to have two short train stopping at the same time at the platform, which can be used to show that two different subway lines allow changing trains without the need to wait for the other train. A japanese express train with 8 parts are about 40m long, so that even so long trains don't need longer platforms.