To make up for acceleration and deceleration, you also need slowdown and acceleration lanes, such that when the track splits up, trains are still going at full speed. The exact number however depends on train stats - slow but powerful trains that load fast need fewer platforms, fast trains that load slowly and need a lot of time to accelerate need more platforms. If you have 4 trains incoming in the time it takes one train to enter the station, unload, and leave (including braking and accelerating), then you need at least 4 platforms to maintain flow on a saturated line. As long as the loading speed can keep up with the industry's production rate, this is enough, but once the production rate surpasses the loading speed, you need more platforms - four to get twice the total loading speed, six to get 3x loading speed, etc.įor dropoff and transfer stations, you don't depend on production rates, but rather on the number of incoming trains so here, the challenge is to be able to keep up with those such that the mainline never blocks. With two platforms, you can be constantly loading - one train will be loading while the other platform is switching trains. With one platform, you can have a train loading or leaving / entering as long as loading speed minus overhead from trains entering / leaving is enough to keep up with production, this is enough. The number of platforms you need depends on how fast your trains load / unload, and how many of them you need in parallel. In my experience, 7-tile trains are a good compromise usually. Generally speaking, short trains are better in the early game, when line capacities are not an issue and you want to serve your stations often to boost production, while in the late game, you will be fighting to transport the massive amounts of cargo and find ways to boost line capacity, so then longer trains will work better. The choice between shorter and longer trains isn't obvious longer train make for higher line capacity because you can pack more wagons into a piece of track (you lose less overhead to spacing and to locomotives, at least if your locos are powerful enough to run with tight spacing and without double-heading), but shorter trains make for a higher delivery frequency and are easier to load-balance and dispatch onto station platforms. Platform length should match train length, plain and simple - making platforms longer won't hurt, but doesn't help either, and making them shorter hurts loading times a lot. Openttdcoop has an extensive wiki that shows a bunch of possible designs: Stations-_Allįirst, platform length. Ideally, the bridges should match your train length, so that outgoing trains can use them as waiting bays, leaving the platforms free for incoming and loading trains. Now when a train exits the station, it will take the bridge, leaving all the other pairs of platforms free for incoming trains (because they will pass under the bridges). You now have one incoming track that passes under the bridges, and one outgoing track joining the bridges. Make the curves join onto a track that passes under all the bridges, and join the bridges onto another track. The recipe is simple:īuild a 1-tile crossover section for each pair of platformsįrom each of these pairs, build a bridge on one track, and a curve on the other RoRo: you are correct that in a Terminus station, incoming and outgoing trains block one another, but with a good design, you can minimize the damage and make Terminus stations scale quite a bit.
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