Star Junction

From OpenTTD
Jump to: navigation, search


Railway Junctions
Junction Criteria

3-Way junctions

Basic 3-Way
Line Merge
Half Cloverleaf
Half Spaghetti
Compact 3-Way
Compact 3-Way B-M Junction
Ultimate 3-way
Half Transmogrified
Braided Junction

4-Way junctions

Basic 4-Way
Roundabout
Cloverleaf
Spaghetti
Star
Complex Star
Branch-Merge
Over-Under
Tetrathorp
High Speed 4-Way Fly-over/under
Pre-Signaled Roundabout
Advanced Roundabout
Right-of-way Roundabout
Improved Roundabout
Transmogrified
Tightlong
Deepblue2k8 4-way Junction

Enormous junctions

Double Cloverleaf
Dual Tetrathorp
Dual Transmogrified
Dual Branch-Merge
Quad Branch-Merge
Quad Tetrathorp
6-tuple Branch-Merge
8-Way Star
High Speed 4-way

Other junctions

Right-of-way Depot
Dual tunnels
Sideline U Turn
Right-of-way Lane Change
Right-of-way Merge

Track Layouts

4-Way Triple Axial
4-Way Triple Axial 2
Triple Via Mini
High Hill

Unuseful junctions

Crossover
3/4ths junction
Ultimate 3-way junction for 4 tracks


Star junction (bridges)


Junction Criteria
CostModerate
Construction DifficultyModerate
TunnelsOptional
BridgesOptional
Breakdowns
Broken down trains only affect the one track.
Sharpest Turn2
HillsYes
Split Before MergeYes
Direct PathsNo
Natural TurnsYes
DeadlockNo
LoopsNo
Signal type Any
  • Handle a large number of trains at a time.
  • Some branches are shorter than others, which may cause some trains to wait unnecessarily.

Tips

  • Start by building the bridges or tunnels.
  • Resize to make each branch long enough to hold a complete train.
  • Make it smaller. You can save one square under the bridges.
  • Use a combination of bridges and tunnels to keep bridge/tunnel length to three tiles (including bridgeheads or entrances)
  • Area: 14 x 14



Contents

Variations

Star with Tunnels

Star junction (tunnels)

Industrial Star

Industrial-star-junction.png

This variation is compact but not especially fast. There are no right-angle turns but left turns are one-tile double bends limited to 55 MPH (88 km/h), as in most less-complex junctions. It is intended to carry a heavy load of industrial trains with great variation in train lengths.

This is a right-hand-running image with signals on the drive side. All signals are standard path except for a single one-way path at each entry. The signaling shown hustles trains through closely, without regard for the possibility of blocking other trains; a more conservative scheme would have fewer signals inside the junction, or none. A combo or block scheme is also possible.

A sufficiently long train (about 11 tiles), making a left-hand turn from, say, the NW-bound main to the SW-bound, that breaks down just after it reserves its exit to the main; can block all traffic NW and SW straight, SE to SW, NW to NE, and of course trains following NW to SW. That is 5 of the possible 12 routes through the junction, the maximum disruption. Shorter trains are able to block fewer routes. Of course, a blocked train may block others, aggravating any jam. Deadlocks, in which a train blocks its own exit or two or more trains block one another's exits, are impossible.

This image reveals the areas underneath the bridges.

Industrial-star-junction-bridges-hidden.png


Junction Criteria
CostModerate
Construction DifficultyModerate
TunnelsNo
BridgesYes
Breakdowns
Broken down trains affect at most 5/12 of routes.
Sharpest Turn1
HillsNo
Split Before MergeYes
Direct PathsYes
Natural TurnsYes
DeadlockNo
LoopsNo
Signal type Any
  • Can be used on a mainline
  • Area: 9 × 9


Sunken Star

Sunken-star-junction.png Sunken-star-junction-bridges-hidden.png

This has the same character as the Industrial Star but is often faster. Engines pulling up and out of the well may have momentum left over from rolling down and in. Also, while the engine is on the upgrade, cars may be on the downgrade, assisting. This is especially kind to through trains.

Personal tools