4-Way Triple Axial 2
OpenTTD Manual
Installation · Tutorial
FAQ · Game Interface
README.md
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
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
Multi-way/multi-track cloverleaves
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
Building depots
Dual tunnels
Sideline U Turn
Right-of-way Lane Change
Priority 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

The 4-Way Triple Axial 2 Junction is an expensive but very fast junction for special direction-crossing.

Triple Axial Junction 2 (simple)

12 simultaneous trains

Junction Criteria
CostExpensive
Construction DifficultyHard
TunnelsYes
BridgesYes
Breakdowns
Sharpest Turn1
HillsYes
Split Before MergeNo
Direct PathsYes
Natural TurnsYes
DeadlockNo
LoopsNo
Signal type Basic
  • Handles a very large number of trains at a time.
  • Uses special directions -> "Top vs Bottom" and "Left vs Right"
  • Small Area needed (15x11)
  • Few sharp corners (see improved version for high speed)
  • No Deadlocks or Jamming possible
  • No Merging or Splitting of the lines
  • Handling of single-lines and dual-lines possible. That's the reason no Splits or Merges are used. Do it by your own wishes.

Variations

Triple Axial Junction 2 (no hills)

Junction Criteria
CostExpensive
Construction DifficultyHard
TunnelsYes
BridgesYes
Breakdowns
Sharpest Turn1
HillsYes
Split Before MergeNo
Direct PathsYes
Natural TurnsYes
DeadlockNo
LoopsNo
Signal type Basic
  • Handles a very large number of trains at a time.
  • Uses special directions -> "Top vs Bottom" and "Left vs Right"
  • Few sharp corners
  • No Hills are needed (for extreme high speed)
  • No Deadlocks or Jamming possible
  • No Merging or Splitting of the lines
  • Handling of single-lines and dual-lines possible. That's the reason no Splits or Merges are used. Do it by your own wishes.
  • Each line starts one level higher when entering the junction than when leaving.

See also