| Rail BuildingPart 1: Fundamentals
 Most Transport Tycooners will find railways their most useful tool. 
              Personally, I use trains for almost all of my cargo. Below is a 
              list of popular layout styles for your game. LayoutThere are two main types of layout - point-to-point and anywhere-to-anywhere. 
              Although there is no reason why you can't use both in one game, 
              you may find it easier to stick to the anywhere-to-anywhere style, 
              as explained below.
 Point-to-PointThe point to point layout is the simplest layout possible, with the 
            absolute minimum amount of track being built. The line goes from one 
            station directly to the other. The problem with this style of design 
            is each new station requires an entire new line. This is the style 
            used by the AI with extremely limited success.
 I personally never use the point-to-point system because it is 
              too simple and inefficient. It's like connecting the dots - you 
              can train a chimp to do it. Also, the requirement of new lines for 
              each station can cause huge complex webs of tracks and stations, 
              especially if there are only two factories or food processing plants 
              on the map. A network layout is far better for these situations NetworkThis refers to a layout where all or most of the stations are connected 
            so a train can go from anywhere to anywhere. The good thing about 
            this is you don't have to build an entire new line for each station, 
            and you can send your cargo across the map easily without having to 
            build more track.
 Networks are by definition more complex than point to point layouts 
              and as a result there are many problems associated with them. Lost trains. With complex networks, trains choose 
              the wrong track at a junction. This could be caused by trains trying 
              to go to a depot, or getting confused if they need to turn left 
              to head right. Solving these problems is relatively simple with 
              the usage of check points or placing depots in the trains orders 
              using TTDPatch or by using better designed junctions or stations as explained 
              through out the rail section of this site. Try not to build places 
              where trains can do U-Turns.Higher initial costs. Compared to point-to-point, 
              you need to initially build more tracks, tunnels and bridges, but 
              over the long term there will be a saving as you can send several 
              trains down one line.Traffic jams - When you try to cram too many 
              trains down one track, or trains get lost and confused, gridlock 
              is a common result. Once your trains are in gridlock, the only real 
              way to get them out is by telling the train(s) at the frount to 
              either change direction or ignore the signal. Use extreme caution 
              when doing this as you may cause trains to collide - save your game 
              first just in case.
 Traffic jams can be avoided depending on the cause of the hold 
              up. A well designed network will never have such hold ups, but that 
              is almost impossible. If the problem is due to too many trains in 
              one track, consider expanding the track. Sometimes its one bad junction. 
              Through out this site there are many good tips on how to avoid this 
              problem. 
             I personally always use networks for my rail layout and as a result, 
              almost all the the rail section of this site relates to them. 
             SignalsSignals are the most important part of any good rail network. They 
              prevent collisions and can be used to direct trains. There are two 
              main types of signals, two way sigils, which trains can go through 
              both directions, and one-way signals, which trains can only go through 
              one direction, the direction the signal is facing. Trains behave 
              differently with different signals. Consider the following:
 
               
                |  | A train coming from the bottom of the picture 
                  heading towards a station left of the picture sees the two signals. 
                  If both are green, it will take the track which goes in the 
                  general direction of its destination. If one signal is red, 
                  however, it will choose the green one, even if it goes in the 
                  opposite direction it's headed. Rule: Use two-way signals if you want the train to choose a 
                  free track, like in multi-platform stations, for example. Placing 
                  two-way signals in front of each platform will make the train 
                  choose one that's free.
 |   
                |  | But what if you want the train to choose 
                    the one that goes in the right direction, not the free one? 
                    Then you use one way signals. A train coming from the bottom, 
                    heading left, will chose the track heading left. If that signal 
                    is red, it will go left then stop and wait for the signal 
                    to turn green.Rule: Use one way signals if you want a train to choose the 
                    track that goes closest to its destination, such as at junctions 
                    where tracks split into two.
 |   
                |  | What if you want to force the trains to choose 
                  one track only? Then you use two one way signals facing different 
                  directions. The train will not choose the track with the signal 
                  facing away from it. If it does, it will get to the signal, 
                  stop, turn around and go back the way it came. Rule: A train will never choose a track with a one way signal 
                  facing away from it. This could be very handy when forcing a 
                  train to go into a depot (see: Depots) 
                  .
 |  Pre-SignalsPre-signals are one of the greatest features of TTDPatch. The standard signals in the game are red if the track 
              between it and the next signal, including all sidings, has a train 
              on it. Once that train has past the next signal, the first one goes 
              green. Pre-signals are different. The are red when all the next 
              signals are red. This way, a train attempting to enter a station 
              that is full will wait at the signal before the two-way signals 
              at the start of the station, instead of waiting at the signal for 
              the first platform it comes across. The pre-signals in version 1.7 
              are different to those in version 1.8. Here we'll talk about the 
              advanced pre-signals in version 1.8.
 
               
                |  | There are 3 types of 
                  signals that can be used in the pre-signal set up. The top one 
                  is an entrance signal. These are placed at the entrance of a 
                  pre-signal set up and are red if all of the signals in every 
                  possible direction down the track are red, providing they are 
                  of the next two types. |   
                |  | The second type of pre-signal is 
                  an exit signal. It marks the end of the pre-signal block. These 
                  should usually be two-way signals so trains will "choose" 
                  green tracks over red ones. Exit signals are placed in front 
                  of the platform (assuming you're building a station) and behave 
                  like normal signals. |   
                |  | The third type is a combo signal. 
                  These are a combination of an entrance and an exit signal. Like 
                  exit signals, these should usually be two-way signals so trains 
                  will "choose" clear tracks. If all exit and combo 
                  signals in a pre-signal set up are red, then the entrance signal(s) 
                  leading to them will also be red. Alternatively, if all combo/exit 
                  signals behind a combo signal are red, then it too will be red. |  Placing these advanced signals is easy, but you'll need the pre-signals 
              option (-w) activated in TTDPatch. If one or more one way signals 
              leads to one or more two way signals then the end of the line(s) 
              or another one way signal, then the first one way signal(s) will 
              automatically become an entrance and the two way signal(s) will 
              become an exit. The last one way signal will not change and any 
              one way signals facing the opposite direction to the first signal(s) 
              will not effect any pre-signal setup.To manually place pre-signals, simply place a signal normally on 
              the track, then ctrl+click it once for an entrance signal, twice 
              for an exit, three times for a combo and a fourth time to return 
              it to a standard signal. You'll need both the pre-signals option 
              (-w) and the exit pre-signals option (-Xw) activated in TTDPatch.
 
 
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