Not just freight cars, whole trains are getting lost
I built a moderately complex train network - about 30 stations, about 10 trains running on single railway network with loops, crossings and roundabouts. Each train's timetable contains between 2 and 4 stations.
I took good care of freight cars, sent them to a closed loop with no escape. They make no problems there and there are just locomotives on the main network.
However, it still fails, in a new spectacular way.
First, locomotives are taking wrong turns. I traced quite few of them and here is what happens: the locomotive runs on shortest path towards its target and then suddenly it takes wrong turn on a switch. Then it stops, rethinks its path, and gets going again on the newly established path until it either takes wrong turn again (90% of cases) or arrives to the destination.
What I assume is happening, since multiple locomotives set up different paths using the same rails and switches, some (I believe last one to come) wins the battle of how switches are set. And the other locomotive, believing it has the path set up, takes wrong turn on first switch where their paths diverge. The more locomotives/trains there are in the network the higher the chance their paths will cross and at least one will get lost. In the end I had about six locomotives running constantly large loops around my base with no end to it.
And second, if the locomotive that stopped because it just took the wrong turn accidentally stops close enough to a station, it will get serviced by the station even though this station is not on its timetable. I got wires, aluminium plates, heat sinks and radio controllers delivered to a station set up to receive quartz crystal even though all timetables were set up correctly. I had exactly zero fun cleaning the mess on belts until I figured out what's going on and made the distance between the switch and the station long enough.
So there you have it. I think trains are not ready for any serious use yet, we need to wait till devs make them reliable. There's many ways how this could be improved/fixed but that depends a lot on what's the idea how they should work in the end so I'm not making any proposals.
Workaround for the stop-at-wrong-station is obvious but I'm not sure what to do about the taking-the-wrong-turn problem except either breaking the whole network into little pieces, separate for each train, or single large loop. Neither of which is really applicable in my base.
Posted Jul 15, 2019, 4:03 PM UTC
Having multiple trains on the same track is a bad idea.
I have several times has faster trains drive through slower ones and that made both lose connections to their carts or dissapeared
Then we need rail signals!
Every game with trains needs rail signals. It's a fundamental part of how trains operate.
And doublewide train stations, or get rid of that stupid unidirectional station setup.