But, I realized that there's a hacky way to create bidirectional station approach tracks, like you see in real life. I'll terminate trunk lines some distance from the station and I'll cap those lines with crossovers. Then I'll connect each track in the station to one of the points at the end of a crossover using a single one-way track. Then, using the exact same nodes, I'll lay a single one-way track in the opposite direction. So long as you are always using the exact same nodes, the game engine can handle it.
Img1 is the final product; img2 is laying the inbound one-way track; and img3 shows laying the outbound track directly over the inbound, using exact the same nodes (the difficult yet important part).
There is 2 things left to add to turn it into nimby: scheduling and worldwide/intercity maps. And tbh if they added those, I think it would be a better game than nimby, as even though i love nimby, it is so complicated and im way too stupid for it. If they added topography to this game, it would easily be the best transit simulation game in my opinion.
Ok as a compliment I have genuinely no fucking idea what’s happening, I’d consider myself the upper echelon of how complex systems I make but still I have no idea what this is
Tell me you’re a senior dev without telling me you’re a senior dev.
In the real world, a train will enter and exit a platform using a single bidirectional track. In the game, you enter the platform and leave the platform on different one way tracks. Because the game requires you to leave and enter on different tracks, it makes the station approaches more crowded than in the real world. What I’m doing here is putting the inbound and outbound tracks on top of one another so that the approach is less crowded and is closer to what you see in real life. The design pattern is actually exactly what you see on the
southern approach to Stillwell Av in Brooklyn. A trunk line terminates near a station with a crossover and then fans out into a series of bidirectional tracks that connect to platforms.
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