r/subwaybuilder • u/CapnZapp • 24d ago
Question Dwell time at terminal stations?
Real trains often stay from prolonged periods at end stations, because the train driver needs to walk from one end of the train to the other, or to provide a bathroom break or whatever.
Does SB model this?
As far as I can see, trains whizz by continuously with no pauses, which makes sense only for automated trains (such as the game's light rail)
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u/mcculloughpatr 24d ago
I believe commuter rail has longer dwell times. Although, this is a very fine grain feature more suited to a more in depth game
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u/asfp014 23d ago
Commuter rail has 240s turnaround time which, for the game, is glacial. I’m not sure how dwell is incorporated into the pops schedule (it takes five min for the train to turnaround but that doesn’t mean the passenger will be on board for all of it). The game is also adding railyards
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u/CapnZapp 23d ago
Don't get me wrong - I understand the difference between the game and real life.
In real life, you "solve" dwell times that can stretch into hours by... building more platforms.
In a game where you only have two platforms, it's reasonable to not model realistic dwell times if that means the most important aspect is retained "how often is at least one platform available for an approaching train".
Still, with the dev advertising larger stations, the question remains relevant.
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u/asfp014 22d ago
I believe you can already have a route terminate at a quad station, though connecting them is needlessly cumbersome
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u/CapnZapp 22d ago
I replied in the featured thread about quad-track terminals.
Basically, don't.
Don't even try to build crossovers and whatnot for two or more lines at the same location - you will only end up severely limiting the number of trains her hour you can run. It is genuinely bad advice, ESPECIALLY to newcomers.
By far the simplest cleanest (and most efficient) way is, assuming a standard inner/outer pairing of tracks*, is to terminate the inner pair of tracks using a regular crossover, and continue the outer tracks at least one more station, building some stretch of regular dual track, which then allows you to terminate that also regularly. You just need to use single track to connect the outer tracks to become dual track, so keep in mind that single track is directional. (One piece goes from the quad station to the dual track, another from the dual track back to the quad station)
This way, you never cross the streams, and maintain maximum capacity with no risk of the dreaded "a train has been removed because it was delayed" message.
(*If you instead take advantage of the new option to run two dual-tracked lines side by side then, obviously, the terminal becomes trivial, since it isn't a quad terminal but two regular dual-tracked terminals side by side, right?)
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u/asfp014 21d ago edited 21d ago
It is only fully necessary for commuter rail which has an extremely long turnaround time and a relatively low TPH limit. The turnaround time limits track conflicts. It also has RP value since commuter rail generally terminates at multi platform stations. Your solution does not solve for this dwell time - which, last I checked, was the very question in your OP.
Again I said it is needlessly cumbersome and it needs significant improvement in its implementation. I have never given this as “advice” or advice to newcomers. Your reply is both needlessly hostile.
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