Asynchronous SRNW stations

In PSG 149 we went with an exclusive SRNW (Self-Regulating NetWork) construction. This technique is a bit strange at first, but has some pretty clever ideas and possibilities. Building a single platform SRNW stations isn’t all that difficult when you get the hang of it. But when it comes to multi-platform stations for high-capacity industries, things tend to get very complicated and messy because you need to carefully design it to keep the dummy trains from stealing cargo from one another. This will mostly involve complex systems involving logical gates and more.

In the picture below you can see an example of my asynchronous approach which makes for a very simple but high capacity SRNW station:

Asynchronous SRNW station from PBS 149
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Checking the archive & userpages

As you all probably know, we keep a record of all our Publicserver games. In these records we keep a final save of the game, the standard data like map size and gametype, an overview of proceedings and of course a list of the people who played. However, lately these lists have been imcomplete, and I’m calling on all our players to change this.
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(Re)-Introducing Main Station Hubs

A main station hub is a hub where a station connects directly to the mainline. In the old days it was common to call these hubs PH’s, which stands for Principal Hub. After a while this naming convention was forgotten and people simple labeled it with just their name. In more recent games people have started to call these hubs Sideline Hubs, which is a false term as main station branches connecting to the mainline do not match the criteria for SLH’s. Because of the confusion caused we decided te re-introduce a term similair to the old PH, but instead we chose for the term MSH as this is less confusing. The image below clarifies the line hierachy.


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Big hubs in a nutshell – finding a universal hub design

Recently I started playing a game on my own, featuring some LL-RR main network. When I had to build my first ever 4-way hub for double tracks, I first took a look at the Junctionary just to find out that all hubs were designed quite different and hardly any of them follow all necessary rules (curve length, double bridges/tunnels, merge after split). I then started wondering if there’s a universal way of thinking about hubs.
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Various degrees of terraforming

In almost every game that is being played on one of our servers there is a terraforming, TF for short, rule in place. However it is up to debate on what is considered to be low, medium or high terraforming. Via this blog I want to give you some insights in the various types of terraforming that we use.
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