Deadlock analysis
This is pretty much a worst case analysis, the only thing I assume about the rest of the train system is that the output block is properly sized. Trains are allowed to change path at the worst time, basically I'll do my best to make it break. While this is mostly manual analysis I will provide examples of any deadlock from my tests if I'm able.
Here is how I grade how "deadlockable" an intersection is.
This is pretty much a worst case analysis, the only thing I assume about the rest of the train system is that the output block is properly sized. Trains are allowed to change path at the worst time, basically I'll do my best to make it break. While this is mostly manual analysis I will provide examples of any deadlock from my tests if I'm able.
Here is how I grade how "deadlockable" an intersection is.
- A - Safe, will not be the source of a deadlock
- B - Can deadlock if more than one train changes path inside the intersection, may resolve itself if output block becomes free
- C - Can deadlock if more than one train changes path inside the intersection, requires player to resolve
- D - Can deadlock if a train changes path in the intersection, may resolve itself if output block becomes free
- E - Can deadlock if a train changes path in the intersection, requires player to resolve
- F - Can deadlock in regular traffic, usually caused by loops that can be saturated
각종 교차로를 만든 다음 검증을 통해 교통량, 데드락 발생 빈도등을 분석해서 분류한 글임
여기가면 왠만하면 너가 원하는 교차로 디자인을 구해다 쓸 수 있음
와 이건 그냥 논문 수준인데
졸라많네 ㅋㅋㅋㅋㅋ
그냥 로터리랑 교차로 합치는게 제일 편하던데 - dc App
로터리 가능하면 안쓰는게 좋음. 역 on/off 트릭 쓰면 항상 데드락의 가능성이 있음
아 LTN 모드 쓰면 상관없긴함