A depot can be used next to a station to act as a kind of
‘sponge’, soaking up excess trains as they arrive, rather than
having a queue of waiting trains blocking the main line. An
arriving train first meets a pre-entry signal (A), which is
controlled by the pre-exits on each platform, but an extra one (B)
leads to the depot — if all platforms are in use, the incoming
train will dive straight into the depot.
Each train waiting in the depot is held back by an implicit
pre-entry signal, and follows a track that rejoins the direct link
to the platforms. None can leave until a platform becomes
available. We must place a pre-combo (C) on the direct line from
the ingress to the platforms, at a point between the tracks to and
from the depot, otherwise the implicit pre-entries within the depot
would be able to see the pre-exit that leads to the depot.
This arrangement is very effective, but still has some problems.
In one situation, which we'll call the contention
problem, no platforms are initially available, and trains are
waiting in the depot. Another train arrives, and passes the
pre-entry A, since the track to the depot is available. However,
before it reaches the points, a platform becomes available, so it
heads for the pre-combo C. Before it gets there, a train rolls out
from the depot, and blocks it. The depot train fills the platform,
and the just-arrived train is forced to wait until another platform
is available, or it turns back and can try the points again. This
problem is caused by the pre-combo signal C — it allows a train to
leave the depot, even though one might already be heading for the
platforms. Yet we can't take C away, as trains in the depot would
then be able to ‘see’ the depot ingress signal B, and think they
could leave.
The other problem – the servicing problem – occurs at
a terminus station. Trains leaving the station might decide to get
a service at the sponge depot, hindering the arrival of waiting
trains. (It might have been only slightly less convenient to go for
some other depot down the egress track.) To stop this, we'd have to
place a unidirectional pre-combo on the track exiting the depot (at
D), but this would make the contention problem even more likely to
occur.
In both cases, we don't really need the pre-combo signals C and
D. For the servicing problem, it's the implicit permanent red at D
which stops trains returning to the depot, not the ‘back’ of the
pre-combo D. And we only have to make it a pre-combo because the
internal depot signals need to be able to ‘see’ beyond it to the
pre-exits guarding the platforms. If we are allowed to place a
genuinely unidirectional explicit permanent red at D,
trains in the station won't see the track as a direct route to the
depot; plus the depot's internal pre-entries will still be able to
see past it.
For the contention between arriving and waiting trains, it's the
implicit permanent red with the pre-combo C, not the ‘back’ of the
pre-combo itself, that stops the depot signals from ‘seeing’ the
depot ingress signal (the pre-exit B). If explicit permanent reds
are possible, and our new no-exit condition is in effect, we have
no need for the pre-combo, since the pre-signal route from the
depot looping round through C and then B would turn from red to
black as it passed C.
Unfortunately, this won't work, as the obstruction condition
spreads from B as green to the depot, toward the station through D
(but stays green), turns back through C (turning blue), and detects
the train waiting at B. Deadlock!
The problem now is that the depot uses the same track for both
ingress and egress. Maybe this is a case for a depot with separate
ingress and egress tracks…? That would probably solve the servicing
problem anyway — the depot egress would already forbid trains from
the station entering it. On the other hand, it might make the game
a bit easy, as you'd effectively have an infinite length of track
wound up into one or two tiles.
Ah! But what if you impose a restriction that you cannot have a
train entering a depot at the same time as one leaves? That
restriction is already implied by the current depots having a
shared exit/entrance. We're separating the two tracks merely to
prevent the obstruction condition flooding from one to the
other.
Also, if you made one entrance ingress-only, and the other
egress-only, you'd need four separate orientations. You could get
away with two, if you allowed both entrances to be used
bidirectionally, but then allowed the player to add permanent reds
(or other signals) either side to allow only one direction each.
(This is where it helps to treat a permanent red as a pre-exit – it
stops trains leaving.)
Two other possibilities if you don't want through depots:
-
Don't allow the obstruction condition to flood from the depot
ingress track to its egress. Maybe you could require at least one
tile of ordinary track beyond the points, before the flood could
turn back. The track within the depot would be excluded as ordinary
track. — However, this seems a little too exceptional.
-
Simply make the depot entrace a pre-exit signal – not one that a
train can stop at, but which can affect a pre-entry or pre-combo
earlier down the line. Our points B, C and D are just permanent
reds now, so there's no intervening conditional signal anywhere on
the loop, so no chance of deadlock.