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https://gtm.steamproxy.vip/ugc/782992988816056089/BF0AF56D8F6295CFE55103B5F3990059004627F2/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true
It handled the 15 trains with no problems (but it uses tunnels).
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1918801822
I'm intentionally creating fairly large blocks to facilitate a large train. Also, I tested this with a lot of trains - it performed pretty well.
The one you marked green - yes I'm very aware of that, and the chain pointing left (it's just to the right of the green box) did help a lot (before that there were pileups). Really this needs to be one square wider in X and one square wider in Y, to allow separating the incoming from the outgoing blocks - they are linked and it does slow things down.
I did run this fairly extensively with a test case - I'll post the image.
You made a typical mistake of "not enought signals" on this stamp.
http://prntscr.com/q0w8ru
The red squares - the signals simply must be there (and on each side of the square, not only on the marked one) for it to work or it simply won't. In mashinky, the tracks are divided into blocks = piece of track between each and every switch and each such block requires signal unless you want to whole side of the large square to be occupied by only a single train (and that defies a purpose of elaborate crossing...)
The green square marks "bad block" = you cannot place signal there and I can pretty much guarantee that sooner or later trains will get stuck there. The solution is to redesign that particular piece in the way where the side line crosses the two main lines at an angle (not perpedicularly) so signal could be placed there.