• 0

    posted a message on Traincraft 4.2.1.
    Holy cow!
    This mod has made some amazing progress! I am glad DAYdiecast has replaced (very well) the high speed electric locomotive I modeled way back when, both of my versions of the H.S.L. were pretty low quality. (Yes, I modeled the ugly, blocky high speed electric of days old...) Really glad this mod has come as far as it has!

    Good work traincraft team!
    Posted in: Minecraft Mods
  • 0

    posted a message on Traincraft 4.2.1.
    Alright, if I have to make a better one, can you intergrate .blends? My expertise and experience has grown in Blender more than whatever that java-based minecraft model maker was that we used in the old days. I suppose minecraft won't take a liking to Blender's lack of voxels, so probably not.

    Also, the second HST was supposed to replace the first, but didn't obviously.

    On another note, does anyone else own the original Microsoft Train Simulator? It's quite fun.
    Posted in: Minecraft Mods
  • 0

    posted a message on Traincraft 4.2.1.
    Araragararagarble! That original high speed train is still there! HIDEOUS! I didn't even make cars for it, and its texture never properly worked either! Why is it still in the mod? Its scale is way off, and the player Flintstones-Foot-Mobile's while in it.
    "Proper" Texture:

    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] TrainCraft (formerly Trains and Zeppelin mod)
    Hello again,

    Well, after another extended absence, I came to the conclusion that both of my locos are not in good shape, nor fit in with the mod. The small one is too small and the big one is too big. The times of using your feet to move your vehicle are long over. So Spitfire, I request a removal of both the locomotives and the oversized passenger car. If I find the time I'll try and get a properly scaled, mod-theme relevant electric HST, maybe even a pack of US/Euro/Asia HSTs.
    Posted in: Minecraft Mods
  • 1

    posted a message on [Forge] TrainCraft (formerly Trains and Zeppelin mod)
    Quote from Spitfire4466

    What I can do:
    Detecting if it's raining/snowing might be possible, but:
    • snow won't deposit on tracks, so it might be a bit strange to slow down trains. but it's perfectly possible
    • It's also possible to request sand when it's raining but how would I render sand on tracks?
    If you create new models, please try to scale them like the ones from ChandlerBingUA. It's a good scale, not too big, not too small. And smaller models = less flickering


    Maybe, I will have to look at EntityPlayer's code


    Yeah, That scale has caught me twice. First was too small, second too big.
    In regards to sanding, it could be just a particle effect, or have nothing besides a GUI indication. Well, maybe the snow to the side slows the train because blocks to the side stop the trains.
    Optifine has a function that allows snow to sit on rails by the way, so it's not unheard of.
    Minor detail on Sanding, maybe it is only necessary when you have 10-20 cars or more? In the real world any diesel can get going on its own, but with a hundred cars up a 3 degree slope for ten miles in a monsoon, it's not going to happen.


    Instead of double post:


    Quote from ChandlerBingUA

    Need to improve the collision. Also need add the ability to crash
    I think that is not enough process of crash trains and carts. Some situations really need it.


    through the passage should be removed. it should not be
    trains and carts must stop at this situation




    The crash can look like this
    -SnippedLargeImage-

    Сollision of cars and trains at high speed must be accompanied by crash
    This situation must be with crash:


    broken rails must create crash also

    so i think: have done better collision system, and add an algorithm for crash at collision at high speeds

    ps I think it is more important than the weather effects)



    Edit: non-rotary-unpowered and tender-like are the same... so scratch one of the two. Also, Maybe steamers will burn water faster in the desert, and non-electric trains left in tunnels to long will do damage to the player...
    Collisions/derailments would also be nice. If you try to hook up a car too fast, it will hop of the tracks or just break. I dunno, just random ideas.


    I agreed in the future of the past. Realistic Collisions are important. However, Minecraft lacks something to make sense of all these ideas. PROPER RAILROADS. Turns that are not 90 Degrees. We've gone over this before though, and Spitfire ran into problems with having blocks ignore the cube grid.

    However, anyone play Sim City 4? The tracks in that game are limited to the grid, but are shaped so the tiling creates longer smoother curves.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] TrainCraft (formerly Trains and Zeppelin mod)
    Quote from tigerbird1

    did i come across as pushy or something, because i was just answering your question?

    crowbar adjusts how far it will fly, min and max are in the config i think.


    No, no, I didn't ask a question. Just specifying, t'is all. I didn't intend to come across as hostile, sorry.

    Edit: Way to go! 100 posts! What a great celebratory comment.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] TrainCraft (formerly Trains and Zeppelin mod)
    Quote from bla95

    hy, great mod but how cn i take the cars behind the engine?


    Draft Gear buddy. Wiki has specifics, but simply click the loco and the car with the draft gear in hand and push 'em together. Linkage complete.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] TrainCraft (formerly Trains and Zeppelin mod)
    Quote from infinus5

    to bad no one seems to like the better mine cart idea o well

    I'll try and put together an improved minecart, and maybe a mine train. Chandler did say he would if he got more than one person supporting the idea.

    So, no, you're wrong, people do like your idea.
    you only need a loco, when u don't want booster rails, control rails, etc. if you would like to keep traveling you will need to put some fuel in your loco, then press your button or lever or what you have. btw, I run out of boost before i put in my fuel, because i have a player detector next to my boarding rail, so i get in and im off at max speed before i can put in fuel. then i stop(no fuel + no boost = 0 fph(feet per hour)), then put in fuel then keep going. b...

    I was just giving a suggestion.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] TrainCraft (formerly Trains and Zeppelin mod)
    Quote from tigerbird1

    yes, but it stops, before i have the chance to put fuel in for it to continue moving after the boost


    Do you need a loco or can you just have an automated rail car line? Vanilla minecrafters have setups like that all the time with ordinary minecarts.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] TrainCraft (formerly Trains and Zeppelin mod)
    Spitfire;
    How difficult would it be to incorporate weather effects on the trains?

    I ask because I'm looking at a new train set project for the mod. Snow plows. A rotary-powered, rotary-unpowered (pushed), non-rotary-powered, non-rotary-unpowered (pushed), and tender-like plows. In regards to their usefulness, perhaps snow inside the three block range will force a speed reduction on all trains without plows? And perhaps the diesels could have a sanding function for when it rains...

    Shoot the idea down now so I don't waste time modeling if you must or if it is impossible to incorporate.

    Edit: non-rotary-unpowered and tender-like are the same... so scratch one of the two. Also, Maybe steamers will burn water faster in the desert, and non-electric trains left in tunnels to long will do damage to the player...
    Collisions/derailments would also be nice. If you try to hook up a car too fast, it will hop of the tracks or just break. I dunno, just random ideas.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] TrainCraft (formerly Trains and Zeppelin mod)
    Aww yeah, 2.0!
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] TrainCraft (formerly Trains and Zeppelin mod)
    So there is a large speed reduction when the HST pulls cars. That makes perfect sense, but perhaps the max speed can be increased when only the HST cars are on it? Very minor detail... Maybe for all trains only matching cars can be towed by their locomotive, the small loco probably couldn't handle a couple of steel hoppers...
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] TrainCraft (formerly Trains and Zeppelin mod)
    Quote from AndreasDK123

    Can passenger carts be hooked to a steam locomotive?
    If so, how?


    Make the draft gear and right click on the two. Pushing the car into the loco should cause it to join.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] TrainCraft (formerly Trains and Zeppelin mod)
    Sorry about the delay, sickness called. Here is the new Highspeed Passenger Car with a bit of an interior.



    New code:
    //variables init:
    public CustomModelRenderer Body;
    public CustomModelRenderer box;
    public CustomModelRenderer box0;
    public CustomModelRenderer box1;
    public CustomModelRenderer box3;
    public CustomModelRenderer box4;
    public CustomModelRenderer Underbody;
    public CustomModelRenderer WheelBase;
    public CustomModelRenderer WheelBase0;
    //constructor:
    Body = new CustomModelRenderer(37, 51, 512, 256);
    Body.addBox(0F, 0F, 0F, 24, 8, 84);
    Body.setPosition(-12F, 6F, -42F);
    box = new CustomModelRenderer(328, 47, 512, 256);
    box.addBox(0F, 0F, 0F, 2, 17, 80);
    box.setPosition(-12F, 14F, -40F);
    box0 = new CustomModelRenderer(194, 27, 512, 256);
    box0.addBox(0F, 0F, 0F, 2, 17, 80);
    box0.setPosition(10F, 14F, -40F);
    box1 = new CustomModelRenderer(236, 148, 512, 256);
    box1.addBox(0F, 0F, 0F, 24, 8, 84);
    box1.setPosition(-12F, 31F, -42F);
    box3 = new CustomModelRenderer(326, 65, 512, 256);
    box3.addBox(0F, 0F, 0F, 24, 17, 2);
    box3.setPosition(-12F, 14F, -42F);
    box4 = new CustomModelRenderer(315, 35, 512, 256);
    box4.addBox(0F, 0F, 0F, 24, 17, 2);
    box4.setPosition(-12F, 14F, 40F);
    Underbody = new CustomModelRenderer(72, 194, 512, 256);
    Underbody.addBox(0F, 0F, 0F, 22, 4, 32);
    Underbody.setPosition(-11F, 2F, -16F);
    WheelBase = new CustomModelRenderer(182, 187, 512, 256);
    WheelBase.addBox(0F, 0F, 0F, 18, 6, 16);
    WheelBase.setPosition(-9F, 0F, -34F);
    WheelBase0 = new CustomModelRenderer(182, 187, 512, 256);
    WheelBase0.addBox(0F, 0F, 0F, 18, 6, 16);
    WheelBase0.setPosition(-9F, 0F, 18F);
    //render:
    Body.render(f5);
    box.render(f5);
    box0.render(f5);
    box1.render(f5);
    box3.render(f5);
    box4.render(f5);
    Underbody.render(f5);
    WheelBase.render(f5);
    WheelBase0.render(f5);
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] TrainCraft (formerly Trains and Zeppelin mod)
    I see. I'll get to it tommorow.
    Posted in: Minecraft Mods
  • To post a comment, please .