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!
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.
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:
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.
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.
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.
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...
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.
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...
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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!
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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.
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"Proper" Texture:
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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.
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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:
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.
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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.
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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.
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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.
I was just giving a suggestion.
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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.
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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.
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Make the draft gear and right click on the two. Pushing the car into the loco should cause it to join.
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New code:
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