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1) I'd have to add controls for it. There are a couple different ways to do this, but the ones that are a permanent solution require a lot of work.
2) The current brake physics don't work as a parking brake. And having them work as a parking brake is hard. Again, lots of work.
As for the crossing gates, models are one of the things that take me a very long time. So I highly doubt that I'll make a crossing gate since that's 100% model work.
I've got blender, haven't played with it in a while, if I could get a scale reference, I'd be willing to give crossing signs a shot. :)
I had noticed the braking mechanism there a while back, wasn't aware it was animated... has it always been this way?
P.S. I know / hope .7 is priority ;)
Meaning, is there a way to change friction between wheels and railroad "on the fly" ? What I'm aiming at, when player is on board of carts/boggies, models have one intended friction value. But when player exit cart, or have some additional "switch" on handcart/bogie (similar to windmill mechanical switch), then whole hancart/bogie model got extremly high friction.
Just throwing some ideas, have no clue if Medieval Engineers game engine API allow something like that.