Medieval Engineers

Medieval Engineers

Rails Modpack
Faentoller 24 Nov, 2018 @ 6:16pm
Suggestion: Brakes and Gates
I think I read somewhere that parking brakes on the handcart are a planned feature (I can see the little parking pin is actually animated when you change directions with the handcart) but this is soreley needed. I have loat a lot of time chasing after trains rolling downhill.

I have also build makeshift "crossing gates" at intervals so that the train can bump into these if it is rolling out of control, but it is very unreliable and takes too many materials for what it is supposed to do. A dedicated part/schematic for these gates would be a blessing.

This is all about making the existing trains more controllable/usable.
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Showing 1-4 of 4 comments
Equinox  [developer] 25 Nov, 2018 @ 12:58pm 
I understand people want a brake, but there are a few problems here.
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.
mastice 25 Nov, 2018 @ 5:58pm 
I've been playing with this mod now for the last week and I have to say that I absolutely LOVE what you've done so far! I take my hat off to you for adding the railroading mod to ME Equinox. That being said, I really hope you consider the brakes in the future. I know they're a lot of work. Take you're time. Just think it over please. :steamhappy:
Sinner_D 16 Feb, 2019 @ 10:12am 
might I add, if/when braking system becomes a thing... please don't make it a end all to brakes, limited capability and possibly upgradable parts or something for better braking.

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 ;)
kcs123 28 Jun, 2019 @ 9:46am 
Since I have encountered a bug with unintended too high friction on handcarts, would be possible to turn that bug into feature ?

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.
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Showing 1-4 of 4 comments
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