First of all, thank you Pollygon Jelly so much for this package: ) it’s push my project forward so damm hard. Anyway, let’s go straight to the point.
I’m currently working on some project. I need a functionality which allow player to change track in rail junction in real time by pressing a button (or pulling a lever). Simple switch, from one track to another. I have tried many options but still no luck. Could you please make my life easier and give some useful tips ?
Glad you’re liking it and it’s helping with the project. We’d love to see some screens of your project if you ever feel like sharing.
For the rail junctions, check out the Trigger_Examples map, it shows how you can use a junction trigger to have a train change tracks. Give it a try and if you have any follow up questions, please ask.
I just finished buying the system and it is really fun to mess around with.
Works like a charm. Really enjoy setting up and tampering with the settings.
I only have two simple questions that I was looking for the answer but could not find.
Is there any way for the pawn to get into or ride the carts?
How does one control the cart through another blueprint event? (such as stopping and starting on switch)
Thank you very much in advance and keep up the good work.
Hey there,
I’m really enjoying the system! Is there a way to smooth out the rotations of the engine? Gradual turns have a sort of faceted motion. It’s very noticeable with a HMD as a child of the engine.
thanks!
Thank you for the reply last time. I have been fooling around on two of the example maps and found the answer to my blueprint question earlier.
I just have one new question to ask.
Let’s say i wanted the player to ride on the cart. Is there any way to attach the player to the cart so he doesnt slip or fall off at any chance?
As well as is there any way to make the cart jump to a certain point on the track?
I’m having a bit of trouble getting things to work for my project though.
What I’d like to do is control the engine location (and it’s children) via keyframes in sequencer but I’m having trouble figuring this out. Any help is appreciated.
At a basic level I’m also confused how to stop and start the train moving.
/edit figured out the “Carriage State” in Sequencer.
Downloaded 4.16 version and encountered some problems.
The first problem is track up direction not setting, resulting in carriages not properly aligning. This was fixed through BP_TrainTrack, connecting the disconnected Set Default Up Direction node.
The second problem I haven’t found a solution to deals with the carriage physics. The example levels seem broken, the coaster example cannot climb the spiral directly in front of it, other track examples cannot overtake an incline, the brake and reverse example seems to derail violently on repeat playthroughs. While some of these could be solved with a simple increase in acceleration we do not want to arbitrarily bloat our values, especially if this is not the intended scale of the values. There seems to be an odd interaction with ejecting from the pawn and moving the mouse around, but I’m unsure how this would be related.
These problems were found on a fresh install of 4.16 and download of the plugin, but if there’s any settings that might be affecting this then I’d be willing to test
I have the same problem… how do you attach the camera or the player to get a 1st person coaster ?
I place the player character into the car, it drives as long as all is flat, by a deep part it falling out of the car.
How can i fix the player into the car to make a looping possible in VR ?
Hello I am wishing to apply this to a steam train I have made, however the problem I have is only being able to set 1 style of bogie for both sets of wheels. Ideally I would like two little wheels (bogie #1) at the front and the 3 large wheels behind (bogie #2), can this still be achieved with this product. Thank you
hi,
Í like your asset very much!
but i have a few things i think are wrong.
I think that the way the trains work is unrealistic.
What i mean:
If i have a hill and i want a train to go up there, i have to go fast to go up that hill otherwise it wont go all the way up.
but the thing that is unrealistic is that i HAVE to go fast to get up there, but a real train can also go up a hill with 5KM/H on level ground AND go uphill with the same speed.
So i think that instead of a acceleration value there should be a force and speed value.
Also i think that the way you handle mass is incorrect, when a train is very light and i make 2 hills with track and make it go from one hill, it goes higher with less mass.
But i believe a real train would go higher with MORE mass.
Now i dont know how to explain it why i think that is more logic, but i think it is.(a train with more mass stops faster than one with less mass)
So i hope you can check what i said and what you think is more logic(your way or my way).
If i am completely wrong then its ok to say that
but i hope you see what i mean.
You can set up a seperate piece of track with a different mesh that would be the road intersection. So you’d have the normal track with the track mesh, then the intersection track with the intersection mesh and just join them together like and pieces of track.
If that’s what you mean, let me know if we didn’t answer your question.
To do this, you need to reparent the bp_train_carriage blueprint to a pawn.
If you run into issues, let us know.
You have full control over the bogies, how many there are and how they are setup.
Check out the Setup Bogies function that’s called when the carriage is constructed. Here you can add bogies and set the distance on the carriage, it’s an array so you can add as many as you like.
@anonymous_user_22bbde31
There are two demo tracks provided, one standard train track model with sleeprs and one roller coaster track. The mesh is easy to change since it’s just repeated along the splines used for tracks.
You’re free to change the physics setup for the trains to meet the needs of your project.
This is designed to be used as a building block for any project. All the blueprints are documented and laid out in a way that makes it easy to change.
So if you find that the mass, acceleration or any other parameter or setup isn’t doing what you need, you can easily change them.
Hi,
thanks for your reply
I find yoir plugin very usefull, but i have a problem withbit and i dont know how to solve it:
I want to create a train simulator, with superelevation(slightly tilted track) to make trains go faster around a curve, and use the lean effect to make it fly out of a corner when going too fast.
Now when i let a train go over superlelevated track, it all goes fine.
But with the lean effect enabled it does still lean even when it shouldnt on superelevated parts.
So it seams it doesnt take the elevation in account when calculating lean.
So i am wondering if you can help me getting it to support that, as i have no idea how to do that.
And i found a bug.
Sometimes when the train or a carriage of it crashes, it sometimes jumps back on the tracks, but with physics still on(making it fall through the ground.)
How to fix it from jumping back to the tracks?
Thanks
P.s. i sent you an email a while ago, can you maybe check your mail?