Entirely physics based. No synthetic down force. No “pusher force” – driven by the wheel motors. Preserves a considerable amount of momentum through turns.
Switches are also fully physics based, no CanCollide cheats.
Joining and Separating Carts
Long Train With Couplers in Action
Update Log
V2.0
Carts now have an improved dashboard with a speed display and iconography.
Now uses modern CollisionGroup names rather than legacy CollisionGroupIds.
Driving is now dynamically juggled between client / server depending on whether someone is riding in the cart for better responsiveness of the controls.
Along with this switching switches pointing the wrong way when going through them is now done temporarily on the client in addition to being one on the server so you can go backwards through a switch as fast as you want without crashing.
Controls now handle clicking ClickDetectors for switches and stuff underneath the throttle control better. Switching a switch will never interrupt your throttle setting anymore, clicking the switch will take priority.
Improved cart handling / acceleration at low speeds.
This gives me vibes from the old roblox ngl hehehe
Cool cart although, not in my list of priorities but I’ve always wanted to make a train or something like that in roblox. The fact it is physics based is pretty cool since that makes the cart system relly on Roblox handling the physics which in most scenarios is a good decision since you can keep it up with the new features and improvements.
The cart has built in detection to find out when it has fallen off the rails.
Falling off the rails… is actually fixable (you would put another set of castors on the cart underneath the tracks), but it wouldn’t be any fun if you couldn’t fall off IMO.
It’s really cool to see how this modernized version of the cart system maintains some of the charm and appeal that the classic carts you created over a decade ago still have to this day
Were you inspired to create this based on improving upon “flaws” of the original system or was it primarily for fun, knowing that others could improve their development knowledge from it and/or enjoy cart rides with a new system?
I’ve always had a wonderful time with carts across the years, from standard cart ride games to riding through pipes/tunnels, and even in tycoons; the countless forms and adaptations of carts into Roblox games, no matter how repetitive, has always been fun!
I’m looking forward to creating more memories with this cart system! Maybe one day I’ll end up looking back upon these experiences through a similar lens to how I view my nostalgic adventures with the original carts.
Mostly I wanted to compare how the system would look different with all the new features that have been added in the intervening years. Currently this uses Collision Groups, Gui controls, Attributes, CSG, Constraints, CustomPhysicalProperties, and a lot of other features that the original system did not have access to.
These carts are fantastic; a vast improvement on the original.
I used them for the “Alternate Mode” for my cart ride game; alongside a smarter random track generation algorithm I made. Obligatory “check it out here” link.