Feedback on my train system

Hello, for the past 2-3 years I’ve been working on a train system and I’m still working on it to this day but I’d like to get your guys feedback on the UI design and show you guys the differences between the current UI and old versions. I am also going to show you a preview of the current model and past versions along with the real life train. Do note, this is still work in progress and nothing is final and subject to change and I will update you guys as my train system progresses. I’m currently working on an improved placefile with an improved map and coding.

I currently haven’t worked too much on interior so I won’t be posting that here today.

The train in real life:







Matangi Cab



Current

UI Pics
Drivers Screen:


Overhead Controls
image
Throttle and Drive Mode

image
Door controls

Full Screen

Roblox Model:






Blender Model:




Photo dump of old pics




IMG-20230102-WA0009

IMG-20230512-WA0001(1)
IMG-20230512-WA0002(1)
IMG-20230513-WA0001


IMG-20230514-WA0008



IMG-20230527-WA0000

IMG-20230622-WA0002(1)

This project is also a way thats helped me learn a bit about roblox and taught me abit of blender, and I for sure agree that the new UI is alot better than the old… and I’ve still got heaps more to work on, this project has also been alot of fun to work on and I’ve still got a couple of sub systems (Signalling, passenger information displays and intercoms) to work on
Please be sure to tell me your opinions!

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Must be pretty rubbish if I haven’t gotten any replies :smiling_face_with_tear:

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It’s cool, but seems difficult to learn.

Difficult to learn to create or difficult to learn to drive?

Train model is impressive,

But the driver will have a difficult time understanding these controls,make these controls simpler …

Like only a few buttomns,

look at SCR(Stepford county railway) for some inspiration.look at their simplistic gui

Thanks for your feedback.

I plan to have more than just trains in the final game and only ‘qualified’ players who have done an introduction kind of thing can drive. It would go over all the controls, best stopping techniques, signalling and plenty of other things and as I’ve said before none of the UI or model is final or even near final.

I like it how it is due to it being similar to the real thing and it’s even more cooler that I managed to get the real life train track curves and things into Roblox.

If you want to make it realistic,make the words bigger because it is quite small…

I don’t think that would change the realism of it but I can do, I don’t want to make it too much bigger or it will start looking weird.

That looks so cool! Is the interior as good/there? I didn’t see any images. Really great job though, it’s better than I’ll ever manage in modeling

I’m still working on the interior so there’s not really much to see, I’ve really only done the walls and that’s about it.

Edit: I’ll share an update to this topic when I feel that it’s progressed a lot.

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If you’d like to give it a try then I can have you join me now if you’d like.

Heres a cab pic, still WIP before it looks good.

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Could you make an Intro or just a tab on how to use the buttons and stuff?
Also does it use Physics or CFrame to move? The train looks very good though i cannot deny

Currently its not really for public use (although it is publishes publicly) but when it does I plan on making players have to do some kind of course/indroduction thing that teaches the rules and buttons and things and that once they pass they’ll be qualified and can drive the trains.

It uses physics to make and thank you!

I think CFrame movement may be good because then it won’t derail or slow to lag. I have a node laying train for CFrame trains incase you may want to make nodes but without manually building them or using NodeReferences. I’ve already made 3 physics train games into CFrame train games, and it was a success beside the jittering that keeps happening with lots of players. (One of the game is my group’s game, the other 2 are my partner’s games based on the Hong Kong MTR)

Surprisingly, my system doesn’t jitter too much, how does it build the nodes.

It lays a node every 2 seconds(adjustable) after you press a button on the control GUI and you just move the train, its basically a physics-based train that lays down nodes for CFrame trains then you just copy it and paste it into studio after testing, and it’s a very simple script, you just want it to find a folder to dispense the nodes inside

Oh nice, I wouldn’t mind looking into CFrame trains but then it makes more work to do for signalling systems and switch track systems.

that is true, especially at terminus stations, but my solution(for turning back) is usually changing the Current ObjectValue of the PrimaryF/PrimaryB parts of the trains to the return journey nodes and the train doesn’t move. Of course checking that its the correct station so it doesnt just randomly turn back and spaz out at an intermediate station

I’m not sure of the answer but, has someone ever built a player driven CFrame train before?