I am working on a game for avasyz called “Astraline.” It is a rail-based game, similar to Stepford County Railway and British Railways. This means that it requires speeds over 100 studs per second.
The problem is that the train derails easily on curves.
My train uses gliders to stay on the track. The gliders that are most successful are small spheres close to the tracks. On 5° curves with rail segments 15 studs long, the train with small spheres on the corners as gliders does not derail until it reaches 100 studs/second.
There are already so many previous posts with this same issue and many have solutions. Please try that search button up top using the terms ‘train derails’, ‘cart won’t stay on tracks’ or similar words.
I’m guessing your gliders are way too small. Try much bigger cylinders and make sure your curved rails aren’t too thin or have slight offsets at each joint.
I’ve included models on many of those posts you’ll find when searching.
I made the gliders larger, and avasyz made hitboxes on the tracks that surround the gliders.
It can now go up to 250 studs/sec before derailing on 5° turns with 15 stud track segments.
Nice!
Do you have gliders underneath the rails as well? I don’t see welds between the bogie and anything under the rails.
When I’ve made trains I use a single large horizontal wheel as gliders between the rails at either end of the bogie to keep the bogies in line with the rails. The wheel diameter is just smaller than the distance between the rails so it doesn’t drag on both rails at the same time. I then use a HingeConstraint between each wheel and the bogie to keep the bogie aligned with the track.
I’ve found that setup works really well.
I added gliders under the rails. It still derailed at 250 studs/sec on the sharp s-turn, but it took two tries for it to derail compared to only one.
I am now using a CFrame-based system with a controllable speed. It looks like it will be much more stable as it does not rely on Roblox’s outdated physics.