I’ll see what I can do, there’ll be a feature later on that relies on a lower track angle, or the ability to see through the track. If it helps accommodate players better, it’ll be worth a shot since it’s still early in development!
Update on this project: I’ve got a GUI now:
Some parts of the GUI aren’t scripted yet (speedometer, camera, delete button) but the core functionality is there. All of the movable handles are orthographic projections of 3D objects made using GUI Frames. In other train games, such as MSTS, the throttle and reverser controls are bound to separate keys, but in this GUI I have managed to bind them to the same keys by notching the throttle once the reverser is in a direction. This means the throttle and reverser are bound together when using keyboard input, but players can still manipulate them independently with the mouse. The GUI is recycled from an earlier failed train chassis that I made to try and replace an older one. The new chassis was difficult to install and never gained traction. I am hoping that the realism and quality of this chassis will put the old “A-Unit Update” chassis to bed.
Not seen is the ability to transfer instructions between other cars and locomotives. Locomotives can talk to each other to allow a single driver to control several locomotives connected together. Using the same system, all cars in a train can have their brakes applied at the same time (in real life, these are totally separate systems, but it’s quite convenient to bundle them together in a video game) which is something that the failed chassis had, but it failed so by-and-large roblox trains are either not braked or are treated as a locomotive (which is equally as unrealistic as having no brakes).
Once the GUI is complete I will be adding sound effects to accentuate using it as well as more sound effects on the locomotive itself to tell users what it is doing and make it sound more like a real locomotive.
Stone processor machine for my project
Hopefully it isn’t too derpy looking
working on some neat physics for a new game
https://i.gyazo.com/25d2c5be1f3341ccf2acd570bfb489b3.mp4
Finished a new map for Aegis Beta for the Endless gamemode that’s coming SoonTM.
Rendered Mini Map
Some things to note: The base floor of the island was quickly made by using triangle studio and then converted to smooth terrain, then mountains were placed using my mountain creator thing I made a while back. My custom bspline road thing was used to cut and level terrain for automatic road placement. I then used my foliage placer thing to spawn assets on the map depending on the material the ray hit and its altitude. Finally the map was rendered using my ray based renderer that uses distributed clients on the local machine paired with a local python http server to create the high res mini map (8k).
How large is the map?
:0 dude that’s awesome
10k x 10k studs. I optimized by shooting rays all over the map and removing the terrain under where it hits, as to create just a thin layer of terrain, the map file size was reduced 40% from this.
This project is quickly coming to a close. I have finished all the outstanding features on the GUI and fixed many bugs. It is one of, if not the most, advanced diesel locomotive chassis on Roblox. I’ve tested this chassis on a different railroad and it is loads more fun than the A-Unit Update chassis or the old vehicle seats.
I’ve streamlined some features that have been added to recent iterations of the A-Unit Update chassis, such as the camera button and the delete button. I’ve taken the delete button one step further and given players the ability to delete an entire train all at once.
Next up is to simplify the chassis for rolling stock, release the diesel and rolling stock chassis, then turn my sights on the big fish: steam locomotive simulation.
Genius! Can the code be open-sourced?
Doing some experimenting with Blender and texturing. As in, I’m learning more. If you have any tips, let me know.
I think you nailed it!
Was that pun intended? But thank you.
This is some boss fight cutscene I was working on April 2017 because of another cutscene I saw featuring Polyhex. Just found the video again now so figured I’d post it since i’ve kept it to myself since.
Making a carrier map in Aegis Beta soon and have to have planes land and takeoff from it. Using PGS springs I replicated how actual aircraft carriers launch and arrest planes onto the deck.
Also made a full autoland option that will guide the aircraft through an approach pattern and finally land on the deck autonomously.
Try your luck here or watch the autopilot land itself by pressing L:
This is some seriously cool stuff.
Improved the rain effect I made for Hardboiled City in Egg Hunt 2018 (looks even better in 60Hz). I gave it a proper API too and lots of options that you can tweak to make it look different + transition effects.