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Tram - Demo world #train
   
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Type: World
Mod category: Experimental
File Size
Posted
Updated
85.103 MB
9 May, 2020 @ 7:09am
29 Jul, 2020 @ 4:47pm
7 Change Notes ( view )

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Tram - Demo world #train

Description
Latest Updates:
Changed two existing curves to the new High-Speed curves.

Automatic Train Operation (ATO) can now operate switchtracks and react to turntables.
ATO can operate train doors.
Doors added to the green train set.
Big overhaul of codes to run more streamlined.
This update 2.x is not compatible with scripts from previous 1.x versions.

Info:
This is a demo of my TRAM (Terra Rail And Mining) railway system.

Parts/blueprints are available, if you want to create your own railway.
Collection of Tram blueprints
Also read the info with each blueprint.

This is made purely because I find it fun to create such :) I started it in survival mode. But moved it to creative. I have not tested it in survival mode since.

Features:
  • Max speed of 100 m/s can be obtained on straight tracks and high-speed curves.
  • Railcars are easily attached/detached to/from other railcars.
  • Rail signs are displayed on screen in the cockpit of the train engine.
  • ATO-System (Automatic Train Operation) so the trains can run a route on their own.
  • Lead-Engine function, so one engine can control all engines in a train set.
  • Switchtracks and turntables can be remotely opperated from the cockpit.
  • Curves and inclines are available.
  • Couplings (for attaching railcars together) will gently swing in the correct position.
Remember:
Spacebar is for breaking. P is for parking/emergency break.

Have fun.
Popular Discussions View All (1)
0
22 Dec, 2020 @ 8:24am
Angels of tram
bosselorentzon
13 Comments
bosselorentzon 21 Dec, 2020 @ 10:00am 
ahh ok..cool..will try out and se what i can build using your demoworld first:)
y done a awesome work both on design and scripting..
will test out auto a lill to.
the speed sections are so cool done...
Djelle  [author] 21 Dec, 2020 @ 9:12am 
@bosselorentzon: It is not easy to join two tracks together if there is a gap between them. Like if u make a circular track and have to join the two ends together. I will strongly recommend that u build by adding track-sections to the end of existing track sections. So if u need to go up to a bridge; u add a 1 to 4 "Tram Track Ramp Up 1°". Then build a straight section. And then add the same nummber of "Tram Track Ramp Down 1°". And then u can add the bridge from here. I hope I understand ur question correctly. Or else, please ask again.
bosselorentzon 21 Dec, 2020 @ 8:58am 
i like the build very mutch too:) But cant understand how to build up to a bridge from current tracks?
Is it a way to move a part of track to different angel to match the angel to track on bridge??
Djelle  [author] 27 Jun, 2020 @ 8:28am 
I should now be finished uploaded all the updated blueprints for TRAM. And I finish adding the new info to each blueprint.
Additionally I uploaded all the scripts used for this. Not sure why I didn't do this previously.
I still need to make and upload some informative images for a few blueprints.
Djelle  [author] 31 May, 2020 @ 4:30pm 
Found a bug in Tram Train script. Instead of only "reading" signs within a -7 to 7 m width, it "read" signs from infinity to 7 m. Will be fixed in next update.
Djelle  [author] 16 May, 2020 @ 5:07am 
@Einharjar. Ad. Autopilot: After some time thinking, I believe I have come up with a good approach to all my concerns. I won't go into much details here. Except that a comp block is going to be needed at each station to send of the trains. The "crusie control" will be part of the existing "Tram Train" program.
Ad. "it does not work going backwards". Is by design. When the train travel forward, u don't want it to read signs that are facing away from it. This could have been solved in a different way. But trains are really not ment to travel backwards over long distances.
Djelle  [author] 16 May, 2020 @ 4:46am 
@Einharjar. Ad. "use straights or short straights and angle them slight." I started out in survival, trying to line up tracks like u describe. It turned out that it is near imposible to line them up precisely enough to have the train go much beyond 20 m/s. Which is why I changed approach to rotators.
Einherjar 15 May, 2020 @ 5:51pm 
@Djelle "The trains could be made to run on autopilot. I had this thought too" I'm going to address this in two ways via timers an another programming block - one is a cruise control program which I'm sure could work, and the other is using timers that are triggered when sensors are tripped upon station arrival. I'm not worried about trains going in reverse as I intend to use a looping circuit rather than a single line. I did try two train cars btw on the demo, and the code still works but it does not work going backwards. "If u are going to make ur own tests. I can suggest to try changing the strength (of suspension) of the guide-wheels." that is EXACTLY what I'll test first, suspension is a big factor in getting 100kph rovers along with low friction, and I'll see if I can replicated it. My reservation is that when I load a train up with Ore, it might get too heavy. We will see. I don't mind if it travels at only 20 to 40ms, as long as it moves reliably with a lot of tonnage.
Djelle  [author] 15 May, 2020 @ 3:49pm 
@Einharjar. As for higher grip/tracktion: The low tracktion is what makes them run so smoothly. And making them able to get to high speed. My very very first tries was with normal traction. And with that, 30-40 m/s was the best I could get without them exploding :steamhappy: Though, that was before the update that improved wheels. Anyway, I have tried a lot of settings and configurations of the wheels. But I can of course not be sure that there is not an even better configuration. If u are going to make ur own tests. I can suggest to try changing the strength (of suspension) of the guide-wheels.
Djelle  [author] 15 May, 2020 @ 3:48pm 
@Einharjar. The trains could be made to run on autopilot. I had this thought too. But it would require some more coding. And also; a train is only ment to be driving forward. They don't see/read signs running backwards. But could maybe be overcome by placing an engine in each end of a train-set. I can not promise that it's a feature I put in as it is a bit daunting. Like; how do I determine which way a train is suppose to leave from a station? And when?