Space Engineers

Space Engineers

DerpRail - Simple funiculars that make sense in survival - HoverRail umop ap!sdn
54 Comments
spiritplumber  [author] 10 Aug @ 9:41am 
can you take a screenshot?
Ghost of Mildred Monday 3 Aug @ 4:58pm 
Chains have a big sphere around them for some reason?
spiritplumber  [author] 20 Aug, 2021 @ 4:04am 
Updated - should now work with the API changes.
spiritplumber  [author] 14 Apr, 2021 @ 7:07pm 
Not really...
Rusted Droid 14 Apr, 2021 @ 1:20pm 
Any plan adding powering the slave grid (train) on track?
Qi wireless charger function in rails and the engine as energy grabber (Qi antenna).
That way you can make builds very small. Like cage elevator.

Also it will be handy to have 3x3x1 engine for small grid. (needs to edit model .fbx file)
Mufasa(RU) 25 Feb, 2021 @ 10:00pm 
Вопрос у тебя на скриншоте есть левый и правый одинокий поворот,но в игре я не могу найти такой блок.

The question you have in the screenshot has a left and right lonely turn, but in the game I cannot find such a block.
Rusted Droid 16 Feb, 2021 @ 7:10pm 
@spiritplumber That is sad to hear. This mod is good for bridge crane and very neat even for long lifts.

Other mod "Maglev Rail" have small block version but it is scaled down so cannot use it for Door car train or any rotating platform as the "rail is bulky".
https://steamproxy.net/sharedfiles/filedetails/?id=635163592

Anyway Thank you for testing
spiritplumber  [author] 16 Feb, 2021 @ 6:04pm 
It's feasible, and it loads and runs, but it causes an enormous amount of lag for some reason
Rusted Droid 16 Feb, 2021 @ 3:40pm 
@spiritplumber How come? The collision model of block is bigger? I seen many mods that just add big versions of blocks without problem (eg. Doors for small grid).
They fit 5x5x5 == 1x1x1 block.

Having one 1x1 stright rail for small grid will be handy. Now i must use big rotor if i want to make rotating elevator or something like this.
https://youtu.be/JoV9o6b91Sc?t=138

I asked here as original creator not care about mod anymore.
spiritplumber  [author] 16 Feb, 2021 @ 4:31am 
The funicular hooks are available in small grid... the rails can't really be, they're too big and it breaks stuff, sadly.
Rusted Droid 15 Feb, 2021 @ 1:16pm 
Any plan adding Rail blocks to small grid? (no size change)
So i can use it on small rotor/piston
lance the Master of Yeets 19 Jan, 2021 @ 12:20pm 
ah yes very derpy
HaowwMitch 16 Jan, 2021 @ 6:34pm 
hello I took the original mod made by feepingcreature vias are github link because I wanted to change some base value nevertheless when I upload the mode locally I was able to change the values ​​in the script but no texture appears. 'there someone who could tell me why thank you
spiritplumber  [author] 10 Dec, 2020 @ 4:09am 
you should increase the link strength, this is done in the magnetic part
boo7716 8 Dec, 2020 @ 11:16am 
Its either a problem either i use it wrong... I didnt see any lag or bugs but whenever im going in a curved railwith high speed... it breaks...
C4illin 22 Mar, 2020 @ 10:19am 
it's on a dedicated server we have had the most problems, it was extremely noticeable when we decided to build a 100+ anchor drill train. But the weird thing is that the lag is new, and wasn't there when we started operating the train. I ran the profiler in torch and it pointed out all our trains as the most laggy grids.
spiritplumber  [author] 21 Mar, 2020 @ 9:36pm 
thank you! I'll run some profiling
C4illin 20 Mar, 2020 @ 7:18pm 
the lag starts with around 20 and gets worse and worse
spiritplumber  [author] 20 Mar, 2020 @ 7:26am 
define large quantities
C4illin 19 Mar, 2020 @ 3:55pm 
The anchors seems to create some extreme lags when used in large quantities, are you aware of this? And is there anything I can do to reduce the lag?
spiritplumber  [author] 2 Jan, 2020 @ 12:16pm 
Should be fixed now!
Yasha_bot 12 Sep, 2019 @ 6:54pm 
Having the same issue as others, where the carriage will slowly fall regardless of the amount of engines I have placed or the weight of the car. This only happens with large grid constructions - small grids work fine.
Rikkavidu_GER 19 Jul, 2019 @ 3:44pm 
Hi. I build 2 "Thrusters". But i have a lot Problems. By max Power the Train sink down... Hmm... Also: Original: HoverRail. Best reguards.
spiritplumber  [author] 12 Jun, 2019 @ 3:56am 
dampening is done by changing link strength :) try it.
R-TEAM 11 Jun, 2019 @ 10:35pm 
At all not Bad - but would be nice to have a dampening option slider, to minimize the rubberbanding effect of the connecting ...
spiritplumber  [author] 20 May, 2019 @ 8:15am 
Can you send me the world save?
theBradGuy 19 May, 2019 @ 4:06pm 
Yes, I have tried multiple positions of strength and length, and it was either they slowly drop off, or they bounce up and destroy the rail. I tried finding a sweet spot in very small increments but was unsuccessful.
spiritplumber  [author] 18 May, 2019 @ 11:50pm 
Did you try to increase their grip with the slider?
daethman 18 May, 2019 @ 3:53pm 
yeah I'm getting the same behavior -- the chains seem to slow the drop, but not prevent it.
theBradGuy 9 May, 2019 @ 12:32pm 
Yeah the chains show up, the best I could get them to do, playing around with the sliders, is to bounce up, smack the rail, and then fall off. Im mounting the rails from above, angled side facing down.
spiritplumber  [author] 8 May, 2019 @ 9:55pm 
do the grey links show up? the rails should face downward.
theBradGuy 8 May, 2019 @ 9:24pm 
I can't seem to get this to work at all, my vehicles just drop off the track. Am I doing something wrong? I thought weight was an issue so I created a vehicle identical to the one in the screenshot, still just drops.
Trollsama 18 Mar, 2019 @ 9:33pm 
awesome, thanks
spiritplumber  [author] 17 Mar, 2019 @ 4:11pm 
Yes, you can make elevators with this. It works pretty decent :) I made a lunar orbital elevator fairly quickly.
spiritplumber  [author] 16 Mar, 2019 @ 10:15pm 
I tried to do one between two rails as in | o | and it kinda sorta works.
Trollsama 16 Mar, 2019 @ 9:03pm 
is it possable to use these vertically to build custom elevators?
spiritplumber  [author] 13 Mar, 2019 @ 7:50pm 
@Cassius Thanks, I thought there was some way to make the game calculate it, looks like it's an arbitrary number in the sbc
scimuse 13 Mar, 2019 @ 3:52pm 
oh joy joy joy joy joy! thank you!
spiritplumber  [author] 13 Mar, 2019 @ 3:24pm 
you can put a small ship on a large rail just fine!
scimuse 13 Mar, 2019 @ 1:49pm 
are these grid independant or small and large or just large? can i put a small ship on a large rail?
spiritplumber  [author] 13 Mar, 2019 @ 10:14am 
Thanks!
Anarch Cassius 12 Mar, 2019 @ 12:45pm 
So the more I think about it, the more I think the funiculars are more or less equivalent to a wheel suspension, which costs 50.
Anarch Cassius 9 Mar, 2019 @ 3:45pm 
PCU is roughly based on the potential lag and performance cost of the object. Something that is simply destructable costs 1. Blocks that can store items tend to be around 10. Objects that can inflict damage or move ships like drills and thrusters tend to be around 100 or more.

So the rail pieces could perhaps stay at 1, as they don't do much on their own (maybe 5 if they require background calculations).

Since the funiculars seem to basically tie the train to the track they resemble rotors, which cost 200 for both pieces together. OTOH that's advanced rotors with a conveyor hook-up (I forget if basic is different) and this may provide less potential for lag and klang (on its own) if it requires thrusters to provide movement.

So I'd say no more than 200 and not less than 20, if you have some idea how they compare to other parts in terms of performance that should help inform the descision. 100 seems right if you don't have much idea where to start.
spiritplumber  [author] 9 Mar, 2019 @ 3:07pm 
How do I calculate PCU costs?
Anarch Cassius 6 Mar, 2019 @ 12:32pm 
Nice. Would love to see these get PCU costs. Probably progession for those who use it too :)
spiritplumber  [author] 1 Mar, 2019 @ 8:46pm 
UPDATE: The chains are now a little prettier, and cheaper to draw (less performance hit).
spiritplumber  [author] 8 Feb, 2019 @ 7:22am 
thanks! did that :)
Novum33 7 Feb, 2019 @ 2:08pm 
use an ! instead of i in umop apisdn to make umop ap!sdn
spiritplumber  [author] 7 Feb, 2019 @ 5:48am 
that's intentional, since my mod is derivative of his :)
Enter Sandman 7 Feb, 2019 @ 3:20am 
i mean when they both are installed your mod's block don't show up