Space Engineers

Space Engineers

DerpRail - Simple funiculars that make sense in survival - HoverRail umop ap!sdn
54 comentarii
spiritplumber  [autor] 10 aug. la 9:41 
can you take a screenshot?
Ghost of Mildred Monday 3 aug. la 16:58 
Chains have a big sphere around them for some reason?
spiritplumber  [autor] 20 aug. 2021 la 4:04 
Updated - should now work with the API changes.
spiritplumber  [autor] 14 apr. 2021 la 19:07 
Not really...
Rusted Droid 14 apr. 2021 la 13:20 
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 febr. 2021 la 22:00 
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 febr. 2021 la 19:10 
@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  [autor] 16 febr. 2021 la 18:04 
It's feasible, and it loads and runs, but it causes an enormous amount of lag for some reason
Rusted Droid 16 febr. 2021 la 15:40 
@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  [autor] 16 febr. 2021 la 4:31 
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 febr. 2021 la 13:16 
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 ian. 2021 la 12:20 
ah yes very derpy
HaowwMitch 16 ian. 2021 la 18:34 
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  [autor] 10 dec. 2020 la 4:09 
you should increase the link strength, this is done in the magnetic part
boo7716 8 dec. 2020 la 11:16 
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 mart. 2020 la 10:19 
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  [autor] 21 mart. 2020 la 21:36 
thank you! I'll run some profiling
C4illin 20 mart. 2020 la 19:18 
the lag starts with around 20 and gets worse and worse
spiritplumber  [autor] 20 mart. 2020 la 7:26 
define large quantities
C4illin 19 mart. 2020 la 15:55 
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  [autor] 2 ian. 2020 la 12:16 
Should be fixed now!
Yasha_bot 12 sept. 2019 la 18:54 
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 iul. 2019 la 15:44 
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  [autor] 12 iun. 2019 la 3:56 
dampening is done by changing link strength :) try it.
R-TEAM 11 iun. 2019 la 22:35 
At all not Bad - but would be nice to have a dampening option slider, to minimize the rubberbanding effect of the connecting ...
spiritplumber  [autor] 20 mai 2019 la 8:15 
Can you send me the world save?
theBradGuy 19 mai 2019 la 16:06 
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  [autor] 18 mai 2019 la 23:50 
Did you try to increase their grip with the slider?
daethman 18 mai 2019 la 15:53 
yeah I'm getting the same behavior -- the chains seem to slow the drop, but not prevent it.
theBradGuy 9 mai 2019 la 12:32 
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  [autor] 8 mai 2019 la 21:55 
do the grey links show up? the rails should face downward.
theBradGuy 8 mai 2019 la 21:24 
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 mart. 2019 la 21:33 
awesome, thanks
spiritplumber  [autor] 17 mart. 2019 la 16:11 
Yes, you can make elevators with this. It works pretty decent :) I made a lunar orbital elevator fairly quickly.
spiritplumber  [autor] 16 mart. 2019 la 22:15 
I tried to do one between two rails as in | o | and it kinda sorta works.
Trollsama 16 mart. 2019 la 21:03 
is it possable to use these vertically to build custom elevators?
spiritplumber  [autor] 13 mart. 2019 la 19:50 
@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 mart. 2019 la 15:52 
oh joy joy joy joy joy! thank you!
spiritplumber  [autor] 13 mart. 2019 la 15:24 
you can put a small ship on a large rail just fine!
scimuse 13 mart. 2019 la 13:49 
are these grid independant or small and large or just large? can i put a small ship on a large rail?
spiritplumber  [autor] 13 mart. 2019 la 10:14 
Thanks!
Anarch Cassius 12 mart. 2019 la 12:45 
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 mart. 2019 la 15:45 
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  [autor] 9 mart. 2019 la 15:07 
How do I calculate PCU costs?
Anarch Cassius 6 mart. 2019 la 12:32 
Nice. Would love to see these get PCU costs. Probably progession for those who use it too :)
spiritplumber  [autor] 1 mart. 2019 la 20:46 
UPDATE: The chains are now a little prettier, and cheaper to draw (less performance hit).
spiritplumber  [autor] 8 febr. 2019 la 7:22 
thanks! did that :)
Novum33 7 febr. 2019 la 14:08 
use an ! instead of i in umop apisdn to make umop ap!sdn
spiritplumber  [autor] 7 febr. 2019 la 5:48 
that's intentional, since my mod is derivative of his :)
Enter Sandman 7 febr. 2019 la 3:20 
i mean when they both are installed your mod's block don't show up