tips/prefabs for track-train nodes for payload-corners

Discussion in 'Mapping Questions & Discussion' started by Ezekel, Dec 19, 2008.

  1. Ezekel

    Ezekel L11: Posh Member

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    i did a check but couldn't find anything of this nature.

    basically, i've got no problem building straights (after all they only need a new node when they hit corners or capture points), but when it comes to a change in angle (on any axis, so including changes in height) i'm having trouble getting the cart to stay on the track, and move smoothly.

    i've got it changing direction at/near the nodes rather than linear bend or ease in/out.

    anyway, is there a good rule of thumb to use for placing the nodes to make the cart move smoothly and stay on the track when on corners or height changes?
     
  2. Icarus

    aa Icarus

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    You could try increasing the size between wheels, like what youme did in halfacre
     
    Last edited: Dec 19, 2008
  3. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    You need about 5 path tracks for a corner to make it get smooth. the blending just rotates the cart to get a smooth rotation but the movement will remain on that straight line. 5 path nodes make it move much smoother and combined with the blend it will look great.

    Also, the bigger corner is the more path tracks youll need on it. dont worry if you end up having 50 path_tracks in a single stage the size of golrush stage 1. Its normal to have such ammount.