Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem








1) I'd have to add controls for it. There are a couple different ways to do this, but the ones that are a permanent solution require a lot of work.
2) The current brake physics don't work as a parking brake. And having them work as a parking brake is hard. Again, lots of work.
As for the crossing gates, models are one of the things that take me a very long time. So I highly doubt that I'll make a crossing gate since that's 100% model work.
I've got blender, haven't played with it in a while, if I could get a scale reference, I'd be willing to give crossing signs a shot. :)
I had noticed the braking mechanism there a while back, wasn't aware it was animated... has it always been this way?
P.S. I know / hope .7 is priority ;)
Meaning, is there a way to change friction between wheels and railroad "on the fly" ? What I'm aiming at, when player is on board of carts/boggies, models have one intended friction value. But when player exit cart, or have some additional "switch" on handcart/bogie (similar to windmill mechanical switch), then whole hancart/bogie model got extremly high friction.
Just throwing some ideas, have no clue if Medieval Engineers game engine API allow something like that.