Remember : Not all points have to be implemented.
I just want to see which system is superior:
NeonSturm's RailSystem-Suggestion
part 1. A train (=object attached to rails) can attach to multiple rails, not just 1.
Rails (also Pushers)
Stoppers (either deactivate-able or override-able with pushers at another dock, if, then logic-1 ejects the docked. )
Free-Rotation (=Turret ->Turrail?) blocks
Dockers (= Wheels)
part 5. Some ideas for textures
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Feel free to use the orange parts to reference something in the OP
I just want to see which system is superior:
This version
Dev version
Dev version
NeonSturm's RailSystem-Suggestion
part 1. A train (=object attached to rails) can attach to multiple rails, not just 1.
push 1. Pushing rails add 1 to one of
break 1. First, opposite push forces subtract from each other.
break 2. Secondly, stopping rails subtract 1 from all directions (an offline Pusher could be a Stopper)
break 3. Thirdly, physically impossible directions/rotations get ignored.
result 1. the most dominant one wins.
result 2. the one which would continue the direction will win.
result 3. the train stops (fallback).
part 2. Block sidespush 1.1. left|right|forward|backward (if there is an adjacent rail).
push 1.2. rotate right|left|forward|backward (if there is no adjacent rail).
push 2. Branching rails add 1 to all directions with rails adjacent.push 1.2. rotate right|left|forward|backward (if there is no adjacent rail).
break 1. First, opposite push forces subtract from each other.
break 2. Secondly, stopping rails subtract 1 from all directions (an offline Pusher could be a Stopper)
break 3. Thirdly, physically impossible directions/rotations get ignored.
result 1. the most dominant one wins.
result 2. the one which would continue the direction will win.
result 3. the train stops (fallback).
We don't need 6*4=24 rotations,
face 2. Pushers (any rails) activate with a logic 1 and deactivate with a logic 0 input (perhaps new flip-flop-blocks will help once they get in)
face 3. Logic 1 activates push and also sets the direction.
part 3. Not all rails push a trainAFAIK 1. The Grey One said that it will work magnetically in later StarMade builds (hopefully this means docking in the direction you are mostly facing instead of rotating arrows).
face 1. Just select 1 block face => all 4 adjacent faces have an arrow into this direction.face 2. Pushers (any rails) activate with a logic 1 and deactivate with a logic 0 input (perhaps new flip-flop-blocks will help once they get in)
face 3. Logic 1 activates push and also sets the direction.
Rail-stuff just continues moving in the direction it does as long as it can.
Stoppers can act as rail-delimiters,
part 4. Just 4 blocksStoppers can act as rail-delimiters,
lane 1. creating omnidirectional rail-lanes (without the need to select many blocks)
lane 2. saving checks to movement changes.
lane 3. saving checks to collision perimeter
lane 2. saving checks to movement changes.
lane 3. saving checks to collision perimeter
(once before entering a lane with any wheel (=the rail dock), if nothing there gets changed since last update)
Rails (also Pushers)
Stoppers (either deactivate-able or override-able with pushers at another dock, if, then logic-1 ejects the docked. )
Free-Rotation (=Turret ->Turrail?) blocks
Dockers (= Wheels)
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