Diziet Sma wrote:
That looks totally awesome! (apologies for using that much-abused term, but in this case it's deserved)
<pedantic_ex-railways_freightclerk_mode>
The only thing I'd suggest is that the engine should look distinctly different from the trailers (although if you want to go with the train theme, they really should be called wagons.

) By all means use a similar livery and style as the trailers, but a freight-engine should
look like an engine.
</pedantic_ex-railways_freightclerk_mode>
This is
so having a place in my Ooniverse!

Thanks! Speaking German myself, I wasn't sure if the term "wagon" would be right. And I already started a second model of an engine, if I can't get the orientation thingy right, I will go for something more like this:

(from the italian wikipedia...)
With rotating wagons ... only then would trailer be adequate, wouldn't it?
MAYBE I'll redo the one I have, too... and try to get them work alongside, so you could have both! On the other hand... this would be even worse for the framerate...
@ML: Yeah, I figured as much (but forgot to remark it), as it is quite cumbersome, graphicswise and in scripting, for slower machines. Maybe try turning the smooth off in the shipdata.plist, don't know wether that helps.
Still a long way to go...

EDIT: Oh, and I found out why trailers (or wagons?) after number 6 would be left behind and fixed it. In the trailer.js there is in line 106
Code:
this.ship.position = trailer6.position.subtract(this.ship.vectorForward.multiply(410));
and it should read like this:
Code:
this.ship.position = trailer6.subtract(this.ship.vectorForward.multiply(410));
I looked at that before and didn't see it...
