Scrap Mechanic

Scrap Mechanic

Very Bumpy on Welded-To-Ground Rails?
Let me be clear, I previously had a railroad project called "skimmer train" and it can go REALLY fast (2 thrusters at full speed), however the rail it runs on cannot be attached to ground, or else the entire section becomes bumpy.

I am currently developing a suspended monorail system for Survival, however during testing in my creative world, I noticed the rail becomes "unstable" after a certain distance from the original weld point, alongside the train suddenly "exploded" away from the rail when I attempt to go fast. I tried adding suspension to every wheel but it seemed to have worsened the issue (it bounced off immediately when in contact).

I am posting here to look for ways to reduce the bumpiness on welded-to-ground rails, as well as curious about why the game behaves like this (this doesn't happen on games like Space Engineer).

Thank you for your time.
Originally posted by sandwichlizard:
we found that if you paint a line across the rails every hundred blocks or so it makes the game calculate them separately, it seems to be a floating point math problem with really long rails/surfaces, you can also use a different material every 100 blocks to do the same thing.
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Showing 1-8 of 8 comments
XM943 Aug 10, 2020 @ 8:47am 
The general solution is to split rails into separate sections, make them separate builds
I'm not sure on the size though... might be chunk width/length related
Edward_shooter Aug 10, 2020 @ 9:52am 
Originally posted by XM943:
The general solution is to split rails into separate sections, make them separate builds
I'm not sure on the size though... might be chunk width/length related

that's... really bad, my suspended rail is miles off the ground
tripodalt Aug 10, 2020 @ 10:02pm 
each area interact only with the next one
the next next area not more exist its unloaded so your rail have no more support
Edward_shooter Aug 10, 2020 @ 11:42pm 
Originally posted by tripodalt:
each area interact only with the next one
the next next area not more exist its unloaded so your rail have no more support
Approximately how big is each area?
tripodalt Aug 11, 2020 @ 12:01am 
area are probably multiple of 256 or 512 cubes i not counted
this area each one are a point of interest
it varry from 1 to 4 scale and exceptionally to 8
warhouse /ruin /chemical lake /water lake /forest /road tree /rock withh bee wack/ grass area/atations /shop/ road houses/ all those are the same tile who reapeat with random variation and diferent ground height
probably some little are stacked on another as the rock patch or the giant tree
their is about a dozen of fixed location that never change of place but can be at a diferent altitude in each world as start area /stations /shop /ruin city /labyrinth and few others out of interest that will probably hide a key/book/unlock for the futur story update
all the rest is randomised
Last edited by tripodalt; Aug 11, 2020 @ 12:04am
Lizzard Aug 11, 2020 @ 11:39am 
I built one over water with the same issues. I managed to find a solution though.

First, I slowed it down a lot. Not crawling, but a medium car speed.

Secondly, I placed those sheet metal plates you loot off of shacks, along the side, bottom and edges that (may) contact the rail. They have 2 bars of friction and are lower than anything you can build.

Thirdly, I extended the sides down well beyond the wheel base to catch it when it does pop off and since it's such a low friction material, it slides back down to where it should be even when I really crank the engine up! :)
The author of this thread has indicated that this post answers the original topic.
sandwichlizard Aug 11, 2020 @ 1:56pm 
we found that if you paint a line across the rails every hundred blocks or so it makes the game calculate them separately, it seems to be a floating point math problem with really long rails/surfaces, you can also use a different material every 100 blocks to do the same thing.
Edward_shooter Aug 11, 2020 @ 7:24pm 
Originally posted by sandwichlizard:
we found that if you paint a line across the rails every hundred blocks or so it makes the game calculate them separately, it seems to be a floating point math problem with really long rails/surfaces, you can also use a different material every 100 blocks to do the same thing.
Would like to discuss in detail:bcportalhi:
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Date Posted: Aug 10, 2020 @ 4:36am
Posts: 8