12/18/2023 0 Comments Voxel tycoon guideSetting the model in the 3D modeling software ¶ Depending on the type of locomotive you want to make, it's a good idea to import a model from the base game to compare the measurements and, in case of being an electric locomotive, have a reference of the height of the overhead wire for pantographs.VT models are shorter than in real life.Make the necessary details so that the locomotive is recognizable but not overloaded.The bogies and wheels should have a maximum of 1000 triangles since it's not as visible parts as the locomotive body.It's recommended that the body of the locomotive does not exceed 1500 triangles.Modeling suggestions ¶Īs in all games, there are certain recommendations that must be followed when creating a 3d model.Īpart from city buildings, trains and trucks are one of the most repeated assets in the game, and to avoid performance problems there are certain recommendations to follow. The guide is not intended to teach you modeling, so you must have a basic understanding of 3DS Max, Blender, Wings 3D, or any other program you want to use that allows you to import and export. In Voxel Tycoon you can create steam, diesel or electric locomotives, but in this guide we will focus on creating an electric locomotive. This guide tries to show you how to create a locomotive for use in Voxel Tycoon. If these signals are on a particularly long piece of track, you can place one next to each merge/split, or even have more than two.This guide is authored by Voxel Tycoon community member scailman Introduction ¶ The goal here is to ensure trains do not block more than what they need to. ![]() This is the same principe as for basic one-way merges and splits. Most of them were dealt with when we added signals to the middle intersection, but some are still left out. The last step is to make sure all branches have been divided, in order to improve efficiency. **At this point, the intersection is jam-free.** As long as trains aren’t getting backed up from down the line, no trains will be stuck blocking other trains. The signals leading into the intersection can be as close as they like. This ensures trains that enter the intersection will always be able to leave the intersection. But usually, you’ll need to delete and/or move the signals so there is more room. How much space you need depends on how long your trains are, so this one may be fine as-is if the trains using it are all short. Now we must make sure that after this block in all directions, there is enough space to fit an entire train before the next signal. All of the next signals will serve this part.Īll rails going into it should have a pre-signal on them.Īll rails coming out should have a normal signal. ![]() Now it is clear we have one *actual* intersection in the middle. We can fix that.įirst, identify which parts are only merges or splits, which is any part that has three branches. Right now it is inefficient and prone to jamming. This is the most important part of signalling since incorrect signals in intersections can easily cause jams, and since intersections are the most complex part of your rail system.įirst, you should start out with an intersection. ![]() A pre-signal and normal signal will function the same in this case, but if you later expand the rail system, it will need to be a pre-signal.īecause of the limitations of VT signals, there is no general way to have more than one train on a two-way branch at a time without risking head-to-head jams. The one exception is the last signal before a dead-end (such as a station). Any normal signals on the two-way track will allow trains to come head-to-head and get stuck. There is no need to have any other signals. This allows multipe trains to serve different stations on the two-way track system. The important part here is that each branch is a different block. This is slightly worse since a train has to pass two signals before another train can pass, but will still function perfectly fine. If you do not have room for signals in between, you can have them on the ends. All signals on two-way rails should be pre-signals, and the only useful place to put signals on two-way rails is at intersections.
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