Linear Rails / Sliders

Archimagus shared this feedback 38 days ago
Under Consideration

One feature from other similar games I'd really love to have in SE2 are Linear rails. That is, a combination of two blocks. A "head" block and "rail" blocks. The head is the active control block and can slide along the rail blocks to give movement similar to a piston. But is so much better for things like elevators. 20190327022255_1

Replies (10)

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I would like to add to this: just like rotors and pistons in SE1 can transfer inventory, it would be ideal if this "linear rail" can also do so. Transferring power and inventory would allow for better planetary "plunge miner" vehicles that pistons currently can only barely accommodate in SE1.

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Transferring power would make sense - That's how rail lighting works - but I don't think it would make sense to transfer inventory. To do that, you would need something like the hinge chains that people made use of in SE1.

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This is exactly what the first part is missing. we can still move the wheels around the guides but it has no stability. This is the best offer I've seen!

(except that I wouldn’t want this structure itself to be able to transfer resources because it’s an unnecessary relief)

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I'll just write one more comment to raise this post to the top, because it's a really worthwhile idea

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I added a topic on linear motors some time ago, stability is inherent.

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you have too many trash topics. Even knowing that you have a similar topic, I couldn’t find it. It seems to me that this amount of spam has a negative effect on the effectiveness of the forum

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You have my apologies. I think, I write, I do not elevate, you have a choice. Linear motors are not trash and could be a great problem solver.

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I'm not saying your idea is rubbish. you just have a lot of proposals and among them it’s difficult to find what you’re talking about

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There was an engineer called Eric Laithwaite, he invented the linear induction motor, but was often derided by his peers. I think that he was a good man who had his heart in the right place.

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It seems to me that a system of separate blocks in the form of a guide/rail and a head that moves along this rail is a better idea. If I understand correctly, a linear asynchronous motor is essentially the same piston, and there are already pistons in the game. Although it would be great to have a piston with a stackable axle based on this technology.

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This is what I meant to say in my original comment. Pistons as they stand in SE1 are not useful for things like planetary mining. They don't reach very far, and it's hard to add length to them in the way one would in an oil derrick. Likewise, in the case with lifts, pistons are limited by their head start/end point. A rail -- or more precisely a series of rails -- allowing full traversal is what I had in mind.

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просто напишу комент, чтобы поднять пост в выдаче

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Copy from https://support.keenswh.com/spaceengineers2/pc/topic/46362-add-track-like-linear-actuators-in-base-game


Advantages:

  • The length of the actuator and its movement are precisely controlled by the length of the 'rail'. It is easy to make both short and long ones with physics constraints (for example, an elevator, doors, complex ship transformations etc.) and to create mechanisms different from piston-like ones (you can find examples in Google).
  • The physics of this actuator can be SIGNIFICANTLY more stable due to the subgrid being attached to the same rail at multiple points or parallel attachment to multiple 'rails'.
  • Visually, this actuator can be more concealed or not break the airtightness if the rail is part of a wall/floor, etc.

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Sliding along rails could be incredible for mining and printing. Would a row of drills need to dock with a connector at one or both ends for that to go smoothly?

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A no-brainer, voted.

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I would also like a Conveyor rail to simply have drills or whatever sliding along without having to complicate further. The rail acts as a conveyor and could have multiple connections per rail though usually one would be used.

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This would be a wonderful addition to Space Engineers 2, worthy of a sequel.


- It falls within the existing two-piece subgrid paradigm that has been established with rotors, hinges, and pistons.

- It greatly expands what is possible; pistons will still have their place, but many new kinds of mechanical creations will now be possible to do in a stable fashion. Piston chains get unwieldy quickly, even with use of the unintuitive "share inertia tensor" option.

- A new slider block encourages emergent gameplay without solving problems too narrowly like a dedicated "elevator block" might do.


While this might be a challenging programming problem to solve, it's not like it's planetary-scale volumetric water ;)

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Well said.

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This is a fantastic and highly relevant suggestion for Space Engineers 2! The idea of introducing modular linear rails and sliders not only improves stability but also enhances creativity, which is at the heart of the game's design. By allowing sliders to move smoothly over rails without the issues that plagued SE1's pistons, you open up a world of possibilities for more complex and stable machinery, especially for things like elevators, mining rigs, and even large-scale transformations. This solution would be much more versatile, with better support for larger and more intricate systems, providing players with the flexibility to create truly unique mechanical contraptions.

Furthermore, the inclusion of modularity fits perfectly with the game’s emphasis on customization and creativity. The ability to extend the rails indefinitely would give players far more freedom in how they design moving mechanisms, whether for functional structures or aesthetic creations. As the community has pointed out, incorporating these rails into the game could significantly improve stability, especially when creating large, multi-part machines, without resorting to the cumbersome, limited and glitch-prone piston mechanics from SE1.

Overall, this idea not only solves longstanding issues but also adds a layer of depth and innovation, making it an exciting feature that could shape many aspects of gameplay in SE2.

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Not that I mind, but did you just feed this thread into chatgpt and ask it to write another comment?

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Yeah, but I truly wish it gets added and I agree with every single thing of it.

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Love the Rail Idea!

  • Would it be a continuous rail you can add to infinitely?
  • Would it have the ability to be curved or diagonal to different angles?
  • What about rails that curve over a hill, up or down an incline?
  • What about switches and turn styles?
  • 4dbrix-lego-monorail-left-right-short-curve

4dbrix-monorail-lego-cross-switch-main2890

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Love the idea, but that seems to fall more under Train Tracks. If they could make it happen that would be awesome, but I'd not want them to hold back the feature because this aspect would be too hard.

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Nah. It is conceptual Linear physics constraint element. Stability is important.

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