It always suggests extreme curvature around the connection points, even when sufficient room exists for wider bends. My impression so far is that the game seems unable to calculate curves properly you're connecting rail to rail. If the S-bend goes above a certain width, it simply always fails. I also can't do S-bends between rails if they're too far apart even though there's enough room. Have to manually lay down the angles, which means the curves need to be wider since the 3x3 curve only works if it doesn't attach to anything. Like I said - I can't do a U-turn from one rail to another because the game fails to calculate the proper curve, even though there's enough room. It's just taking forever and a day, and constantly running me into situations that should work but down't. I run mine along straight lines on top of temporary Foundations so I can get the measurements fairly precise. You can get very long, smooth curves that flow through the landscape this way. This means one half of your rails are laid exactly how you want it, leaving the other half very little room to misbehave. Head out two rail lengths and work them back to the existing line. Originally posted by The Big Brzezinski:Best thing I've found to do is backstitch them. What's most frustrating, though, is that it feels like the rail system is SO close to being convenient and easy to use, if only it respected conveyor/pipe laying mechanics. The amount of manual fidgety pixel-hunting I've had to do just to lay down a 90 degree bend in a piece of rail in Satisfactory, however, has just about killed my enthusiasm for the system. I spent untold hours in Transport Tycoon and Locomotion. I typically like playing with rails in factory games, and just in general. This is with both ends connected to preexisting rails. I know the rail CAN do it if it simply maintained an arc, but instead the game uses two very sharp angles and a straight line. Rail can turn 90 degrees in a 4-foundation square, but asking it to make a 180 degree turn in an 8-foundation square (or really, any distance) produces a "bend too sharp" error. Any turn much larger than 90 degrees has a high chance of claiming that it's too sharp, but only because the game chooses to cut the corner without cause. Rail bends are calculated incorrectly for larger turns.It makes no sense that the rail should be able to make different turns depending on what it connects to. When connecting to existing rail, the shallowest turn span is 28 meters (4 Foundations forward, 4 foundations to the side). When loose, the rail can make a 90 degree turn within the span of 24 meters (3 Foundations forward, 3 to the side). Rail bend limits are different for placing a loose end vs.If this were a conveyor belt, I would manually rotate the end to face my desired direction and rely on the game's Bezier curves to find the right path. This means I can't control the angle of a rail after a turn unless I manually lay out and measure that turn - and that really only works for 90-degree turns. Rail ends cannot be rotated when placing.Here are a couple of decisions that I don't understand: Why does it seem like rails use a completely different system to everything else? The game already has a perfectly serviceable system for laying what amounts to bezier curves with limited incline and turn radius. The act of laying train rails in Satisfactory is incredibly clumsy and cumbersome for reasons that I really don't understand. I apologise for the click-bait title, but I don't really have a better way of putting this.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |