Projects » ChaosENGINE - RollerCoaster Keyframe Sequencing

This version DOES NOT break like the one in operation at Dismayland. This improves upon the existing TRAIN-TRAM script currently available, The workflow for setting this up is IDENTICAL to the Opensimworld script because I did not want to keyframe all of my rides again, that took YEARS to do... this is a DROP-IN replacement to the existing code for those who want SMOOTHER, FASTER rides, and/or continuous operation. READ INSTRUCTIONS IN THE SCRIPT. Change to your current coaster/tram channels or enjoy some pain. This is a SELF SUPPORT model. If you do not want to read and learn, this script will do nothing for you.


Added by: Spax Orion
Last Update: 4 days ago
Project Category: Other
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Code

File name Added By Last Updated Actions
ChaosEngine-KFS.lsl Spax Orion 3 days ago View


Comments

Hello Spax, great work on the update. Thank you. I do have a suggestion I may: this works great for a new setup. Those migrating, maybe another area with 'migration how to'? I am always suggesting this cause I am having issues with old waypoints/cords working with new. But if I start with as new, no issues. Thank you, and take care.
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I can tell you that this code and a variant have replaced most of the coasters and linear KFM rides on my grid. That is what Drop-in replacement means. This is a complete re-write with the exact same workflow which I why I have the video from the OLD kfm mover here. Disable your old script and drop this new one in, give it a unique channel and watch it animate more smoothly and has more features like continuous operation people have asked about.

I always set an invisible origin point (position and rotation) on the track as a root prim which matches the car's root (pos & rot) so you have a point of reference to line up the car so it will move along your new track position when the script is reset. This is an issue with the opensimworld version too, this preserves the ability to reposition the track. This is probably why your car is not traveling properly. I have an old version of satyrs script which only works where the track was keyframed, THIS CODE will power that old track I have at Ozone.
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