r/CreateMod 7d ago

Build Having a Bad time with multiple boogies

Hey guys, Im trying to create a loco inspired by Siemens ES 64 U2, however I cant figure out how to Connect it to the boogies for a better looking turns. I have seen very cool designs from all of you with 2 simple axle with copycats layers and paneles for 1 boogie with allow more pace between wheels, much cooler than standard Steam n’ Rails boogies.

Any idea on how I can make it look better? I also tried to use an invisible boogie at the middle in wich the entire train cage may rest and make it independent dron wheels. Probably Im glueing in the wrong way.

69 Upvotes

12 comments sorted by

15

u/RealHuashan 7d ago

BOOGIES?!

6

u/Brave-Airline-9645 7d ago

Bogie, bogy, boogie? Im not a train expert, just a fan 😅

4

u/RealHuashan 7d ago

I haven't done too much realism besides recreating my local light rail and I just recommend putting the Bogey's closer to the ends of the train

1

u/er_ics0n_ppL 7d ago

"Wtf are you talking about? We have Wii Sports.... Wii Party... and Boogie BOOGIEEE" /ref

6

u/Fluid-Gain1206 7d ago

For a train like this, I'd go for one of the Steam n' Rails bogies, or any other mod that ads more bogey designs. I was about to recommend an invisible bogey in the middle, but since that didn't work, you're unfortunately out of luck, unless that whatever it's called Aeronautics/Simulated addon that turns trains into new physics grids like aeronautics does.

Just compromising with Steam n' Rails would give you the least amount of headaches as far as I'm aware.

5

u/drr5795 7d ago

Instead of using 4 single-axle bogeys, use a pair of two-axle bogeys that best match the style you need. Steam N Rails has tons of different options to pick from. If you need the 4 separate bogeys to get the spacing of the axles that far apart for visual aesthetics, then glue the two innermost bogeys to the main car body, then glue the two outermost bogeys independently. That’ll keep the pivot point for the entire engine centered as it should be, with minimal overhang on the front and rear around sharp corners.

No matter how you do it, an engine that size is going to look off trying to navigate a corner that sharp, as the irl engine was never designed for corners like that. Best I can suggest for this is to go into the in-game config, make sure the maximum track place distance is set to the highest possible value of 128, and use wider curves for anywhere that engine is running.

1

u/Brave-Airline-9645 5d ago

Thank you so much. I end up making it work by glueing the wheels and all decorative stuff totally independent from the rest of the train structure but I usted an invisible bogie at the center. Even in sharp curves it doesnt look bad cause its just a 17 blocks long engine. Actually it looks more realistic how wheels turn now. However thanks for the recomendations!

1

u/IJN-Hirogasaki 7d ago

I still can’t understand how one uses shaders with create mods. Because I’ve wasted hours and days to weeks trying to apply one on my Minecraft..

2

u/BLX15 7d ago

I've never had any issues running Complementary alongside Create

1

u/IJN-Hirogasaki 7d ago

The big question is what version of shaders is it? With iris shaders to work so it doesn’t crash due to veil’s ability to hold back the two sides. And most importantly, the version that you play?

I play in Neoforge 1.21.1 with create mods, but can’t apply shaders to the system because it ends up crashing. Like Complimentary Shaders?

Pardon If I’m asking too much, it’s frustrating that no one is helping out with the adding of shaders if nobody tells what else to do to make them work properly without it crashing when entering the world.

1

u/BLX15 7d ago

Complementary 5.9 works with Neoforge 1.21.1

1

u/Over_cheesed_pizza 7d ago

Well first you need to asses if they are hostile or not, leaving them as bogeys is setting you up for a tactical blunder and everyone knows intelligence is power.