I have a func_tracktrain which is set to travel along a circular path, made from path_tracks. The issue I'm confronting with is that, instead of having a nice, smooth direction of traveling, the train travels like it has a spasm at every path_track. It suddenly tries to change its orientation in the opposite direction for a fraction of a second before adjusting to the correct one, when it should adjust softly.
Here's what I'm trying to say: Here's how I set the func_tracktrain.
Flags
-No user control (I'm using a lever attached to the train to startstop)
-HL1 train( I found that without this option, the moving of the train is continuously blocked just by the player standing in it)
The Change Velocity and Change Angles properties are both set to Linear Blend.I've tried everything I know, even making the path smoother by doubling the path_tracks, but it only makes it worse.
As an alternative, I copied the properties of the train(well, not really a train, more of a cage really), pasted them to a "plate" under the train, and made the actual train a func_rotating. Now the func_rotating is parented to the train which also has the Fixed Orientation checked.
But this is a hard issue of trying to figure out what speed should the func_rotating have so the "train" constantly faces it's direction(and the result is the expected: super smooth moving) and when the rotation should start, so it's in sync with the train plate.
Add to that that it's meant to be done dynamically( the train is supposed to be startedstopped in-game by a lever). Add another problem: func_rotating entities get blocked by players standing on them...