...You guys making trains on tracks or anything that where something rotates around something else, there is no need to use two separate objects.
1) Put a sphere at the center and link it all with that sphere as root.
2) Drop in a rotate script and adjust speed.
The entire thing is rotating, right? All of it.
3) Use edit linked prims to put another rotate script with the same rotation vector into the track but reversed. I mean if the entire thing is going <0,0,1.5> make the track rotate <0,0,-1.5>. The track rotation now counteracts the entire object rotation and the track stands still....
Not exactly. If the whole kit and caboodle is one linked object, circular track, train and central root sphere, then the whole thing, including the track, is rotating at whatever rate you set. The track is then set to rotate at the same speed in the opposite direction. Visually it may appear to be static but it is actually doing a fair bit of movement. The closest RL analogy is someone on a treadmill/running machine - they may appear to be standing still to an observer who is looking at them from the waist up but there is a lot of effort going into maintaining that appearance of being continuously in the same place.
The part that I didn't really get was why the track needed to be linked in the first place. Couldn't it just sit there like track normally would and have the train run around above it?