Ein paar Vorschläge für eventuellen Tpf2 Nachfolger

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  • Ich kann über TpF 2 auch nicht klagen. Läuft super, was ich an Abstürzen hatte, war meist Modfehlern oder Bedienfehlern meinerseits (versehentlich gleiche Mod über Steam und hier geladen) anzuhängen.

    Hmm...doch ein guter Ansatz. Mod automatisch vergleichen. Wenn Doppelt ein Hinweis oder gar Automatisch Löschen, nicht Annehmen Funktion


    zum Glück habe ich NeoMod mit Laufen ... da kann ich zu Sicherheit nach sehen.

  • Also wenn noch ein paar Updates für TPF2 geplant sind, wäre ich davon nicht abgeneigt, wenn UG ein fenster mit einbauen würde damit man sieht wo man sich gerade auf der map befindet. das hat den Vorteil das z.b bei schönbau wenn gewünscht das man in der mitte beginnen kann bei real nachbauten.

    Das hab ich mir schon für TPF 1 gewünscht.

    Genauso eine Tastenbelegung mit der man die Karte wieder in die Ausgangsposition zurückdrehen kann, wenn man gerade eine ziemlich frickelige Strecke gebaut hat.

    Die Taste Pos1 wie bei Anno drängt sich dafür geradezu auf.

    Sollte schon jemand eine Lösung via Mod etc. parat haben, immer her damit.

    Ein Computer ist dazu da, die Probleme effizient und schnell zu lösen, die man ohne ihn gar nicht hätte.

  • In addition, a feedback suggestion for the subsequent upgrade of TPF2:


    1. In TPF2, players can not customize the turn on/off of traffic lights at intersections with more than 4 lanes generated after connecting to the road through MOD or the depot/station that comes with the game.

    Currently, players can only turn on/off traffic lights at road intersections that are automatically generated by the game.

    I hope UG will solve this problem as soon as possible when it upgrades the game next time.



    2. Please optimize or repair the driving path of road vehicles. . . When the vehicle changed lanes on the road, How did such a program path design pass the review? ? ?. . . This problem also exists with vehicle travel paths that include player settings. . . .

    This problem didn't arise in the TPF1 era. . . But why appeared in TPF2 ?. . . I don't understand. . .



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  • 2. Please optimize or repair the driving path of road vehicles. . . When the vehicle changed lanes on the road, How did such a program path design pass the review? ? ?. . . This problem also exists with vehicle travel paths that include player settings. . . .

    This problem didn't arise in the TPF1 era. . . But why appeared in TPF2 ?. . . I don't understand. . .

    The answer is pretty easy: performance and know how

    The alternative was, no lange change.

    TPF1 doesn't have lane change at all, so of course it doesn't have the problem.


    If i remember correctly, TPF2 got it in last minute. At least that is how i feel the feature got introduced.

    The lane change is only possible in between segments and of course this is not a forward path for the vehicle but a jump to the side. So thats how it got implemented without great expense.


    Making a good traffic engine, especially with focus on high performance is nothing easy. And the engine of TPF2 seems to know only separate lanes. So making a good looking lane changes is not a smiple task to implement afterwards.

    Of course, not a clean solution but it is a solution that works.




    I hope too, that they solve this for the next version.

    But for this simple looking feature, i would bet they have to rewrite a big junk of there traffic engine.


    MFG PMV

  • This is how I currently handle the lane change path of the car when making a mod.



    In TPF2, the length/width of all road-generated intersections is fixed.

    Taking a two-lane intersection as an example, the length and width of the entire intersection is 18 meters. The path distance between the two lanes is +2 and -2. In this interval, a gentle lane change path can be made.

    UG can actually insert a fixed module like an intersection every 50 meters when the player is laying the road. This module has a lane change path of 18 meters. 4 lanes, 6 lanes only need to be extended according to the distance of 18 meters. Like railroad switches.

    When there are other roads approaching this module, the module can be triggered to connect with other roads and become ordinary cross/T-junctions. Or the game automatically deletes the modules.

    In the same way, if a railway crossing is generated, the adjacent modules will also be automatically deleted.


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  • I assume that UG has thought about all possible ways to solve this.


    Intersections are probably handled differened and have more performance cost for path finding and realtime movement (collisions between cars) . It can even lead (or will) to strange pathfinding behaviour such as constant lane changes until the pathfinding handles this in a good way. That of course would result in more complex calculations for path finding. So simply adding (fake) crossing between segments or replace straight segments by crossing lanes to get propper lane changes will probably end with a much worst performance and introduce new bugs we both even don't think of. And who wants a unstable game just get propperl looking lane changes? :/ We all don't know a single line of code, so everything is just a guess ... The only thing i know is, there is a reason why it is as it is in TPF2 and every other solution is not a straight forward implementation.


    MFG PMV

  • Bei den Strassen ist noch einiges an Verbesserungspotenzial drin. Einighes habe ich hier aufgelistet (nur so als Hinweis, falls UG das dort nicht mitgelesen hat ;))

    Wobei das meiste des da aufgelisteten ja eher ein Bug ist statt ein Featurewunsch und somit sowieso mal gefixt gehört.

  • Für mich ist ganz klar, dass die Parallelisierung der Engine vorangebracht werden muss(wurde wahrscheinlich hier schon x-mal genannt). Ist ja in dem Performance-Patch schon deutlich besser geworden. Aber da muss am Kern der Simulation recht viel geändert werden. Das wird nicht einfach und wird dauern. Aber das wird sich definitiv lohnen. Und alleine dafür würde ich wieder den Vollpreis zahlen.