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The DTTX industry mod wellcar is ready on steam. If you need to borrow some code for your models go right ahead. Do know of any way to get the game to recognize freight multiple units?
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The DTTX industry mod wellcar is ready on steam. If you need to borrow some code for your models go right ahead. Do know of any way to get the game to recognize freight multiple units?
I have no plan which mod you mean.
DTTX - Doppelstock Containerwagen
I converted the DTTX wellcar a while ago but with no way to animate the containers there wasn't much use for it. As you know the latest beta changed that, so I've gotten the containers to animate. I was the guy that modified your 53' gunderson well car for New Industry back in TPF1, I plan on doing that for Industry Diversity & expanded for TPF2. But with no model out I can't do that.
Do you plan on converting the 40' maxi-l models to TPF2 anytime soon?
I noticed a better smoothness with Freight trains also. But My eyes 'trained' to expect a train to slow down or stop prior to enter a city. but this particular freight train goes though a major urban area at 127kph.
I'm not a software engineer but this how I got into the game without a crash however it still just shows the vanilla cargoes I typed down (mod.lua) ( have 5 modifers to do)
runFn = function(settings)
game.config.industryButton = true
addModifier("loadCargoType", freight )
local function freight(fileName, data)
if string.find(fileName, 'res/config/cargo_types') ~= 1 then
end
return data
end
end
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Question is does something like this require a script? or can it just be done in the .con files?
( it needs to work with and without common API because it has been on steam for a month now. )
If this is not an easy fix I don't want waste peoples time going though a step by step instructions. I'll just update it as is.
Claude I guess Cash on Wheels wants to have a script to fetch all available cargo types incl. eventuelly added types by mods.
I'm talking about if a player is using the Expanded Industry, the mod Freestyle industry would show expanded industry cargos. If the play is using just the mail mod FSI would also show just 16 vannila cargoes + mail as an option.
Split from CommonAPI2 Thread (eis_os)
Is there a way to common API to grab the list of available cargos like in TPF1 for my mod?
I use firefox as my primary Internet browser but I switch to Google Chrome for this site. it automatically translates this site into English for me.
2. There are scripts available for TPF2 to have Railroad Tycoon like missions. I've done a few myself on the hawk & badger website. But for TPF it was a manual and time consuming process.
@ baracus37 This has nothing to do with the converter and congratulations you can line up among the people who have not yet managed to bring their own level crossings into play. That is why there is not a single one for TPF2.
Managed to bring donoteat's Modern American signals into the game by removing code in the base_mod config file. Lines 410-435 has code for which signals appear in what environment. For example the us signals only appears if the environment is dry.
I backed up the file and removed those lines. then I removed the vanilla crossings to access donoteat's models. The crossing UI menu does not have a scroll bar. Nor does the mouse wheel work. Not yet
SD70M's US tank cars converted nicely. But I had to remove some code in the mod.lua
Excellent work EAT1963. I converted one model over without any trouble the FMC 50' boxcar. But however the 60' high cube boxcars have printing issues on the number boards and letters. Any Idea?
I've tried to manually copy the number boards DDS file from TPF1 to 2 but has no luck? Any ideas?
Someone left in one to many negative signs.
I'm working on converting the 89' flatcar to an all purpose flatcar for the Industry DLC mod. I'm mostly done but I've hit a snare on the last two cargos. For Commercial Vehicles and Machines. There needs to be an asset and chains to tie them down. but before I can get started all of my assets come in upside down! The Trailers and tanktainers did not do this! Even the assets from inside the game come upside down! I'm sure it is a quick fix but I can't figure out how to turn these model right side up!
It's not very good at handling short distance. We need something that can handle the short distances better. I just built this terminal track, the question is how long is the red segment? Exactly? I would like the Meter/foot lenght too show up with the green check and red X just before you lay the track.
It not a must have. But it would get rid of one more little nuisance this game has.
We could use some new track side assets that's sole purpose is a measuring tool. train measuring takes too long . Those sound barrier are a great Idea but we could use something that measures up to a 1000m.
It's an easy fix if you only use the New industry mod. Just rename all instances of "CRUDE" to "CHEMICAL" or "MILK" or "WHATEVER"
Are u using the New Industry mod?
Via google translate: "Transporting more to the cities is the trick."
GT is correct most of the time.....
Time progression 4x Slower make down/up grading industry well. 4x slower! So the instant downgrading is no longer a problem for me.