Beiträge von Bad-Karma

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Das Team der Transport-Fever Community


    Wow! Do you happen to have the Black diamond or John Wilkes in drawing? I've been wanting to make that

    I didn't see it up front with my contact's list, so I've put in the request to see if he has the blueprints in his collection. Is there anything else anyone might be interested in while I'm asking?

    give each train the command at any point where you set a trigger to continue until a certain train passes another trigger

    Transport Tycoon /Locomotion had a similar function. You could set "Priority" levels for each train. It worked to some extent, but if you had a low priority train attempting to cross or merge onto a track with a lot of high priority traffic, they could get stuck there for really long periods of time. Still, TpF would benefit from the mechanic if tweaked to fit.


    I have numerous places I could use just such a tool.

    Sollte es mal einen Nachfolger geben, dann wäre ich froh wenn die vorhandenen Mods noch alle funktionieren würden ^^


    Ich denke, wir sind uns alle einig.


    Viele der gewünschten Änderungen, über die wir in diesem Thread sprechen, würden jedoch bedeuten, dass viele Fahrzeuge vor der Integration einige Anpassungen benötigen würden.


    Wir haben darüber nachgedacht wie die Klangveränderungen und das Anheben und Absenken des Pantagraphen.


    Aber wenn der Basismod identisch ist, sollte es eine relativ einfache Integration sein.


    Mein Wunsch, ein Train Sim-Level an Details zu haben und mitzufahren, würde sicherlich einen einfachen Upgrade-Pfad direkt aus dem Fenster werfen.



    BTW: Ist diese Übersetzung für die Gruppe leichter zu lesen oder ist die englische Version für die Gruppe besser?


    Ich weiß nicht, dass die Konzepte beim Übersetzer nicht verloren gehen.


    ja Nein?

    Vergleichsmöglichkeiten im Fahrzeug-Kauf-Fenster. Linksklick wählt die Referenz, rechtsklick den Vergleich. Die Werte werden rot/grün/weiß dargestellt für schlechter/besser/gleich. Zudem Filtermöglichkeiten. Bspw Mindest-/Maximal-Leistung/-Preis/-Kapazität... Da lässt sich viel machine :)

    Expand that idea! Instead of having to replace by each route, allow the user to set up upgrade paths for the entire fleet.


    Keep the current upgrade/replacement system using each route manager, but have an options tick box to slave the upgrade to a "Fleet Manager".



    Fleet Manager:


    Hypothetical Example: If I have 25 BUD RDCs and 30 J-3 Hudsons running on 17 different routes.


    1.) All BUD RDC will auto upgrade to "abc" Flirts at max service life.
    2.) All double length BUD RDCs will upgrade to "def" double length Flirts.
    3.) All J-3s will auto upgrade to "xyz" Flirts at "y" percentage of service life.
    4.) All H21 open hoppers become Bethgon II hoppers when they reach "x" service life.
    5.) All 50ftv PRR flat cars become 89ft flat cars in "x" year.


    But keep the general consist unless a change is needed. So a 25 wagon/car boxcar train would auto-update to a 25 intermodal well car train.


    And/or you could even set conditions so that the update would lock itself to the current max tonnage and update with "22" intermodal well cars.


    I can envision all kinds of optional parameters that could be added to a Fleet Manager system.


    This way we are not having to sift through scores of routes making sure each and every route has the proper update vehicle as new vehicles become available.


    The other advantage is that as trains consists are built in different years, you'd get a mix of wagons/cars running each route until they all reach their service life. So we'd get to see the rail consists and replacement slowly filter into the rail traffic until each and every rail car has reached its service life and is retired. It would be very similar to real life as rail companies tend to run a car/ wagon until there is no life left in it, they tend to run along right next to newer wagons/cars that will eventually replace them.



    Those just popped into my head to build on @DarkMos ideas.



    I apologize for the edits as the Google Translator keeps retroactively altering my text.


    Very Respectively,


    Bad-Karma

    At first glance, I wanted to say Challenger, but there's a little bit that does not fit. So it'll be a 2-6-6-6 Allegheny. Nice locomotive.

    I commissioned the Allegheny. The Challenger is upcoming on my list for a commission but there are a few more in between.


    2-6-6-6 H8
    4-8-4 FEF(S)
    62ft Bulkhead Flats
    4-8-8-2 Cab Forward
    4-6-6-4 Challenger
    And we'll go from there for as long as he's willing. I think he's cursing my name for having him do these giant articulateds!



    [/quote]

    Absolutely gorgeous loco. Hopefully we get C&O and Virginian liveries.

    That is the current plan.



    BTW everyone, if anyone needs them, I have a really amazing source for CAD drawing for many steam locomotives. If anyone would like them for a mod needs please don't hesitate to let me know. As an example:

    I'd like to be able to utilize the logistics and supply chain operations of TpF but combine it with the better engine realism of Train Simulator.


    Let me design and manage the systems, but also if I choose, hop on a train and be able to operate it through that system. Realistic controls if you wished.


    This way modders, decorators, and logistics types all get a greater buy into the game.


    That would be the game I'd put years of my time into.

    A-Train 9 Version 5.0 Final Edition


    On the page of https://www.a-train9.jp/final/ new features are presented. I find it interesting that you can park your car. As well as the locomotive drive around the car group at the terminus. With the turntable you can turn the locomotives or turn off.

    Now that would be a truely interesting dynamic for the game. Cutting yards and the need to move empty rail cars to needed areas.


    1.) If you're doing hubs transfers then instead of unloading the cars, leave them full in a cutting yard and have the switchers rebuild a train to pick up by the next locomotive (s). Hubs would have to be big enough to handle the traffic. Downside is the space needed on the map. So you'd need massive scale maps. This would


    2.) It would therefore require you to think about the logistics. Consist become widely varied. "Pick up any /" X "Amount of empties for return". Then they shunted into a yard line until needed.


    3.) Let the engines run the route, but the change is based on the needs of the delivery. The number of engines assigned to each route then determines the routes overall capacity. Then the locomotive's attributes determine how much weight / railcars it can pull from the station. This would allow for the determination how reference for route speed; is a mediocre tractive effort ok for this route (bulk tank cars) or is high accelleration and speed better (fast intermodal service). This would tie in with the truck cargo service, let trailers determine line capacity and the number of trucks determine the delivery speeds.


    4.). The other idea I'll throw it out for the ride. Instead, it's time to train through your network. That might be trying too much and introducing many variables, but I believe it would be interesting. Different game engines, but it would be a cool way to push mods between both game communities.


    Google translator is going to screw up this. So my apologies.

    Here's a request for a change in the game mechanic:


    When we build trains we choose the locomotive and the rail cars it pulls.


    I'd like to be able to do the same thing with trucks. Let me choose the truck and then what trailer it is going to pull.

    Could we add track/road elevation to this as well? I absolutely love the game but trying to eyeball where two or more paths need to pass above/below or join can be maddening.


    I really enjoy Colonel Cams type shots where you have a lot of vehicle action happening in a limited space. So I tend to pass a lot of opposing traffic in a relatively small area.


    I'd love to not only be able to gauge my track lengths, but also be able to accurately asses minimum clearance and tolerances.


    Another part of the equation would be that once you have track/roadway elevation guides, we could then use that guide to set a starting elevation and begin the build in midair.

    Ever seen a Locomotive that could compete evenly with the Big Boy? The Allegheny was a monster locomotive that matched and even surpassed the ever vaunted Big Boy in many aspects. Nobody really knows which one could outperform the other as they served on opposite ends of the country and never directly competed.


    The Allegheny was designed for hauling conster size consists of "Coal dragline" up and over the Allegheny mountains, then handing off the load to regular sized engines to take on to the steel mills and power plants.


    [Blockierte Grafik: https://vignette.wikia.nocooki…646/640?cb=20130930015646]


    I'm hoping on of the steam loco modders here would be interested in taking up the challenge of building a truly epic locomotive. We have the big boy in game but how about a competitor?


    https://www.wikiwand.com/en/2-6-6-6


    The 2-6-6-6 (in Whyte notation) is an articulated locomotive type with 2 leading wheels, two sets of six driving wheels and six trailing wheels. Only two classes of the 2-6-6-6 type were built. One was the "Allegheny" class, built by the Lima Locomotive Works. The name comes from the locomotive's first service with the Chesapeake and Ohio Railway beginning in 1941. The other was the "Blue Ridge" class for the Virginian Railway. Tese were one of the most powerful reciprocating steam locomotives ever built at 7,500 HP (which was only exceeded by the PRR Q2), and one of the heaviest at 389 tons for the locomotive itself plus 215 tons for the loaded tender.



    http://www.steamlocomotive.com…country=USA&wheel=2-6-6-6



    Number of "Allegheny" Type Locomotives Built by YearYearRailroadRoad NumbersC&OVGNTotals:

    19411942194319441945194619471948Totals
    1600-16091610-16191620-1644900-9071645-1659
    1010251560
    88
    10102581568



    "Books and magazines will often state that the Big Boy was the largest steam locomotive ever built. But, what do they mean by "largest"? When comparing steam locomotives, many different quantities can be considered. For example, weight, length, horsepower, and tractive effort are all characteristics of how "large" a steam locomotive is. In many of these categories, a locomotive "larger" than a Big Boy can be found. Does this mean that all of those books and magazines are wrong?

    btw. to boost station throughput a big limiting factor is the loading speed ;)


    MFG PMV

    I've been tinkering with the loading speed quite a lot so far. Ive been testing for the most efficient methods for achieving as much throughput as possible.


    My goal is to find the best track and queuing methods. Mass stations experience mass bottlenecks.


    60+ trains through an eight tracked station. It involves a large circle of freight trains to leave. Then cueing again leaving the station for merging on the great circle and finally back to the mainlines. It was working splendidly. Most trains barely even had to slow down at any point other than the station itself.


    When the beta finished and the patch roles in, I lost my savegames. That and the patch for some reason brought my PC to its knees. Time to refresh the machine anyway so I'm hitting you guys up for info on questions I've been awaiting the new parts.


    I'll rebuild it what I had almost 50 hours of trial and error.


    I can not wait to see you guys.

    @Bad-Karma tryCalcVolume() uses the defind capacity for goods and searches for the heighest value. Then it uses an factor to multiply them to get an assumtion payload (x1.2) and volume (x1.8).

    This gives me a good starting point from which to work from. Does TryCalcVolume() have any built in limits defined? Lets say someone had modded a truck to carry 600 tons, is there anything in the permutation to say this isn't correct and bring it back in to something more believable?


    This is what led me to originally ask the question. I had been playing with station/track/queuing designs looking for the best layout to maximize a stations throughput. To give myself better numbers to work with, I started unrealistically boosting vehicle capacity to better better see which methods worked more efficiently than other.


    As you can imagine, finding the maxWeight/Vol through me for a loop, and eventually brought me here.

    Now I understand! That just brought the whole thing into sharp focus for me. Thank you very much!


    One question though:

    If neither is the case, dynamically.

    Which vehicle parameter (s) is your script using to make the dynamic decision?


    I ask this question as I need to look at the weight and volume parameters for every vehicle mod.



    Edit: Ok, I think I'm seeing your calculation in the tryCalcVolume math.max



    I really do appreciate you clearing this up for me. I'm really enjoying the game but as I've started tinkering with the mods I've had numerous questions and I think this answers a lot of them. I'd see where the author would put in hyper-specific volume and weights in the maxVol/Weight statements and my brain couldn't wrap itself how and where it was being tabulated.


    My hats off to you good sir for a really cool mod, that brought back my interest in the game!


    Very Respectively,

    Eat1963,


    Ich habe eine Frage für dich auf der eat1963_cargocalculatedweight_config.lua in diesem Mod. Onionjack und SD70M haben mir bei einigen grundlegenden Modifikationen, Kompartimentierung und so weiter geholfen. Als sie durch ihre Mods gingen, kam ich zu den maximalen Lautstärken und maximalen Parametern und redete mit ihnen, sie wiesen mich auf deinen Mod zurück. Ich kam im Grunde zu 165 von eat1963_cargocalculatedweight_config.lua es bezieht sich auf Onionjacks F12 Mods.
    Ich mag die Idee dieses Mods sehr und es regt mich dazu an, das Spiel so realistisch wie möglich zu spielen.Ich bin kein Typ, also kann ich deinem Skript nur bis jetzt folgen, aber ich kann fast alles, was ich sehe. Also meine Frage wird, wenn ich an irgendwelchen Mods herumbastle, indem ich deinen Gewicht- und Lautstärke-Parameter in irgendeiner Art und Weise auf deinen Mod einfüge, wenn er nicht innerhalb des Lua referenziert wird.


    Very Respectively,



    I have a question for you on the eat1963_cargocalculatedweight_config.lua in this mod. Onionjack and SD70M have been assisting me in some basic modification, compartmentalization and such. When going through their mods I came to the maxVolume and maxweight parameters and talking with them they pointed me back to your mod. I basically understand how your mod is functioning, but when I came to line 165 of eat1963_cargocalculatedweight_config.lua it references back to Onionjack's F12 mods.


    I really like the idea of this mod and it reinvigorates me to want to play the game in as realistic a manner as possible.


    I'm not a code guy so I can only follow your script so far, but I can ape just about anything I see. So my question becomes, If I tinker with any mods by adding your weight and volume parameter in any way influence your mod if it isn't referenced back inside the lua.



    Very Respectively,

    Line 165 starts the reference to your F12 Vehicles in his CCWm . I had hoped this might of been a collaborative effort. Please don't think I'm being nitpicky. I'm just the kind of person who likes to understand the way things interact (systems of systems). So when I saw this reference I had hoped to that it would better my understanding of the entire system.


    Do you happen to know if eat1963 is open to questions if I pinged him on this?


    Very Respectively,



    Coolio, great to hear you got it working. Also you just need to create another .mdl file and change the compartment lines to standard, save the .mdl file with a different name and you get both.


    I don't use much coding in my mods, therefore it might be a good idea to ask for the wisdom of somebody else. :whistling:
    I know that @Onionjack implemented compartments in some of his mods, you might ask him for explanation.


    So I was going through the lua on the Cargo Calculated Weight CCWm) and located the tables for the density and weight variables. But I happened upon several calls to yours, SD70's, and several other moder's files.


    If I understand what his code is doing, it's identifying your mods to activate the MaxWeight/maxVolume parameter?


    If so, then why does the vehicle mods work without the CCWm?


    I assume that if I would like other vehicles to function with the mod, I'd of course need to add the maxWeight/Vol parameters not only to the Mdl, but also to the lua script. Is that a correct assumption?


    Does his script alter how the mods script functions? 2.) Does that bypass the capacity statement and resort to the maxWeight/Vol?
    There must have been some collaboration between everyone involved. I'm curious about the arraigned parameters.


    Very Respectively,