Yellowcake's Werkstatt

Willkommen in der Transport Fever Community

Wir begrüßen euch in der Fan-Community zu den Spielen Transport Fever und Train Fever, den Wirtschaftssimulatoren von Urban Games. Die Community steht euch kostenlos zur Verfügung damit ihr euch über das Spiel austauschen und informieren könnt. Wir pflegen hier einen freundlichen und sachlichen Umgang untereinander und unser Team steht euch in allen Fragen gerne beiseite.

 

Die Registrierung und Nutzung ist selbstverständlich kostenlos.

 

Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.

Das Team der Transport-Fever Community


  • I already did😉


    Firstly it will be just completing all models (and seperate parts) for every variant. When that's done I'll be taking a dive in that rabbit hole to uncover the workings.


    This project for now could take a really long time to complete, just because I want to deliver a complete as possible launch

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  • The first setup to make the signals compatible with the BetterSignals mod is ready. For now this is the first, and only, part of integrating that is done. No construction menu's for the pre signals and signals on a signal bridge yet and definitely no working models yet

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  • Time for a small update.


    This rework is going to use the BetterSignal mod. The masts (all that's exported for now) are being recognized by the invisible signals from BetterSignals. The selection menu will give total control of the type of signal you want to build. In the image above you see on the right te modern thick mast to increase the visibility (and having the height for one with speedrestriction), on the left the traditional thin mast as a standerd signal.

    For the keen eyed of you. the signal ID signs are now customizable in their number as was requested in the past!

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  • And it's time again for a little update. I've come a long way, with a lot of help by nightfury34 in scripting, in getting the signals up and running.

    For now it's just the simple red/yellow/green aspects using the BetterSignals mod. The speed restrictions are still to be implemented.
    On the screenshot a little variation of possibilities ^^



    They say it's all in the details. The classic incandescent illuminated signals use different lenses to aim the bundle of light. This little detail has been converted to the new signals aswell

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  • As nightfury34 is working on the script to create a realistic as possible experience using the new signals, I made a small update on the existing signs and semaphores pack.


    On Steam was a request for voltage changeover signs, seen at voltage locks, for example where high speed trains leave the normal tracks and change over to the high speed tracks.


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  • Time for an other small update, Let's just let the pictures speak


    Size of the LED speed restriction will be changed, looks a little small ingame

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  • yellowcake sind das die NS55 Signale dann mit Der Better Signal Funktion oder nur die Updatenden aus dem Normalen Packs und sehen echt top aus und wenn die Tollen Masten noch kommen kann ich meine DE/NL Karte updaten von den Strecken in NL

  • Hi Tom,


    Dies sind die Signalen welche mit den BetterSignals mod funktionieren und werden in das neue Pakket wo auch die Formsignale mit rein sind integriert.


    Den aufbau der Signale ist so anders als der in die alte Pakketen, das es eigentlich nicht zu tun ist dafür auch noch ein komplette Überarbeitung zo realisieren.


    Also die alte Pakketen werden nach release von diese Signale nicht mehr unterstützt

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  • Update time!


    All the main signals on mast are now completely modelled. Scripting still needs some work and finetuning. Due to limitations with the script not everything will be completely prototypical, but will be close enough.


    Let's present the signals:

    On the left a set of modern LED signals, on the right the more classical incandescent signals. Also note the updated LED matrix for the speed restriction indicator.


    The newer thicker masts are also available as well as the older painted ladders. Shown combination above is actually not a combination seen. Still debating if "invalid" combinations should return as empty. Please tell me if you want full reality, or be able to combine every option possible.


    Meanwhile the first works have started on the next expansion that needs to be done, before adding it all to the pack. Let me introduce you all to the gantry signals


    with a first Blender view of the first model

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  • It's time for a new tiny update.


    The final bugs in the script of the signals are now being exterminated, so the first wave of main signals should be ready for release really soon!


    Meanwhile I'm steadily working on the gantry signals. I kinda underestimated the amount of time the creation of these is going to take from me, to get them to the same level of detail of the new signals. Multiple LODs on almost all objects to make them as user friendly as possible. Yet, I'm far enough to show some in-game footage of the gantry's (WIP) and how their construction menu is being set up, for maximum flexibility!


    The gantries will be able to span up to 6 tracks and the connector for the signals is baked into the gantry (to avoid an extra step for the high or low version in the signal construction). There is a per track option to add the signal mount. This means that on a 4 tracks wide stretch can house 3 signals if needed. Enabling the 'sein heeft cijferbak' (Signal has speed indicator), ads the additional mounting bracket


    Here is the mounting bracket for just a signal


    Here with the speed indicator enabled.


    Finishing off with a rendered image from inside Blender on the status of modelling so far, wich also shows what still needs to be converted to game files for the gantries. When that's done, I'll start on finishing the models for the signals.


    This takes a long time to create and there is coming a time-consuming period for me, so updates on this might slow down, but be assured. It will not be abandoned.


    Till next time!

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  • One week of works further and can show an almost finished model of the gantry in-game.


    The only thing that still needs some modelling and adding is the plaque that indicates for which signal numbers the box on the side is for. Just for the sake of realism, these also will be customizable.

    the box above houses the components for signals 1054 and 1056

    The corresponding signal 1056

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  • Hi again,


    I'm pondering if the possibility of renaming on the gantry is worth it after adding it. The font will be so small that it will be basically unreadable. On the picture below you'll see the quality of text, still being too large for what is should be.


    decreasing the font size even more makes it undefineable


    Or does someone know to get the text small enough without looking like this (label model is 6cm high). The only way I managed to get it readable was setting the fitting to SCALE, but then it doesn't obey the vertical height of the label anymore.

    What is your opinion on this matter?

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  • As someone who keeps an eye on realistic signalling in my savegames, I am already happy enough with the option to label the signals themselves. I don't think that there is any need to name the switch box attached even though I like the idea. Keep up the great work, this will be a nice upgrade!

  • Well, at least it size increases with the amount of cable ducts that are coming out of it ^^

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  • Hi all, this will for now be the last update for a while. The gantry signals are finally completed. The script is still being worked on, just to be sure there are no bugs.

    The next update will be the pre signals. These are "only" a different backplate and a different script logic, so shouldn't take as long to do and might also be done this year.

    After that, the pack will be release to all of you. In 2026 I'll start modelling the dwarf signals to complete the light signals pack.


    I am having some other ideas that might be a fun addition to this pack, and even as an extra pack! But that's for later.


    Here are 2 screenshots of the gantry signals in action with a beautiful 2200 by GowronGaming

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  • Hi all, time for a small update

    Had a little time today to tinker this afternoon for the next addition to the pack

    A complete rework on the "dwarf" signals

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  • Hi all, did a little more modelling on the most common dwarf signal. It's now for 95% done. Then I'll need to start on the different versions.

    Once again, it's all in the details. The classic incandascent lit signals used 3 different lenses to create the light bundle. The modern LED versions only one. This translates to a physical difference in the models. Let's take a look below.

    Incandescent


    LED


    Thats it for now 😁

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  • Hey, your signals look really detailed. The screws look rather tris heavy. For the sake of performance impact reduction: I hope you have proper LODs very soon (~ LOD 1 after 10 m, LOD 2, ...) and the last LOD has only ~ 100-200 Tris.