There will be a ladder truck after all, and the cones got a nice spot
Bko mods - mainly road vehicles, occasionally other stuff
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Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.
Das Team der Transport-Fever Community
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who can tell me in which mod the traffic cones are?
I'm searching too long so hope someone can tell me
https://steamcommunity.com/sha…iledetails/?id=1991135940
There's also a collision-enabled version of the mod at
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who can tell me in which mod the traffic cones are?
I'm searching too long so hope someone can tell me
are you looking for this?
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There will be a ladder truck after all
... you know my words I guess
THANK YOU SO MUCH! -
Wow! This is great!!
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working on an animation for the ladder, I've only done the doors open now but it's quite nice so far.
The basket goes up 25.9m
However the need to get distinction in animations for the stops at the fire station and elsewhere is here again
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Crazy and so damn cool!
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I'm reworking the DAF55 Box trucks, mainly I'm adopting a generic structure so not much to see.
There will be some small improvements visible, like dials in the dash. But also a few right-hand drive vehicles will be added.
I'm only at the first few driving vehicles, there is a lot to be done still.
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Still reworking the driving trucks, all have now tailored drivers, also I've made a new fun feature for the trucks; Drivers getting out of their seat.
Here for testing, but I may leave this in, on a fire support vehicle, my main goal is to have this for the ladder truck, so there is someone in the operator seat and in the basket.
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Wow! I love the way you think "around corners"! A fireman getting out of the car?! It's a really nice idea and currently unique!
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The assets for the fire vehicles are comming together, the ladder truck is yet to do and that does need some thought.
Also no crew feature is made yet, but there is a new paint coat for the Dutch livery from '93 to '19.
Plus a new type of open truck. But the toHide doesn't work, the wheelbarrow I put in the rear is either always shown (that is when referenced by .msh file name) or never when referenced by the "name" tag put on the model item. Is it something I'm doing wrong or is the feature not available on road vehicles?
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Great, the many variants of your mods
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Is it something I'm doing wrong or is the feature not available on road vehicles?
Works for me with a road vehicle (reference with "name" is correct) but the game logic for handling the loadConfigs is sometimes a little bit confusing. When you click on the vehicle (vehicle window) you see all cargo types the vehicle is currently ready for (activated loadConfigs). If your vehicle can transport 'Logs' and 'Passengers' and your line can be used for both also both loadConfigs will be active (Both types will be shown in the vehicle window). If you use this vehicle on a line where only Passengers or only Logs are available you will see that by clicking on the vehicle there is only one cargo type shown. So its a question of which cargo will be transported and not if the vehicle is empty or loaded.
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So its a question of which cargo will be transported and not if the vehicle is empty or loaded.
that explains why I experienced it as always hidden, as the setting was applied for all cargo types.
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Now the ladder truck asset is under construction and it's working out as I hoped
Some previews;
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Wow, das ist wirklich erstaunlich, welche neuen Fähigkeiten du deinen Mods hinzufügst. Respektieren.
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Tried a Youtube video, but that took more time than expected, so probably won't do this a lot.
Hope you enjoy a preview of what will be coming.
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Thats a great idea with the driver outside while loading and you really put a lot of effort in it with so many variations.I am looking forward to this!
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I've just uploaded a small update for the waterwell to add a better height setting (2.5cm exact) and cross angle rotation on O & P keys.
Enjoy.
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I gave another video a shot, as I didn't have to line up so much it was faster.
It's the animation on the waterwell, which is now also available on steam btw.
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