I think yellow plates are more recognizable, so I would go for that.
Bko mods - mainly road vehicles, occasionally other stuff
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The driving vehicles for the Dutch taxi pack are done aside from the license plates.
It will offer a choice of taxi signs, to be able to work it into the asset next all 3 vehicles have a Neutral (white/red), 'Treintaxi', 'TCA' (Amsterdam) and a local label for the roofsigns. Or it has the standard german sign. I'm still thinkinhg which gimmick to make for the asset ... got an idea but fear that's a lot of work ... so that I'll keep for later to share.
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dview : I encountered something strange when selecting a 90s car via the big "Next" button.
I always got miniature version of a Porsche cabrio!?I used it as a toy car now.
But what causes this?
Yup that's the gimmick
You'll get that when all models are selected as Next, in other words when no model is selected.
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Testing my gimmick feature for the Dutch taxi pack; it's a Lexus limo service.
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For modders only
Here I attach a file with all era_c vanila characters. These have 2 additional animations: sitting_low and sitting_up.
These are combinations of respectively the standard driving and driving_upright animations with the sitting animation.
You can use these as asset in your mods, I have no intend to add these animations to the AI characters as that poses a too big risk of incompatibility with possible other mods.
So you will need to strip the animations you do not want to use, I have only done one at the moment.
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Another fun variant; a stretched E-class
In NL these were used primarily for funerals, but when no work was available they would drive schoolchilderen or taxi services.
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Be good in black as a funeral car lol
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Be good in black as a funeral car lol
Indeed, the beige will change, it wil be in black and in white.
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A Hearse would be good lol
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The Hearse will have to wait a little, but the Dutch Taxis will be available soon, including the stretched Benz in white and black.
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A stretch limousine ... yes, would be an eye-catcher here and there.
The Mercedes 600 Pullman (W100) would be a dream ...
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with almost concluding my taxis, at least for the moment, I'm looking forward to get my hands more on my ferrari's, but also the rebuild for the DAF55 wants to get finished
first though a few last test rounds for the NL taxis in road traffic. I'm splitting it to 2 mods, one for 'general' and one for 'Amsterdam' use. Whereas the first includes a local brand & a 'Treintaxi' and the second will only contain 'TCA' (Taxi Central(e) Amsterdam) vehicles.
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I've started playing the Islas Paraiso map and find it very nice . Can't complement Ingo-1111 enough for that I
Besides that I find my knowlegde on the already available mods a little to low, meaning I spend hours looking for things to activate the proper mod. E.g. where are those invisible roads?? still looking for them, thought I it was the Joefried roads... but don't see them in there clue's anyone?
So hence am still starting up the map before actually getting going on it.
Still I see a few things I believe to be must-haves that are missing, so back to modding it is, Siri be aware of this danger, if one is capable to fill the gaps ...
So I've drawn some seabuoys and they won't be 'just' buoys
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where are those invisible roads??
Hi, I think Roads'n Trams Project (RTP) has some streets that could fit your needs.
Roads Pack
This package contains streets and connections for truck-/bus-/tram-terminals in optics:
- invisible (paintable)
- Dirt (can be painted), matching brush "dirt"
- Gravel (can be painted), "Gravel02" or "RTP road gravel" brush suitable
- asphalt
I highlighted the relevant part. You can just paint on these streets by holding the Shift key when using a paint brush tool.
For pedestrians I use the foot paths from the Mod "Extended ROADS" but I can't seem to find the download at the moment.
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The first buoy is in the water, it facilitates a remote / off map airstrip, distance of it can be set from 50km to 12000km.
In my tests it is working nicely, I've sent a Concorde to a 12000km far away airfield and I haven't seen it return yet
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That´s good news At 12000km one way, You´ll likely not see the Concorde again for 15 hours or so, and, minding the ingame time scaling, it´ll return in a rather dilapidated and unsightly state way past its scheduled life time.
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The second buoy is not also flooting. So that one knows in which direction the airstrip i, there is now a helpfull seagull that's always looking towards the airfield.
I do have one issue; one of the airfields is for cargo, as per the construction file being type AIRPORT_CARGO and the nodes for the gate being CARGO type however it still shows the passenger airport icon ??
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that "seagull idea" is just pure awesome :D... not the answer to your question, however this had to be mentioned!