Bko mods - mainly road vehicles, occasionally other stuff

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  • Hello there,


    Like also other modders I too am wondering which of my mods you'd like to see soonest in TPF3. I anticipate that a conversion will be possible, but to do it proper I expect I'll have to, or better said, want to rework all my mods. So it will take time!


    I won't be able to support conversions you possible do yourself because I want to focus on providing quality mods again. I will therefore already warn you that I also won't guarantee that if you convert one of my mods yourself that such won't have impact, collisions or errors when combined with the TPF3 mods I will provide. So I really hope people will be able to resist any temptation to do so.


    I aim to deliver all my mods to TPF3 eventually. And I am starting with the VW T3, I have already started to rework things for that. With 101 mods in the filebase I won't list them all here, you can view them via the link on the left "Filebase entries: 101", if you have certain ones that you want to see soonest then please comment and mention me which one(s) that is/are.


    Greetings,

    Reply in German if you want, but allow me to stick to English.

  • You’ve created such a vast array of vehicles, not to mention your buildings—complete with all those intricate details—which you’ve even made available as individual assets.

    It’s hard to know which ones to pick first!

    I wouldn't even know where to start, or which ones I’d be willing to leave out...


    I’m afraid the burden of choice rests with you—but I hope you’ll once again bring color to life on our maps with a multitude of mods!

    Der Mensch ist nicht das, was er vorgibt zu sein - er ist das, was er verbirgt!

  • Hier kann ich definitiv sagen. Die am meisten verwandtesten Mods von dir, sind halt einfach die 90er und 2000er Fahrzeugpakete mit Random-Funktionen. Am meisten liebe ich die Random Lenkungseinstellungen. Eine leichte Random Drehung für unsauberes Parken wäre noch geil. An zweiter und 3. Stelle die dazugehörigen Einsatzfahrzeuge und Firmenfahrzeuge.

    Und dann natürlich alle anderen ^^


    ein 60er, 70er und Heute Paket wäre natürlich auch noch der Hit ^^

  • Hier kann ich definitiv sagen. Die am meisten verwandtesten Mods von dir, sind halt einfach die 90er und 2000er Fahrzeugpakete mit Random-Funktionen. Am meisten liebe ich die Random Lenkungseinstellungen. Eine leichte Random Drehung für unsauberes Parken wäre noch geil.

    German Inglisch? No Idea, volle Zustimmung für zu Rico S Aussage. I am not that much into cars I just need filled parking lots, which look realistic.
    Oh and while I am writing a mod request comes into my mind. How about parking lot assets, like these from Madhatter (right modder right, not shure.) which generate multiple parking lots at once, but filled with random cars, and an option to set filling percentage of the parking lot. And by the way thanks for your mods I am silently using since years (mostly cars of the 90s).


    "Reply in German if you want, but allow me to stick to English." Ach da stehts ja, wer Lesen kann ist klar im Vorteil. Greetings EMP

  • Eine leichte Random Drehung für unsauberes Parken wäre noch geil.

    that is already built in for some car mods :) . When you are using the overall random and have the steer angle set to -40 the steer angle is random between -20 and +20 degrees.

    I will include the feature in more mods, perhaps with a checkbox for easier use.

    Reply in German if you want, but allow me to stick to English.

  • "Like also other modders I too am wondering which of my mods you'd like to see soonest in TPF3."

    To be honest? All of them!
    Sorry, but that's my oppinion. 😅

    *EDIT*
    Ok, ok!

    1. The 90s cars

    2. The 00 Cars

    3. All T3s

    4. All Taxis and all emergency vehicles

    5. All trucks

    6. The fire engines/trucks

    7. ... I don't know. So I come back to my first statement since this list would be endless as it would include the buildings and assets as well. 😅

  • I'd probably want cars of the 90s, the Hanomag AL28, the faller autohaus, or the remote airfield. The Schwarz Bau AG truck pack would also be really nice but it would take a long time to convert all the models to the new versions and add the new vehicles

  • Yes, exactly. The remote airport would be really important to me too, because it makes having an airport worthwhile even on smaller map sizes.

    By the way, you also had an unofficial mod for an invisible airport at one point—I always liked using that for light aircraft and glider strips, since the in-game airports weren't really suitable for that...

    Der Mensch ist nicht das, was er vorgibt zu sein - er ist das, was er verbirgt!

  • Katzer : Agreed! Some days ago I wanted to use the invisible airport to have a helicopter land on an acre, but couldn't find it anymore.
    The "Invisible Airport" is the perfect addition to the large ones. And it needs to be ignored that planes simply come to a sudden stop, when reaching the "airport". 😅

  • ggf. die Seite ein wenig hochscrollen...bei führt der Link auf einen nachfolgenden Eintrag (Kommentar #727)

    Ja, da sind ja auch meine Kommentare. Weiß ja um die Funktion und das Verhalten des "Airfields". :)
    Oder was meintest Du?

  • PeterLustig Ne, dview hatte den Download für den unsichtbaren Flughafen nur als Anhang dort gepostet. Als Download in der Webdisk gibt's den nicht.

    Hatte das nur verlinkt, weil Du schriebst, dass Du den nicht wieder findest...

    Der Mensch ist nicht das, was er vorgibt zu sein - er ist das, was er verbirgt!

  • Das Problem wird nicht das Fliegen sein, sondern eher den Start real abzubilden.

    Den Flugzeug-Schlepp oder per Seilwinde lässt sich vermutlich schwer bis gar nicht umsetzen.


    Oder man muss damit leben, dass die Segelflugzeuge quasi von Geisterhand starten

    Der Mensch ist nicht das, was er vorgibt zu sein - er ist das, was er verbirgt!

  • PeterLustig Ne, dview hatte den Download für den unsichtbaren Flughafen nur als Anhang dort gepostet. Als Download in der Webdisk gibt's den nicht.

    Hatte das nur verlinkt, weil Du schriebst, dass Du den nicht wieder findest...

    Nee, ich meinte eher in meiner gigantischen Modsammlung. 😆

  • I'm still working on my T3 for TPF3, I hope I can finish today(??), but it's going to be a close call. A complete Bko catalogue might get postponed to later in the week.


    But I'd like to list the changes compared to the TPF2 version, this also for myself to have some kind of a change log ;) ;

    • to start, the complete mod has been reworked to fit the new preferred mod folder structure.
    • many meshes are reworked for some small improvements and also to make better use of my method working with generic materials.
    • improved the vehicle type signage, now using different types for the Caravelle (C, CL & GL).
    • added 2 new rim variants.
    • driving vehicles:
      • implemented the lighting feature, including a lit dashboard *
      • made the steering wheel turn in corners (it should rotate more than it does but this seems a game limitation).
      • new license plate system using random generated IDs. All license plates for driving vehicles use a plain white layout similar to the one used by UG on their cars.
      • reduced the cargo compartments for the Transporter from 4 to 2, the total capacity is the same. Only the open/tarp pickup models still offer 4 cargo compartments.
      • now using different engine configurations with respective starting years.
      • dropped a few of the metallic colours that were too much alike.
    • asset features (in general the asset works as you are already familiar with from TPF2):
      • added a check-box to apply a random steer angle for the front wheels
      • new light settings offer selection for Normal (lights will be on from 19:00h till 07:00h), Always on, Low and High beam.
      • reworked the license plate system, the ID is no longer based on the asset name but randomly generated. As a con you can't set your own license plate IDs any more and there is a small chance of duplicate IDs being generated, however the formats for the various countries are (to my knowledge) matching, or close to, the respective country formats. And they look better :)
      • added new license plate layouts for Neutral (plane white with black lettering), FI, SK, UA and "TPF" (a fictive EU style layout for TransportFever). The default is the Neutral layout, this matches with the driving vehicles.
      • for Denmark and The Netherlands a deviating layout/format is applied to cargo vehicles compared to the passenger vans.
      • adjusting settings is possible again, the game now allows this option to be defined for each parameter in the mod, I choose to leave the model selection out for the later adjustments. All other settings, lights, exhaust, crew, add-ons etc. and position fine-tuning settings can be adjusted after placement.

      * the lights for driving vehicles are on from 19:00h till 07:00h, I may revert this but would like to hear the feed-back from in-game use first.


    What's still on the to-do and wish list:

    • review and fine-tune descriptions for driving vehicles. DONE
    • mod clean-up (remove all the temporary and out-dated files). DONE
    • add a lower mod level to the elephant. DONE
    • create a complete model catalogue and asset guide.
    • possibly adjust Swiss (& Italian?) plates to have a smaller plate on the front. DONE
    • possibly add an asset feature to display loaded cargo.
    • final test run(s) after clean-up. DONE
    • mod upload, and hope mod.io won't find any errors I missed. DONE