alright, uploaded, bridesburg station to follow shortly...
Beiträge von donoteat
Willkommen in der Transport Fever Community
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Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.
Das Team der Transport-Fever Community
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Yo, I got a fix for the .mdl issue and a fix for the lack of passengers on platform one ready to go. (don't know about the capacity problem :\)
I don't know how to package it so that the game manager will read it, though. I can't download the game manager so I can't check if what I have works. Do I still need tfmm.ini if I've got info.lua? Do I need to package "donoteat_baltimorepennstation_1" or just the "res" file inside it?
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offhand:
The Metroliner MU format is inaccurate, should be 2 Metroliners end-to-end, rather than 1 Metroliner and three amfleets.
Early passenger cars say "Pullman Waggon" on them, which is highly inaccurate, as 1. No one says "Wagon" in America, they say "car" and 2. "Waggon" is not an English word.
for much of the game, you are given access to either decent passenger locomotives, or decent freight locomotives. seldom are you given access to both.
Also, so far as I can tell, the Heavy Mikado is 1. introduced way too early (according to the .mdl it comes out in 1898, while in actuality the USRA did not design the locomotive until 1917 at the absolute earliest) and 2. is not actually available for purchase at all because it goes obsolete that same year.
omission of any F- or E- unit is nearly inexcusable. would have let it slip if instead of an ALCO PA there were instead a Baldwin Sharknose.
sounds are mediocre overall; there's a distinct difference between a GE, ALCO, Baldwin, and EMD diesel engine.
the smoke from early electric locomotives' steam generators is a nice touch, however. possibly too much smoke, though.
overall, it is well worth the price of "free". I am going to personally correct what I can this weekend and release it on the filebase.
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I'm still waiting for my copy to install.... then I'm going to have to figure out the new modding system... I'll get back to y'all with this at some point this weekend.
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I'm gonna patch on patchday and see what happens.
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So does it come out at midnight CET? or sometime tomorrow morning, CET?
either way I'll still be up...
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I would love to have those in game. Only issue is that towns are so far apart in TF.When these trams (trains? kinda half-way, I guess) come out they are the fastest vehicles in the game, at least for now. (Which isn't far off from real life.)
Is it possible to fit the rails with bus lanes to at least stop transit cars from using it?
Yes, it is, but only after 1950ish, when bus lanes become available. Currently I have a bunch of cars driving down mine and it's slowing down my interurban service.
I decided to make it possible to purchase up to 5 steel cars in one train. This may look unrealistic, but I've seen pictures of the Chicago North Shore Line (upon whose cars my generic steel cars are based) running six-car trains on the streets of Milwaukee, so I don't think I'm too far off.
(so much for world's longest tram Siemens Combino XL...) -
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Do you have Advanced Train Fever Total installed?
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alright, made a dedicated tramway this morning. it's coded as a city road so the city won't take it over and make it into some kind of BS slow mixed-traffic city road. Unfortunately I can't stop cars and buses from using it; I suggest running it alongside existing wide roads to cut down on car traffic.
max speed 160 km/h, so it'll be able to handle the electroliner and other later interurbans...
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Lotta good discussion in this thread. to reward and encourage that sort of thing, I just packed up a beta.
Here's the deal:
-1 wooden interurban, available in a single unit, or up to four coupled together. Available 1900-1935
-1 wooden freight motor, available in a single unit, or two coupled together. Available 1900-∞ (set up for Advanced Train Fever Total, apparently.)
-1 new cargo station for trams. You'll be able to see it because it says "TRAM" on it in the station window. (also supports trucks)What I need to know:
1. Does it work? (important, especially after the ongoing Penn Station debacle with 1500 downloads and no one telling me it doesn't actually work)
2. Are the stats too high? Does it need to be nerfed? (so far I've just been putting in actual realistic values)
3. Anything else.Installation instructions:
Use the mod manager, if asked to overwrite say either "yes" or "no". (doesn't matter, I use the same wheel texture on everything...) -
alright, figured out fakebogies. Multiple units now possible.
Gonna do x2, x3, and x4 versions for both freight and passenger interurbans. These things are obscenely profitable by the way... I don't know how to balance them without giving them unrealistic stats...
edit: oh god these four-car sets are like trains on the street this is hilarious
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got a freight and passenger version of the wooden interurban, probably will be ready for a beta tomorrow
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Updated again, because I really screwed the pooch with that update and apparently it just caused instant game crashes...
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donoteat now has a new version of its set Penn Station, which now probably at least graphically larger stations permits. If the fault is with the transport lanes there too?
I tested my station pretty thoroughly (and forgot the roof texture again - d'oh) and the paths all work fine with an arbitrary number of platforms so far as I can tell.
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why does it have to be desert
there's more to america than disneyworld, NYC, and desert
ugh
mod #1 from me: total mid-atlantic conversion
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freight motors... they work and are a Good Idea™
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oh yeah
literally the pacific electric blimps were repurposed mainline coaches. they were about 72ft long (compare to my 54-foot long MP54...) and ran in traffic on the streets of los angeles.
here is the wooden freight motor. gonna start texturing now...