Beiträge von wernervsneo

Willkommen in der Transport Fever Community

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Das Team der Transport-Fever Community


    Hello all,


    I don't know if this been told before but it's something I notice.
    When API is active only all looks ok.
    But as soon as I activate in to addition the curved stations mod then when trains stops at the station the locomotive makes a little jump forward when comming to an halt.


    idk if this happens with other aditional stations too.


    It's maybe a minor graphical bug but I was thinking I just let know this.


    grtz



    Edit: OK I said nothing I now experience the same when a few station mods are active without API. :)


    Not sure what the culprit is for now....


    Sorry guys.

    Just to let know there are maybe more ppl who not know or who forget to check in Windows the "Power Options" in the "Control Panel". Mine was set to "Balanced". Changing this to "High Performance" made for me a very big difference! I noticed (cpu-z) my cpu was throttling all the time even while in game.


    I guess most of you will know this but I was thinking I just let know...

    I had this problem too.
    If you reupload your old mod and you still know the old id number then by rename the mods map to this old number makes you able to load your infected save back.


    But yes you keep the mod listed 2 times.


    It seems if you not unsubscribe to a mod the game keeps searching for it even after you delete the modfolder manualy.


    So where is this information kept? Is it in a file which can be edited with a text editor?


    I don't have a clue. If I find a solution I shall report it here!


    I found the solution.
    Open the game and go to "Free game" and then push the button "Advanced". (instead of save game)
    There you can find the mod which not exist anymore on the workshop and on top of the window is a unsubscribe button.


    So you be able to unsubscribe ingame from a not existing workshop mod. :)
    Don't do this if one of your saves need this mod!


    Maybe not new to many but I hope this help some.


    Edit by Merk: Merged double post.

    Hello all,


    I many times think it would be nice if I could start building a track e.g. 12m higher then ground level.
    Do other's think this too?


    Because now the only way to establish this is by terraforming which is not a easy way.


    So a adjustable height for the starting point would be a fine addition. (e.g. by input a positieve or negative number)


    It's just an idea because I guess this is maybe impossible to make with a mod. Idk.

    I just tested this beta with the "TpF große Map 1:3 im Jahr 2344" from Kwally2014.


    For me it runs better.
    But not expect a miracle.
    Fps is better but the freezes are still there (still huge fps drops when at groundlevel looking at the distance).
    Mouse pointer have no lag anymore. Feels like it's disconnected from the fps.
    Also the lag is gone (or less) when placing e.g. a station.


    The edge bump scrolling not working to the right when the bulldozer is selected is fixed too.


    This are my first impressions...

    Hello Merk,


    If I understand it right, I can use TF trains and waggons mods in TpF with this mod.
    But I guess when a waggon have the ability to carry goods in TF then this stay the same in TpF?
    So how about carry plastics with a container waggon for example?
    I guess if I want this I need to do some editting in the .mdl files. Right?
    This look doable to me. :)


    Sorry my native language is not german nor english.
    But writing in english I know best.
    I hope you can read and understand my post and if you want answer you can do this in German too because I understand most of it. :)