Em...this station is no more maintained, since it will be intergrated into the coming utimate curved station, but I will have a check.
Beiträge von Enzojz
Willkommen in der Transport Fever Community
Wir begrüßen euch in der Fan-Community zu den Spielen Transport Fever und Train Fever, den Wirtschaftssimulatoren von Urban Games. Die Community steht euch kostenlos zur Verfügung damit ihr euch über das Spiel austauschen und informieren könnt. Wir pflegen hier einen freundlichen und sachlichen Umgang untereinander und unser Team steht euch in allen Fragen gerne beiseite.
Die Registrierung und Nutzung ist selbstverständlich kostenlos.
Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.
Das Team der Transport-Fever Community
-
-
Some pictures shows what it gives the tunnel entry. You can make underground transit tracks or junctions easily with it.
-
Maverick has choosen the, in my opinion, better solution. New version --> new version of file name, from tom_edgeutil_v1_0.lua --> tom_edgeutil_v1_18.lua
It's infact the same solution.
-
Alles anzeigen
Hi,
If I build the flying junction in bricks it works. But when I build the flying junction in concrete it does not work. The game crashes without error.
The old version worked fine. A new game with only this mod does not work too. I can't buildt an flying junction in concrete

It's strange, basically concrete version and brick version are the same thing with only different models...
-
The best way to solve such problem is to make the shared lib into private, that means put it into a subfolder of script of your own mod's name.
But I don't know if Tom's lib uses global variables, if yes, it's still troublesome.
-
I'm working a mod called track design patterns for the moment, based on the flying junction mod.
This mod will contains some parameterized patterns for track design
I have just implemented the tunnel entry with retaining walls and neighbor tracks on left or right or both.
Currently working on ordinary track group with constant radii, slope, options to retaining walls or noise barriers, and automatic added signals.
Other tools may included will
1. Track with half road suspended over.
2. F or E form group of switches like seen in shunting yard or depots.
3. Pre-dimensioned switchesYesterday I have seen this on steam, wondering if it's possible to make a 3 way switch (not forcely a symmetric one, in France there is only one 3 way switch in the SNCF network, and it's not symmetric, so it's rare.)
Also the minimal radius you can do in the game is 60m, but with script I can go at least 50m, maybe a small bulb line?
http://steamcommunity.com/shar…105591664&tscn=1502435233
The disadvantage of these patterns is, they are planted as asset, so you can't put extra track assets on it, since there's no snapping, and you can't put extra signals on it.
But I think some people will need it.
So if you would like something similar, you can tell me in this subject.
PS: There will be an update to flying junction soon, with a better menu and more options to control over the construction.
-
You can use luacheck for syntax, no need to go into the game.
I use VSCode and lua-vscode plugin which calls luacheck for syntax, it shows error in realtime when editing the codes.
I remembered that you use Vim, there must be something similar there.
-
Ah, I understood, generate an error and capture the info where contains paths
Good hack

-
When I got time I will do an internal upgrade to the underground station, that means some internal models for decoration...
It will be better than to deal the problem with tracks.
-
The problem is also the flying junction known and does not occur at every... hard to track
Still???!
In theory, I suppose it due the float precision, in 1.5 ver of flying junction I have only 1m of snapping end, and this may make the game get a low speed limit.
Now it's extended to 5m, I think should not happen.
-
After my next main project (ultimate curved station), I want to do a station that exists in real world.
The guideline is : it should be a complex station with at least two functions.
There are three options:
1. Improve the elevated station, in real world Reggio Emilia AV is a crossing station with a commuter station in the ground level. I need also to improve the details of the station.
2. Lyon St Exupery, it's a TGV station in Lyon Airport, so it's a station with an airport, there is also tram station in it. It's also Santiago Calatrava's work (so maybe too much of his work in Tpf?): https://es.wikiarquitectura.co…ds/2017/01/TGV_Lyon_6.jpg
3. Valence TGV: It's a crossing station with trench level for TGV, and ground level for commuters: http://www.photo-aerienne-fran…lence-gare-tgv-4-0706.jpgSince I live in France so I have only these vision. But if you think have better suggestion you can tell me.
The curved station I think will take about 2 months to finish, so I expect this project be started by November. I need an architecture modeler, better if he/she works with 3dsmax(which I know well, but I don't know how to make architecture)
Edit by Merk: Replaced attachments with links. You're only allowed to upload you own pictures here.
-
This means when you are lucky you get this feature in an update for the next version of Transport Fever.
(TPF3.0 + Some Update around 2018/2019) They put fixed IDs for Resources to the their TODO List around release date of Transport Fever. I gave up in trusting UGs work for such things. Look at the construction ui mess, how many updates did it take so at least the buttons are reachable?Sometimes they did update quick sometimes not.
Of example the UI, they forgot to do it in the April update, and I just send one mail with
angrydisappointment the second dayZitat
Hello,It's quiet disappointing to find out in the latest test version of the game, the panel size stays with the same limits as before.
It's an important concerned issue for almost all station and infrastructure modders, we have many options and they can't be separated into different menu items, is it really so hard to improve this?
then they did a hotfix the forth day.
Same as the terrain alignement calculate issue on open cut station.
-
Bei mir stürzt das Game ab wenn ich die Unterführung mit ins neue Spiel nehme.
Habe vorher die alte version komplett gelöscht und die neue installiert. (alles per TPFMM).
Das Spiel beendet sich einfach und somit gibt es keine Fehlermeldung.
in der Stdout kann ich auch nichts herraus finden.I suggest Freahk check on snapping nodes in this case.
If there are node marked as snapping and finally turnout be a node internal connected, it crashes. -
I don't want to read all mods but only the active ones.
This is what UG said months ago:ZitatAlles anzeigen
So the bad news is, I figured out what the problem is and it´s rather simple: Constructions are loaded before modifiers. So it just can´t work that way.
The “good” news: We discussed it and added an entry to the to-do list which should take care about that problem.
Probably not something we can manage to fix until the next patch, but I hope we can provide a solution at some point.
I think just need to remind them about this.In fact if they can improve their track param generation by default it will be good enough, and of couse they need to add an api to do this.
-
Turn without something by UG I seem to find overarching solution because no platform.
Far as I know this it in their to do list. I think you'd bette send them the request a second time to remind them this is important
-
Yes, I have mentioned it in this page.
-
Alright, thanks for the quick response!
Fixed
This is a bug hidden since first release, really a classic limit values bug.
-
The work looks nice, but is there a manual or something to avoid *.lua-errors? I keep getting them when I try certain settings: Here I tried to set "Curved Levels" to "upper". Also got a lua error when playing around with the radius. Is this version savegame-compatible? I figured it must be, as the mod was updated on Steam (where I get it from). Or is this maybe some other mod interfering?
Yes, it's a bug. I will fix it asap.
This version is backward compatible, it won't destory build jucntions, when you upgrade an old one, you may need to do some workaround but it should not be too much.
-
Find difficult to snap to existing tracks, an hotfix have just been uploaded.
-
So maybe you work on the retaining wall now?

Your retaining wall distance to track request have been added in the update of the mod in Friday.