Where is the beta to download?
Can't wait to spy it ![]()
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Where is the beta to download?
Can't wait to spy it ![]()
Also at the "concrete flying junction" and "bridge ramps Designer" mostly not that works like you want.
(Collision with the on and departures)
The next update will solve your problem.
Since before in game I can't put so many options..
Actually I put a height adjustment and slope adjustment there I think with these two you can always find a solution to avoid collisions.
Alles anzeigenDie Grafikkarte die ich ursprünglich angepeilt hatte ist eine GTX 1050Ti. Allerdings hatte ich da auch noch Preise von 120-130€ im Kopf. Aktuell liegen die bei rund 160-170€
Nachdem ich mir die Preisentwicklung der Grafikkarten in den letzten 2 Monaten gesehen habe werde ich ziemlich sicher die HD 6970 nehmen die mir angeboten wurde und hoffen, dass die noch mindestens so lange macht bis die Preise wieder im normalen Bereich sind.
Bis die Karte da ist werde ich trotzdem langsam aber stetig weiter scripten. Gescripted wird auf dem PC mit onboard Karte, getestet auf meinem Laptop mit Intel HD Karte wo das Spiel zwar nicht wirklich spaß macht aber zum testen reichts wohl.
Ich bedanke mich übrigens jetzt schon bei der Community!
Neben ein paar Spenden habe ich bereits 2 "alte Grafikkarten die eh verstauben" angeboten bekommen.
Ihr seid echt großartig. Dafür bekommt ihr auch garantiert eine geniale Unterführung
zumindest sagt @Grimes immer "Dat Teil wird genial" oder so^^
@dampf19
Ich war zu dem Zeitpunkt kein "wichtiger" modder.
Es gibt dafür eine eigene Nutzergruppe hier im Forum und in der war ich nicht drin.
Ich habe Stepke nett gefragt ob es erlaubt wäre einen Spendenbutton in die Signatur zu werfen. Das ist allerdings nicht erlaubt, was auch irgendwo verständlich ist.
Lange Rede: kurz darauf wurde ich zum "wichtigen" Modde befördert, um deine Worte zu nutzen und kann nun dieses feature nutzen.
War also kein wirkliches problem, sondern eher eine Frage der richtigen Nutzergruppe.
GTX960 takes advantage on performance as GTX1050Ti, it costs around 200€ two years ago, so if you have good luck you can look for this, if some shop still have it and have a big discount on this card.
I already know the reason for the collisions on update, I just need to fix it^^ it was about terrain alignment underneath rails of the neighboured construction (don't know why it only happens on upgrade and not on construction
Use terrainalignement = false and manually terrain polygons to get over this.
Yet, I have only seenthis bug when a snapNode is defined at the end of a alignTerrain=false street (or rail) segment. I Don't know your mod but if you defined a snapNode on a alignTerrain=true segment, you should try to build short alignTerrain=true segments at the end and put the snapNodes on these.
I know the problem of mine since I have defined different terrain polygons, around the "slot" polygons, and they overlaps each other if taking the slops in account, when the game build the initial construction it's ok but when it comes to upgrade, the execution of become differential so it leads to bug. It's not the same problem you describe (my bug comes when it get upgraded, not connecting new roads to it)
Also you could try to define your own street type and use the new embankmentSlopeLow and embankmentSlopeHigh attributes of the street.
Not appreciated, it will destroy existing gamesaves, and destroy again if it is retired from exisiting gamesaves.
The advantage of using no terrain alignement edges + terrain polygons is that you can define the terrain as you want, not limited to anything.
Anyways, I'm not quite sure if it creating a more precise polygon will help me to align the terrain more precisely since the engine seems to use a grid to apply the alignment polygons so precision will be lost anyways.
Currently we rely on the new terrain alignment feature of the street to cut the hole and that one does create these crazy alignment grids but also straight lines, which I use to align the terrain underneath the rails do also create these grids.
No, it won't help. C.f my flying junction threads you will see some example. Tpf use pixel maps to represent the height(also why at first the tunnel is always covered by black polygen), 1 px = 1m, seems be differential.
What I do is to make the wall more thick to 2m to cover these zigzag. Also you can't get totally vertical terrain since it's limited by 1px = 1m. So I have choose 2m as the wall width, you can however do some model trick to make it looks thinner.
Moin , ist zwar vielleicht nicht ganz der richtige Ort aber denke es passt auch. Habe von @Enzojz seinen neuste Station, leider kommt das dabei bei mir raus.
Ohne große Worte zu machen einfach ein Bild. Ahnlich ist es auch wenn die "Mauer" als Asset verwende.
This bug comes from the game itself, I have already submit it to UG before the release, it seems they are busy with the new patch and have forgotten it....
Some mod requires this model file, which is find nowhere.
I was already afraid that I will let that some come to mind. You can define Yes only ASSET_TRACKs that ansnappen then on track. For roads there is no something and than "normal" asset, I find that really awkward.
I am thinking of designing a mod to build tracks and roads up like components, it will be possible with that
Alles anzeigenIch habt euch doch bestimmt schon immer gefragt, was eigentlich dabei rum kommt, wenn man mir einen Scripteditor und einige Meshes gibt oder?
Anmerkung:
Da Bild verdeutlicht den Stand des Scripts. Die Meshes und Texturen sind nicht ganz up-to-date.
Es gibt am Script noch einiges zu tun. Vor allem was das terrain alignment und damit dann auch Kollisionen beim upgrade angeht aber ich wollte euch den aktuellen Stand nicht vorenthalten.
Man sieht 3 Unterführungen nebeneinander, bei der mittleren wurden keine Straßenrampen gebaut. Alles snappt perfekt zusammen mit FreahkSnap©.
If there's collision on update, and you are using stations settings, make sure all track edges or road edges are spited in two parts.
Check this by deleting the construction, see if anything is left undestroyed.
In my script I calculate terrain alignement by solving circle equations, that's much more effective if you have a lot of such calculation to deal with, I approximate a straight line as a circule with very great radius, to simplify the things. (but it seems you don't need such thing since your bent terrain is 100% covered by the road)
If you find it necessary, using my "coorarc.lua" lib is welcomed.
Don't be heisted to ask me questions about all these, I've got a lot of experience on this.
Enzojz? Why are underground station from webdisk and complex station from steam incompatible?
They are sometimes not compatible since
1. My mods shared the same lib
2. One mods will overwrite other's lib if they are on the same filename
3. I put only stable version here, Steam versions are more frequently updated since it's much easier to receive feedback there, it's also much easier to release mods there. (Here I need to pack the zip and copy-paste mod information)
4. I think if you have access to steam you can have all steam versions, it's not necessary to mix two.
If you have such problem please remove the version from here and use steam, it will resolve all.
Ok.
i look at this.
You should be able to use this version
https://github.com/Enzojz/flyi…8a5e260e92a62c93d08db.zip
This is the latest wip version so the menu have been a lot changed, but you could test if the slow down section exists or not.
There are realy great Textures, but with a free acc the free points are quickly used up and you have not enough to test many textures.
Yes, so choose carefully.
Remains only to wish that the flying structures even with a new texture equip someone - the modern tension concrete structures: not really good look associated with steam locomotives. Flying structures are not an invention of modern times.
Because I 2017 itself made the example photos from Frankfurt I can embed directly the images - as no copyright rights are infringed.
Yes I know about texture problem but first the functionality is the most important thing, when all the functions are done, adapte textures and moderns for old times will be much more time saving.
The problem with stones is always, as you can see in the screenshot above, even with tileable textures, you can see just the repetitions.
But think there I will find something suitable. Or I Racquel so long on the texture around until it fits
Look for a good one on textures.com
Well done!
@Enzojz
Your Beta fix is every time crashing. idk why.
Delete this file...
How about a "beta" patch?
You can make a beta version ready and I could eg look whether it still happens or whether it has become better. If you decide, I offer myself for it
Wie wäre es mit einem "beta" patch ?`
Du könntest eine beta version fertig machen und ich könnte z.B schauen ob es immer noch passiert oder ob es besser geworden ist. Falls du dich dafür entscheides, ich biete mich an dafür
The solution is to extends this section from 1m to 5m, I think it will cause some rebuild collision problem..
If I were correct, this version contains the fix that you want, you can try it.
Do you know of the bug that your transfer is very slow in the construction is everywhere and from 300 km / h on, for example, B 109 km / h. This has only been noticeable since the last official patch, thanks to the speed overlay. It is always the same, as long as the lower rails have a common tunnel. As soon as each rail has a single tunnel, everything is normal at 300 km / h. Can you solve the problem?
I know this bug, but I can't reproduce it. However I know how it may come and I made a solution, but since I don't know how to reproduce it, I can't test to know if my solution works..
we flatten the terrain by using the new road/track allignment feature.
Maybe I will allow "real" bridges alternatively but Grimes did some really great modelling work and I think it would be less awesome when using the bridge feature instead of a model.
Anyways thanks for your advices.
But how can you make control over the side wall slope, if using edge terrain alignment? Far as I know, you can do it unless you need to add new road/track types.
Because bridges are less flexible
and we had collision troubles even when using alignTerrain=false rails.
In my impression the bridge edges can be without collision until 0m, then rails connected to the bridge should be without align terrain in your case, make sure you have flatten all the terrain under the track by the script.
I don't care about ingame bridges since we don't even use them!
In fact, that mod requires only exactly these 3 mentioned segments to build the bridge.
But why not use in-game mechanism for getting a bridge?