Beiträge von Enzojz

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    @Enzojz thank`s but i need a version befor 1950 , maybe 1930 or 1900 <= i do not know when come out the first one elevated station . :/


    I am in my Frankfurt map 1965 and your elevated station is available from 1990 . For the modern version it is ok but for a normal version(vanila style) to late i think . :whistling::)

    I hope it be coherent, the bridge of the station is also contemporary, they don't fit so much pre-90 era.

    also derzeit ist es (für mich) unmöglich den Bahnhof zu nutzen, da jeglicher Strassenanschluss fehl schlägt, der Bahnhof wird also nicht genutzt, bzw. kann nicht genutzt werden.


    Vielleicht ist es ja auch ein Fehler von mir, daher die Frage ob es noch jemand probiert hat und die selben Probleme hat !

    What do you mean by this?

    I would prefer to accept algorithm or 3D modeling contributions.


    Would be interesting in sloped terminal stations, in theory it would be easy to implement, if you don't have any modding experience, it would be a good point to start with, I just started modding with sloped station last months, it's not hard to mod with TPF.


    I have just uploaded all my projects on GitHub, you can fork any.


    https://github.com/Enzojz/

    Klamann


    That's because in that mod every letter in the script is from zero, while in sloped station, it just capture the output from original stations and only do necessary work to put them on slope, so these options from original stations can't be modified.


    Of course I can do it all by myself, but the problem is the time. I have jobs on daytime, night for family. As you see I have a long to-do-list for every types of station and flying junctions, I prefer to finish them first then improve.

    @Klamann


    Yes, it's a good idea. I will try to improve slopes options.


    However since the sloped station is totally based on original stations(it catches the output of original stations and modify it), so I think I don't change the options for tracks and length in near future, except I totally rebuild it one day.

    Yes I think I see the problem now... With scriptbaren transportNetworkProvidern nothing would possible though, which do not now even (theoretically) would be possible, but it makes everything much easier.


    It's possible to script transportNetworkProvider in some ways


    The way I used in sloped station is taking the the path of mdl as parameters input


    like this:



    then the treating is tike following




    In this, I only need one copy of prototype mdl, then lot's of mock mdls to generate the data() function in runtime.


    Seems crazy? Using debug info perhaps seems dirty, but I find it runs not so slow.

    @easttrain (Thoemes S)


    Not sure, the terrain still need being reformed, perhaps less than manual work.


    There're lots of station like this in Paris, I will make a typical configuration ( a over-platform entry with evelators, perhaps a road to pass over or alongside the station)


    I have implemented the side wall for the traks too, but it seems not easy to use. I requested UG for getting more runtime information for modder, if it's ok for them, I think I can make a better one with future versions.

    Withouy any chance, the simplicity of implementation works from Santiago Calatrava wins!


    Sadlly, the TF community will be full of his works. (I will later do Lyon St Exupery when these main projects finished)


    The elevated station is not a full copy of his works, but mainly inspired by, I like this roof,, since it's avoid me dig myself into the world of materials and too much modelling work.

    As have said, in current game doesn't permitted do so, it's not the thing that a script can handle with. We can write script to align station parts correctly, no problem, I have already tested it, but inter-connection is another thing, that depends on cpp part of the game, which is out of mod.


    Another thing is I have proposed UG about this earlier today, perhaps we can expect it in future version. I have also proposed some others things which perhaps be useful for infrastructure modding, don't know if they will be interested in it.


    I demostrat how I construct it and how it fails, you can see in the following picture, the two stations are aligned by snaping, I expected our station can grow like this, but unfortunately, they are not inter-connected (red, 0 connections)

    @Tom
    Kannst du beim portieren des Düsseldorfers den Stadtbahn Halt im Untergeschoss mit als Option einfügen?
    Vielleicht kann man das ja sogar mit snap nodes so basteln, dass genau an den Stellen wo die Treppen zur Stadtbahn sind Snap nodes existieren, an denen man diesen Baustein anschließen kann. Dann bräuchtest du dazu auch keinen Platz im UI zu verschwenden und die die es nicht haben wollen, müssen den Stadtbahn Halt im Keller nicht anbauen.
    Wenn das klappt wäre es auch im allgemeinen für Bahnhöfe im Keller praktisch die Maße solcher Schnittstellen zu definieren. Dann könnte man je nach Bedarf unabhängig vom Bahnhof über der Erde den passenden unterirdischen Bahnhof auswählen und dran kleben. Mal braucht man einfach nur einen "einfachen" U-Bahnhof knapp unterhalb der Erde, mal braucht man unter der Erde 2 Etagen die sich in einem bestimmten Winkel kreuzen und mal braucht man zwar nur eine Etage, die muss aber entsprechend tief liegen, um unter einer Straßenunterführung unter dem Bahnhof drunter her zu kommen.
    Außerdem hätte man dann eine unabhängige UI für den Bahnhof über und unter der Erde und könnte dann ohne die eh schon volle UI des oberirdischen Bahnhofs zu verwenden die Anzahl der Gleise, die Gleislänge, ggF. die Art der Gleise (Normalspur/Schmalspur), eine Krümmung oder die Steigung der unterirdischen Gleise mit angeben.

    If the translator is correct, try to connect the underpass and stairs in a station, that will not work


    I have tested this idea last Friday, as an underground plateform as component, glue it by an "snaper" track which aligned to upper lever, however even with the same coordinate, the transportNetwork between objects is not connected


    I have requested UG to see if they can implement it.

    @Danny_41


    In fact the issue is there before 1.2, I made some changes in construction data in order to let it crash less(so I observed less crashes with 1 layer so I changed the data more like a 1 layer structure). Since in 1.1 some crashes will certainly happen, now in 1.2 and 1.3 it seems less likely to, at least in my test run yesterday, I run from 2000 until 206x.


    I have some report of the same issue, I am pretty sure that's because I run into a case UG have yet considered of (in their stdout I saw assertion error), so I ask them send their dump file to UG.


    Beside, it seems some other mods will cause crashes more frequently, I don't know which, since they installed a lot.