Beiträge von hugedragonyk

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.

 

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Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.

Das Team der Transport-Fever Community


    Regarding UEP2-Industry Integration MOD, my unified answer to players:

    Recently, many TPF2 players have sent me private messages or messages through STEAM, forums, and DISCORD, hoping that I can add new commodity types or more industrial chains and more functions to these mods. So, here I will give a unified answer.

    Players are right to expect more functionality and fun to be added to the game through mods. However, for the UEP2 industry integration mod, what I need to do more is to ensure the maximum compatibility between the mod and the game. For me, making these integrated mods is also an attempt and exploration of the possibility of expanding the game's functions. . With every new design and function added, there are unknown situations that may arise that need to be addressed. . . After all, the original design of TPF2 had none of these. . . While adding and integrating functions, it is necessary to continuously test and solve problems that may be encountered. . And feedback the problems found to UG for possible solutions. many times, some problems encountered and found in MOD production, even UG game designers have not encountered. . some problems still need to be solved by MOD authors themselves.....This is also the reason why all UEP2 industry-integrated MODs insist on using the game's default parameters. The compatibility and stable operation of MODs are the basis for all future functional expansions.

    After all these industrial integration mods are completed in the follow-up, and some problems and bugs that have been found are solved, I will start testing to add new industrial chains and product types. Before doing these, I will make sure that the mod is compatible and stable first.

    -------[UEP2] _40d_---- 2022.01.22 ------ DONE




    [uep2]_40d_international_port_(8_in_1)- -------- DONE



    Release:(DONE)




    Download:


    [uep2]_40d_international_port_(8_in_1)-


    STEAM:


    https://steamcommunity.com/sha…iledetails/?id=2727628529


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    -----Deutsche Sprache------

    -----------------------------

    !!__Bitte lesen sie die Mod Beschreibung als erstes!! Um die Funktionen des Mods zu verstehen und zu benutzen! :__!!

    -----------------------------

    Thanks to TarekInnit for the German translation. :)

    -----------------------------

    urban_expansion_package_II

    [uep2]_40d_international_port_(8_in_1)-

    ------------------------

    Verfügbar in: 1950.

    ------------------------

    [ - I - ].-------------------

    Bevor sie den Mod laden!

    (1). Der "Sandbox" MOD der mit dem Spiel kommt muss aktiviert werden um das Industrie Menü zu aktivieren!

    (2). Sie können das Archiv benutzen um den Mod ohne Probleme direkt ins Spiel zu laden.

    (3). Der Mod benutzt die standard Industrie-Kette und ist somit kompatibel mit den meisten Industrie-Mods(Mods die den Output verändern könnten nicht funktionieren)

    (4). Es wird nicht empfohlen Mods zu nutzen die das Spiel an sich verändern! Mods die z.B. von hugedragonyk kommen oder auch andere Modder könnte somit nicht mehr funktionieren!

    (5). Die Station gibt 5000-10000 Cargoplätze und wird sich dynamisch verändern. Alle Cargo-Stationen sind miteinander verbunden.

    (6). Dieser Mod enthält 28 Strassen-Container lade-, entlade-Stationen, 3 Schienen-Stationen, 4 Importierte Auto lade-Stationen und 2 Docks


    [ - II - ].-------------------

    (1). Sie können diesen Mod unter dem Industrie-Menü finden

    (2). Die erste Einstellung erlaubt Spielern die Industrie zu editieren, z.B. Industrie-Kette, Produkt-Typen und die Art wie es produziert wird ob direkt oder der Standard TPF2-Weg.Man kann aber auch die Industrie schliesen und die MOD dadurch nur als Station dienen lassen.

    Die letzte Option ist der "Schwarze Loch Modus" In diesem Modus Spieler können Resourcen zu den Ports bringen und dennoch Fracht gewinnen.

    (3). Die zweite Einstellung erlaubt Spielern, Anforderung von Gütern zu editieren. Der Standard-Ausgang der Industrie ist 1200. aber man kann den Slider bewegen um mehr oder weniger zu machen.

    (4). Die dritte Einstellung erlaubt Spielern die Art der Fahrzeuge im Gebiet einzustellen. Man kann auch die eigenen Assets und den Platz der Fahrzeuge auswählen, so kann man seine eigenen Lieblingsfahrzeuge auswählen.

    (5). Die vierte Einstellung erlaubt Spielern die Strasse und Schiene zu editieren. In dem simplen Modus, wird das Gebiet was eingenommen wird verkleinert werden was gut für die Spieler ist die Schönbau betreiben.

    (6). Die fünfte Einstellung erlaubt Spielern die Art und Farbe der Strasse zu ändern, aufgeteilt in Stadt-Strassen und Außer-Stadt-Strassen

    (7).Die sechste Einstellung erlaubt Spielern, die Strassenbahn-Strecken an oder auszumachen.Die Strassenbahn-Station ist ausgemacht wegen Kompabilitäts-Problemen, und wird wieder angemacht wenn das Problem gelöst ist.

    (8). Die siebte Einstellung erlaubt Spielern die Art der Strassenbahn-Schienen zu verändern.

    (9). Die achte Einstellung erlaubt Spielern die Elektrifizierung der Strassenbahn-Strecken zu ändern.


    [ - III - ].-------------------

    Mod-Assets:

    (1). Sie können die Mod-Assets unter "Assets/urban_expansion_project_package_II" finden


    [ - IV - ].-------------------

    Notizen über den Mod:

    (1). When sie den Mod nah an der Küste platzieren könnten sie die "nicht platzierbar" Aufforderung bekommen, nutzen sie die Rotier-Funktion um das zu umgehen.

    (2). Bevor sie den Mod platzieren, stellen sie sicher das die Küste flach ist.

    (3). Sie können mehrere Docks aneinander platzieren, die Schienen und Strassen werden sich automatisch verbinden und arbeiten.

    (4). Sie sollten zuerst alle Einstellungen einstellen bevor sie den Mod platzieren.

    -------------------------




    ----------ENGLISH-----------

    -----------------------------

    !!__Please read the MOD description first!! In order to understand the function of the MOD and use it correctly :__!!

    -----------------------------

    urban_expansion_package_II

    [uep2]_40d_international_port_(8_in_1)-

    ----------------------------

    available time: 1950

    -----------------

    [ - I - ].-------------------

    Before loading the mod:

    (1). The "Sandbox" MOD that comes with the game needs to be loaded to enable the "Industry" button.

    (2). You can use the archive to directly load this MOD without any restrictions.

    (3). The MOD adopts the default industry chain and is compatible with all industry expansion MODs. (Note! May not be compatible with some mods that modify the output level.).

    (4). It is not recommended to use MODs that directly replace the default parameters of the game! ! Such mods will cause other authors' mods to fail to work properly! ! !

    (5). MOD provides 5000-10000 cargo storage space, and will dynamically allocate cargo storage capacity for road/railway/shipping. All stations and cargo storages are connected to each other.

    (6). MOD contains 28 road container loading and unloading stations, 3 railway container loading and unloading stations, 4 imported car loading stations (rail + road), and 2 docks.

    [ - II - ].-------------------

    MOD menu features:

    (1). You can find this mod in "Industry/urban_expansion_project_package_II" option

    (2). Setting 1, allows players to customize the industry chain and product type. You can choose to let the international port produce goods directly, or you can choose the default industrial chain production mode of the game.

    At the same time, you can also close the industrial chain and let MOD only serve as a transit point for road/rail/ship transportation.

    The last option of the mod is "Black Hole Mode". In this mode, players can transport excess resources to the port for consumption (simulating the export of cargos), while earning freight.

    (3). Setting 2, allows players to customize the demand/output level of the industry. The default output is 1200, you can drag the slider to adjust between 400-4000.

    (4). Setting 3, through this option, you can switch the vehicles in the three regions of "Asia", "Europe" and "America". You can also choose to close the assets and place your favorite vehicles.

    (5). Setting 4, this option allows you to adjust the road and railway settings of the port. In the simplified mode, the area occupied by the port can be reduced, which is convenient for players to design road connections by themselves.

    (6). Setting 5, you can customize the appearance of roads, divided into urban roads and suburban roads.

    (7). Setting 6, you can turn the tramway on or off. (Due to the compatibility setting problem, the tram freight station is temporarily removed from the current version (V1.1). After the problem is solved, it will be re-added in the next version update.)

    (8). Setting 7, you can customize the railway type. Defaults to normal rail with wooden sleepers.

    (9). Setting 8, you can customize the electrification of the railway (if you choose electrified railway, the railway catenary will not be displayed in the container loading area.).

    [ - III - ].-------------------

    assets:

    (1). You can find the mod's assets in the "Assets/urban_expansion_project_package_II" option.

    [ - IV - ].-------------------

    MOD related notes:

    (1). When you place the mod on the shore, you may encounter a "conflict" or "unable to build" prompt. Use the "M" and "N" keys to rotate the mod.

    (2). Before placing the MOD, it is recommended to level the river bank/coast first, and use the "," and "." keys to adjust the height of the MOD (the junction of brick-cement in the port should be level with the water surface.).

    (3). You can connect multiple international ports in series to form a larger port. When two ports are close to each other, roads/railways will automatically connect to each other.

    (4). It is recommended to set all MOD menu functions first, and then place the MOD.

    -------------------------




    have fun~8)

    -----------------------------------

    Metro in coastal cities

    -----------------------------------

    In TPF2, a prosperous coastal city ushered in the opening of the subway line.

    As a subway driver, starting from the port terminal, arriving at the airport station,

    returning to the subway maintenance warehouse and getting off work~~~;)

    -----------------------------------


    --------------VIDEO---------------


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    --------------PIC---------------














    -----------------------------------------

    This is how I currently handle the lane change path of the car when making a mod.



    In TPF2, the length/width of all road-generated intersections is fixed.

    Taking a two-lane intersection as an example, the length and width of the entire intersection is 18 meters. The path distance between the two lanes is +2 and -2. In this interval, a gentle lane change path can be made.

    UG can actually insert a fixed module like an intersection every 50 meters when the player is laying the road. This module has a lane change path of 18 meters. 4 lanes, 6 lanes only need to be extended according to the distance of 18 meters. Like railroad switches.

    When there are other roads approaching this module, the module can be triggered to connect with other roads and become ordinary cross/T-junctions. Or the game automatically deletes the modules.

    In the same way, if a railway crossing is generated, the adjacent modules will also be automatically deleted.


    ---------------------

    In addition, a feedback suggestion for the subsequent upgrade of TPF2:


    1. In TPF2, players can not customize the turn on/off of traffic lights at intersections with more than 4 lanes generated after connecting to the road through MOD or the depot/station that comes with the game.

    Currently, players can only turn on/off traffic lights at road intersections that are automatically generated by the game.

    I hope UG will solve this problem as soon as possible when it upgrades the game next time.



    2. Please optimize or repair the driving path of road vehicles. . . When the vehicle changed lanes on the road, How did such a program path design pass the review? ? ?. . . This problem also exists with vehicle travel paths that include player settings. . . .

    This problem didn't arise in the TPF1 era. . . But why appeared in TPF2 ?. . . I don't understand. . .



    -------------------------

    Truck assets can be turned on/off through the menu, all small vehicle parking spaces are empty, you can place your favorite vehicle assets yourself.;)

    As for the parking area for imported vehicles. This is a list of model arrangement positions I generated with EXCEL. In the local generatedData, this list has too much data. . . Making an on/off option is a bit of a hassle. . . I have to figure out a way. . .:/

    The new large expressway toll station MOD will also use this gate, there is also a warehouse for supporting the China Eurotrans TIR truck series. but this MOD making can only be started after the UEP2-Emergency Pioneer series MOD and the industrial integration MOD are completed.:)



    Thank you very much for your feedback.


    1. Regarding truck exits and entrances, the main consideration is to avoid traffic congestion. There is no station at the checkpoint where the truck enters the terminal, and the truck will pass directly. . The truck exit checkpoint is set up with a station, you can let the truck stop at the exit. Simulate customs inspection.:)


    add another point:

    This time, the core design of MOD's path is to avoid all possible traffic congestion. After all, the mod has 30 truck stops. If a player really has the patience to set paths for all truck stops and arrange transport vehicles, assuming there are 5 trucks in each path, then there will be 150 trucks entering this dock:D. . .

    Therefore, ensuring that each truck can enter the corresponding station without traffic congestion, is the core of the path design.:)



    2. For the international port MOD, I plan to add two path interfaces for road vehicles at the railway connection on both sides. When you connect multiple international ports in series, these road PATHs will be connected to each other like railways. In this way, trucks in the port do not need to drive out of the port, and directly pass through the PATH that has been automatically connected, and travel at will within all connected terminals. (This is also the path prepared for the 5G driverless container transporter truck MOD and container loading/unloading vehicle MOD.);)


    3. More road options can be added. At present, the road path I set for the port includes tram options. I plan to add a tram freight station to the MOD to match the freight tram MOD of other authors.

    Currently I need to think about how to set up this part.:/


    4. At present, the MOD provides 25 industrial jobs. I have not set an excessively high number of industrial jobs, to prevent AI vehicles from affecting the operation of players’ vehicles. .

    Unfortunately, the TPF2 game defaults setting that AI vehicles/citizens will disappear at the first edges after reaching the destination, and reappear from the last edges after refreshing. . .change where the AI citizen/vehicle arrive / reappear. . . I really can't change this game setting..:/

    ------------------------------


    OK, update the actual test video of the <International Port> MOD.



    Through the video, you can have an overall understanding of the entire "International Port" MOD.

    If you have any good suggestions for amendments, please feel free to make them. I will continue to optimize and modify the MOD based on suggestions and feedback.



    -------------------------------




    ----------video------- (The length of the video is about 23 minutes)---------:)



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    -----------------------------

    My Rail+Snow MOD has not been released yet, and the one currently released is UEP2-06A <Check rail / Guard rail> MOD.

    I now need to use my free time to complete the UEP2 series "Emergency Pioneer" and "Industry Integration" series MOD.

    Other UEP2 mods need to be ranked behind.

    -----------MOD progress update-----------2022.1.5--------------


    OK, the first part of the international port MOD : the railway integrated system test is completed.;)


    And.....My annual leave end.;(;(;(


    Subsequent MOD debugging can only be done in spare time on weekends.

    Tomorrow night I will start to add the second part of the function debugging to the MOD: Truck station.


    The warehouse capacity of the train station, truck station, and wharf of the entire international port MOD is set to a total capacity of 5000-10000 units. Different station warehouses are connected to each other. .


    This time the capacity is definitely enough for everyone to use.8)

    The railway system has 5 stations, 3 container loading and unloading stations, and 2 imported automobile loading stations.


    The cargo storage capacity of railway stations is 5000-7000, and each platform automatically allocates 1000 - 2000 units of storage capacity. In addition to storing custom-produced goods at the terminal, it can also be used as a freight transfer station.:saint:


    -------------------------------------------------------------------



    2 imported car loading stations



    ------------------------



    The imported car loading station and the container loading and unloading station use a railway cross. And connected by the turnout.




    -----------------------------



    A new menu function has been added to the international port. Players can switch between three types of trucks in Asia/Europe/U.S. Players can also close the truck assets and place their favorite vehicles.


    PS: I have all the parking spaces for small vehicles vacant to save work. Players can place the ASSET of the small car by themselves.






    ---------------------------



    The railway container loading and unloading station can provide stops for 3 sets of trains at the same time.


         




    -----------------------------------

    -------------------------


    OK, the last day of my annual leave. .


    Update the progress of a MOD.


    This. . This is what TransportFever2 should look like~8)


    -----------------------


    At present, the debugging of the MOD main function menu interface is completed.

    All functions can be customized through the menu (multi-language is not loaded yet), you can choose any industrial product, product production/demand quantity, road/rail type. . If you just want to treat the port as a railway/road/ship freight transfer station, you can also directly choose to close the industrial integration mode. after closing, the MOD will become a railway/road/sea freight transfer station. .8)


    In addition, you can connect multiple ports in series, and roads/rails will be automatically spliced and combined, so that multiple ports can form a larger international freight seaport.;)


    PS: The MOD is made with 3 sets of LODs. Buildings/vehicles directly call the resources that come with the game. So don't worry about your hardware consumption.^^


    PPS:Currently, after TPF2 generates an intersection in EDGE, players cannot turn on/off the traffic lights. I hope UG can solve this problem when upgrading the game next time.

    Therefore, based on some feedback from the previous players on the "Oil Port" MOD, I have made some modifications and designs for the port's road traffic, and the roads are connected by overpasses and one-way streets. It avoids the traffic congestion that may be caused by the inability to turn off the traffic lights.





    ------------------------


           



       


    ----------------------------------

    ------------MOD progress update-2022.1.4------------


    OK, the MOD animation and main lua debugging is completed.:)


    Two days of vacation left. . . I will take half a day to finish writing the main parameters of the MOD.;)


    Hmmmm. . . The internationalport size is relatively large:D:D:D. . .


    The rest of the content will continue next weekend. . .:S


    ----------------------------

    ---------------------

    The next step is to add the Central European Locomotive/Truck MOD.


    The MAN-TIR series trucks of the China-Europe Truck Dedicated Line are ready to use dview 's 3D model.:)


    Now, I am collecting photos of the appearance of the MAN-TIR trucks of ALBLAS and D-TRANS, and the containers along the entire logistics line.

    France-Germany-Poland-Belarus-Russia-China

         


    -------------


    The railway locomotive currently chooses Austria's first China-Europe train traction locomotive, model OBB-ER 20.

    Tomorrow I will contact the MOD author of ER20 to apply for an authorization to modify the model texture.





    ------------



    MOD main body preview:


    The railway and road have not been compiled in the .CON file yet.


    (Yes, is relatively large):D







                 




    -------------------------------------------------------

    Thank you very much. I will use the New Year's Day holiday to continue to collect and organize the painting and detailed materials of the truck. Then send you a forum message.;)



    -1. Industry:

    (1) With multiple product input/output customization options.

    (2) The input/output quantity of the product can be customized to adjust, or switched to directly output.

    -2. station:

    (1) 3 container loading and unloading stations (railway)

    (2) 2 imported car loading areas (railway / road)

    (3) 30 truck stations (road)

    (4) 3 cargo docks (shipping)

    -3. Depot:

    (1) 3 railway depots

    (2) 2 road depots,

    (3) 1 shipyard.

    -4. Other: (truck / train /asset)

    --------------------------------

    Simply render a bird's-eye view of the port that has been basically completed.

    To save hardware resources, I did not turn on lighting and transparency mapping channels.



    -------------------------------


    For this international port MOD, I plan to add several supporting vehicles for China-Europe truck/trains.


    One is the MAN truck used for China-Europe truck logistics of Alblas Logistics Company. The trucks are all MAN + TIR, and the whole journey is France-Germany-Poland-Belarus-Russia-China.

    The driver will be on the truck all the way, and only change trucks. (Maybe I need the help of the MOD author of MAN truck.):)


                  



    The other is Austria's China-Europe Express locomotive. I'm still looking for pictures on this. The locomotive should be ÖBB Hercules...I am not very familiar with the ÖBB diesel locomotive. .:/

    Or other MOD authors who have already modeled this locomotive, can they give me an authorization to modify the painting of the locomotive.;)



                     




    Other.... A 5G driverless container transport vehicle for port transportation is still being modeled. (Truck + ASSET)


               



    -------------------------------------

    It should be this word, thank you very much.

    Customs clearance at some international ports belongs to the "bonded zone". When leaving the port, there will be a building like a toll station for cargo and document inspection. this word is used in this building. (MOD will have a multi-language switch option.)

    I have found references in English and Chinese, but not in German. So I am a little unsure of how to spell German.


    There will be such a building at the exit/entrance of general international ports. . .



    The picture below shows the port of Qingdao in China. Its English is "FREE TRADE PORT ZONE", and some ports in other countries write "Bonded port clearance"


    --------------------