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.

 

Die Registrierung und Nutzung ist selbstverständlich kostenlos.

 

Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.

Das Team der Transport-Fever Community


    -------------2021-07-03 ----------------


    The following video will show you all the features of a brand new 3-in-1 MOD.8)

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

    [UEP2]_32_Shopping_mall_1990_(3-in-1)

    I took this MOD as a congratulatory gift for the release of TPF2-summer update.

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

    The logistics system of TPF2 has always been more traditional. Therefore, This large shopping mall was added to TPF2. (Industry + depot + station)

    Shopping malls demand grain and produce food. You can send trucks to the shopping center to transport all kinds of goods, and the food in the shopping center will also supply the city. At the same time, as a station, it can also provide freight station services to the entire city.

    This MOD is to perfect and supplement the logistics terminal of TPF2. Players can intuitively see the process of logistics transportation to the mall. This will be more real.

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

    Regarding the industry part of the MOD, we seek your opinions:

    1. Keep the traditional mode of demanding 2X grain and producing 1X food.

    2. Cancel the production mode and only keep industry demand, food/goods/tools/machine.

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

    Which model do you want?:saint:

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


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

    video:


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


    PIC:




         



         






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

    -------[UEP2] _30---- 2021.06.27------ DONE


    [uep2]_30_<vehicle_recycling>_(3-in-1 )_[Industry + depot + station] - ------- DONE




    Release:(DONE)


    Download:


    [uep2]_30_<vehicle_recycling>_(3-in-1 )_[Industry + depot + station]


    STEAM:


    https://steamcommunity.com/sha…iledetails/?id=2529285562


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

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

    urban_expansion_package_II

    [uep2]_30_<vehicle_recycling_(3-in-1 )>

    Available time: 1960 [Industry + depot + station]

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

    MOD introduction:

    -(1). This MOD adopts [Industry + depot + station (3-in-1)], which can realize the integration of vehicle purchase, cargo production, and cargo transportation.

    -(2). The available time of MOD is 1960. After 1960, you can find this MOD in the "Industry/urban_expansion_project_package_II" option.

    -(3). Industry input/output: 1X fuel + 1X tools = 1X steel.

    -(4). The MOD comes with a depot for purchasing vehicles.

    -(5). The MOD has 3 truck stops for product transportation.

    -(6). MOD comes with 5 product output levels, level 1-5 (200, 400, 800, 1500, 2000). MOD will automatically upgrade output according to product demand.

    -(7). MOD uses the game's default industry chain. Compatible with all industry MODs.

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

    --- A known BUG :

    When the industry is upgraded, the vehicle purchase button will become gray and unavailable.

    (Because TPF2 itself does not support such MOD function integration, this is an unknown BUG. There is currently no solution.)

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

    The current problem has been reported to UG, waiting for a solution.

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



           


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

    -------[UEP2] _00f---- 2021.06.11------ DONE


    [uep2]_00f_<This_is_Tuk_Tuk>_( Truck + Asset ) v1.1 - ------- DONE


    This MOD adds three unique Tuk-tuk to the game. (Truck + Asset);)

    They are:

    1. Scammell_Mechanical_Horse

    ----(GRE \ LMS \ Default) (Available time: 1935)

    2. Goliath_GD750

    ----(FOOD \ MILK \ Default) (Available time: 1951)

    3. ShiFeng

    ----(Watermelon \ Default) (Available time: 1980)


    Release:(DONE)


    Download:


    [uep2]_00f_<This_is_Tuk_Tuk>_( Truck + Asset )


    STEAM:


    https://steamcommunity.com/sha…iledetails/?id=2513534192



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

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






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

    ------------------2021.06.07---------------------


    UEP2-12 <Emergency Pioneer Series> has been in intermittent making.

    Currently, the first part:

    (UEP2_12c)_<Emergency_Pioneer_Fire_brigade>(UEP2_12d)_<Emergency_Pioneer_Fire_station>

    almost completed.


    In order to facilitate everyone to understand all the settings in advance before the MOD release.

    I made this explanatory picture in PDF.

    (sorted by year 1850-2010)


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



    1850190519511975
    1976198019901996
    200020102020
    WIP~

    1. If your CPU has an integrated graphics card, check whether you are running the game with an integrated graphics card or a discrete graphics card. Remember to switch.

    2. Update the graphics card driver.

    3. If a lot of MODs are used in games like TPF2, it will consume more memory. The current graphics cards will use dynamic video memory according to the memory situation. Check whether the memory is occupied too much and the virtual video memory is squeezed.

    4. Modify the game resolution and image quality in the game settings.

    [uep2]_06a_<Check_rails_series>


    Update Notes:  2021 / 06 / 06


    Fixed A1 and A2 check-rails height problem.


    A1and B1 cancel the track bed and use a pure wooden base. I directly set t.ballastHeight to 0, (I just discovered that TPF2 binds the height of the catenary to this parameter..) This caused the catenary of A1 and B1 to be lower than the normal track.


    This problem has been fixed, please download the update in time.


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


    [uep2]_06a_<Check_rails_series>


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

    Thanks for your feedback.


    This is a large-scale rail MOD, which contains a total of 84 check-rails with different speeds....It is true that the number of tracks is relatively large. If the track is loaded through the COMMON API class SCRIPT program, it may indeed cause slow loading.

    The files of all tracks are set in four languages DE, EN, CHN, RU.

    The name of each track file will call the corresponding language from strings.lua according to the user's system language, which may also affect the loading speed.


    Are you an English or German user? Try the file below.

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

    Below are the strings.lua files for all individual languages. Download the language you use, and then overwrite it on my MOD.

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

    Download the strings.lua ZIP file:

    CHN _ strings.rar

    DE _ strings.zip

    EN _ strings.zip

    RU _ strings.rar


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

    If you are a STEAM user, unzip the file and open X:\XXXXX\STEAM\steamapps\workshop\content\1066780\2507978418.

    Then overwrite strings.lua.


    If you are a non-STEAM user, open your game directory, find the MODS folder, find the hugedragonyk_uep2_06a_check_rail_plus_1 file, enter the main directory, and then overwrite strings.lua.

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

    Maybe, when I release a new railway MOD next time, I will consider disassembling the strings.lua file according to different languages, so that players can choose to download according to their needs. .:saint:


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

    -------[uep2]_06a_<Check_rails_series>---- 2021.06.05------ DONE


    [uep2]_06a_<Check_rails_series> v1.1 - ------- DONE


    available time: 1850 Wooden_sleeper/ 1925 Cement_sleeper.


    Release:(DONE)


    Download:


    [uep2]_06a_<Check_rails_series>


    STEAM:


    https://steamcommunity.com/sha…iledetails/?id=2507978418


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



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

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

    urban_expansion_package_II

    [uep2]_06a_<Check_rails_series> - 1.1 -

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

    available time: 1850 Wooden_sleeper/ 1925 Cement_sleeper.

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

    !!__Please read the MOD instructions first :__!!

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

    It's time to add something missing to TPF2. ~ ~ lol

    Can be used for all railway bridges and MODs~

    8 kinds of Check_rails, 4 kinds of cement sleepers, 4 kinds of wooden sleepers.

    MOD is used in all railway bridges. You can also use them for sharp bends in railways.

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

    1. Click the "rails" button, find all Check_rails in the urban_expansion_project_package_II option, and select the track speed limit by yourself.

    2. Click the "ASSET" button, find the Check_rail end and Pole in the urban_expansion_project_package_II option, and drag the slider on the right menu to adjust the slope to fit the track.

    3. Note: Some Check_rails use different railway subgrade structure settings, so I personally do not recommend laying different Check_rails side by side. May affect the visual effect.

    ---

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



    This video is for players to familiarize themselves with the content of [uep2]_06a_(Check_rails_series) MOD. And use this MOD flexibly.


    video:


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

    ----------

    I have not updated the progress of a MOD in this UEP2 series of posts for a long time, and some players may know this MOD. . . (UEP_214)_Helicopter_&_Heliport

    ---------

    At present, this MOD has started the second-generation function test. I will release a video to show all the progress of this MOD.

    ----------

    This video is a preview of the second version of (UEP_214)_Helicopter_&_Heliport. Compared with the first version of the test MOD, the helicopter has basically achieved the effect of vertical take-off and landing in the TPF2 game.8)

    ----------

    There are still many details and issues that need to be dealt with in the second version of the MOD. . Please pay attention to the follow-up progress.;)

    ----------

    have fun~:)


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

    video1:

    The second edition of MOD features show 2021/06/04.

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


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



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

    video2:


    The first edition of MOD features show 2021/01/04

    (The first version cannot achieve vertical take-off and landing, so some functions have been abandoned and are only reserved for records.)

    (Helicopter cockpit / lateral flight / small angle steering functions are still retained in the second version.)

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



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

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

    Newly 3D modeled rail switch machine~




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


    Regarding the tip of the railway switch that has been tested before. . .

    Unfortunately, I can only remove it first. . . . TPF2 cannot modify the turnout file. . . I originally planned to set the tip of the railway switch as a railway signal, but the length/curve of the railway turnouts laid by everyone is different (especially the turnout file cannot be modified). . . This caused the tip of the turnout to not be perfectly compatible with all turnouts. . . Currently removed temporarily. . I will think of another way. . . Having a headache. . . .:sleeping:




         


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

    MOD progress update: 2021 - 06 - 04


    (UEP_206a)_Check_rails_Serie ~


    It's time to make up for what has been missing in TPF2. ~8)


    Can be used for all railway bridges~


    coming soon~


    8 kinds of Check_rails, 4 kinds of cement sleepers, 4 kinds of wooden sleepers.


    MOD is used in all railway bridges and MODs. You can also use them for sharp bends in railways.;)



         



         



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


    1. Find all 6 Check_rails in the railway track button / urban_expansion_project_package_II option, and select the track speed limit by yourself.




    As in reality, Check rail is also required in some sharp bends of railways.




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


    2. In the ASSET button / urban_expansion_project_package_II option, you can find the Check_rail end asset and the two types of pole for bridges. You can drag the slider on the right menu to adjust the slope of the Check_rail end to fit the track.




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

    Code

    Yes, for these types of games, how to innovate is the driving force that attracts players and continues to develop.


    The designers of WR:SR referred to the seasons and day and night of Cities:skylines, and the transportation and logistics system of games such as TPF2, but the developers did not copy them completely, but made innovations. All development and construction in the game are interlocking. The simplest example is that a city in TPF2 needs food. We just need to place a freight station, buy a freight truck, and start a logistics chain of farm-food processing plant-city transportation. Then make money. .

    But the same logistics chain. . What about the WR:SR game? Your citizens are hungry. . Okay, let's build a supermarket in the community first. . . . Then. . . You need a construction company and purchase/produce construction vehicles. You also need citizens to reach the corresponding factories to produce various building materials, and then you need vehicles to transport these building materials to the construction site of the supermarket! ! ! The supermarket is built. We need food. . . Okay, let's build a farm. The farm needs citizens to work. You need to open a train/bus/tram passenger line from the city to the farm. . . . You have to buy/produce planters, harvesters, trucks for the farm, refine gasoline at the refinery, so that the citizens who arrive at the farm can work smoothly. . . Now that we have all these, we are going to build a granary and food processing plant. . . Oh, you also need power plants to power these buildings. . . You also need hospitals and fire stations to avoid all dangers. . You need a heat plant to prevent the working citizens from freezing to death in the winter. . . All right. All these are done, and then we build a logistics warehouse, buy trucks/trains, and deliver food to the supermarket for the citizens. . Don’t forget to build gas stations/railway power supply stations along the way. . . This logistics chain is interlocking. The factory cannot be without working citizens. Your vehicle needs fuel/electricity to run, otherwise it will break down in the middle of the road. . Your citizens need to use all kinds of transportation to go to all factories to participate in production, and these transportations also need a vehicle factory to be produced. . . These are all done. . Your citizens can eat the food produced smoothly! ! Too much food?? Okay, let's transport them to the customs and export them to the East/West. We made money! ! !


    The success of WRSR lies in its bold innovation, which allows players to consider various supporting logistics links when setting up a transportation route in the game. . This also makes up for its picture quality defects. This is the detail and the innovative design that makes people immersed in this game.

    For TPF2, What I want to consider is how to lay the railway/road perfectly. Place all kinds of assets. Design the game scene. . then. . I can take a screenshot of a real and beautiful game. . .


    The advantage of TPF2 is its picture quality and details, but the industrial chain is also his biggest flaw. In this era of fast-food games, I can say without joking that if TPF3 can incorporate 60% of the functions and creativity of WRSR games, then TPF3 will definitely become a dark horse! !

    Now, MOD authors can continue to make various MODs for TPF based on their interests and hobbies, some of which are to make up for the shortcomings of TPF and expand the functions of TPF. . . If TPF3 is still the same as TPF1 and TPF2 in the future. . . UG. . . Do you think we will make the same mod again and again?


    I hope that UG developers will see what I wrote today.

    If I were to talk about TPF2 games as a MOD author and player, in fact, TPF2 is an upgraded + enhanced version of TPF1.

    (PS: Even the BUGs of the first and second generations are the same...)

    Recently, in addition to making MOD for TPF2, I also took a part of the time to carefully experience another business simulation game: the latest BETA version of "workers & resources: soviet republic".The three features of the game "building/vehicle energy production and management, construction/road/railway construction, industrial resource input/output" really make me need to give their developers a thumbs up.


    I can compare WR:SR and TPF2 to give UG some of my views and opinions.


    1. Industry and resources:

    (we first throw away the use of industry MOD). I have been playing this kind of games since the era of WIN98/ME, from "Traffic Giant", "Railroad Tycoon", "Transport Tycoon", "Chris Sawyer's Locomotion", "Transport Giant Down Under", "TF"," TPF1",“WR:SR”..... Up to the present "TPF2"..

    In my personally, the transportation and business models of this type of game are basically the same ~_~ (For players now, what this type of game needs is the features and innovations that make the player's eyes shine!)

    The reason why I mentioned WR:SR today is because I just talked about its major game features that made my eyes shine. In the TPF1 era, I gave advice to UG developers via email, that energy production/management and resource import/export functions should be added to subsequent games. Now, with the exception of the one-way road system on the TPF1 era wish list has been implemented on TPF2, I have not seen any new breakthroughs and innovations! ! !

    Similarly, after experiencing the early BETA version of WR:SR, I also gave feedback to their developers about adding airports and ships for input/output resources. Then, their developers have now all done it. When I saw these features appear, I was really shocked that they did it.

    (If TPF's next-generation games want to add game features and richness, energy management should be added; resource import/export; production/import of different vehicles; construction, road, railway construction and resource industry supply chain!)

    I personally really hope that UG can pay attention to it. After I actually experienced the latest version of the WR:SR game, except for the feeling that the picture quality is relatively rough, its several major features have really killed TPF2! ! If the follow-up WR:SR game picture quality and 3D modeling can reach the engine level of TPF1, coupled with the use of various MODs, then it can easily compete with TPF2.

    (UG, please take it seriously!)

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

    I took a few screenshots of the WR:SR game last night.I am very satisfied with its construction and energy management.

    Everything needs construction, and the resources needed for construction need to be produced by the corresponding industry and transported through logistics.


        


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

    A fast vehicle can automatically overtake a slow vehicle. Moreover, they need go to the gas station to refuel!

    (However, compared to TPF2, WR:SR's vehicle driving details and low-speed driving effects are indeed not very good. TPF2 is the best in detail and modeling.)


    WR: SR: I use industry and logistics to build cities~~~ (Engineering)

    TPF2: I'm just a logistics transportation on the map (logistics major...)~~~^^


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


    2. Game weather and environment:

    From the TF era, players’ wish lists for UG feedback include adding day and night modes and weather systems. But I can only say even in TPF2, in addition to the vegetation and ground in different regions, the function of switching between day and night is difficult to achieve on the current TPF2 game engine, unless major changes are made! TPF2 does not have a real lighting system. All light sources are HDR. This one really requires UG developers to work hard on the next-generation game engine.

    And the current version of WR:SR already has day and night switching (although the sun's trajectory is weird...), and they have rain and snowy weather!! In winter, the snow removal vehicle in the game will clear the road snow to ensure smooth traffic (this should be a reference to Cities:skylines winter DLC). And in winter, you still need to let trucks go to the coal mine to pull coal and supply it to the heating plant to ensure the residents' heating in winter. . The fire station and hospital also appeared in the game. These details UG really need to learn! !




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


    3. Railway section:

    Undoubtedly, the details and effects of TPF2 are the best. Now with the timetable MOD, this is really great!

    Of course, if the shunting function and marshalling function mentioned by everyone before appear in the next-generation game, and then increase the energy supply and demand system, this will become the highlight of the next generation of games after TPF2! !

    (I also hope that developers can add true locomotive depot, freight marshalling station and hump system to the game). It depends on whether the UG developers are strong.

    According to the development of TPF1 to TPF2. . . I can only report a certain optimism about this. . . . .:S


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

    -------[UEP2] _04d---- 2021.05.07------ DONE


    [uep2]_21a_<Scania_8x4_Heavy_transport_series> v1.1 - ------- DONE


    Trucks / Assets Availability: 1995. Power: 620KW, Loading speed: 5X.


    Release:(DONE)


    Download:


    [uep2]_21a_<Scania_8x4_Heavy_transport_series>


    STEAM:


    https://steamcommunity.com/sha…iledetails/?id=2479556835


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



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

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

    urban_expansion_package_II

    [uep2]_21a_<Scania_8x4_Heavy_transport_series> - ( Truck + Asset ) V1.1

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

    This MOD is the second expansion package of the UEP2-Heavy transport series.

    Trucks / Assets Availability: 1995. Power: 620KW, Loading speed: 5X.

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

    (1) - The MOD contains 32 Scania 8x4 heavy-duty transport trucks. In addition to the default colors, the MOD also contains unique truck paintings in different countries/regions.

    (2) - The cargo includes wagons, locomotives, trams, road vehicles and other heavy equipment.

    (3)-The MOD also contains 5 empty cars, which can dynamically load the default cargo in the game. )

    (4) - The weight of the cargo loaded by each truck is different, and the towing and driving speed are also different.

    (5) - You can buy all 32 Scania 8x4 trucks in “ROAD DEPOT / truck” menu for heavy-duty transport tasks, and you can also find all the assets of this MOD in the " ASSET / urban_expansion_project_package_II " option.

    ---



    MOD progress update: 2021 - 05 - 02


    (UEP_221a)_SCANIA_heavy_loads_transport_series


    Following the release of (UEP_210b)_jiefang_J6P_Oversized_transport_series MOD last year, my second heavy loads transport expansion MOD will be released soon.

    (UEP_221a)_SCANIA_heavy_loads_transport_series MOD contains 31 sets of Scania 4-axle tractor trucks / assets.

    The cargo includes wagons, locomotives, trams, road vehicles and other heavy equipment.


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

    The following video will show you the details of the MOD:)

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


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

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

    A test video of MOD~;)


    [UEP2-21A] - SCANIA OVERSIZED & HEAVY LOADS
    WIP~~
    ------------------------


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

    Stop position 1 is only for buses, and stop positions 2, 3, and 4 are for trams.

    The game generally defaults to parking at position 1, which is the bus stop.

    If you do not modify the stopping location when setting the tram route, the tram will drive into the wrong road because it cannot find the parking location.


    You need to set the parking position to (2, 3, 4) for the tram to stop at the station correctly.;)


    Thanks for the feedback. I have fixed this error and optimized and updated the MOD. Please download the update file in time.


    This error is because the vehicle return path of the road depot is too close to the path of the intersection. When a bus passes, the garage door is incorrectly activated and opened.The current bug has been fixed.


    EN:

    --------Update: 2021-04-10-----------

    1. Optimized the path.

    2. Fixed the problem that the gate of the road depot was incorrectly activated and opened when the bus passed the intersection.


    -------------Instructions for use:------

    1. For non-STEAM users, download the upgraded ZIP file and overwrite the original file after decompression.

    2. STEAM users are automatically updated, and there is no need to follow the first operation.

    3. After all users complete the update, enter the game and click the MOD that has been placed on the map, select "Configuration", and modify a MOD setting option at will to automatically complete the update.

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


    doenload:


    [uep2]_04c_<Tram_&_bus_Museum_4_in_1_(Depot_Station)> (UPDATE)


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