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


    It's time to add something new to TPF2. 8) 2021.03.11


    WIP~ (UEP_204a)_Shipyard_ (ship depot + truck station)




    At present, the effect test of the ship leaving the dry dock has been completed.

    The next step is to test the combination of the truck freight station and the shipdock.


    The status when the ship is not purchased. .

    After purchasing new ship, the dry dock will automatically fill with water and open the gate.


    1.No ships purchased~




    2. After buying a boat~~





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



    PS:

    This is the earliest modelling that has been abandoned. . . .


    My original design was to let the new boat slide into the water through a sloping track. . .

    It is a pity that TPF2's PATH cannot support the forward and backward tilt of the ship. . .

    So I can only give up the original design ideas. . :|. And remodeled the dry dock~~~



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    -------[UEP2] _07a---- 2021.03.05------ DONE


    [uep2] _07a_ <CRH_EMU_Depot> - V1.0 ------- DONE


    Available time: 2003


    Release:(DONE)


    Download: (Waiting for administrator review MOD)


    [uep2]_07a_<CRH_EMU_Depot> - V1.0 -


    STEAM:


    https://steamcommunity.com/sha…iledetails/?id=2415263127


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


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

    urban_expansion_package_II

    [uep2]_07a_<CRH_EMU_Depot> - V1.0 -

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

    available time: 2003.

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

    Introduction:

    1. The MOD contains two lengths: 170 meters / 330 meters.

    2. The MOD comes with 4 tracks for buying/selling trains. And 3 ordinary tracks.

    3. In the MOD menu: You can turn on/off the CRH logo, and turn on/off the street light.

    ---


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


        



        



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

    I just finally solved the problem. . .


    when the .con file calls each depot MDL file, it is necessary to independently set the corresponding X, Y, and Z positions in the MDL file.

    I originally thought that I only needed to set the X, Y, and Z positions of the track. It seems not feasible. . . .


    Now the MOD test is all OK.:D


    The display position of the ICON icon of the depot needs to be set in boundingInfo, and the setting of track X, Y, Z has nothing to do with the display position of the ICON. . This is my negligence.^^



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

    The EMU depot MOD for the new track is currently in making. .

    I just encountered a problem in testing the MOD. . The four route icons used to purchase trains are all overlapped...I am solving the problem.


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


    This is part of the new track series MOD that has been completed.




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

    Currently I‘m making EMU depot MOD for TPF2, with 4 routes for buy/sell trains and 3 ordinary tracks. . .


    But testing the MOD in the game, I found that the 4 depot icons all overlapped. . . And the icon is on the right side of the depot. . .

    How should I solve this kind of problem????:|


    In addition: Is it possible to integrate the depot + station? ? ? I tried it, and it seemed that the game crashed.:/


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


    By comparing with the game’s own depot ICON, you can see that 4 ICONs are superimposed on each other. . .





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

    -------[UEP2] _20a---- 2021.02.12------ DONE


    [uep2]_20b_<Zoomlion_Concrete_pump_truck>------ DONE


    Available time: 2008


    Release:(DONE)


    Download:

    [uep2]_20a_<Scania_concrete_mixer_and_dump truck>


    STEAM:

    https://steamcommunity.com/sha…iledetails/?id=2392757655


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


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

    urban_expansion_package_II

    [uep2]_20a_<Scania_concrete_mixer_and_dump truck> - V1.0 -

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

    available time: 2008.

    Some players left me a message before, hoping that I would bring the concrete mixer truck to TPF2.

    Okay, your wish has come true~~~


    This MOD contains:

    SCANIA-R620 four-axle concrete mixer truck and dump truck and two workers (truck + assets)

    ---

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

    Regarding your crashtenders animation settings, I recommend setting it to start and close two sets of animations.

    In TPF2, when a vehicle stop in station, all animation groups must be completed by default.

    Suppose you want to let your crashtender spray fire extinguishing water when parking. The water stream sprays X, Y, Z from the nozzle position until it becomes a complete water stream. This is a set of animations, assuming the time is 0-2000, in order to keep the animation continuous, you should continue to write 2000-XXXX.

    The setting of the end animation is the opposite. The vehicle will not leave the station until the above actions are completed.

    -------[UEP2] _20b---- 2021.02.12------ DONE


    [uep2]_20b_<Zoomlion_Concrete_pump_truck>------ DONE


    Available time: 2012


    Release:(DONE)


    Download:

    [uep2]_20b_<Zoomlion_Concrete_pump_truck>


    STEAM:

    https://steamcommunity.com/sha…iledetails/?id=2392383570


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



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

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

    urban_expansion_package_II

    [uep2]_20b_<Zoomlion_Concrete_pump_truck> - V1.0 -

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

    available time: 2012.

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

    note:

    This MOD contains two versions of concrete pump truck. (Full function _ and _ no function)

    1. (Full_function) _Concrete pump truck body (expand/retract) takes about 6-7 minutes!!!

    2. (no_function) _On busy roads, you can use (non-functional) concrete pump trucks to avoid traffic jams.

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

    Zoomlion 101m concrete pump truck is the world's longest boom pump truck, adopting Scania 7-axle chassis. The concrete can be transported to a height of 101 meters and can be used for the construction of a building with a maximum height of 30 floors.

    ---

    -------[UEP2] _20A ---- 2021.02.10------ WIP


    [uep2]_20b_<Zoomlion_101m_Concrete_pump_truck>------ WIP

    Available time: 2012


    Release:( 2021.02.12 )


    Download: ( 2021.02.12 )


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


    Some players left me a message before, hoping that I would bring the concrete mixer truck to TPF2.

    Okay, your wish has come true. .

    The new SCANIA-R620 four axle concrete mixer and dump truck are coming soon.


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


    pic:


           



         



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




    VIDEO:



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


    Currently I am trying two options, the first one is as shown in the test video I have posted. But need to redesign the airport and rewrite all PATH. However, after redesigning and modeling the heliport, there are several issues that need to be addressed.


    During the Spring Festival holiday next week, I will start the test of the second scheme, basically to tear down and redo all the content I made before.

    If option two is completely feasible, the advantage is that a helicopter can be compatible with all airports in the game.


    So the two options have their own advantages and disadvantages. I need time to test one by one. Finally choose one, or merge them toghter.


    I saw the message. In the past two weeks I got network problem in my area. I have not been able to open the forum and DISCORD normally. The page cannot be opened and the upload attachment often appears "unknown error". I can see all message, but I can't reply. . . It return to normal until yesterday.


    At present, there are still several problems in the making of helicopter MOD. I am thinking about solutions. For example, the helicopter may suddenly fall and recover when it takes off, and how to further reduce the PATCH without causing surface conflict. At present, I am trying to reduce the entire heliport to the size of the roof helipad. And I need to find a way to solve the limitations of several games that I currently encounter... These need time to further try to solve. After all, this is made in exploration.


    The first helicopter idea I'm currently trying is similar to the aircraft's ski jump takeoff mode on an aircraft carrier. Set a large ramp for the flight path, but due to the structure and function limitations of the game itself, some problems are still being solved. .


    Last weekend I started to make concrete pump trucks with skeletal structure. This is also an attempt of the second idea.

    (I'm considering adding a skeletal system to the helicopter, convert the skeletal file through MAX output and then skin the helicopter model, try to trigger the corresponding skeletal animation when the helicopter takes off and land, similar to the game AI character (SIT/WALK) ,door (OPEN/CLOSED) , These need time to try. After all, different mod authors can come up with different methods, everything can only be tried again and again, and finally found and share a good solution.


    I may be more casual and jumpy in MOD making. When I encounter a problem that cannot be solved for a while, I will put it down to deal with other MODs. At some point, I think of a solution and then return to continue processing the previous MOD. So I will not always be stuck on one MOD. . . In the first half of last year, due to my participation in the epidemic prevention and control work, I stoped my MOD make. I resumed MOD making in the second half of last year. At present, I currently have 9 MODs of UEP2 series in making.


    I also hope you can understand that all my current MOD works are done in my spare time after work. and I also have work and family to take care of. .

    And we still have 6-7 hours of jet lag. I log on the forum or DISCORD after I get home from get off work at 6pm. . The time in Europe is the working time in the afternoon. . . If I want to communicate directly with other authors, I need to stay up late and wait until 2 am... (I will be forced to sleep in the living room because of my wife’s anger... laugh). I am sending you this reply. Right now, I have just finished my lunch and prepared for lunch break after get off work. . . . And for many European friends, the time zone at this time is about 6 in the morning. . . .


    In the follow-up, I will take time to compare and test several heliport making ideas that I currently think of. If you have other ideas, you can also send me an email, which is more convenient. [email protected]

    This is the (UEP-220b)_(Zoomlion 101m Concrete pump truck) MOD currently in making.


    MOD contains two truck types: (default) and (full dynamic).


    1. This video will show the complete functional structure of the (full dynamic) Concrete pump truck when it stops at the station. . .

    The whole structure is made according to real-world pump trucks. With a complete (expand / retract) skeleton structure.


    2. The (full dynamic) Concrete pump truck (expand / retract) takes about 6-7 minutes:D. If you choose the (full dynamic), it is recommended to set a separate path for it. :)

    On busy roads, You can use (no function) truck to avoid traffic jams.;)


    3. In the last few days, I will start to make a (construction site) (station) for this MOD.



    ----VIDEO----



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

    -------[UEP2] _20A ---- 2021.02.05------ DONE


    [uep2]_20A_<Zoomlion_101m_Concrete_pump_truck>------ DONE



    Recently, in the fire rescue scene design modeling of UEP2-12 "Emergency Pioneer Series" MOD, I need some time to design the airport rescue scene modeling. . At the same time, there are some design problems in UEP2-14_"Helicopter" MOD that need to be solved.


    During the rest time last weekend, I started to start other UEP2 series MODs, so as to avoid being stuck in UEP2-12 and UEP2-14 MOD.


    This is UEP2-20b_"Zoomlion_101m_Concrete_pump_truck" MOD, which has been modeled and debugged.


    For the modeling of this truck, I reference the (Zoomlion-CIFA), the world's longest boom pump truck, with a Scania 7-axis chassis. it can be transported concrete to 101 meters and can be used for the construction of a building with a maximum height of 30 floors.


    This weekend I will make the UEP2-20A _<Scania + BYD-j9 concrete mixer/dump truck> MOD together. .


    UEP2-20A/20B series MOD will be released next Friday.


    Then, the first part of UEP2-12 "Emergency Pioneer Series" will be released at the end of this month, 12C/12D "Fire brigade and fire station" MOD


    PS: In the past week, I logged into transportfever.net very slowly. . . Sometimes page cannot even be opened. never encountered it before. .....







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

    -------[UEP2] _18a---- 2021.01.24------ DONE


    [uep2]_18a_<MAN_8X8_Conqueror_F_RV>------ DONE

    Available time: 2010


    Release:(DONE)


    Download: (Waiting for administrator review MOD)

    [uep2]_18b - <MAN_8X8_Conqueror-F_RV>


    STEAM:

    https://steamcommunity.com/sha…iledetails/?id=2372219115


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

    urban_expansion_package_II

    [uep2]_18b_<MAN_8X8_Conqueror_F_RV> - V1.0 -

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

    Man 8X8 Conqueror RV, available time: 2010.

    Bus + truck + assets

    ---


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







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

    -------[UEP2] _18a---- 2021.01.23------ DONE


    [uep2]_18a_<Camping_time>_(RV_&_bus_station)------ DONE

    Available time: 1978


    Release:(DONE)


    Download: (Waiting for administrator review MOD)

    [uep2]_18a_<Camping_time>_(RV_&_bus_station)


    STEAM:

    https://steamcommunity.com/sha…iledetails/?id=2370890717


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





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

    urban_expansion_package_II

    [uep2]_18a_<Camping_time> - ( RV_&_bus_station ) V1.0 -

    Available time: 1978.

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


    This MOD includes a camp& RV park (bus station)

    And two RVs (BUS+ASSET)

    (RVs appeared in 1978 and 2006)


    -----------




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

    I have always wanted to make an old-fashioned mountain railway from the 1980s in TPF2.

    The train climbs from the bottom of the mountain to the top of the mountain full of snow.:)

    So taking advantage of the New Year holiday, I laid out this route on a (1:5 Megalomaniac) map.

    The first part is now complete, record this video. lol


    VIDEO:

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


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


    This is an extension of the (UEP2)_006_<check_rail> MOD.

    Recently I will complete the release of the fire station series MOD, and then proceed with the subsequent expansion of this MOD.:)

    Contains three parts:

    cement sleeper check rail, wooden sleeper check rail, snow cover rail + snow cover check rail + snow pile.

    You can use them on any railway bridge;)




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