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


    Code


    It was yesterday that I saw that everyone was still discussing this topic. . So I suddenly had an idea at noon today, and then temporarily wrote a functional code for testing.

    At present, I can only say that the first test was indeed successful. . .

    There is still a lot of work to be done if it is to continue. . . For example, write SCRIPT and LUA, so that the turntable can automatically identify the locomotives on different tracks, and the functions and commands of the automatic rotation of the track on the turntable. After all, if many ideas are to be realized, It needs to be explored and tested slowly. .

    Code

    Being able to compete in semi-professional games is really cool. Understandable.:) For a player like me who is very rookie in playing FPS games, I can only play CS or Left 4 Dead 2 online with my colleagues during my lunch break.....50% chance of losing the game. .:S

    In addition, my reply did not say you, this is a misunderstanding. I'm referring to people who are addicted to online games and spend a lot of money in them.

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

    Emmmm.....Gentlemen. . .

    I may have broken the dimensional wall of TPF2. . . .8)




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    A functional test ~ Looks like it worked. lol

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    When your locomotive can adjust the cab direction on the turntable.This may really bring some changes to TPF2's railway transport. . .

    Let me think about what this functional module can do in TPF2. .

    PS: UG you owe me a bunch of medals. . 8)8)8)8)


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    I came up with this locomotive turntable solution 1 hour ago and did a preliminary code test. . At present, it seems that the locomotive can follow the track to rotate. . .

    The next step is to think about how to use this feature. . Give me some time to think about what to do.

    Emm, maybe I can try to modify my road-rail bridge MOD first. Make the train perfectly avoid the AI car still driving on the bridge. Maybe I have a solution for it.

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    test VIDEO:



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    It should be no problem to rotate any object around its center point, including tracks. But you had to turn track and locomotive at the same time and connect it to the outer tracks. I doubt if this is possible.


    Indeed, a working turntable would be a nice vanilla feature and would be more important than car exhausts etc.


    Regarding the railway turntable, the methods I have tried so far are really unable to achieve the locomotive rotating following the path. . . Right now I have another idea that I can try when I have some free time. .I always feel. . Making MODs for TPF2, don't always follow the official design rules and framework requirements. . Bold brain holes and wild ideas can often toss out better things.:)




    This would be very complex and so I understand why they haven't implemented it. You would need a fourth axis and so you had to re-write the complete code. And you had to find a solution for the transition areas between straights and superelevated curves. Very complex ... At least you can simulate different speed coefficients for superelevated and non-superelevated tracks as I do in some of my mods.


    Yes, with the current release time and game content of TPF2, it is very difficult to make major changes to the game framework. . If UG really modified the railway track parameters of the game. . In addition to the player's game save. . . I guess all railtrack/station mod authors will going crazy. . . .MOD code updated and modified, and the parameters are updated.. Republish.... This is also what UG try to avoid.:D

    Fully dynamic locomotive turntable. . . In fact, I actually tried it during my vacation on May 1. . . .

    Tracks/paths generated by TPF2's EDGE or NODE are automatically linked at adjacent interfaces. . . Likewise, all modules and commands of TPF2 can recognize/reference each other.

    I have tried directly calling a 50m railway path through the SCRIPT and CON files, and then giving it a code command to rotate. Turn every 1 minute. . My original design was that when the locomotive entered the train turntable, the train would follow the path and rotate. . .

    But unfortunately, the path parameters of TPF2 only have Boolean operation curves or straight lines between two points, and there is no rotation setting based on X, Y, and Z axes. . . . So this failed. .

    Like the player's other wishlist:

    Outer rail on a curved track is raised above inner rail.. This is also impossible to achieve through MOD in TPF2, unless the UG gives the game vehicle a rotation/tilt setting based on the Z axis and re-modifies the game's railway Orbital frame...

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    Charges for MOD plugins. . I think mod authors who need sponsorship just put a sponsorship link in the mod. . .

    Personally, I don't understand why some players spend a lot of money on virtual items, games are for relaxation and entertainment. . Buying genuine Games/DLC is an affirmation and support for developers. . . But a lot of money is spent on virtual items for the game. . Why? vanity?? The fact that krypton gold becomes stronger in the game does not mean that you are stronger in reality. .. Why don't you spend your money on a dinner party with friends/family, or get better brake pads/tires on your car. Buy better PC hardware or VR headset? ?

    I always feel that if you really like trains or any vehicle, why not spend money on 1:87/64/160 model of a train/car or make a small sandtable scene yourself. . .

    Aren't these more interesting than spending money to buy virtual items that you can only see but not touch? ?

    ?:/

    -------[UEP2] _014b_---- 2022.08.13 ------ DONE



    uep2]_14b_Offshore oil Rigs_(5-in-1)-------- DONE




    --------Note----------

    This MOD has a helipad, it is recommended to subscribe to the helicopter MOD to use together,

    otherwise you can only use ships to transport materials.

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    Helicopter MOD link:

    [uep2]_14a_Helicopter & Heliport_(8-in-1) V1.1

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




    Release:(DONE)






    ----

    Copyright declaration: original model works, without permission, no reprint and commercial sale!

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    Download:


    [uep2]_14b_Offshore oil Rigs_(5-in-1)


    STEAM:


    https://steamcommunity.com/sha…iledetails/?id=2848355110


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


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


    urban_expansion_package_II

    [uep2]_14b_Offshore oil Rigs_(5-in-1)

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

    Availability: 1960

    This mod will add an offshore oil rig to your game

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

    [ - I - ].-------Before loading the MOD.-----------

    (1). Make sure your TransportFever2 version is "2022 Spring-Update"!!

    (2). NOTE: DO NOT use any mods that directly replace the game's default roads/rails/parameters! !Such mods will cause other authors' mods to fail to work properly! ! !

    [ - II - ].-------Use this mod in new game or archive.-----------

    (1). Make sure you have subscribed to this mod and loaded it in the mod management list of TPF2.

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

    (3). You can find the mod in the "Industry/urban_expansion_project_package_II" option.

    (4). MOD provides landing pads for helicopters and docks for ships.

    (5). Through the MOD menu, you can set the mod to produce crude oil/oil/fuel.

    (6). Through the MOD menu, you can adjust the complexity of the mod's industry chain.

    [ - III - ].-------Feedback about the use of MOD.-----------

    (1). If you encounter any problems in using the mod, please report it to the author in time. and provide the stdout.txt file in the X:\xxxxx\STEAM\userdata\xxxxxxxx\1066780\local\crash_dump\ folder to the MOD author, so that the author can check and solve the MOD problem in time.

    (2). A warm reminder for newbies: Before using MOD, please be sure to read the author's MOD instructions carefully, and don't mindlessly subscribe! ! !Do not use mods that directly replace the game's default road/railway and any game's default parameter settings, which will cause your other mods to fail to work properly! ! !Please plan and subscribe to MOD reasonably, and load MOD in the order of SCRIPT, railway, road, station, and asset. .

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

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    Copyright declaration: original model works, without permission, no reprint and commercial sale!

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    MOD by:HugeDragonYK HAVE FUN. 2022.08.13 v1.1


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    Did you use the "all available from 1850" mod?

    The tga missing error you are encountering is the rail/bridge modules used in two of my mods, they are hidden. Not used for in-game track/bridge laying. The available time of the module is 1800 and the end time is 1800 too. Regular players can't see it. . .

    Of course, if you open the "all available from 1850" MOD.... this module will not be closed, the game will prompt that the icon cannot be found. They have no practical use in the game.

    This needs to wait for the next mod update. .

    I need to take the time to add the PATH automatic connection function of pedestrian paths to this mod, so that you can place a MINI helipad at any height, and also allow AI citizens to reach the helipad through the generated path, these functions still in testing.

    Now you can't put the MINI helipad at any height for the time being, because when you place them on the roof, the path will be disconnected, and the AI citizens will not be able to reach the helipad.

    @Remi Gio @DH-106


    A temporary loading test of the ground frame.

    Seriously, in the TPF2 game, an airship take-off and landing site is restored in a 1:1 ratio. . . It's really not realistic. . . Starting next weekend, I'm going to use my spare time on the weekend to make the airship take-off and landing site. The entire progress can be communicated at any time.


    This is a ground-scope frame for an airship landing pad that I temporarily loaded in the game.

    This take-off and landing site can dock 5 airships at the same time, and can take off and land at the same time. At the same time, the airship station contains two depots, 1 road station, and 1 subway station. . . . But the 1:1 ratio is really too huge in TPF2 games.:D


    =


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

    MOD making postscript:


    The idea to make a helicopter for the TPF2 was originally conceived in early 2021. . . I didn't have much confidence at the time. . Or whether I will finally be able to complete this mod. . Because for TPF2 this game. . There are no system and function settings suitable for helicopter flight in the framework of the game. . So, after the idea was born, I decided to give it a try. .

    Making of this mod is a big exploration of TPF2 game features and frameworks. . Because, I don't have any additional information to refer to when making this mod. Everything needs to be made from scratch using the game's framework. . I don't know what the final result will be. . . Countless failures, countless restarts. . Although it takes a long time. . I did give up a few times in between. . . But in the end, I was lucky enough to finish this mod. . The conclusion that the TPF2 cannot have a helicopter is broken. laugh. .

    Of course, this MOD still has some details that need to be improved and optimized. For example, when the helicopter lands vertically on some helipads, due to the switching of the take-off and landing mode, the helicopter body will slightly sway from side to side. . I will gradually solve these problems in the future.

    Hope this mod will bring you a whole new transportation experience in TPF2 game. happy game~:):):)


    HugeDragonYK

    2022/08/05

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    -------(UEP_214)---- 2022.08.05 ------ DONE



    [uep2]_14a_Helicopter & Heliport_(8-in-1) V1.1 -------- DONE



    Release:(DONE)



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

    Author's Foreword:

    Yes, that's right, this MOD is coming. .:)

    This is one of the longest time-consuming MODs in the UEP2 series of works. It took more than a year to go through countless code attempts,

    functional tests, discarding the original idea, and start all over again, and try code and function tests again. Countless cycles. . .

    Finally, TPF2 has a helicopter system. .~~lol. . .


    UG. You should treat me toblerone and swiss rolls. . . .8)

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





    ----

    Copyright declaration: original model works, without permission, no reprint and commercial sale!

    ------


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

    Before subscribing to use this MOD, please read the following MOD instructions carefully! ! !

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


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

    urban_expansion_package_II

    [uep2]_14a_Helicopter & Heliport_(8-in-1) V1.1

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

    Availability: 1950

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

    Author's Foreword:

    Yes, that's right, this MOD is coming. .

    This is one of the longest time-consuming MODs in the UEP2 series of works. It took more than a year to go through countless code attempts, functional tests, discarding the original idea, and start all over again, and try code and function tests again. Countless cycles. . . Finally, TPF2 has a helicopter system. .~~lol. . .

    UG. You should treat me toblerone and swiss rolls. . laugh. . .

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

    [ - I - ].-------Before loading the MOD.-----------

    (1). Make sure your TransportFever2 version is "2022 Spring-Update"!!

    (2). NOTE: DO NOT use any mods that directly replace the game's default roads/rails/parameters! !Such mods will cause other authors' mods to fail to work properly! ! !

    [ - II - ].-------Use this mod in new game or archive.-----------

    (1). Make sure you have subscribed to this mod and loaded it in the mod management list of TPF2.

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

    (3). You can find the mod's 5 heliports in the "Aviation/urban_expansion_project_package_II" option. (3 passenger airport+ 2 freight airport)

    (4). You can find the helicargo airport with industrial function in the "Industry/urban_expansion_project_package_II" option. (1 freight airport + custom industry chain)

    (5). You can buy and use helicopters in any heliport. (helicopter can only be used for helipads, not any other airports!! )

    (6). The helicopter adopts a mixed transport mode, which will automatically switch between passenger and cargo according to the items carried.

    (7). The MOD mixes modules such as aviation, roads, and railways. When the player sets the running path of the vehicle, TPF2 may set the wrong platform for the vehicle. The player only needs to manually adjust the platform number.

    [ - III - ].-------Feedback about the use of MOD.-----------

    (1). If you encounter any problems in using the mod, please report it to the author in time. and provide the stdout.txt file in the X:\xxxxx\STEAM\userdata\xxxxxxxx\1066780\local\crash_dump\ folder to the MOD author, so that the author can check and solve the MOD problem in time.

    (2). A warm reminder for newbies: Before using MOD, please be sure to read the author's MOD instructions carefully, and don't mindlessly subscribe! ! !Do not use mods that directly replace the game's default road/railway and any game's default parameter settings, which will cause your other mods to fail to work properly! ! !Please plan and subscribe to MOD reasonably, and load MOD in the order of SCRIPT, railway, road, station, and asset. .

    (3). All my mods! ! Never charged! ! My mods are only published on STEAM workshops and Transportfever.net forums. Please subscribe and use my MOD in the above two places. Do not download my mods from any other sites or buy my mods from any individual to avoid being scammed! ! ! !

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



    Download:


    [uep2]_14a_Helicopter & Heliport_(8-in-1) V1.1


    STEAM:


    https://steamcommunity.com/sha…iledetails/?id=2844909226


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



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

    -------------2022/08/04---------------------


    Endlich.. . . . Habe diesen Mod fertig gestellt und veröffentlicht, bevor ich von der Arbeit komme. . . .:D

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

    Dieser Mod fügt Ihrem Spiel drei ER20-Diesellokomotiven mit einzigartiger Karosseriebemalung hinzu.

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

    1. "Österreich" ER-20 001 - (2019 "Erster Zug von China nach Österreich/Chengdu-Wien".)

    2. "Deutschland-München" ER-20 013 - ("Bodo Lokomotive")

    3. "Hong Kong KCR" ER-20 8002 - (Hong Kong "Kowloon-Canton Railway". Diese Lokomotive verwendet automatische Kupplungen.)

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

    Modellautor: Agentbob

    Modelltextur und Modifikation: HugeDragonYK

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

    04.08.2022 Viel Spaß~~

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


    Today is the Chinese Qixi Festival. (similar to Valentine's Day). . I went to dinner and shopping with my wife first. .

    (Now, it's time to test my mobile bank account balance and the physical exertion of walking while shopping...):saint::saint::saint::saint:



    Release:(DONE)




    ----

    Copyright declaration: original model works, without permission, no reprint and commercial sale!

    ------



    Download:


    ER20_Erweiterungspaket


    STEAM:


    https://steamcommunity.com/sha…iledetails/?id=2844526883


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

    If you have downloaded and used the MOD I have released: [uep2]_20b_<Zoomlion_Concrete_pump_truck>, the entire movement process of the concrete filling boom is actually a set of animation files with parent and child objects set in 3DSMAX. You can also think of it as a limb animation with multiple joints.

    That's why I made the characters in the MOD as static scene models. Because it takes too much time and effort to debug the animation of each joint and assign different animation commands. After all, we don't have all kinds of special software and tools that UG uses for TPF2 development. . .:S

    Yes, by using FBX format files with skeletal animation. We can convert it into TPF2 game.

    The software used by UG for various models and animations of TPF2 games is modo, and I generally use 3DSMAX and MAYA. . Of course, their modeling principles are basically the same.

    But for me, 3D modeling doesn't take much time. What really takes time is the preliminary framework planning and design of MOD, as well as the writing and debugging of various functional codes. This content takes up 2/3 of the mod production time..

    If you open a character/animal MDL file that comes with the game, you can see the use of ANI animations for each joint in the file. The combination is a continuous skeleton. .

    After I import the FBX file with animations into TPF2, I also need to check all the ANI animation files converted into the game. And re-set each ANI animation with the animation commands "walk" "idle" "forever" "sitting" that TPF2 can understand...

    Assuming that there are a total of 300 skeleton ANI animations from lod0-lod3, even if I use the batch modification and replacement of the VSC software, it takes a lot of time to debug and manually solve the possible errors of the ANI. Because the animation composed of the whole skeleton is too huge. .

    For the time-consuming and efficient consideration of MOD making, in addition to some running animations of machinery and equipment, I will adjust the bones and joints of the character model in the 3D modeling software to give them a fixed pose. This way the character will remain in a still pose. But it will save subsequent code debugging time.

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

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

    Thanks to the MOD author Agentbob of ER20 for authorization, I started repainting the ER20 locomotive texture in this weekend.:)

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

    In this mod, we reproduce the ER20 locomotive livery of "FIRST BLOCK TRAIN FROM CHINA TO AUSTRIA / CHENGDU-VIENNA" in 2016.

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    The China-Germany (Zhengzhou-Hamburg) / China-Austria (Xi'an-Vienna) locomotive textures is also in making.

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    A perfect Chinese-European MOD author collaboration. :P:)




       




       



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    video:


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    Thanks for the support.;)


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    0:51-0:53 :

    Stellwerk Frankow ( Schönbau / Assets )

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    1:45:

    The bridge MOD should be in the STEAM workshop. You need to look in the "Bridges" tab.

    Sorry, I currently have too many mods in use and testing. . The number of mods for this map is 1037. . . So I may not really remember the bridge MOD name. . .

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    21:07:

    China Railway CRH6A type 200km/h intercity EMU

    STEAM: https://steamcommunity.com/sha…iledetails/?id=2304984824

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    The tunnel model for the inner wall of the stone is the model I made for UEP2-06A - "New railtrack" MOD. Will be published in the future with snow MOD.

    In the second half of the video, you should see the concrete subgrades on both sides of the rails. These are newly made 3D models.

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

    4:35:

    Is no collision MOD.

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    PS:

    In addition, there is some video of CRH6A Intercity EMU, from BILIBILI.com.

    Many Chinese railway drivers and photographers will post videos here, but they are limited by the speed of the submarine cable. . . Internet access between Europe and China may be slow during peak periods. . . .

    ------

    CRH6A EMU start

    https://www.bilibili.com/video…a3de9433043d44eeceda94fec

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    CRH6A EMU surpasses the same direction EMU

    https://www.bilibili.com/video…a3de9433043d44eeceda94fec

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    CRH6A EMU is about to enter Zhengzhou East Railway Station, which is also one of the high-speed rail stations in the city where I live. Video car is CRH380A.

    https://www.bilibili.com/video…a3de9433043d44eeceda94fec

    -------

    CRH and CR400AF .....Emmm.......They are always racing:D. . .

    https://www.bilibili.com/video…a3de9433043d44eeceda94fec

    -------


    PS: You can translate Chinese to German using online translation software like Google.


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    So, Have fun~;)


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

    Actually. . . If you ask me to say what to expect from the future of this game. . .:/

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


    I prepared this, and I think it is not what I am looking forward to alone. .

    Everything I want to say is in this picture. :P


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





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




    UG is likely to send killers to find me. . . .:D:D:D:D:D:D:D:D:D




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    Railway in the Mountains (final chapter)

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    A mountains railway built in 1958 is undergoing modernization.

    Drive a freight locomotive and experience the difficult journey of electrifying mountain railways in the 1958s on this route.;)

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