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


    If you need to customize a new bridge, you need to create a res/config/bridge folder in your MOD directory, then create a new bridge LUA file, rewrite the code, let it load the new bridge pier model, and set the bridge pier spacing.

    Then, reference your bridge LUA file with edgeType = "BRIDGE", edgeTypeName = "your bridge name.lua",

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

    Remember, be sure to create new LUA files for your tracks, tunnels, and bridges! !

    Don't directly let MOD override the default LUA settings of the game. . This will cause the works of other MOD authors unable to run normally, and it is also a MOD making behavior that UG officially does not recommend!

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

    -------[UEP2] _00i_---- 2022.07.24 ------ DONE



    [uep2]_00i_PJ165_and_Railway_Construction_site_(7-in-1)-------- DONE



    Release:(DONE)







    ----

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

    ------



    Download:


    [uep2]_00i_Railway_Construction_site_(7-in-1)


    STEAM:


    https://steamcommunity.com/sha…iledetails/?id=2839657965


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


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

    urban_expansion_package_II

    [uep2]_00i_PJ165_and_Railway_Construction_site_(7-in-1)

    MOD available time: 1990

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

    Before using the mod, please read the instructions carefully:

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

    Gentlemen, it's time to start the railway construction~

    This mod will provide your game with 3 railway construction sites, and Multiple PJ165-type Girder erecting machine.

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

    (Industry + PJ165 Girder erecting machine + Road Depot + Railway Depot + Road Station + Railway Station + ASSET)(7 - in - 1)

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

    1. You need to load the "sand box" MOD that comes with the game to enable the "Industry" button.

    2. In the "Industry/urban_expansion_project_package_II" option, you can find 3 railway construction sites - (Industry + Station + Depot).

    3. In the "Train/DMU" option you can find all cars of the PJ165 Girder erecting machine - (passenger/freight mix).

    4. In the "Assets/urban_expansion_project_package_II" option, you can find the bridge pier assets.

    5. Before you place the railway construction site on the game map, please check the MOD's menu carefully to learn about the menu functions.

    6. Note, please do not use any mods that modify the default road/railway/parameters of the game, they will cause the mods of other authors to fail to work properly, which is also an officially not recommended MOD making behavior! !

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

    About PJ165-Type Girder erecting machine:

    PJ165-Type Girder erecting machine is used to erect T-shaped concrete bridge of various girder spans less than 32m (200km/h),or lay 25m long railway track (20t). It is comprised of one main working machine, one auxiliary machine and two reverse gantry frames. It adopts hydraulic motor drive, and the reverse gantry is equipped with generator.

    ----


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

    ------

    MOD by:HugeDragonYK HAVE FUN. 2022.07.24 v1.1

    ------

    --------------2022/07/23-------


    railway construction site

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

    This is the UEP2-MOD that I made while on a business trip last month, and I finished testing it this weekend. Release tomorrow.

    The mod contains PJ165-girder erecting machine.

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

    Industry + PJ165 train + rail/road station + rail/road depot + asset

    (7 in 1)

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

    You need to use rail/road vehicles to transport resources to the railroad construction site. Get ready to plan your project logistics~

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

    PJ165-Type Girder erecting machine is used to erect T-shaped concrete bridge of various girder spans less than 32m (200km/h),or lay 25m long railway track (20t).

    It is comprised of one main working machine, one auxiliary machine and two reverse gantry frames.

    It adopts hydraulic motor drive, and the reverse gantry is equipped with generator.

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


       



       



       


       


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


    I checked your mod, there are quite a few errors in your CON file code.


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

    1. The code that you define in the CON file to define the tram track is incorrect, you only set the electrification option of the tram track, but you did not assign this command to the road mod. . At the same time you have set the electrification option twice, which is an invalid setting.

    2. In addition, each paragraph should start with "{" and end with "},". You have 2 paragraphs both forgot "}," as the end. .

    3. There are several ways to refer to the MDL file, but it is not correct to set it according to your CON file. I've edited it for you in the normal format.

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


    Here is the CON file I rewrote for you, having fixed all errors and rewrote the menus and commands for the tram tracks.

    You can compare against your own original CON file.



    ZIP file download:

    pl_haltestelle_01_station.zip


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


    screenshot:




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

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

    Rail Travel in 1980

    VIDEO

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

    -----------------------------------
    Vehicle: SS1-065 (1965 - 1982)
    Train number: 59001 (downward)
    Speed limit: 80km/h
    Type of transport: Empty car turn back to marshalling yard.
    ----------------------------------


    Externer Inhalt youtu.be
    Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
    Durch die Aktivierung der externen Inhalte erklären Sie sich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt.


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

    -------------------2022.07/16--------------


    Debugging now~ Offshore Oil Rig (uep2-12b)


    Mod Expansion Preview for UEP2-12a Helicopter/Heliport MOD


    Industry + Helicopter + Dock + Shipyard


    Get ready to start your new Transport fun. . .8)


         



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



    A video of the mod running test.


    So, happy weekend~:)



    Externer Inhalt youtu.be
    Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
    Durch die Aktivierung der externen Inhalte erklären Sie sich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt.



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

    Ah, I just got home from get off work. . . The 6 hour time difference between Asia and Europe is indeed a troublesome situation that affects communication. . I saw that post. . (Based on my poor German, I'll reply in English...)

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

    To be precise, for the flying vehicle, I don't need too many changes. . What I redid in TPF2 is the part based on the airport framework. This is to ensure the maximum compatibility of the mod with the works of other authors. (In addition, I am not a professional programmer, everything is just a personal hobby. The following content is mainly my own experience and experience of making MOD, which may be very unprofessional.)

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

    For TPF2, UG has made a lot of adjustments and optimizations when developing games. Compared with the TF / TPF-1 era, UG has simplified and modularized all kinds of Lua, API, SCRIPT, and module calls. . These TPF2 era designs have indeed brought convenience to MOD production, especially for MOD authors, which simplifies the complexity of MOD production, which is very good. .

    However, the modularized bring convenience to MOD making, but also cause trouble to the scalability of MOD. This is what I feel deeply. . . Why do I say this? Let me give an example. Taking the TPF2 industry as an example, many authors should also be considering the integration of various industries, such as the integration of bus stations/train stations with the industry. Add more functions and modules. . . But if you write the mod exactly according to the TPF2 code format, you will find that this will not be successful. You can't put various modules together. They are equal, but cannot coexist. . You can't use the IF command either. . The original design purpose of UG should be better MOD writing and running efficiency. . But it does bring constraints to the expansion ability of MOD, there are pros and cons. . . .(This is the most intuitive feeling I currently feel when making mods, there may be mistakes. Yoshi )

    Therefore, if you want to expand the MOD function in TPF2 and integrate your own ideas and creativity into MOD, please throw away the MOD writing ideas in TPF2 format first. This convenient design will limit you to the framework. .

    When making helicopter and seaplane mods, I have also experienced many attempts and failures. If I make MODs according to the fixed format of TPF2, it is estimated that I am still in the process of solving various module conflicts or module function failures. . . . . For the airport processing, the first thing I have to do is to discard some module calls and some parameter commands. The consequence of this is that the passenger/cargo modules cannot coexist. But it also unlocks my limitations when making mods. Why do I have to write various local slots XXXX parameter commands? Why do I have to write a command to load XXXXmodules? ? Is initialModules XXXX really what I have to use for MOD? ? ? And in order to accommodate the previous bunch of commands and parameter definitions, I have to set up various parameters of the airport runway. . . What will these codes do for the mod I'm making now? ? ? ? so. . . All I have to do is. . Throw away these modules and code! ! ! Now, I call the shots at my airport.

    All commands, modules, and functions of TPF2 are actually similar or even common, and modularity means that you can discard one or more of them separately, and then load new content. . Abandon the unnecessary codes and commands in the MOD, simplify everything to meet the needs of your MOD production, and then carry out targeted function writing and optimization and loading of various additional modules on this basis. .

    All settings of TPF2 are actually universal, and the problem of TPF2 is the coexistence and conflict of various modules after modularization. . In TPF2, a type=XX may change the definition and properties of a model. . So, if the parameters of a bus stop are changed, can it also stop the plane?

    Never, never, never rigidly follow the fixed format of TPF2 to make your mods, you can enjoy the convenience brought by modularization and code simplification, but it may also limit your play. And what you have to do is to jump out of the fixed ideas that may arise when making TPF2-MOD.

    Brain holes, creativity, and flexibility are the basis for ensuring that you make interesting mods.

    Wenn du DH-106 erklärst, wie du es hinbekommen hast, das du TPF-Luftfahrzeuge zum senkrechten Starten bringst, kann sie (oder er?) mit den Zeppelinen weitermachen/anfangen.

    DH-106 Auf welches Problem sind Sie gestoßen?

    Außerdem arbeitet Remi Gio an einem Luftschiff-Mod.

    Derzeit modelliere ich eine Luftschiffstation. Sollte mit den Luftschiff-Mods aller anderen Mod-Autoren kompatibel sein. Es ist keine spezielle Modifikation erforderlich.

    WOW! Das ist wirklich großes Kino. Wahnsinns Arbeit von dir. Respekt und danke dafür.


    Jetzt könnte man auch Bergstationen oder Bohrinseln mit einem Heli versorgen. :-)


    Offshore-Ölplattformen haben bereits mit der Herstellung begonnen. Spieler können Hubschrauber oder Schiffe verwenden, um Rohöl zu transportieren.:)

    Die Spieler können den Schwierigkeitsgrad selbst bestimmen, nachdem sie den Schwierigkeitsgrad erhöht haben, müssen die Spieler Hubschrauber/Schiffe einsetzen, um Maschinen, Werkzeuge und Lebensmittel für die Offshore-Bohrinsel zu transportieren. Um die reibungslose Förderung von Rohöl von Offshore-Bohrinseln zu gewährleisten.


    I will continue to take the time to modify the mod tonight. In addition to adding fakebogie, maybe I can make an FBX with animation for the basket and sling to swing back and forth.

    At present, there is another problem I want to try to solve, which is the effect of the fuselage tilting forward when the helicopter takes off and accelerates to climb. . .



    I haven't figured out how to implement this in TPF2 game yet. . After this problem is solved, I think I can make a V-22 "Osprey" transport helicopter.


    PS: Also, I sent you a forum private message with a ZIP file.;)



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

    ----------- VIDEO X 3 ---------------



    Helicopter and Heliport MOD Operation Demonstration Video


    This video is the final demonstration video of how the mod operates after the (UEP_214)_Helicopter_&_Heliport mod is released.

    At present, the entire MOD has entered the final stage, and some new helicopters are being made for the MOD.


    Externer Inhalt youtu.be
    Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
    Durch die Aktivierung der externen Inhalte erklären Sie sich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt.



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



    Mi 8 helicopter flight demonstration


    Externer Inhalt youtu.be
    Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
    Durch die Aktivierung der externen Inhalte erklären Sie sich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt.


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



    Mi 8 Helicopter Cargo Transport Demonstration


    Externer Inhalt youtu.be
    Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
    Durch die Aktivierung der externen Inhalte erklären Sie sich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt.


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


    The MINI tarmac test completed during the lunch break. 6X6 meters. . . This is the new progress of the current mod. .

    You can place helipad anywhere on the map. . . . It is compact, 6X6 meters, does not occupy a lot of space, takes off and lands vertically, will not block traffic, and its speed is between that of a truck and a high-speed train. . It is a new way of transportation for TPF2.

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

    In fact, after completing this test at noon today. . . I suddenly felt. . In fact, I only need to provide the players with these two 6X6 meters small helipads....no need to make other buildings at all. . . .:saint:


       


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


    MINI Helipad GIF Demo




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



    Helicopter Landing Demo GIF




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

    A preview of some new features:


    Helicopter and truck transport.

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

    Based on newly crafted helicopter + factory integrated 4-in-1 modules.

    After the release of the mod, players can directly transport supplies needed by the city from this factory warehouse by helicopter.

    The top of the warehouse is used to park helicopters for loading/unloading cargo.

    The warehouse has 5 truck cargo terminals at the bottom for road cargo transportation.

    When the truck approaches the warehouse, the warehouse door will automatically sense and open, and the truck will drive directly into the warehouse to load/unload goods.

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

    The test based on the helicopter's take-off and landing function was successful (after more than 1 year of trials and various code debugging.. finally succeeded... I'm going to UG to find Yoshi to treat me to a meal. Laugh.^^..).


    Now. . You can place small warehouses with helipads and industrial production chains anywhere in your city. The warehouse is not large, so it does not take up valuable urban land. Convenient and rational planning of your city.

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

    Next, I'll make a separate helipad, 5m x 5m, based on the magnet link code used by @enzojz's sidewalk/subway station. Players can place it on top of any building, and through the PATH automatic adsorption function, the helipad will form a link with the ground road. . .

    This is also the last thing I have to done in the UEP2-heliport module section.

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




    Helicopter combined with truck transport. .


         



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



    Through the MOD menu, you can freely set the industrial chain of the warehouse. . The industrial chain of the warehouse can also closed. Use it as a cargo transfer station.

    Compatible with the multi-terminal settings of the latest version of TPF2. Better plan your logistics and transportation.;)



         



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