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


    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...)

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    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.


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    Mi 8 helicopter flight demonstration


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    Mi 8 Helicopter Cargo Transport Demonstration


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    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




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    A preview of some new features:


    Helicopter and truck transport.

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    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. .


         



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    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.;)



         



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

    ---------2022.07.10------------


    Your friend, MI-8 is ready to arrive~8)


    Continue to do final pre-release tuning and content expansion for the UEP2 - Helicopter/Heliport MOD.


    MI-8 helicopter module debugging is completed.


    Guess what the next helicopter will be?:saint:


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    --------------2022.07.08---------------------


    OK, guys. End of business trip. .

    I am back. .


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

    Nachfolgend die erste Reihe von UEP2-MOD-Updates, die veröffentlicht wurden.

    Below, the first batch of UEP2-MOD updates that have been released.

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    1. [uep2]_14c_Seaplane_and_Pier_(4-in-1) v1.2

    =================================================

    LINK:

    [uep2]_14c_Seaplane_and_Pier_(4_in_1) v1.2

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    V1.2 Update: 2022.07.08 -

    Some modules have been optimized, and the DHC-6 aircraft driver's perspective and passenger's perspective have been added. Adjusted the effect of exhaust from seaplane engines.


    =================================================

    2. [uep2]_040a_Food processing plant_(5_in_1) v1.2

    =================================================

    LINK:

    [uep2]_040a_<Food processing plant_(5_in_1)>

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    V1.2 Update: 2022.07.08 -

    1. Optimized some modules.

    2. Modified the storage capacity of the warehouse, on average each station can store 1174 units of products.

    3. Fixed the problem that the depot could not purchase vehicles when the industry was upgraded.

    4. Click the mouse on the UEP2 industrial building corresponding to the game, open the MOD menu, and click any option to complete the MOD update in the game.

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


    =================================================

    3. [uep2]_040b_Chemical plant_(5_in_1) v1.2

    =================================================

    LINK:

    [uep2]_040b_<Chemical plant>_(5_in_1)

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

    V1.2 Update: 2022.07.08 -

    1. Optimized some modules.

    2. Modified the storage capacity of the warehouse, on average each station can store 1174 units of products.

    3. Fixed the problem that the depot could not purchase vehicles when the industry was upgraded.

    4. Click the mouse on the UEP2 industrial building corresponding to the game, open the MOD menu, and click any option to complete the MOD update in the game.

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


    =================================================

    4. [uep2]_040c_Tools_factory_(5_in_1) v1.2

    =================================================

    LINK:

    [uep2]_040c_<Tools_factory_(5_in_1)>

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    Update V1.2: 2022.07.08 -

    1. Optimized some modules. Fixed an issue where truck assets were misplaced.

    2. Modified the storage capacity of the warehouse, and each platform can store 794-846 units of products on average.

    3. When the industry level is automatically upgraded, the depot can purchase vehicles normally, this problem has been fixed.

    4. Click the mouse on the UEP2 industrial building corresponding to the game, open the MOD menu, and click any option to complete the MOD update in the game.

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


    [uep2]_07b_<Locomotive_Depot_Series>_(Rail_Depot)>

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    At present, I haven't found the problem you reported after testing.

    The situation you encountered should be an error caused by the game not automatically deleting the texture cache in the shader_cache folder after the TPF2 update.

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

    You only need to manually open the folder path X:\xxxxxxx\STEAM\userdata\your user ID number\1066780\local\shader_cache, and then manually delete all the game texture caches in it to solve the problem.

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    This solution also applies to all mods that have a similar situation after the TPF2 game update, such as NEP2 and so on.:)

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    Dear friends.

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    I have been on a business trip for the past month. So UEP2 - MOD making has not been updated content. .

    Because of the hotel's internet speed issues, I sometimes cannot log into DISCORD or TPF forums and reply to messages normally.

    If you have any questions, please message me first. I will reply at the end of the month when I return.

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

    Recently, I will use the free time when I go back to the hotel at night to continue to optimize and upgrade the functions of the released UEP2 series MOD with my laptop. .

    Helicopter/heliport mod and airship/hot air balloon/airship station mod will be released when I get back from a business trip.;)

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

    Have a nice weekend everyone~ 2022.6.18

    The hotel's public network is too slow. . . I finally opened the forum page. . . . .:S


    You use the [More Industry Levels] mod.

    My UEP2-Industry Integration series mod already comes with a yield adjustment option, so this mod conflicts with my UEP2-Industry Integration mod. I have written the precautions in the mod description.

    Before subscribing a MOD, please read the MOD description carefully to understand the functions and precautions of the MOD. Then subscribe and use the mod.

    In fact, the main thing is the shipping cost. . . If I buy a mug. . Use the China-Europe train or choose sea transportation. . . Estimated shipping is 5 times more expensive than cups. . Then when I received the cup. . Probably because of a bump in transit. . The cup has been broken. . :D

    After the global epidemic is over, my wife and I will start the self-driving trip to Europe that we have planned for a long time. I plan to visit the train sand table museum in Hamburg, Germany and photograph the BR193 locomotive. If there is enough time, I can go directly to his shop. .;)

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


    For cups, I prefer the third one. The chimney of the steam locomotive is right at the mouth of the cup. If you have a cup of hot coffee in winter.

    Water vapor floated out from the mouth of the cup, matching the steam locomotive on the cup. . It's a good feeling~~.:)


    Unfortunately. . I am in China and there is no way to order this mug through the forum. . Shopping and delivery in the Forum Store area is limited to Europe. . . . .:|

    In addition, on Taobao and Alibaba in China, there are really many U disks in the shape of trains and cars, oh, there are also signature pens. . . You can also directly customize the look you like. I select some pictures for your reference..:)


         


            


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

    -------[UEP2] _14C_---- 2022.05.13 ------ DONE



    [uep2]_14c_Seaplane_and_Pier_(4-in-1) -------- DONE



    Release:(DONE






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

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    Download:


    [uep2]_14c_Seaplane_and_Pier_(4_in_1)


    STEAM:


    https://steamcommunity.com/sha…iledetails/?id=2807455026


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

    urban_expansion_package_II

    [uep2]_14c_Seaplane_and_Pier_(4-in-1)

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

    Availability: 1965

    Time to fill in the missing content of TPF2~

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

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

    (2). This mod will add a seaplane system to your game. In the mod you can find the DHC-6_"Twin Otter"_ seaplane, as well as the matching dock.

    (3). 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). You can find this mod in the "Water/urban_expansion_project_package_II" option. (1x Passenger Harbor and 1x Cargo Harbor)

    (3). DHC-6_"Twin Otter"_ seaplanes can take off and land on the water and ordinary airports.

    (4). The dock has 2 ship berths and 1 seaplane berth, and you can adjust the corresponding settings through the mod's menu.

    (5). Note: MOD adopts modular function integration, when the player sets the berth of the ship/seaplane, the game may automatically set the wrong berth due to wrong judgment. You just need to manually adjust the berth number to get back to normal. (Numbers 1 and 2 are boat berths, and number 3 is the seaplane berth.)

    (6). Menu function 1: Adjust the size of the dock berth to accommodate small/large boats or seaplanes.

    (7). Menu function 2: Turn on or off the lighting facilities of the dock.

    (8). Menu function 3: Turn on or off the colored flag of the dock.

    [ - 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. .

    [ - IV - ].-------If you want to make new seaplanes.-----------

    (1). For other modders, if you're going to make a new seaplane mod to fit this seaplane dock, the seaplane making is the same way as making a normal aircraft for TPF2, without any additional feature requirements or restrictions. Looking forward to more interesting seaplanes appearing in the game.

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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. 2022.05.13 v1.1

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    --About <urban expansion project package II> series [WIP] , please see the TPF website forum.

    https://www.transportfever.net…?postID=277982#post277982

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