Time progression 4x slower does the trick!
Beiträge von Cash on Wheels
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Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.
Das Team der Transport-Fever Community
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st try to learn about the rendering order of materials. With the wrong order the body for example is rendered after the interior and "overrides" it. The result is an invisible interior
That worked! The H12 hopper uses "DISCRETE" open loads instead of "LEVEL" like other hoppers. So to lower the 'full' amount of limestone & iron ore I had to study the .mdl file & make some cuts. It all came out pretty Darkmo!
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Is new industry 2.54 / 2.55 stable at all if you download it from Yandex? Even with all of the the mail packs it always crashes. On mine, the game will load 100% the screen will go dark, and then audio jumps & it crashes if I have the 2.55 version loaded.
I managed to get 2.55 version's Aluminum mill & bauxite mine working in 2.4.2 but every time zoom in on the Alum mill the game will crash.
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Here's an example of me fooling with the mesh & is not going very hot ......
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The errors seem to come at random. Sometimes when using Firefox or Crome I want to get "internal error" when trying to upload a map. I'll comeback the next day and everything works fine. Then sometimes the "export heightmap" button fails to do anything. These are constant bugs, but just random. Unless there is a daily limit to the amount of maps you can export! I do not want to play a map unless it is perfect !!!!
I was having these problems when the to posters above posted!
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Yes, they can.
As in the limit is 5 or you can have 6 or 7 cargo in an industrial town building? I worded my last post wrong, sorry.
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Is there a way disable industries from downgrading by themselves? Or make it where it takes much longer for that to happen. Unsupplied industries will downgrade after ~20 months. I have a plan to set production values of buildings to 100-->200-->400-->800-->5000? maybe more or less.
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Not all mods wants to use the "new industry" cargo. The "FMC 50 'boxcar" wants to use new cargo without hacking. The 60 'High cube Boxcar will not accept the new cargo without hacking.
Here's the mesh problem in photos:
The train in the above screenshot is carrying limestone. The empty wagons are the "H12 open hopper" unhacked it will not carry limestone.
This train is fully loaded with Limestone, the "empty" H12 hoppers have been hacked (hex) to carry limestone but there is no defined mesh for limestone for this model. The loaded H12 hoppers are visually "empty." . ̶I̶ ̶c̶a̶n̶'̶t̶ ̶e̶v̶e̶n̶ ̶f̶i̶n̶d̶ ̶t̶h̶e̶ ̶m̶e̶s̶h̶ ̶f̶o̶r̶ ̶l̶i̶m̶e̶s̶t̶o̶n̶e̶ ̶i̶n̶ ̶t̶h̶e̶ ̶f̶i̶l̶e̶s̶!̶
(update! mar-17-2018) It can render limestone!
To remove "new industry" cargo from vanilla wagons you need to modify a file to "new Industry" in the scripts folder. I thought it was weird when MaikC's centerbeam flats came with "cars" & "Com_Auto" as a load option! Imagine that! Now I know why!
So yes you can easily change boxcars, tank cars, and covered hoppers. Not much time required. Hacking buildings can take a while.
I got all my answers by post # 3!
@ 'Vitaro
Do the city industry and commercial buildings accept only 5 cargo max? I tried 6 & the game crashed.
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For cars/wagons without visuell loads its is easy. Just open the mdl of the HC copy a complete line
For example :
{ type = "LIVESTOCK", capacity = 72 },
to the bottom auf the capacities section and replace livestock with paper/cotton etc.For my centerbeam you can use the same lines, but no cargo will be visible, because i have not defined any Mesh for that.
That was easy! Now i can use Vitaro's mods to my liking! And I've redone a few buildings to my liking! That was work!
There is no Livestock car for modern use. That's because North American railroads no longer transport alive Livestock anymore. So I used the Auto Carrier for livestock. There are no cars yet (maybe 2.5?) so put the Auto carrier to good use!
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Hello I'm new to the website.
One Question, when using vitaro's 2.4.2 Industry Mod I noticed it change the boxcar to carry these new goods "paper" "cotton" "clothes" were available for the vanilla boxcar but not for sd70m's High cube boxcar 60'. Also maikC's 72' -89' centerbeam flatcar comes with the cargos "cars" & "commerical auto"
Is it an easy fix to hex edit the waggons to carry the new modded cargos?