Beiträge von Nicolas

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


    I'm having a problem on the current public beta (Steam) when there's too many vehicles emitting sounds around me. At one point the audio begins to stutter and it gets worse with the more sounds the game tries to play at once. I have an American-themed save with 1 km long trains and this gets evident when I'm near the middle of those trains, or much worse when two of them cross each other or one goes through tight curves (and make squeal noises). I haven't played in this save in a long while but I remember at one point there was no issue with the sounds in these long trains. The map is also experimental sized which I guess must not help.

    Love to see the progress on this. I've been a fan of the Mafia series since 2010. I prefer the remake (sorry) because although I do agree the original has a bit more soul to it, it's simply too outdated for modern gaming standards. It already felt outdated to me in 2010 compared to Mafia II. Although it's a shame the trains and trams cannot be ridden in the remake without PC mods. I noticed your map is based on the remake, which is good IMHO. The elevated train connecting to the train terminal makes more sense than in the original ending half way between Little Italy and Works Quarter.

    I've checked the transfer_log.lua file of the conversion, the boguies of the TPF1 caboose mod are in .grp files, which I think are not used by TFP2.

    Code
    Error Files = {
        ["mods/caboose_1900_1960_1/res/models/group/vehicle/waggon/american_1945_lod_0_bogie.grp"] = "No data found. The file may not be available.",
        ["mods/caboose_1900_1960_1/res/models/group/vehicle/waggon/american_1945_lod_1_bogie.grp"] = "No data found. The file may not be available.",
        ["mods/caboose_1900_1960_1/res/models/group/vehicle/waggon/american_1945_lod_2_bogie.grp"] = "No data found. The file may not be available.",
        ["mods/caboose_1900_1960_1/res/textures/models/vehicle/dirt_normal.dds"] = "No data found. The file may not be available.",
        ["mods/caboose_1900_1960_1/res/textures/models/vehicle/rust_normal.dds"] = "No data found. The file may not be available.",
    }

    I'm trying to figure out a problem of some mods I downloaded. Tried to contact the author to no avail.


    In the past, I downloaded some repaints of a vanilla locomotive. They had a problem with their running gear, it did not work at all. The vanilla loco did work, so I checked the MDL files of the vanilla version and noticed there were some additional lines missing from the repaints. I added those lines to the MDL of the repaints and suddenly they worked perfectly. This was a couple of months ago.


    Now I'm using a mod which contains altered models from the base game. Just like the loco repaints I mentioned earlier, their wheel animation is broken, the wheels do not turn. And it's particularly annoying because the wheels aren't solid discs like in modern trains, they are steam era, classic wheels with radius and it's easily noticeable that they do not move. Now, I have to admit I know almost nothing of modding, but based on what I've experienced with the loco repaints I came to the conclusion -once again, from a completely ignorant perspective of modding- that at some point the game developers altered the way wheel animation works, leaving some mods obsolete. I want to know if this is true, and if it's possible to fix. I'm pretty sure these wheels once worked, as in the model viewer I can see their axles when I enable rendering of the debug.


    Thanks.

    Not a big fan of the latest Shinkansen trains to be honest, but it's nice to have I guess. I still dig that custom track though, and I'm trying to recreate it myself.


    Do you plan making the 500 Series? That's probably my favourite along with the 0 Series you just made. Both of them heavily influenced by aeronautic design.

    The vanilla catenary masts look very poor in my honest opinion. They are just mere steel beams. They do their job, but pretty much any replacement does improve the overall look of electrified networks. That track of yours looks very sleek and fits this train perfectly.

    This definitely looks interesting.


    Also, in the release pictures there is a type of high speed track and catenary poles which I've never seen before, and I definitely want to use. Are they yours as well? If not, can I get them somewhere?

    I love this game. It's one of the best games I have ever played, I pre-purchased it as soon as I knew about its existence and is about to become my most played game on Steam with over 300 hours. However, there is something that currently bugs me a bit, and it's the lack of ways to measure the distance between two points, or the length of tracks and roads. I'm currently building a high speed line and I would like to place the signals with more precision than just placing them in a random spot of the track. I want to place one signal every X amount of meters, depending on the length of the track section between stations. However, the game does not let you know the distance between two stations, two signals or two points. It simply doesn't let you know any other distance than the length of the stations and trains.


    There is a "solution" on the Steam Workshop, but it's very infuriating to use and is not very precise either.


    [Blockierte Grafik: https://i.gyazo.com/a77cf125716bf859950d8212d5ffb7e3.png]


    Each of these rulers equals -supposedly- 100 meters. To get a rough number, I have to place them all over the line -which gets really annoying on bridges or tunnels-, count them and calculate. I'm pretty sure you guys can create something much more accurate and easier to use than this.