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If you have placed signals on the railtracks, they will normally. BUT, when you place a road directly infront of it, or behind it, the signals will display the red AND green light at the same time. It does not seem to affect the use of the signals, only the visuals. Does anyone else have this bug aswell?
Oppiescc is going to release his own models in TPF2. So that means not train are being released from me. But the good news is they are coming (just not by me *yeey*). However, I will be converting and releasing Jo_vinks mods. So the Signals, the railway crossing and the catenary. He gave me permission to do so, since he is to busy.
Then maybe an admin can move our posts to a different topic so we don't spam or devalue your thread.
Nah it's okay. I get it. It just shows you guys are actually taking care off each other. I understand it completely. I wouldnt want someone else to run of with my work either.
To clearify myself, I have not uploaded anything (yet). I am still trying to contact the original creaters and awaiting their replays. Which mighjt prove difficult since some have not been online in a long time. This thread is just to show I am working on converting the mods. I will not be releasing anything without permission.
!The uploads of the Dutch mods on Steam are not mine! Flynn probably wanted to beat me with uploading the mods.
@SpoorObjecten I did not know you were the original creator. Can I upload your mods with proper credits given, or do you want to do it on your own?
In this tread I will keep you (but mostly the Dutch community) updated on the conversion of the Dutch models. I hope I will be able to release (or provide the assistance to help release) all the Dutch mods. So far I have done the NS 1600/1700, including reskins (reskins will most likely not be released by me), the ICR, the Koploper, the VIRM and the Dutch signals. All the models will be provided with the appropriate lights and will be reversible. All the credits for creating the mods lie with the original creators, I am just converting and adapting them to TPF2.
So here is a little sneak peak.
(if anyone is willing to create a new set of bogies for the VIRM, that would be really appreciated. Some goes for creating the drivers cabin of the DD-AR.
Does anyone know if there is a mod that will let you delete track. I have laid some tracks down (crossing in a very sharp angle) that I can NOT delete with the regular delete button. I really need some help with this.
As some of you may know, I am working on a Dutch Rail modification. For modification I would like to include real looking Dutch switches. I am hoping a modeler would like to invest a little bit of time for this very small project to help out the Dutch Community. I would also really like to include those white concrete bars (which are placed at the end of each switch) as assets in the mod. (they are not photographed alot) I really someome is willing to do this, since it shouldnt be alot of work, but I cant do this myself sadly.
I am currently working on a dutch rail mod. It will include new sleepermodel (USSR), new ballast texture, Dutch catenary (no new models) and a big variety of speeds and options.
Thank you for your support guys! I really appreciate it! I made a quick fix, i copied the eatglobal_v1_13 in the historische Straßen mod an named in eatglobal_v1_12 and now everything is working again. I didnt realise at first I also had to transfer the script files from the historische Straßen to flexible industies, but now i know. Thank you for this!
I do use a modified version of flexible industries (i modified the streets and tracks that are being used). I can send you a copy of my version in a personal message if you want?
It seems like you are correct and the problem lies within flexible industries. But this is weird, because i have never had this problem with flexible industries before. Also, i cant find any reference in any file in flexible industries to eatglobal.
When i try to load a saved game, the game crashes and give me an error saying all mods are missing the eatglobal_v1_12 script. When i check the stdout file, i see that all files name eatglobal_v1_12 are deleted. I have not downloaded or added any mod to my most recent savegame. Does anybody know why and how this happend? And does anyone know how to fix this? I literally cannot play any game that has mods installed. (saved or new)
I believe you have a demand issue here. I think the plastic factory takes 2 grain to make 1 plastic. The food factory takes 1 grain to make 1 food and 1 livestock to make 1 food (if I am not mistaken). Since your farm production is (probably) producing enough grain to supply the plastic factory and enough livestock to supply food for the connected cities. If the demand for food grows, more grain will be allocated to the food factory. Does this make any sense to you? (if not i will try to explain more eliberately)
Does anyone know how to properly create track UI. The modelviewer doesnt allow me to see track, so i don't know how to create track UI. I want to UI to look like the base track UI, but of course showing my own tracks. I hope anyone can help me with this.
I have been looking for a grain wagon that is currently and commonly used in the Netherlands. I have not been able to find this version in transport fever. I have found some eurpean grain cars (https://www.transportfever.net…ase/index.php/Entry/3607/ , https://www.transportfever.net…ase/index.php/Entry/2409/), but nothing to really match the cars used today in the Netherlands. Therefore I would really like if this community would be able to create this Tagnpps I am suggestinging. 3 different version of this car exist, one with 2 bottom outlets, one with 3 bottom outlets and one with 4 bottom outlets. Since the 3 bottom outlet is the one that (i believe) has the most skin wise variations, i would like to suggest that one. If someone could create the base model and skin, I am willing to make a bunch of different reskins for it. Like VTG Blue, VTG White, WASCOSA, Bohnhorst, Agro terminal, NACCO, TRANSCËRËALS etc. I hope there is enough information here. If someone needs more information, I am willing to find some for you.
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