Reply from the devs :
from : [email protected] 12:39
ZitatHello Claude,
At the moment this is not modable, but I will add it to the wish list!
Best regards
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Reply from the devs :
from : [email protected] 12:39
ZitatHello Claude,
At the moment this is not modable, but I will add it to the wish list!
Best regards
Hello everyone
please forgive me if I'm lost in translation here. While it's not Tom's mod, it seems that there are various mods on the workshop did would allow you to to do that dampf19.
Such as :
https://steamcommunity.com/sha…iledetails/?id=2022982471
https://steamcommunity.com/sha…iledetails/?id=1920437817
And maybe :
https://steamcommunity.com/sha…iledetails/?id=1974610721
There is a mod that use additional freight platforms :
Thanks for sharing the solution Mark, and Doug for pointing to a as soluition.
Mark, did you need to write "compartments [1] [1] [1]" because there is 3 compartments in the vehicle you are modifying?
Cheers
jay_ mentioned that issue in the description of his mod Transport Fever 2 Sound Mod 1.62:
Bugs: Falls es dazu kommen sollte, dass ihr beim erstmaligen Ladens eures Savegamesbei bei manchen Fahrzeugen plötzlich kein Sound habt, ladet das Spiel einfach nochmal. Das Spiel hat manchmal ein Problem mit zuvielen Sounds aufeinmal. Das behebt sich aber dann im Normalfall. Falls die Sounds während dem Spiel ausfallen , hilft es die Spiel zu pausieren oder kurz rauszuzoomen. Passiert leider auch ohne diese Mod.
What you do describe seems like the "too many vehicle sounds" to be be played issue.
Do you have activated a mod that changes many sounds at the same time?
Amazing!
Does it work with all sources of mods? (if so, how do you tell where to get it if it doesn't come from the Workshop? in which cas it automatically updates itself anyway.)
Unna
Aachen
Hallo,
it seems that the Emission values cannot be changed to -1 by using a script solution such as :
addModifier("loadModel", function (fileName, data)
if string.find (fileName, "res/models/model/vehicle/train/type") ~=nil then -- find models which filename starts by type, in that folder
data.metadata.emission.idleEmission = -1
In game the emission is set to -1 instead of being calculated automatically.
I can't find a mod that already changed that and I spent hours testing it to death ![]()
Do you guys know a solution?
If that is okay, I would like to use this thread to collect datas about passengers, as used by real designers and companies for their planing.
Average weight per passenger
- Rail, USA, 1901 : 151.88 pounds (69 kg)
>Congressional Serial Set https://books.google.be/books?…er%20passenger%22&f=false
> Rail, USA, 2011 : 155 lb (70 kg).
Kittleson & Associates Inc. for Transit Cooperative Research Program (2003), Transit
Capacity & Quality of Service Manual, TCRP, Washington DC.
http://www.railway-technical.c…per-2-railway-passeng.pdf
> Rail, UK, 2010 : 80kg (75-85 previously)
https://core.ac.uk/download/pdf/4425976.pdf
https://oro.open.ac.uk/48063/1…MPhil_Thesis_v4_final.pdf
Passenger density, standing
PeakFhour passenger load, after discounting space used for cabs, stairwells and seated passengers at 0.2/ft2 (2/m2).
0.4 p/ft2 (4 passengers/m2) of floor space in North America
0.4-0.5 p/ft2 (4-5 p/m2) in Europe
0.5-0.6 p/ft2 (5-6 p/m2) in Asia
Crush loads are 0.6, 0.6-0.7, and 0.8 p/ft2 (6, 6-7 and 8 p/m2) respectively.
Caution: some systems and manufacturers use different designations, some systems report loading in
excess of 0.8 p/ft2 (8 p/m2).
http://www.railway-technical.c…per-2-railway-passeng.pdf
Doors
typical loading rate : one person/second/door
1,400mm allow two persons to pass at the same time, + 200mm to mitigate against anyone standing against the draught screen
Since the early 1990s the London Underground has adopted a 1,600mm double doorway as standard
http://www.railway-technical.c…/mr-doorsqxd_layout-4.pdf
TODO:
- low floor vs high floor/stairs doors
PS: all inputs are welcomed obviously, please quote your source.
Well, it seems that the costs of bulldozing are only refund on building placed by the player, not on the towns' building.
I've looked around and couldn't find the parameter that define that value either.
PS: I've sent a mail to the devs about that.
Thanks a lot [user = '36563'] doug [/ user], it works and that is very good to know.
It would be worth to add that heads up to the Lexicon. What do you think?
Pleas note that the filename can also be partial, you could for example write
if string.find (filename, "vehicle / train / loc") then ~ = nil then
the code you wdo write after then will apply to whatever file (and there would be a potential issue) which filename starts by "loc" in that folder.
Hallo zusammen,
sorry to revive a 9 months old thread, however I'm working toward the same goal as the OP and Seamon might have an answer.
I want to change the tractive effort, power and weight of 39 models that I know. These models are coming from the Workshop (I suspect it might be the cause of my issue).
I do use :
runFn = function ()
addModifier("loadModel", function (fileName, data)
if fileName == "res/models/model/vehicle/train/loco1.mdl" then
data.metadata.railVehicle.engines[1].power = 1119;
data.metadata.railVehicle.engines[1].tractiveEffort = 251;
data.metadata.railVehicle.weight = 104;
end
if fileName == "res/models/model/vehicle/train/loco2.mdl" then
data.metadata.railVehicle.engines[1].power = 1119;
data.metadata.railVehicle.engines[1].tractiveEffort = 251;
data.metadata.railVehicle.weight = 104;
end
--and so on...
return data
end)
end
Alles anzeigen
I think it matches what Seamon suggested
You can also solve the change using a script:
CodeaddModifier ("loadModel", function (fileName, data) if fileName == "res / models / model / vehicle / train / ***. mdl" then data.metadata.railVehicle.engines [1] .tractiveEffort = 214; end if fileName == "res / models / model / vehicle / train / ***. mdl" then data.metadata.railVehicle.topSpeed = 70; end return data end)Warning, the code above is not really good! For the asterisks you simply have to enter the data of the two locomotives.
However it simply doesn't work.
Can you spot an obvious error?
Thanks for your inputs guys.
Marcolino26 you figure out the value by testing it in game or you defined a comfortable acceleration and calculated the required effort?
Hallo zusammen,
Ich habe zwei Fragen an Sie. Mir ist klar, dass es keine definitiven Antworten gibt, deshalb würde ich gerne wissen, was hier allgemein üblich ist, wenn überhaupt.
- Was die Zugkraft betrifft, nehmen Sie die Anfahrzugkraft (starting effort) oder die Stundenzugkraft (continuous effort) für Ihren Mod?
- Beziehen Sie das Gewicht der Dampflokomotive mit ein, wenn Sie das Gewicht des Tenders (beladen) mit einbeziehen?
---
Hello everyone,
I do have two questions for you. I do realize that there is no definitive answers so I would like to know what is the common usage here, if any.
About the tractive effort, do you take the starting or the continuous figure for your mod?
As for the steam locomotive weight, do you include its tender (loaded) weight?
Cheers