Zitat
But unfortunately, the path parameters of TPF2 only have Boolean operation curves or straight lines between two points, and there is no rotation setting based on X, Y, and Z axes. . . . So this failed.
It should be no problem to rotate any object around its center point, including tracks. But you had to turn track and locomotive at the same time and connect it to the outer tracks. I doubt if this is possible.
Indeed, a working turntable would be a nice vanilla feature and would be more important than car exhausts etc.
Zitat
Outer rail on a curved track is raised above inner rail.. This is also impossible to achieve through MOD in TPF2, unless the UG gives the game vehicle a rotation/tilt setting based on the Z axis and re-modifies the game's railway Orbital frame...
This would be very complex and so I understand why they haven't implemented it. You would need a fourth axis and so you had to re-write the complete code. And you had to find a solution for the transition areas between straights and superelevated curves. Very complex ... At least you can simulate different speed coefficients for superelevated and non-superelevated tracks as I do in some of my mods.
Zitat
I always feel that if you really like trains or any vehicle, why not spend money on 1:87/64/160 model of a train/car or make a small sandtable scene yourself. . .
Aren't these more interesting than spending money to buy virtual items that you can only see but not touch? ?
Yes, I think, games like TpF are good for people who don't have the money for real track layouts. And so should it be. If there are some new features, TpF can cost a little more, but not a three or four digit price. TpF is not AutoCad or Photoshop. Plugins/mods should always be free. If someone thinks his plugins or mods are valuable, he can put a donation button on his page as some modders do, and no one will worry abou it - except perhaps the tax authority 