And now then continuing on the Hanomag dispatch pack. I think the collection is near complete, so I'll start work on the assets.
Posts by dview
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After a busy week I'm back to do some modding.
First a small update for the VW T3 Brand pack
https://www.transportfever.net…volkswagen-t3-brand-pack/
The update has a fix as on 2 vehicle assets the added roof sign was missing.
And I had a look in the mod wiki where I by coincidence found that custom cargo models are now also supported for passengers. I must have overlooked this in one of the update release notes, but this makes it possible for the taxis to have the taxi sign only lit when it has no passengers. So that feature was quickly implemented

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It should be possible to find the formula that applies to the cylinder scaling and angles.
The main achievement of such an exercise is though that you can (try to) apply things we've learned ages ago at school in math class.
For the scissors lift on my Iveco EuroCargo Airport pack (Advent mod) I had about a similar challenge. I have to admit that I used AI to help me refresh my mind

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oesh I hadn't noted that mistake yet, but that should be something people can overcome.
But e.g in the construction on line 7379 the width marker for the rear segment for a trailer is added. Based on how much the trailer is extended in the settings and the cross slope setting it calculates the x and z positions for these markers. The same logic could be applied to a crane boom.
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dview Ich meine bei denen hier .. da hast du es genauso gemacht wie bei mir.. Also Quasi die gleiche Lösung genutzt wie ich es habe.
Yup true. I only used it on the Nooteboom trailer (EuroTech Expansion I) as my conclusion was that it was so much impacting the user experience when operating the construction menu that I didn't really find it worth to make the .con highly complex.

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dview




Hab bei dir gerade mal geschaut ... Du hast es doch exakt genauso gemacht wie ich ... du hast doch auch für jeden Winkel eine eigene MDL 


Well on the Nooteboom trailer there aren't of course angle settings like you need for the crane
. I only applied it to calculate some positions based on the level of trailer extending in combination with my slope setting.But (theoretical) you can calculate the position of each mast segment based on variables for angle and boom extension. Using math.con/math.sin/math.tan you can do trigonometry calculations. But it will impact the construction performance, so probably for the mobile crane you're better of with different mdl's anyway.
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Ja und Nein. Das ganze funktioniert nur wenn die Drehpunkte auf gleicher Höhe liegen. Ist der Drehpunkt versetzt, dann dreht sich zwar das Modell, aber nicht um den Punkt den es soll sondern um einen eigenen Drehpunkt.
You can calculate the positions using trigonometry in .con (I did some in my Iveco EuroTech Expansion I) and use some nesting. But it quickly gets rather complex for models like the crane. e.g. (and this is still a fairly simple one):
Codetransf = transf.scaleRotZYXTransl(vec3.new(1,1,1),transf.degToRad(180.0, cross_slope, longitudinal_slope ), vec3.new((((params.bko_manoovr_lenght * 0.5 + 2.52541) * math.cos(math.rad(cross_slope)) - 0 * math.sin(math.rad(cross_slope))) + x_offset), y_offset, (((params.bko_manoovr_lenght * 0.5 + 2.52541) * math.sin(math.rad(cross_slope)) + 0 * math.cos(math.rad(cross_slope))) + height))) }QuoteDie Laufflächen sind tatsächlich heller als der Rest, da sich diese mit der Abnutzung, der Rauheit des Reifens, matter werden und dadurch heller.
Are you sure that in that image it is not more the dirt sticking to the tyres that makes them brighter?
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For the pre-THW era there will be a few trucks of the "Zivilschutz"
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I would make one mesh for the body (paint) parts and put all the less important or common details in another (or even several other) mesh(es). That enables you to use a very small texture easily to apply a different paint colour and if you want to make a full paint livery you won't be duplicating the details that are identical anyway in your texture.
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Looks good Rico S. Personally I think the sides of version 3 are the nicest but the thread (laufflächen) is a bit to light grey, there I would aim for something more like version 1 but without the gloss.
On the topic of needing separate mdl's for each position, it is possible to calculate the angles and positions in the .con file and therewith reduce the number of required mdl's. This method has a big con though, it makes the .con file much more complex. Also those calculations will impact the construction performance, changes in the settings aren't applied as fast and smooth as when you use separate mdl files. Especially when there are many parts that need such calculation, like for your crane, I advise to stick to the solution with more mdl files.
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work started on the Dispatch & Military pack for the Hanomag
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It now is a ...
Coming Soon!!! Hanomag AL28
oh sorry, it was a Coming Soon
, it is now available in the download section. Enjoy it! -
Hello rcdevisser. The Mod "remote aiport" features waypoints but the Planes only follow them sometimes. But maybe that helps a bit
The mod doesn't really have way points, but you could use it as such to some extend. It creates airfields out side the map, it will allow you to influence flight paths with adding airfields in the direction you want planes to depart to/arrive from. The planes will make a brief stop at the remote location though.
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This could be a nice scenario to create a TPF2 campaign mission from.
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After a New York event several you tubers are sharing their experiences playing TPF3. All are really positive. And rumour has it the game could be closer to release than we think, although let's appreciate the fact that UG is still aiming to release a polished product rather than a too early beta-ish (=>failure).
I'm looking forward to see the modding capabilities, just hearing these latest updates it sounds like there will be plenty. I just hope it won't over-complex creation of mods that leverage all of those new features.
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The mk2 trucks are now also in the asset.
Some door open and cargo functions as well as license plates are also done, with that the asset is nearly finished.
Now back to the driving vehicles for descriptions, engine settings and license plates.
PS from my research I found the steering wheel is high up in the mark 1 trucks, and not so much for the mark 2 trucks. I think the models reflect that quite ok.
THW (and more) will follow in a dispatch expansion pack.
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I meant the wheel for steering.

Ah yes, that is somewhat large and positioned high indeed. Though see for instance this linked image, it seems that they were like that
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Casa scrap vehicles are somewhere (low) on my list, to do those proper they can't be 'just' textured versions of new cars, they'll want dents, missing parts different interiors etc. . When I put just a rust texture on a car it really won't look good. The texture on the Hanomag was easily four or more hours work and still it aint perfect.
SM1ausHOT the front wheels are the same size as the rear wheels. It is of course a 4WD truck here, so it does have a more ground clearance than a regular truck.
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For the fall-back gimmick in this mod I've done something slightly different;
a restoration project truck, with my capacity kind a.k.a. wildcard setting 3 phases of restoration are available, before, ready for painting & ready getting the box compartment fitted. The final state is then one of the overland trucks.
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The mark 1 trucks are in the asset, a few features (license plates, crew and random) will be added. I'm not sure yet if I'll do a cargo feature.