And I'm adding a double cab as well, I had it in mind, kind-a parked the idea, but it kept teasing me
so ...
Beiträge von dview
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.
Die Registrierung und Nutzung ist selbstverständlich kostenlos.
Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.
Das Team der Transport-Fever Community
-
-
But I guess that for the Isetta there are 2 .mdl files (one with caravan and one without) and your other AI vehicles have one mdl file each, hence the Isetta is relatively selected more.
In game though there are plenty more KI vehicles available, from vanilla as well as myself and other modders, so I think it won't show too excessive.
-
Kann man die Anzahl der Vanilla KI Fahrzeuge einstellen?
Not that I know. But if you feel there are too many sims driving the Isetta you can simply activate more KI vehicle mods. Since that will increase the number of vehicles sims can choose from there will be fewer Isattas then.
-
An update for the Iveco EuroCargo - Expansion I mod is now available,
Iveco EuroTech series - Expansion I
a correction for the lights on the 3+5 axle lowbed trailers is done. Thanks Katzer for the notification.
PS the fix does not correct already placed vehicles, if those show the issue of incorrect positioned lights then you can just reselect any option in the asset configuration menu for them.
-
And in anticipation of a dispatch pack, a mobile command post;
For this one I'm in doubt whether to create it with actual glass windows, which kind-a implies I also need to build an interior. Or I can just paint fake windows, alike how it's mostly done for 1/87 scale models, that will give me more flexibility in positioning the windows, but looks a bit less good... Feed-back is welcome!
-
Then there was a light car transport trailer;
-
Now I'm not going to mention how late (or early) it got last night, but a few more versions have taken shape.
First a small frozen food delivery truck;
-
Hi dview...
There's a small problem with your heavy-duty trailers, especially the 3- and 5-axle ones.Thanks I'll have a look. Shouldn't be a difficult correction
-
I couldn't say no to that small wrecker truck VirtualComplication, it's so cute. So here's my take on it. It still needs work on the uv maps and it looks to be a hefty version for cargo and animation options, will see when I get there

So where was I ... oh yes a frozen food delivery truck is up next.
-
Sometimes things turn out better than you thought they would. Just scaling down my 10m city trailer worked well enough to fit it on the small EuroCargo tracktor unit

-
Also a curtain sider will be included, for the asset both sides can be opened.
I have 2 more ideas in mind, after that I think I need to continue with the next steps.
-
Is there a chance as an asset with a fully extended basket?
But of course
-
I'm on a roll this week, if I may say so myself
.Here's yet another variant for the EuroCargo truck.
Just a question; I don't think we need the driving version to be animated or do we?
-
Another late night resulted in another new variant, a small fuel tanker;
-
not even on a new game?
-
from a quick glance at the metal gloss image and the result you get, I think it has to do with the reflection level. The metal gloss image does have reflection on the open bits of the fence. Does it also happen when you use the default_mg? (that has a green value of 0 => no reflection at all)
-
Already a next variant (it got a bit late last night
) -
The sims will not change their car immediately if you apply a car mod on a save game. Only when the time comes they want a new vehicle they will choose something that is available.
If you have a new game the mods should have effect directly (since then no-one has a vehicle yet).
-
A next variant is a small tipper truck, I also will do a tarp version based of this
-
Ich habe die Erfahrung gemacht, dass zu viele zusätzliche KI-Fahrzeuge Stau verursachen.
I don't think it matters how many KI vehicle mods you activate. It is the number of sims that choose private transport over public transport that defines how many cars there are. Adding mods is only giving sims more cars to choose from if they decide private transport is better than public.