BTW I'm not just looking for liveries for the new trailers, first I'm mainly looking for liveries for standard box, curtain-side, volume (and so on) trailers. Because as a matter of fact in my Herpa archive there aren't too many showing up. I know also Rietze and AMW/AWM have the Eurotech in their assortment, Wiking has the Eurostar version, I'll also take that as close enough ![]()
Beiträge von dview
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I've found my typo, so the Nooteboom flatbed is about finished, remains to do a little bit of tuning and some cargo stuff for it. Before I start that I think this weekend I'll do some first repaints for the more standard trailers. If anyone has good ideas / inspiration, now is the time to speak up. As usual; I'm especially looking for examples from H0 scale models

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Steering on the 8 axle trailer is a bit more complex, with the first 3 axles turning in and the last 3 turning out. But it is working
Next step is to make the axles lift when there's nothing loaded. -
oeps, I truly lost track of time, I am adding more versions for the Nooteboom lowbed trailer, a 3- and a 4-axle as well as a 8 axle version, the latter here with a heavy load table in between the 2 segments of the trailer.
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The repaint for the DAFs is looking fairly simple, it is on my to do list, but then I also want to implement a few other improvements, so currently I have no estimate when these will become available in my base mod.
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The next trailer has been waiting in my mod editor for years, finally I got to get the trailer axles to steer (kind-a) proper, so It's time to expand it

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For the DS it is a similar problem, but different code:
jorgenb96 in the debug window I see:Referenced model not found: 'vehicle/truck/Asset/EBRO_B35_Empty.mdl' in 'asset/DS_19_1955_Asset_1.con (key: id)'
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Katzer thanks for letting me know, I've found and corrected my mistake, the update for the mod is now available:
I had a wrong file referenced in the construction for the rotary lights on this model, so the game couldn't find it, in such cases it will show that place holder cube.
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The glass trailer is animated for doors open and close events

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I haven't tried but I can imagine that they scale with the mesh you link them to
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It will be a long time before AI will be able to build something credible, we'll probably be at TPF4 or 5 by that time, so for now investing in your own capabilities is probably a better option.
And I see this a little like autonomous driving, it will be great to use a fully autonomous vehicle for a daily commute to work, but when you drive for pleasure, sport or hobby, I rather do it myself. As then it is about what I can achieve and not about what tools from others can do for me. It won't be very rewarding if you win the formula one with an autonomous car in which you only have sat, then the actual reward is for the people who programmed the car (or if you want programmed the AI that programmed the car
) and as long as you're not one of them, what have you then achieved as a person? -
A curtain with a print can also be pushed together.
Yes true, for a normal tautliner/curtainsider trailer I'd find such good enough, using a curtain mesh with rimples and scaling it down over the x-axle while it is scaling up over the y-axle.
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Oeh yes that will be really big. Then perhaps multiple particle emitters.
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Why not add a scaling animation?
Scaling is OK, but only when the there is a plain tarp, when there is a logo or other print on the tarp it won't look good. The logo should slowly disappear into the frame without it getting smaller/narrower.
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Katzer has created some
RE: Viel Rauch um wahrscheinlich nichts...But isn't that just possible with the particle settings in the mod using size and lifetime settings?
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Thanks DH-106 , however the tarp will need to roll-up forwards (so unloading by crane is possible). I have a mesh with the tarp open for 95%, for an animation I'd probably make multiple meshes so I can move them forward therewith hiding a bit each time in the front frame which is slightly larger then the tarp, every 300mm forward I then use a new shorter mesh. but that needs then 20 meshes to do so.
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One of the new trailer variants I have in mind is this glass transporter.
The trailer is mostly done, the interior misses the clamps to hold the cargo safely in place and the cargo itself.
All parts are setup to create proper animations, but I'm not sure yet how/if I will do these. Those can add up to a lot of work, I mean the trailer door should open, then the trailer can be lowered and the truck can drive forward leaving the cargo on .. the drive lane
.. which then just disappears. Also the loading and unloading will need to depend on whether the truck is loaded or not, so really a lot of work.And I fear that for a driving version it will look a bit stupid with the way the truck stops work. And on an asset it also doesn't make much sense either.
Perhaps I'll make it that the curtains open so it can be (un-)loaded from above, but then animating rolling up the curtain (when there is a logo on it) is also easier said then done.
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How about a few racing trucks?
hmmm ... honestly DTM cars are more likely ... but that as said will be a lot of work .. maybe one day. as my time is limited ... if only I could retire from my day job tomorrow


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Let's hope the modwekstatt will still do something