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
-
-
Wenn du die Taxis als KI-Fahrzeuge fahren lässt, befürchte ich, dass dann zu viele Taxis rumfahren. Bitte teste das mal aus.
maybe when the sims only can choose from the standard vanilla set and this, but definitely not when more KI car mods are active.
-
ah, I don't think the KI cars support to have more than one driver.
You can include the characters in the mdl file if you want multiple, but you'll need to 'merge' so to say the vehicle mdl and character mdl.
A quick and dirty way is to use additional lod's for the character, but then it may happen that the characters aren't fully correct aligned in corners. (I used this method for my taxi road traffic mods).
-
The Dutch Range Rover dispatch pack is almost finished, only the mod description is to do.
Meanwhile I already updated the base mod to include a few additional files that will be required for the coming repaints.
I also found a minor error, being that the tennis ball was also being placed when choosing a solo horse trailer.
Version 1.13 is now available:
-
-
Is it a fictive model or something I don't know?
-
I created quite some extra work for myself, but luckily modding doesn't feel like working

-
So far I was able to resist including trailers for the NL dispatch pack. It's looking to contain 8 vehicles (times 2 as they will be in dispatch and normal drive modes).
-
For tonight I'm planning to do some work on the Range Rovers again, it's time to proceed on the dispatch vehicles. First the Dutch.
Only I now find by accident an image of a Dutch police Range with a Westfalia horse trailer ... hmm I hadn't planned that ...
So now the question is should I include it ... The article mentions it could be a one time photo moment for which this combination was setup, https://www.rijkspolitie.nl/ra…-70-yb-alex-1411-01/#main
-
Let me also suggest 3 fictive random names;
Norderdingen
Selthof am See
Bad Birkenbaum (personal favourite)
-
Rico S. It's always a danger that players don't get the intended working of a mod, I fear the majority of players will just hit the Download/Subscribe button based purely on title and some images. For that reason I always make my catalogue images. Users who don't read the description and dependencies will simply not find all features a mod offers, that's never something to feel bad about as a modder, it's just too bad for them
. The #1 user to please is always yourself. Perhaps if they watch a video like PeterLustig makes them they'll learn there's more to explore.Thanks for the tip, food for thought. First I'll update the models and make them into one mod. As I wrote; will need to see if I will really start to give it a shot, plenty more ideas. But something tells me this idea will keep playing in my mind...
An alternative I already saw was to make it a little bit like a 'click button action', by giving the industry multiple levels a user can (in sandbox) then manually set it to level 2 that will show the fire, and as the industry will then not be provided with the needed goods it will automatically return to level 1. That would at least work in sand-box mode.
-
Testing the new beta I wonder if there is a way to overrule the automatic alignment when placing street depots or stations?
When I use the Shift key the game lets me use the rotation as we are used to, however it won't place the depot when I then click my mouse.
-
Thanks MaikC I'll move my first question there. Are you able to close this thread?
-
Update for the Range Rover, adding the horse trailer, is now available.
-
Hi there,
I didn't see a thread yet to cover our findings in the current Beta test release, so I take the liberty to create one.
2 questions from my side so far;
A. Is there a way to overrule the automatic alignment when placing street depots or stations?
When I use the Shift key the game lets me use the rotation as we are used to, however it won't place the depot when I then click my mouse.B. I haven't discovered yet how to update bridges, is there a trick or is the feature not yet part of the current beta?
Thanks,
-
-
-
Kaffee, ja gerne! Stark und Schwarz
.It's like the real-life mod to reduce the need for sleep. Still looking for a mod that will make time go slower though, especially for weekends

-
This morning I got out of bed early because there is an idea playing around in my mind.
As I'm revisiting my crashtenders and I now know a method to distinct the loading and unloading animations for the trucks I am again considering to include an action for them to spray water, as my initial intend was 4 years back. But to make that somewhat sensible and useful I also need a fire scene. The base idea is to create something alike the airport fire dept. training scene from miniaturwunderland (
).Externer Inhalt www.youtube.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Durch die Aktivierung der externen Inhalte erklären Sie sich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt.In basis I'm thinking it will need to be a double industry as the fire should not be a continues thing, but rather something players can trigger, meaning;
Production 1 should generate the fire, it should only show fire when supplied with e.g. fuel. This seems doable by using the producing animation to show or not the fire, the main challenge is to make a nicely animated fire.
Production 2 should be the extinguishing part, when supplied with e.g. water the first production should get eliminated slowly and black smoke from production 1 should now change gradually into white smoke and reduce in size until the fire is extinguished fully. Here I seem to run into a limitation as an industry has only one producing animation trigger. So I don't see a way yet to have production 2 influence the production 1 animation.
Closest I can think of is to use 2 separate industries on the same position, production 2 can then be used to trigger a producing animation model that is bigger than the animated fire of production 1 to essentially make the fire hidden ...
Ideally though the production 2 effects producing animation of production 1...
Again at this moment it's an idea playing round in my mind, not sure yet if I will start to (try to) make it happen.
If anyone has ideas, tips or tricks how the above can be achieved in a sense-able manner please let know.
-
And in return a big Thank you to your address for showing of mods. I'm sure it's not just me who likes to see their modding efforts being put to good use.

