Made/making a catalogue for the T3, mainly for the uploads to Steam :).
During the coming week I'll release the T3's on Steam for those who prefer.
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
Made/making a catalogue for the T3, mainly for the uploads to Steam :).
During the coming week I'll release the T3's on Steam for those who prefer.
The Volkswagen T3 series is fully updated.
If you've followed my thread you'll know what to expect
, so I'll just say; Enjoy!!! And leave a screenshot in the forum for me ;).
PS; For maps with an old T3 mod active I advise to enable the new version after the old, but not to disable the old.
You can use the seperate mod to hid the asset menu for the old version.
Also be aware that the Road traffic mods are not backwards compatible with the old Road traffic version.
Now modding the last bits, the carpack.
For the license plates the carpack will update the material of the base pack to the respective country of the carpack.
Think that is actually most effective, it applies to all standard catalogue colors.
Unfortunately the plates won't be unique.
3 packs to start with; Dutch, German and Swiss, each having a Caravelle and Transporter.
Together you will get all, and the last loaded will define the licence plates. If the base pack is loaded after the carpack(s) the default dealer plates will be used, also for the KI traffic.
OMG! To be honest, the place-anyware rotary lights are just a brilliant idea! Am I right seeing that the blue and red rotaries are included as well?
This will mean so many more emergency vehicles
and yes, I also do appreciate your precious work on the T3 additions
Hush hush but there could be another easter egg;
Don't read the spoiler if you wish to find it yourself!!
This one is quite well hidden, so only once a guide;
You will be able to get only a single red or blue rotary light.
-Select no model
-Select no add-on
-Select lights: Emergency
-Set turn wheel slider to the far right
-Select capacity kind Industrial for blue or select Residential for red
-Optionally set the turn-lights to on to get an animation on the rotary light
A probably stupid question, but how do I uninstall CommonAPI?
If I remove the mod folder my game won't start anymore.
Awesome! You're a real machine.
Since you mentioned the elephant: When I chose one of your 90ies car lately I got a pink miniature Porsche convertible.
What is that? Something like the elephant?
That's the same idea #eastereggs;
When you have selected al NEXT icons, you have no model selected, then the Porsche toy car will show. It's available in 3 colors which are set at random.
The elephant will also require that 'none' is selected for the add-ons and it offers a scaling option (using the steering slider).
The T3 are cleaned and tested. The base pack is fully complete, I'll upload it once I have completed the others too. But it's down to just updating the images and mod text.
There are a few changes in the mod structure;
A lot of the materials are now defined as Bko generic, therewith these are shared with my other mods where possible and therewith improving the performance as fewer images need to be loaded.
The Base pack will now contain all the catalogue colors, not just the white one. The previous Color&Brand pack will only contain the branded ones in the new version.
Furthermore there now is just one asset for the T3 Caravelle & T3 Transporter, the configuration menu is setup similar to my Cars of the 90's mod.
The gimmick you'll get upon 'no' selection is an Elephant (not animated) which can be scaled using the rotation setting for the front wheels.
And as noted earlier the add-ons options have increased.
For use on maps where my current T3 mods are enabled I expect 90% backwards compatibility. Meaning driving vehicles will adopt the new mod (if of course installed after the current), assets will only update their meshes and materials, but they will not get the new roofdetail and will not adopt the new configuration menu. I will provide a seperate mod that will hide the current asset menu items but will still provide you the option to change the configurations of the assets already on your map and with 1 or 2 exceptions they will get the new roof detail when any parameter is changed.
Still to do is the Road Traffic mod and I want to investigate the option for license plate choices in a mod settings menu for the driving vehicles. All catalogue colors now have a dealer plate, so either 'T3 Caravelle' or 'T3 Transporter'. I may reach out doug. An alternative is however to get the Road traffic pack to update the license plates, simply by providing new .mdl files, similar to the Cars of the 90's I will probaly make country specific Road traffic sets, with 1 or 2 T3 Caravelle and 1 or 2 Transporter.
If someone wants to run a test, just to see if I overlooked any description or other, pls let me know.
That looks sharp ![]()
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OMG! To be honest, the place-anyware rotary lights are just a brilliant idea! Am I right seeing that the blue and red rotaries are included as well?
This will mean so many more emergency vehicles
and yes, I also do appreciate your precious work on the T3 additions
No it's only a single amber rotary light that's an add-on.
Now I need to conclude on the T3 or I keep adding more ![]()
For the dispatch (&military) pack 5 more new liveries.
Also added a black ladder and imperial to the add-ons. Now you can only use one add-on for a vehicle (unless I already set some by default), but you can place the add-ons without a vehicle and so you should be able to combine a few.
Add-ons included (left to right):
-Imperial
-Single amber rotary light (off)
-Single amber rotary light (on)
-Taxi sign (off)
-Taxi sign (on)
-Top turn lights (they go on with activation of my standard turn lights)
-2 Hella lights (turn on with my standard 'other' light setting)
-4 Hella lights (turn on with my standard 'other' light setting)
-Roof studs
-1 ladder
-2 ladders
-Imperial in black steel
-1 ladder in black steel
-2 ladders in black steel
A test line-up of the re-made T3's.
I just had to give that a try myself too, and it seems to work, though the carrier is way bigger than what PeterLustig had in mind.
Too bad the carrier seems to be missing a metal gloss material. But it would offer enough space for an airport with multiple terminals.
Ok maybe that one will get on the to do list ... let's see.
First I'm back to some T3 modding now. The dispatch pack is almost done.
Then the Airport marshall and a new KI traffic set, before the final clean-up of the duplicate files in the various mods.
Backwards testing on the set is looking good so far, I am creating a new asset, so will probably provide an update to hide the old assets.
Currently I've done so for myself by setting the availability of the old construction files to from/to the year 999999. It didn't recognize a hidden=true. If there is a better way, please let me know.
hmmm, that might be a use case, placing it on the aircraft carrier asset ![]()
Here the invisible airstrip PeterLustig .
The run way is very short, aircraft make a hard stop when lading before taxing a little.
Upon take-off the aircraft use way more than the airstrip is long.
So that it is not completely lost you will get a windsock on the map at the passenger entry point.
I haven't tested in full, but think the Grass Airfields from Remi Gio are way better.
Also I recall from my attempts with the helicopter flights that take off will always require a decent bit of runway, that seems to be just how the game is setup.
Unless someone finds good use cases for this I'll leave it to be the here attached Beta test version only.
But do let me know your opinion.
So kind of an invisible airfield is what you are after. Think it's an easy change to the mod to create that.
Perhaps if I have an hour or so later today I will do such.
The airfields themselves are completely invisible, you will see your aircraft slow down and stop kind of in mid air, you won't see a runway or terminal.
And of course you will see the destination change. I haven't noted issues with picking up the passengers waiting.
Just for fun, an undercover police vehicle, dressed as a telecom company, with a fitting slogan "We're making sure every call gets heard." ![]()
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And a few more repaints, now finally started T3 Transporters for the dispatch pack. Probably I'll only do a few now and add possibly add more later.
Firstly it's to fill the gap in my new asset configuration
.
Perhaps there is a max on the number of trains one can have (hopefully not one can buy).
If this is the case you should be able to buy a new one after you sell one...
just thinking along ...
Before proceeding with the T3 dispatch vehicles a few more branded variants came to existance.
It will still be a bit before I've completed all, so here's another view on what's coming;