Happy Advent everyone!
For those that might have had an issue with the Redbirds today. I have updated the .rar to fix the fatal crash on the latest game update.
Beiträge von N0neGiv3N
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
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The Second Episode of the Great Subway Project has been released!
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Episode 1 of "The Great Subway Project" has been released!
The Engineer will be operating the R46 (B) Train for this route
.Please Watch below:
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This has already been confirmed.
Earlier, I thought it was only confirmed that Feluno was not going to be the host for 2024.
I didn't know we also confirmed Advent Calendar wasn't happening at all.
Thanks for the same day replies everyone.
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So I guess this is the first year in years that we aren't doing the Advent calendar?
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Sure, but if it's a completely underground railway line, that won't work either.
I think you should write to UG so that they know about the error, but I have no idea how

If you want to get UrbanGames' attention on this deficiency, the best thing we can all do is submit a troubledesk ticket for this. I've attached the link to report the issue below:
https://www.transportfever2.com/support/help-desk/
In the lower right corner of the screen there will be a blue button that says "Support". Click that and fill out the issue as detailed as possible .
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I had this same issue where when I downgraded back to Build 35732, all of Enzojz's mods prevented the same from loading. I don't know what he changed, but it crashed the saved game.
I was very fortunate that the night before the update, I had a premonition about this and decided to back up all of my steam mods locally into a different folder so I was able to keep all of the old versions of his mods. I went and replaced the new ones with the old versions and my save works with 35732 flawlessly!
Since updates are mostly finished, I probably won't back up mods anymore in fear or destroying the good copies that work with 35732. My reasons for staying on the old build is due to some of the new features making it more difficult to detail (The new tunnel picker makes it a pain to select things near tracks underground, even though there is no tunnel mouth nearby).
Maybe when I'm absolutely done building I'll update the game, but I doubt it. Thank You for the Github link, that should also help everyone else that had this problem.
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If your profession is not Civil Engineering you are missing your calling man. Outstanding; the exposed Red Pipe with the valves completely blew me away.
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Alles anzeigen
My pullable pipes are finished:
transportfever.net/wsc/attachment/232184/
I hope you have fun crafting...
Just when I was going to take a break from the game this weekend, you pulled me right back in! Amazing!
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Absolutely love the light pole covered in signs. Beautiful!
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Trailerpark
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This happens to me, but I use a lot of tracks that have different speed values. The only way that I've been able to fix it, is to mentally notate approximately where the braking occurred, go back and delete that section of Track and rebuild it. It has fixed it for me every time but its annoying because there is no indication visually by the game that this will occur. You will have to literally ride all of your routes to troubleshoot it 100%.
Honestly, I don't care that much about it; it adds an extra layer of uncertainty that I like because you never know how that blip can affect the timing of routes. It's better to me than knowing everything is working like a perfect world scenario.
I just wish I knew what causes it so I can deliberately create these speed blips instead of it just being a glitch. -
Here is a sneak peak of The Great Subway Project in action.
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Hey MaikC, I will send it over when I get back to my PC. Stepped away for work for now.
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6 Days later, I have four axles now defined as separate .msh files.
I set all four of them to the Axles configuration area with their file paths, not their mesh IDs.
The doors function properly, but now all of the axles are invisible in-game. The Axle meshes are in the folder with all of the other meshes so the file path structure shouldn't be much different. How come i'ts invisible in-game? -
Mr. Emsland, how do you stop yourself from being intimidated by the vast land that hasn't been touched yet after making these masterpieces?
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I also have this issue in a few areas of my map. I started a second map on Megalomaniac and I noticed without any being built up yet the glitching appeared along my elevated Viaduct. Weird things will flash on the screen when looking at certain angles.
Since I didn't have much built at the time, I was suspecting it had something to do with the Vienna Fever Mod since those were the stations I started with. I didn't look much further into it because I didn't want to have to sacrifice that mod in order to rectify the issue. -
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Certainly. Let me package it up for you.
Edit: Wow, I didn't know that was necessary to do. I would have never found the solution by concentrating on the animations themselves. I will go back and edit the model so that axles are defined and will set them in the config.
This was indeed the problem, thank you very much MaikC! -
Hello Friends,
I've been trying to work this issue out with these multiple_unit door animations, but I'm completely stuck.
I can view the following animation events in model editor:
close_doors_right
close_doors_left
open_doors_left
open_doors_right
The animations play flawlessly in the model editor when I click the play button. As soon as I load my train in a saved game, none of the doors move at all at any station whether it is modded or vanilla. It seems the game is not forcing the animations play when they should be triggered.- I gave my vehicle seat provider info with a few seats .
- I declared the compartment for passengers and the amount .
- I even went and made sure the exterior , interior , doors , and more are the right material type according to vanilla multiple _units .
- File paths are consistent with what vanilla multiple _units have .
- animation event naming is correct .
- Made a new save , built two stations and a depot . Bought my Train . Still no door movement whatsoever . All door animations behave normally in Model Editor .
Desperate; I opened up vanilla multiple unit and tried to copy the metadata exactly as I saw it and still no difference.
I'm out of ideas to try.