vehicles – Train Fever Official Website (archived) Tue, 02 Aug 2016 19:03:33 +0000 en-US hourly 1 https://wordpress.org/?v=6.7.2 vehicles no end year mod /forums/topic/vehicles-no-end-year-mod/ Sat, 04 Jul 2015 11:55:48 +0000 /forums/topic/vehicles-no-end-year-mod/ Continue reading ]]> Hello everyone!

I am not quite sure if this is the right place to post my suggestion/idea/wish, so if it should be wrong here please feel free to shift it to the right place.

Being a  fan of the age of steam I absolutely appreciate the a.m. mod. Now, there is one point I’d like to ask to take into consideration: Would it be a big issue to also “open end” the use of wooden and stone bridges? That is, PLEASE don’t let them end in 1925!!!

Thanks for all the excellent work done on this great project end best regards

mckowsky

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[MOD] Czech Fever /forums/topic/czech-fever/ Thu, 16 Oct 2014 11:36:40 +0000 /forums/topic/czech-fever/ Continue reading ]]> Features:

  • “Kč” instead USD symbol
  • Czech formatting of currency
  • 5 347 town names (will be extended for small towns and villages in future)
  • 7 444 street and bus stops names (will be extended in future)
  • Few fixes in czech language file

Compatibility:

Download (version 1.4 from Aug 18 2015)

http://adf.ly/1cqghb and Donate

Instalation:

  1. Ensure Train Fever is closed
  2. Backup game with saves
  3. Copy “res” folder from package to “Steam\SteamApps\common\Train Fever” (depending on your OS) and rewrite
  4. Copy content of “mods” folder from package to “Steam\SteamApps\common\Train Fever\mods (depending on your OS) – in “mods” folder in pack, there is actual modpack
  5. Copy content of “res” folder from package to “Steam\SteamApps\common\Train Fever\res (depending on your OS)  in “res” folder in pac, there is fixed czech language file
  6. Remove all subdirectories with old unused versions of this mod in “Steam\SteamApps\common\Train Fever\mods (depending on your OS)
  7. Open “Steam\userdata\[Your Username ID]\304730\local\settings.lua” (depending on your OS) in Notepad or another text editor supporting UTF-8 encoding.
  8. Change “moneyMode” to “RAW”
  9. Change “moneyPrefix” to “” (empty string)
  10. Change “moneySuffix” to ” Kč” (don’t forget space before “Kč”)
  11. Click File -> Save, select UTF-8 encoding and rewrite old config file with this new one
  12. Turn on modpack in game and select all to European and town names to “České”

Uninstallation

Remove mod from list of mods in game

List of Vehicles:

    • 151, 151c, 151int and 151r by vader31

    • 181 and 181 Najbrt by vader31

    • 362 by vader31

    • 363 and 363 Cargo by vader31

    • 371 and 371 Lucka by vader31

    • 372 Cargo by vader31

    • 753, 753.7 by vader31


    • 810 by MacaCZ

    • EC Waggon RegioJet by MacaCZ

    • Eurocity Waggons by Agentbob

    • ET 13 Postbus by SwissCH

    • Gotthardkutsche by SwissCH

    • Ikarus 280 by Alex

    • Ikarus 415 by mediziner

    • Mercedes-Benz Citaro 2006 by mediziner

    • Railjet by Agentbob

    • RegioJet by MacaCZ

    • RegioPanter by MacaCZ

    • RegioSpider by MacaCZ

    • T749 by Donsaliery91

    • Tatra KT4D by mediziner

    • Tatra T3 by Alex

Plans for future:

  • Czech streets and rails models
  • Czech bus stops, tram stops, bus stations and train stations
  • Czech vehicles and wagons
  • Installer & Updater

If you want help with creating models of czech vehicles or buildings, please write me.

Stuff and authors of mods:

  • Agentbob – models
  • Alex – models
  • Cz_Honza – translate (Czech translation was removed due to official one release.)
  • Donsaliery91 – train model
  • Iver – leader, creator, town names, street names, config edits, fixes in czech translation
  • MacaCZ – models
  • mediciner – models
  • stmprn35 – town names, street names
  • SwissCH – models
  • vader31 – train models
  • z0ny – some advices
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Colision, How to increase the distance between vehicles. /forums/topic/colision-how-to-increase-the-distance-between-vehicles/ Tue, 23 Sep 2014 19:42:31 +0000 /forums/topic/colision-how-to-increase-the-distance-between-vehicles/ Continue reading ]]> Hello everyone, I’m finishing the first stage of my mod, but I have a problem as the collision of vehicles (a bus, in this case), when I kick the front to stop the vehicle that this atraz enters into the model before braking altogether already tried changing almost every field of the configuration parameters, but all the results so far were bizarre combinations of models and then crash when starting the game.

 

Sorry for my bad english, I’m using google translator.

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Question about the characteristics of vehicles /forums/topic/question-about-the-characteristics-of-vehicles/ Wed, 04 Dec 2013 22:30:26 +0000 /forums/topic/question-about-the-characteristics-of-vehicles/ Continue reading ]]> Today I looked again this gameplay video and carefully considered the characteristics of the locomotives.

It struck me as interesting: locomotives in game has a characteristic such as Tractive effect. How it will affect, for example, to max lenght of train, or may be to something else?

Just, for example, here A 3\5 has tractive effect 125kN, it means train of weight ~800 tons if acceleration of locomotive – 0.1 m\s^2. But in video train acceleration not very realistic. 😀 Maybe just because alpha, but I think for playability. 800 tons – it 40 cars like in screenshot, so… btw, 20 tons – it weight of empty car?

So, if in game Traction effect will affect to max weight of train, what will be the formula? 🙂

 

Second interesting characteristic – lifespan. What happens with locomotive after the 50 years of usage? Will in game a such characteristic like a Mileage? If locomotive 10 years stand in depot or 10 years traveled – the state of this locomotive will be different?

Vehicles in alpha video don’t have characteristic Consumption: it will be on release, or it included to “Running coasts”?

Well, sorry for many questions. 🙂

 

Btw, I very like how you did the depot: first stop can be anywere, buses (trams\trains) just go from depot to this stop and further along a circular route. Vehicles don’t need to back to depot after route (like in CiM2), right? It really good. 🙂

Thank you!

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