starman001

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  • in reply to: We need dev support to kick modding into high gear #10578
    starman001
    Participant

    +1 Β  for OP πŸ™‚

    in reply to: [TOOL] Train Fever Model Viewer #10566
    starman001
    Participant

    Dude, it works !!! πŸ™‚

    Thank you for that tool !!

    in reply to: [TOOL] Train Fever Model Viewer #10501
    starman001
    Participant

    Same here. I also use w7 64 bit, but only “home premium”…

    Since the error is from MS. net… which version is needed ? Maybe my installed one is to old, or it’s the 64 bit part..

     

    Hope you find a fix for it ! Good looking tool ” it will certainly become helpful for modding πŸ™‚ Keep it up

    • This reply was modified 9 years, 7 months ago by starman001.
    in reply to: [Discussion} Modding the industry #7183
    starman001
    Participant

    Hi,

    forget the “half the rent”, that’s just a german phrase I sometimes use, and I just translated it here… My Bad πŸ˜‰

    It means “this is only 50% of what is needed”.

    Regarding the industry, I can’t say for sure why it’s not working. I suppose you also used the vanilla mdl file from the goods industry, and just replaced the ressource needed ? If not, you can try that.

    How did you create the files ?

    I’m not entirly sure what’s needed, but if you don’t replace art and stuff, you need to edit the cargo file to create a new ressource, a mine file of your choise and give it the new good, and the goods fabrik to use the new Ressource…

    Also (this just comes into my mind) : Of course you need to update all vehicles that they can carry the new goods, and maybe also the loading bays (not sure about those).

    The chain of course also checks, if the goods CAN be transported, AND the 20 minute limit.

    For example : When you create the complete chain, but add a wrong waggon to a train in the chain (there are 3types of wagons for the goods, you need to use the correct one) than the production also is not starting.

    • This reply was modified 9 years, 7 months ago by starman001.
    in reply to: [Discussion} Modding the industry #7143
    starman001
    Participant

    Hi,

    just a thought, but from your explanation it seems that the problem is you are only working on the lower chain. You already know the cargo mod you said, so you already know about the demand system there (however it might working πŸ˜‰ )…

    According to your description, you made a mine and a refine industry. But that’s just half the rent, because there is currently only one good in the game that is demanded from the cities.

    Change your “goods-industry” so that it creates goods out of the ressource “refined copper”. Connect it to the chain and make a deliver system to the city in the 20 minute limit, and I’m sure it will be working.

    I changed the cargomod into 3 different chains (all producing “goods” in the end though), and as long as a chain is complete, the industry starts producing.

    Strange it works different in vanilla though, not sure why.

    in reply to: Decorations mod #6245
    starman001
    Participant

    As I see it, this mod isn’t adding new trees. I fear this is hidden somewhere in the scriptpart that is creating the terrain. Sofar, I couldn’t find any setup myself… And like the OP says, I also would like to see much more trees, about 3x times actually.. Texturemods fine and well, but no matter how nice the grass looks, it’s somewhat cold and empty (follow with the camera a pendler car between cities… It’s way to empty πŸ™‚

    If anyone would find a solution for that, that would be just great πŸ™‚

    in reply to: Small Texture Upgrade : Grass, Riverbed and Cropfields #6242
    starman001
    Participant

    Honestly, I haven’t even notices any fog πŸ™‚ , So I’m not fully sure what you mean. If it’s a line of sight you are talking, I haven’t noticed that it is limited.. Even when I tilt the camera, I can nearly see the entire map. As I described, I only changed these 5 parts…

    But if you want a marsian texture, that can be easily done πŸ˜‰

    Also, I just found the other terrain texture mod right now (which also changes smoke and skydome)… And the grass texture in this mod is way better than mine, on the other hand, I like my riverbed much more πŸ™‚ For the time being, it might be necessary that you pick a little from here and there… These are just simple tga-files which you can copy and paste in the texture folder.

    • This reply was modified 9 years, 7 months ago by starman001.
    in reply to: Cargo dissappearing in Depots #6225
    starman001
    Participant

    Well, honestly, I only use 1 Truckstop per Route, because the AI sometimes use them too and I like to have things “clean” πŸ™‚

    And while your description sounds logic, in my case there was only 1 good in the depot… The second ramp was free, but the game always loaded the second good to ramp A, which is taken. So the cargo dissapears.. I should note, that this second good is something I did not plan on, it one of those “hitchacker” goods,where the AI is using the Depot to speed up it’s own traveltime.

    in reply to: Small Texture Upgrade : Grass, Riverbed and Cropfields #6214
    starman001
    Participant

    Ok, I tried. Originalgame had normalmaps for the cropfields, but adding normalmaps has absolut no visible effect on the landtexture, even though I’m already running on max detail. So at the moment I don’t think it makes sense to add them to the package…

    in reply to: Small Texture Upgrade : Grass, Riverbed and Cropfields #6185
    starman001
    Participant

    I only have PS7, but thanks for the info, i take a look

    in reply to: BoundingBoxes, Childs and Animation for static objects #6174
    starman001
    Participant

    Thank you for the link… Last time I looked at a wikipage like that it was about the higgs boson… Was also full ofΒ  mathematics πŸ˜‰

    But it’s a start πŸ™‚

    in reply to: [MOD] Cargo Mod (made by Gwinda) #6163
    starman001
    Participant

    Same for me…. 3 Cities are in supply reach with high demands, all chains are active and definitly overpopulated with empty vehicles, certainly no issue for the 20 minute limit… maybe there is something going on in the background that blocks..

    I made a try 2 days back and created the 3 good industries (household from plastic, furniture from wood and tools from metalbars)… The supply chain is of course quickly setup, and my short test (didn’t played very long) made my ressource industry to produce like champs even in the 1850’s…..

    the demand system is a bit strange πŸ™‚ Personally, I would be more happy with a system like in transport gigant… given max production per month from the industry, as long as you deliver the goods needed…

    However, in order not to create a even more boring money machine, we would need more industry, more goods and a overhaul of the money system to make it stillΒ  a challange for the player….

    But I’m confident for the future πŸ™‚

    in reply to: [MOD] Cargo Mod (made by Gwinda) #5963
    starman001
    Participant

    @Timbo :

    This is, because the industry in this mod works different… A bit “unrealistic” imo, but it gives you a challenge.

    The demand for goods is now the key factor, and to create the correct demand, you need to work from the Top (Goods) to the bottom (ressources)

    In order to get the industry starting, you need to create the demand. And you create the demand when you create the infrastructure.

    i.e. Set up the route where the final goods are being transported to the city… You will have to use empty vehicles for that though, because of the strange way industries calculate the needs in vanilla (most important that strange 20 min factor).

    The annoying part (IMO πŸ™‚ )Β  however, is that you have to create the entire chain before the production really starts. So create the Infrastruktur (Depots and Setup “Lines) for all factories… I’m not fully sure it’s necessary to put vehicles on all of them yet, but I think the infrastructure is enough.

    So you need to check for industry in the vicinity to get the goods delivered from A to B in 20 Minutes, and when everything is setup, they start producing. (Normal roads that can deliver without trucks in 20 minutes will be aknowledged from the industry)

    You can earn money for that step very good with intercity passengertransport. First busses, then trains.

    • This reply was modified 9 years, 7 months ago by starman001.
    in reply to: [TOOL] Train Fever Model Converter #5959
    starman001
    Participant

    Excellent ! A big “thank you” for that. I will take a look at it the next days, unfortunately my vacation is now over πŸ™‚

    I suppose it’s working for all meshes ? Because I’m mostly interested in upgrading the ugly industry models.

    in reply to: [MOD] Cargo Mod (made by Gwinda) #5280
    starman001
    Participant

    @Jon : the german train fewer site is down at the moment, that’s why the download isn’t working… Try again later, I hope it’s not down too long.

    Has anyone tried that mod with large maps ? I’m now in 1910 and making countless millions with intercity passenger transfer, but the economy isn’t starting at all…

    There are justΒ  couple of factory that produce two pieces per months (mostly ressources), but the industry is to wide spread on the map, so i hardly can break the 20 minute limit anywhere… if this is really what the game calulates, because even when I have a few trucks running the line empty and wide spread, it’s not raising…

    I give it now a last try, and try to create large costly routes with trains, since you said we have to roll it up from behind, but even there the 20 minute limit might be a problem…

    • This reply was modified 9 years, 8 months ago by starman001.
Viewing 15 posts - 1 through 15 (of 21 total)