Transport Fever 2

Transport Fever 2

Extended Gameplay Two
88 条留言
joe-frosch 2 月 26 日 上午 9:08 
gibt es eine Anleitung
Pitagoras991 2024 年 7 月 7 日 上午 3:29 
No i gdyby to wspierało ten mod

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2849246327&searchtext=rails

oraz industry expanded to TF2 stałoby się grą dla hardkorów
Pitagoras991 2024 年 6 月 28 日 上午 12:57 
Me too
This mod just simply does not like universal (== with ability to carry goods from diffrent categories eg. flatbed and covered) railroad cars. What an pitty. Especially with such good mods like that one, the american (40Ft?) flatbed and numerous container carriers
LexiKatta 2024 年 6 月 27 日 下午 12:21 
Sorry, only just noticed the reply (I'm bad at noticing things) Mainly mods like this: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3236981041 the speed limits and capacities are so poor that it makes using them unviable.
Pitagoras991 2024 年 6 月 27 日 上午 9:52 
Boczniak też używa sterego modelu

W sumie stare i nowe modele można by wykorzystać aby było więcej typów/rodzajów pojazdów?

Bo akurat w boczniaku i cysternie 4 osiowej (i w wagonie krytym model roku 1950) dosyć mocno się różnią...
Pitagoras991 2024 年 6 月 25 日 上午 12:21 
I jeszcze 2 rzeczy

1) wspracie dla tego EZT
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2093990123&searchtext=series

On ma obrotowe fotele i dosyć specyficzną mechanikę wyświetlania pasażerów.
Ilość miejsc dla pasażerów w nim to ilość zaprogramowanych w pliku miejsc / 2
(Bo każdy fotel jest liczony 2 razy bo są obrotowe)

2) Głowica napędowa z Re450 do zakupu oddzielnie jako lokomotywa
Pojedyńczo i podwójnie jak ET41 bo to rzekomo według parametrów dobra lokomotywa towarowa w grze. Niektórzy grają na modach dodających ją oddzielnie
Pitagoras991 2024 年 6 月 23 日 上午 12:17 
No i EZT ED9M ma nierealne zestawienie
W realu zestawiany jest tak
(dam oznaczenia PKPowskie członów, silnikowy to ten z panto, pozostałe są bez napędu)
R+S+S+R
R+S+S+D+S+R
R+S+D+S+S+D+S+R

I tak dalej

Co drugi wagon ma być motorowy
Pitagoras991 2024 年 6 月 23 日 上午 12:14 
I jeszcze sprawa domyślnych zestawów pojazdów
Do zestawu europejskiego dodaj ruskie lokomotywy (+EZT i SZT).
przynajmniej spalinowe i elektryczne (bo co do parowozów to nie jestem pewien)
czyli CzS4, WŁ80, TE3, ED9M, RA2, ES1 te dodaj na pewno

A do zestawów azjatykiego i ameryksńskiego dodaj wczesne lokomotywy elektryczne europejskie
Ae 4/7, Re4/4, E94
(Bo w zestawie azjatyckim BARDZO brakuje wczesnych elektryków)
Pitagoras991 2024 年 6 月 23 日 上午 12:03 
I sprzydałby się opis ładowności

np. 9-15 mało co mówi

W opisie wagonu ile jednostek (jeżeli dobrze rozumię,to jet to w modzie jednostka objętości a ile wagon może zabrać zależy od jego objętości i ładowności co jest bardzo realistyczne!) np. węgla, ile zboża itd. może zabrać


A jakieś oficialne taktyki gry na tym modzie?
Pitagoras991 2024 年 6 月 22 日 下午 11:52 
7) Zostawianie dowolnie długiego kupowania późnych wersji pojazdów - dobry pomysł, gdyby nie to, że np. w 2010 roku mam do zakupu parowozy - może by je jakoś wykluczyć z tego?
8) Dodać do zakupu oddzielnie wagon rozrządczuy z Re450, bo pasuje do zwykłego piętrusa
9) Czy to jest kompatybilne z deluxe edition?


A co do game balancu ogólnie - najgorzej jest z samolotami... Samolot towarowy latający w 2 strony załadowany (powrót może być nawet w połowie pusty) to jest fabryka pieniędzy...
A ich wydajność przewozowa to żart....
Pitagoras991 2024 年 6 月 22 日 下午 11:52 
Bo tak
1) Jeden z wariantów SM42 z moda jest wykrywany jako układ osi 3+1 a nie 4+0
2) Cysterny czteroosiowe typu europejskiego wciąż kożystają z starych (przed updatem) modeli
3) EZT i SZT - miło by było gdyby były dostępne w różnych wariantach długościowych
4) Pojazdy z modów - gdy mod dodaje różne malowania lokomotywy to w tym modzie różnią się tylko siłą pociągową - a może by tak generować wersje o różnych prędkościach i mocach jak domyślne?
5) Pojazdy z modów - czy wagony uniwersalne (platformy gdzie ładujesz ładunki z różnych kategorii (cysternowe, kryte, platformowe, lorowe) działają poprawnie?
6) A może by tak dodać obsługę Industry Expanded?
uzurpatorex  [作者] 2024 年 6 月 22 日 下午 12:13 
Rozwijany - niekoniecznie, ale bugi mogę połatać, jak będzie trzeba.
Pitagoras991 2024 年 6 月 22 日 上午 3:35 
Czy ten mod jest jeszcze rozwijany?
Bo znalazłem kilka błędów
Ponadto mam kilka pomysłów i pytań...
uzurpatorex  [作者] 2024 年 5 月 6 日 上午 3:50 
Actually, you are the first one :) Which mods get corrupted?
LexiKatta 2024 年 5 月 2 日 上午 8:18 
I'm sure you get asked this a lot, but would it be possible to have an option to disable a certain section of the rebalancing, for example, I love the passenger rolling stock changes however it seems to screw over a load of cargo rolling stock mods.
Ranau 2023 年 12 月 11 日 下午 12:42 
Stations seem to be missing the mod's rails.
supercjman77 2023 年 8 月 1 日 下午 8:32 
ok! just making sure it was intended
uzurpatorex  [作者] 2023 年 7 月 30 日 下午 11:05 
That is a feature of the mod - you get more early locomotive selection in the 1850-1865 period - each 'biome' gets same 5 early steamers. It deviates from that onwards.
supercjman77 2023 年 7 月 30 日 下午 4:24 
when i was playing on a sandbox game with vehicles set to american and balance in the mod set to american, though the russian and european locomotives were still there in 1860
uzurpatorex  [作者] 2023 年 7 月 30 日 上午 11:24 
It should work like this. Did you get it sorted?
supercjman77 2023 年 7 月 24 日 下午 5:29 
is it possible to set it up so I only get the vehicles from one scenario? I am getting european asian and american locomotives even though im on the american setting in game
tsilaicosneknurd 2023 年 4 月 22 日 上午 4:08 
ty
uzurpatorex  [作者] 2023 年 4 月 21 日 下午 10:37 
I uploaded a fix to the bb36000 crash.
uzurpatorex  [作者] 2023 年 4 月 21 日 上午 11:52 
I'll look into it.
tsilaicosneknurd 2023 年 4 月 20 日 下午 10:36 
I get this? does it sound familiar?

Error message: error: ~/.local/share/Steam/steamapps/workshop/content/1066780/2403182754/res/scripts/extended_gameplay_two/get_vehicle_properties.lua:616: attempt to index field '?' (a nil value)
stack traceback:
=[C](-1): __index
@~/.local/share/Steam/steamapps/workshop/content/1066780/2403182754/res/scripts/extended_gameplay_two/get_vehicle_properties.lua(616): ?
@.....2403182754/res/scripts/extended_gameplay_two/modify_locomotive.lua(164): ModifyLocomotive
@...../2403182754/res/scripts/extended_gameplay_two/extended_gameplay_two_core.lua(44): OnLoadModel
@...../2403182754/res/scripts/extended_gameplay_two/extended_gameplay_two_core.lua(92): v
@res/scripts/mod.lua(102): origApplyModifiers
@...../2931987001/res/scripts/eatglobal/eat_mod.lua(298): ?


File name: ..../2158825401/res/models/model/vehicle/train/bb36000_1500V_menu.mdl
uzurpatorex  [作者] 2023 年 2 月 21 日 下午 11:42 
Yes. Pretty much. The 'clutter' is 90% of the mod after all.
Jamiebear 2023 年 2 月 21 日 下午 2:29 
Okay i guess i will just have to not use this mod then as it add's way to much clutter
uzurpatorex  [作者] 2023 年 2 月 20 日 下午 12:39 
No plans to do anything remotely like that. Sorry.
Jamiebear 2023 年 2 月 19 日 下午 3:24 
Can you make it so you can disable the variance of Locomotives and Rolling Stock?
Binaryclock03 2023 年 1 月 31 日 上午 11:21 
Thank you! I usually set it down to hard in the early game and set it to fever when I get to 1870ish
uzurpatorex  [作者] 2023 年 1 月 31 日 上午 11:19 
I'll adjust the cost of lower speed track in the next release :) As a workaround - play on 'medium' or 'easy' unltil you get to proper system saturation with trains.
Binaryclock03 2023 年 1 月 31 日 上午 11:16 
This mod is amazing and I cant play without it now. That being said, the first ~5 years of a playthrough are incredibly difficult with the low speed trains you get and how expensive track maintenance is. Would it be possible to add some cheap low speed track that only sticks around for the first 10ish years to help deal with the difficulty of these first few years?
Doxs Roxs 2022 年 12 月 18 日 上午 2:42 
It works, thank you for the quick update and a great mod! :steamthumbsup:
Running with hard/hard right now. But could not switch it up to fever yet.
Just not enough power yet to make the grades with a decent setup.
Playing on my map with 1 km height difference though so insane amount of heavy grades. :p
Will definitely try it again later though.
Doxs Roxs 2022 年 12 月 17 日 下午 12:58 
That is awesome, thank you! I'll have a look later tonight and see if it works :)
uzurpatorex  [作者] 2022 年 12 月 17 日 上午 8:56 
Fixed. Should work now for both challenger mods
Doxs Roxs 2022 年 12 月 17 日 上午 7:44 
Wow, you are fast. Thank you. I will look into it and see what I can figure out :)
Sorry I forgot to link the mod, its this one that I use from meatballhero: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2547425060&searchtext=challenger
uzurpatorex  [作者] 2022 年 12 月 17 日 上午 7:20 
Ok,I've got it. Working on a fix. You can add your own custom vehicle info in 'get_vehicle_properties.lua' -> WorkaroundForLocomotivesWithWeirdAxleConfig function
uzurpatorex  [作者] 2022 年 12 月 17 日 上午 7:01 
Which mod is it?
Doxs Roxs 2022 年 12 月 17 日 上午 6:07 
I have a 4-6-6-4 Alco Challenger mod, and while most locomotives seem to work well with this mod this one has issues. Axles are 2+0 and adhesive weight is very low, as is tractive effort. Any idea what might be missing in the mod file for the Challanger? I have no problems messing around in the lua files, Im just looking for some pointers if you recognize the issue :)
AverageEuropeanTramEnjoyer 2022 年 10 月 22 日 上午 3:34 
Thank you so much!
uzurpatorex  [作者] 2022 年 10 月 22 日 上午 12:39 
Thank you. I have a fix ready and will upload an update shortly.
AverageEuropeanTramEnjoyer 2022 年 10 月 21 日 下午 3:13 
With this mod, and the Twindexx Vario double-deck rail cars Br. 445 (DB) mod, the game crashes while loading and sends a crash report.
Yamete Kudasai 2022 年 9 月 25 日 上午 8:22 
- With single tracks you might run into traffic issues - Don't be afraid to double head locomotives. Double steam engines looks a bit silly but it's a good way to transport more goods without increasing traffic -> Making more efficient use of your tracks
- Reuse track where possible.
- As far as I can tell the maximum speed of the track does not affect ticket prices, only the max. theoretical speed of the train. It can be beneficial to upgrade a train to a theoretical top speed of 50kmh even if it can't possibly reach that speed on the track. This should make trains more profitable without increasing track maintenance cost - Be aware that those trains tend to be more expensive to maintain. Decide on a case by case basis.

Bonus tips not regarding trains:
- Trucks are a decent way to make money if the producer and consumer are close to each other.
- Shipping cargo is insanely profitable due to them requiring barely any infrastructure to maintain
Yamete Kudasai 2022 年 9 月 25 日 上午 8:22 
So for those of you struggling to turn a profit before about 1880, here's some tips.
Rail infrastructure upkeep is very expensive with this mod and will easily eat away your profits if you're not putting at least some planning in.

Use as little rail as possible
- Go straight from A to B if possible, even if that means digging expensive tunnels. Use at your own discretion to stay realistic.
- Don't build double tracks unless it's absolutely neccesary. Learn how to build bidirectional single track lines with passing loops. It's really easy.
- Make full use of production capabilities. It's not profitable to run a track from A to B only to end up transporting 80 pieces per year. Don't be afraid to shoot for rates of 300-400 and don't bother with completing a production chain early on.
ClaudeJ 2022 年 8 月 20 日 上午 5:20 
Hey there,
awesome mod, in its genuinest meaning !
So much variety and a more challenging gameplay, what's not to love ?

Do you plan to make us of the strings.lua at some point ? Could be nice to localize things such as vehicles names and specs.

Cheers
TheViper492 2022 年 6 月 5 日 上午 8:56 
Right I get that the cost settings are already put in there, but I'm saying that with the last major update they added the ability to adjust what stuff costs. So, for example, I like to adjust my advanced settings so that infrastructure is twice as expensive to maintain, and trains are half as expensive to maintain. I do this because IRL track work is way more expensive than running some empty grain hoppers back to the farms, but in the game on harder difficulties running empties is impossible even though it's very prototypical. I'm saying I with the mod took advantage of these new advanced settings and adjusted the costs with your settings. Leave it default and nothing changes, but using the advanced sliders you could edit it to your playstyle. It's a new feature that'd be really awesome if the mod took advantage of.
uzurpatorex  [作者] 2022 年 6 月 5 日 上午 1:54 
The cost settings are 'baked in' into the mod from the start. The further you go on the difficulty setting, the more expensive it becomes.

Also - the track curve is limited to the maximum speed of the track. So - a 60km/h track will only allow to build a curve that allows 60km/h.
TheViper492 2022 年 6 月 3 日 下午 2:04 
So I noticed that this mod doesn't work with a lot of the new advanced map creation settings. Primarily, the ones that allow you to adjust how much vehicles and infrastructure cost to maintain. Normally I tweak these quite a lot, but with this mod, I can't. Real shame. I really want to play it otherwise. Also I noticed that the new tracks you added don't lose speed when they go too sharp. Looks real weird having a train cruise full speed around a tight corner lol.
Dourbracken 2022 年 4 月 14 日 下午 5:49 
Also, the Berkshire visually ages far too quickly, as in it's 10 months old and already filthy.
Ant_86 2022 年 4 月 14 日 下午 3:09 
Now this is probably a smooth brain question but where are the times generated and stored? If you could point me to the file/s, that would be grand