Transport Fever 2

Transport Fever 2

Extended Trackage
28 kommentarer
uzurpatorex  [ophavsmand] 4. maj 2023 kl. 1:19 
If you load the Extended Gameplay _before_ extended trackage it seems to work fine :)
uzurpatorex  [ophavsmand] 4. maj 2023 kl. 1:16 
Are you using Extended Gameplay and Extended Trackage? These mods are not really meant to mingle with each other because they override the standard game trackage.
tsilaicosneknurd 22. apr. 2023 kl. 23:49 
crashes (at least) for me:
Error message: error: [string "~/.local/share/Steam/steamapps/workshop/content/1066780/1940556785/res/config/track/main_1.lua"]:8: attempt to index global 'trackData' (a nil value)
stack traceback:
=[C](-1): __index
[...]/1940556785/res/config/track/main_1.lua(8): ?
File name: [...]/1940556785/res/config/track/main_1.lua
Minidump: [...]

Mod: "Extended Trackage" (*1940556785, 1) (consider removing this mod and contacting the mod author)
Tryrose 19. apr. 2021 kl. 21:38 
Could you make a version that uses vanilla game track and track balast colors?
uzurpatorex  [ophavsmand] 4. apr. 2021 kl. 23:16 
OK - the speed bug should be fixed now.
uzurpatorex  [ophavsmand] 31. mar. 2021 kl. 13:01 
In the mean time - enable 'all' vehicles when loading game and you should get 186h mph track
uzurpatorex  [ophavsmand] 31. mar. 2021 kl. 12:58 
I'll look into it after I relase 1.3 of Extended Gameplay
South Buffalo Buzz 31. mar. 2021 kl. 12:40 
Like embolalia, I'm limited to 150MPH tracks even though it's 2015 or thereabouts. American. As I said in a previous post, there seems to be some hiccup in the transition to concrete sleepers where the top speed of 110 mph and the curve performance gets worse.
South Buffalo Buzz 14. mar. 2021 kl. 7:37 
Something weird happened. In the transition to concrete sleepers, the top speed of the track stayed the same as the previous type at 110 MPH (American) but the curve performance actually got worse, but about 10 MPH anywhere the existing speed was less than 110. For example, a curve that was rated at 67 became 57 when updated. What's the point of a new track type that makes things worse?
MaxCheng95 8. sep. 2020 kl. 4:28 
Is it possible to get the curve coefficient of the tracks in this mod? I'm trying to change to third rail track curve numbers to that of this mod but I have zero idea how the coefficients are being calculated for this mod.
Silly Lilly 14. aug. 2020 kl. 8:44 
when will someone make a tool to make intersections on the track easier? so much time I spend on fiddling with the track builder when I want to allow trains to switch tracks when they leave a station, 9 out of 10 times the game won't let me do the X shape for no reason, first side work fine, then it won't do the other, so annoying!
embolalia 9. aug. 2020 kl. 13:00 
Is the fastest track not available when using US vehicles/units/something? The default American vehicle set does have a 186mph/300kph train from 2021, so having only 150mph track is unfortunate. I really like this otherwise, though!
Canadian_67 20. maj 2020 kl. 10:46 
when do i unlock the fastest track?
Supreme Guardian 5. mar. 2020 kl. 13:19 
I have the center catenary and it works fine
uzurpatorex  [ophavsmand] 10. feb. 2020 kl. 11:22 
It might be, haven't checked.
usagi tenshi ʚ₍ᐢ. .ᐢ₎ɞ 10. feb. 2020 kl. 10:02 
Is this compatible with catenary replacements?
gekaufter Bot #66642 10. jan. 2020 kl. 15:36 
I wanted to adjust some numbers myself in this mod but if i copy&paste this mod on my harddrive and put it into "mods" there is an error regarding the mph/kph conversion. Any idea why?
DonnernderVogel 27. dec. 2019 kl. 14:36 
Good Mod , it gives a few more options for cost balancing with the lines without giving tons of unnessecarie speedlimits like other mods. But one thing you should look at. The "low cost track" in the following era should be as good as the middleprice track in previous. Now you have to up- or downgrade when you build new tracks in 1900 or 1950s. This feels unbalanced.
Nicky 27. dec. 2019 kl. 2:11 
Thanks you for this mod, I was looking for something liek this!

And now, a question: is there a way to make some of teh older tracks obsolete ?
uzurpatorex  [ophavsmand] 22. dec. 2019 kl. 23:36 
What vehicle set you are using? European, US or asian? In asian set you get HSR track in 1960. You should get 300km/h track in 1975, regardless.
danil1798 22. dec. 2019 kl. 16:06 
I'm in 1970 and don't have a high speed track available. The limit is 160 even though there are trains going faster already. Is is how it's supposed to be?
Creat 20. dec. 2019 kl. 14:51 
Sounds good to me, gonna give it a try in my next game. Thanks for the fast reply!
uzurpatorex  [ophavsmand] 20. dec. 2019 kl. 13:40 
Its somewhat harder. Especially express tracks cost major $$.
Creat 20. dec. 2019 kl. 13:38 
how does the cost/upkeep comare to the base game? Is it "base game priced" but linearly adjusted for if it's better or worse, of is it effectively harder/easier than base game (in terms of purchase and maintenance cost)?
uzurpatorex  [ophavsmand] 20. dec. 2019 kl. 5:35 
Speed limits - realistish, meant to always give you track contemporary trains can run, but still sensible for a given era ( no 120km/h track in 1850 or somesuch ).

Curve limits - so it fits the game scale. 2km curves on 8km map just make no sense.
Zukakis 20. dec. 2019 kl. 5:17 
Are those speed values real/close to real world or just to make the game more interesting? Thanks for the mod in any case!
uzurpatorex  [ophavsmand] 19. dec. 2019 kl. 14:40 
It should depend on which vehicle set you have chosen. Euro/Asia -> metric, US -> imperial, all -> largest of two values
gekaufter Bot #66642 19. dec. 2019 kl. 13:32 
i would love a "metric" version with metric like values. e.g. 40 / 60 / 90
As a person familiar with the metric system and the ingame values, its quite odd having "not-round" numbers like 32, 64 or 72. nearly all ingame values are 40/45/50/55/60 ect