Transport Fever 2

Transport Fever 2

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MOTRAS / German Stations for MOdular TRAin Station
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Scenario: Europe
Station: Train Station
Tiedostokoko
Julkaistu
Päivitetty
107.787 MB
23.12.2020 klo 23.58
10.7.2022 klo 11.04
5 muutosilmoitusta ( näytä )

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MOTRAS / German Stations for MOdular TRAin Station

Kuvaus
Thanks to my co-authors Korbi112 and Eisfeuer!

This mod contains many new modules for the MOTRAS by Eisfeuer (which is has to be installed and activated first) in the design of german stations.
The new platforms are available in common heights (38cm, 55cm, 76cm and 96cm) in the following eight designs:
- Deutsche Bahn AG from 2011
- Deutsche Bahn AG from 2000 (dark and light variants)
- Deutsche Bundesbahn from 1985 (red and grey variants)
- Deutsche Bundesbahn from 1969
- Deutsche Bundesbahn from 1948
- historic gravel platfrom (38cm only)
Dimensions and textures of these new platform models are based on the real platform construction standards used today by DB AG.

Also contained are new roofs, new underpass models, passenger bridges, level crossings, decorations and much more. A special feature are functional flexible track modules for stations which can be used to extend your station (you need at least 80m straight track and most addons can not be placed on the flexible parts). Almost everything is available as asset as well.
As stated the MOTRAS station mod is required for this version of the mod. Another version for the Urban Games station is also available.

Some modules can show aging effects when newer modules are added to the station later (optional in mod settings). Other modules will choose their texture by the region selected in the mod settings. Any changes of these settings will only apply to new or upgraded stations in a savegame.
You can customize the texts on information displays for each station - follow the instructions in [mod folder]/res/scripts/gs1motras_personalizedTrainList.lua.
Customizing advert signs is also possible by editing the textures in [mod folder]/res/textures/gs1motras_custom_advertisment.

Available mod settings:
- endyear: Change availability of different designs.
- platform markings: Mark platform edges depending on the maximum speed of the track. The distance between platform edge and line will be larger at tracks with speed limit above 160km/h (if it is not a head track). From 2011 hatched markings will be used at tracks with speeds above 100km/h assuming that not all trains will stop at this platform.
- show aging effects: Older modules will show dirt and small damages when more modern modules are added to the station. The higher the age difference is the more dirt will appear.
- modernize markings: Replace platform markings of all modules with their most modern version available.
- region: information displays and signs will use a design typical for the selected region.
- custom train list: Activate your customized list of trains to be shown on the information displays.
- light switch: Change if lamps on the platform shall be on or off
All changes of these settings will only apply to new or upgraded stations. You may therefore use different settings on one map - simply reload your savegame with new settings.

General notes:
- Many modules have different variants selectable with the keys M and N. The variant number will be saved and used for all new modules until the game is relaoded. In case a new module has an unexpacted appearance simply search the desired variant with M and N.
- Level crossings don't work with all track layouts. It is recommended tp place all track modules first and the crossing last. Matching signage is selectable after the station construction is completed by clicking on the crossing.
- The difference between the designs "DB 2011" and "DB 2000 (dark)" is noticable at the platform edge only.
- The feature that flexible modules will adapt automatically to the track type used in the rest of the station is currently in development.

How do I use the curved modules?
1. Build a Motras station and click on configure
2. Build at least one normal track module
3. Place a "Starter Module" (straight) from the tab "flexible" at the end of this track (change between standard and high-speed with N/M)
4. Place a platform from this mod next to it
5. Extend this track with curved modules (also from the tab "flexible"). N bends the module to the right, M bends it to the left, always between the largest and smallest radius with the step size stated in the module description. The platform will be build automatically.
6. Extend the track at the other end the same way in order to make trains stop in the middle of the platform
When the german station is initially placed you can set the last module of each track to be a starter. In this case you can start directly at step 5, but may not select high speed tracks.
Caution: When the starter or its neighbour track module is removed, all curved parts will be removed too!


Planned for future updates:
- more designs, especially for earlier decades
- matching assets for these decades
- flexible modules with slope
- station buildings packs as extention mods

We did our best to keep this mod resource-friendly by using dds-textures and LODs.
More modules are to come with updates - stay tuned on www.transportfever.net and feel free to comment your feedback!
Note: The content of some the billboards should not be taken serious.

If you like to tip me for my work, you can use this link: paypal.me/lennardo97 - Thank you very much in this case!
198 kommenttia
lennardo_97  [tekijä] 24.8. klo 5.35 
(2/2)
1. Use an equal length of flexible modules on both ends of the station
2. Force the station to determine the starter module as stopping position by placing platform module only alongside the starter module, but NOT alongside the following normal track (ramp modules are still possible, but since your station is two platform modules wide anyway, it might not be necessary). You can cover up the whole with platform assets.
2. Or, devide your platform into two terminals by placing the following order of modules:
curves-starter-normal-gap-normal-starter-curves with adjacent platform over the whole length. Then fill the gap by building some normal track (not a track module). This will give you two terminals per platform and you can choose the one that fits more to your desired stopping position. However, this will reduce the loading speed if the train is longer than the terminal, altouugh it visually still fits into the platform.
lennardo_97  [tekijä] 24.8. klo 5.35 
@Mika Yes, that's a known issue and the reason why I recommend a symmetrical layout in the "guide for flexible modules". The reason for that issue is that the station script only counts the number of normal track modules to determine the stopping position and I have no influence on that. However, if the station script determines that the starter module is where the train should stop, my script can determine the actual stopping position.

So generally, you have the following options and can decide which one works best for your station layout:
(1/2 due to limited characters)
Mika 23.8. klo 9.54 
@lennardo_97: I have a bit of a problem.

I have a station I'm in the process of building that on one of the platform has 1x Flex Starter module, 2x normal tracks, 1x Flex Starter module and 3x curved tracks/platform (280m in total).
However, I experience that trains entering the platform only use the flex modules, the normal tracks and the first 20-30m of the curved tracks, leaving almost 100m of curved tracks/platforms unoccupied by the train, even though it does not have all its cars inside the platform length.

Image 1: Track setup [i.gyazo.com]
Image 2: Two cars left to enter the platform [i.gyazo.com]
Image 3: Approx. 100m left of unoccupied platform [i.gyazo.com]
Image 4: Train has fully stopped and started boarding, though not using the full platform [i.gyazo.com]
Mister Darkus 4.8. klo 13.09 
@lennardo_97: Auch bei veränderter Mod-Reihenfolge tritt derselbe Fehler auf. Immer wieder mit anderen Mods von MaikC. Vielleicht bekommst du da ja was geregelt :)
lennardo_97  [tekijä] 26.7. klo 3.02 
(2/2 wegen Zeichenlimit...)
Da ich auch viele Mods von MaikC nutze und diese Fehler nicht habe, kann es sein, dass entweder durch ein Update oder durch eine sehr alte Version des problematischen Skripts der Fehler ausgelöst wird. Wenn das selbe Skript in mehreren aktiven Mods vorkommt, wird nur das in der Ladereihenfolge zuletzt stehende wirksam.
Du kannst also mal schauen, ob sich das Problem verändert, wenn du die älteste oder die neuste Mod von MaikC in der Ladereihenfolge ans Ende setzt.

Mehr kann ich im Moment leider nicht vorschlagen.
lennardo_97  [tekijä] 26.7. klo 3.02 
@Mister Darkus Ich habe in meinen Mods leider keinen Einfluss darauf, wie die Skripte anderer Mods mit den verschiedenen Modifkations-Schnittstellen des Spiels umgehen. Hier sieht es für mich so aus, als würde das andere Skript einen vom Spiel bereitgestellten Datenblock mit etwas eigenem ersetzen, was dann einen falschen Datentyp liefert. Das problematische Skript scheint "res/scripts/eatglobal/eat_mod.lua" zu sein, was wohl in mehreren Mods von MaikC enthalten ist.
Ich kann schauen, ob ich mein Skript in der Hinsicht etwas resilienter machen kann, um sowas abzufangen. Aber ich habe nur begrenzte Hoffnung, da ich erstmal davon ausgehe, dass ich Schnittstellen des Spiels so nutzen kann, wie sie dokumentiert sind. Wenn das eine andere Mod verändert, habe ich keinen Einfluss darauf.
Insbesondere verursacht es ja neue, noch unbekannte Fehler, wenn dann irgendwo die erwarteten Daten fehlen.
(1/2)
Mister Darkus 22.7. klo 7.26 
@lennardo_97: Update: Sowohl deine MOTRAS als auch MOTRAM AddOns haben massive Probleme mit mehreren Workshop-Mods. Bisher sind mir Probleme mit sämtlichen von MaikC erstellten Mods aufgefallen, die jedes mal für Crashes und nicht mehr ladbare Spielstände sorgen. Vielleicht kannst du dich mal auf die Suche nach Script-Konflikten oder so begeben, davon hab ich leider keinen Plan... Die Crash-Meldung bezieht sich jedes mal auf die eat_mod.lua, siehe meinen Screenshot weiter unten.
lennardo_97  [tekijä] 14.6. klo 2.47 
@Mister Darkus, Ja, genau richtig interpretiert! Sehr gut, dass es jetzt funktioniert :)
Mister Darkus 11.6. klo 16.20 
@lennardo_97: https://prnt.sc/T2dKf7yY5kdn

les ich da richtig raus, dass es Probleme mit dem "Güterwagenpaket 1b - KPEV, DRG, DB, DR (Verbandswagen)" gibt, Workshop-ID "3460397174" ?

Edit: Hatte noch ne alte Version von dem Güterwagenpaket-Set aktiviert. Paket 1 ist in a und b gesplittet worden, ich hatte noch die alte Paket 1-Version aktiviert. Nach dem Deaktivieren kam ich auch wieder in's Safegame! :) Vielleicht hilft das anderen auch, deswegen lass ich's mal stehen :)
lennardo_97  [tekijä] 29.5. klo 1.59 
@Rangers_Royal, see also the comment on the basic german stations mod. However for this mod, the Motras main mod needs to be compatible and uploaded to mod.io as well, so you have to ask Eisfeuer (the author of Motras) as well.