Correct, of course nothing is wrong on the standard vanilla Golf MaikC .
I was just saying if you would change that 8 to 18 it will cause a crash. ![]()
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Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.
Das Team der Transport-Fever Community
Correct, of course nothing is wrong on the standard vanilla Golf MaikC .
I was just saying if you would change that 8 to 18 it will cause a crash. ![]()
Hi Katzer,
The error reported in the stdout is about an issue the game has with compressing transparent .tga textures. Since the last major update the use of the tga textures is showing up as an error in the log. I'm fairly confident (99% sure) this won't be the reason for the game to crash. I used the .tga glass textures until my Iveco Turbostar mod, so they are in many other mods as well.
I will make a small add-on mod to overrule the files and may ask you for some testing with that.
Now I fear the cause for the crash is much harder to discover. Based on the report there is one possible cause I recognize that will result to similar symptoms. And that is when a vehicle mod references a light mesh that is not part of the LOD. It's especially hard to discover when the reference is on e.g. one of the blink lights in a lower LOD, as the game only crashes when the light is triggered and of course within sight of view.
Unfortunately the Validate button in the model editor doesn't warn you of such errors, I wanted to post a request to @UG to include this in the validation, so kind-a herewith; Urban Games, can you please add this in a next update?
For example here a bit of code for a standard vanilla VW Golf that will crash the game, the error is the roadVehicle metadata, where for LOD1 the blinkLightsRight uses mesh # 18, while for this lod the model only has 8 meshes.
function data()
return {
boundingInfo = {
bbMax = { 1.8463107347488, 0.85151165723801, 1.3810857534409, },
bbMin = { -1.8586933612823, -0.85151207447052, 0.010737746953964, },
},
collider = {
params = {
halfExtents = { 1.8525021076202, 0.85151183605194, 0.68517398834229, },
},
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, },
type = "BOX",
},
lods = {
{
node = {
children = {
{
materials = { "vehicle/car/vw_golf_1_v2/vw_golf_1.mtl", },
mesh = "vehicle/car/vw_golf_1_v2/body_lod0.msh",
name = "body",
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, },
},
{
children = {
{
materials = { "vehicle/car/vw_golf_1_v2/vw_golf_1_interior_glass.mtl", "vehicle/car/vw_golf_1_v2/vw_golf_1_glass.mtl", },
mesh = "vehicle/car/vw_golf_1_v2/glass_frt_lod0.msh",
name = "glass_frt",
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0.56812262535095, -2.3841857910156e-07, 1.1119214296341, 1, },
},
{
materials = { "vehicle/car/vw_golf_1_v2/vw_golf_1_interior_glass.mtl", "vehicle/car/vw_golf_1_v2/vw_golf_1_glass.mtl", },
mesh = "vehicle/car/vw_golf_1_v2/glass_lft_lod0.msh",
name = "glass_lft",
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -0.45244112610817, 0.63082963228226, 1.0904700756073, 1, },
},
{
materials = { "vehicle/car/vw_golf_1_v2/vw_golf_1_interior_glass.mtl", "vehicle/car/vw_golf_1_v2/vw_golf_1_glass.mtl", },
mesh = "vehicle/car/vw_golf_1_v2/glass_rgt_lod0.msh",
name = "glass_rgt",
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -0.45244136452675, -0.63082993030548, 1.0904698371887, 1, },
},
{
materials = { "vehicle/car/vw_golf_1_v2/vw_golf_1_interior_glass.mtl", "vehicle/car/vw_golf_1_v2/vw_golf_1_glass.mtl", },
mesh = "vehicle/car/vw_golf_1_v2/glass_bck_lod0.msh",
name = "glass_bck",
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -1.455917596817, 1.1920928955078e-07, 1.0998661518097, 1, },
},
},
name = "glass_grp",
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, },
},
{
materials = { "vehicle/car/vw_golf_1_v2/vw_golf_1_interior.mtl", },
mesh = "vehicle/car/vw_golf_1_v2/interior_lod0.msh",
name = "interior",
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, },
},
{
materials = { "vehicle/car/vw_golf_1_v2/vw_golf_1.mtl", },
mesh = "vehicle/car/vw_golf_1_v2/w1_lft_lod0.msh",
name = "w1_lft",
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1.1235036849976, 0.71018010377884, 0.29357326030731, 1, },
},
{
materials = { "vehicle/car/vw_golf_1_v2/vw_golf_1.mtl", },
mesh = "vehicle/car/vw_golf_1_v2/w1_lft_lod0.msh",
name = "w1_rgt",
transf = { -1, -8.7422776573476e-08, 1.5099578831723e-07, 0, 8.7422797889758e-08, -1, 1.5099578831723e-07, 0, 1.5099578831723e-07, 1.5099578831723e-07, 1, 0, 1.1517723798752, -0.71018081903458, 0.29357326030731, 1, },
},
{
materials = { "vehicle/car/vw_golf_1_v2/vw_golf_1.mtl", },
mesh = "vehicle/car/vw_golf_1_v2/w2_lod0.msh",
name = "w2",
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -1.2010623216629, 1.0721212362341e-07, 0.29357331991196, 1, },
},
{
materials = { "vehicle/car/emissive/car_all_lights.mtl", },
mesh = "vehicle/car/vw_golf_1_v2/headlights_lod0.msh",
name = "headlights",
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, },
},
{
materials = { "vehicle/car/emissive/car_brake_lights.mtl", },
mesh = "vehicle/car/vw_golf_1_v2/brakelights_lod0.msh",
name = "brakelights",
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, },
},
{
materials = { "vehicle/car/emissive/car_blink_lights.mtl", },
mesh = "vehicle/car/vw_golf_1_v2/blinklights_lft_lod0.msh",
name = "blinklights_lft",
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, },
},
{
materials = { "vehicle/car/emissive/car_blink_lights.mtl", },
mesh = "vehicle/car/vw_golf_1_v2/blinklights_rgt_lod0.msh",
name = "blinklights_rgt",
transf = { -1, 1.5099578831723e-07, -1.2246468525852e-16, 0, -1.5099578831723e-07, -1, -1.2246469849341e-16, 0, -1.2246469849341e-16, -1.2246468525852e-16, 1, 0, 0, 0, 0, 1, },
},
{
name = "comp_grp",
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, },
},
},
name = "RootNode",
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, },
},
static = false,
visibleFrom = 0,
visibleTo = 100,
},
{
node = {
children = {
{
materials = { "vehicle/car/vw_golf_1_v2/vw_golf_1_lod.mtl", },
mesh = "vehicle/car/vw_golf_1_v2/body_lod1.msh",
name = "body",
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, },
},
{
materials = { "vehicle/car/vw_golf_1_v2/vw_golf_1_lod.mtl", },
mesh = "vehicle/car/vw_golf_1_v2/w1_lft_lod1.msh",
name = "w1_lft",
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1.1235036849976, 0.71018010377884, 0.29357326030731, 1, },
},
{
materials = { "vehicle/car/vw_golf_1_v2/vw_golf_1_lod.mtl", },
mesh = "vehicle/car/vw_golf_1_v2/w1_lft_lod1.msh",
name = "w1_rgt",
transf = { -1, -8.7422776573476e-08, 1.5099578831723e-07, 0, 8.7422797889758e-08, -1, 1.5099578831723e-07, 0, 1.5099578831723e-07, 1.5099578831723e-07, 1, 0, 1.1517723798752, -0.71018081903458, 0.29357326030731, 1, },
},
{
materials = { "vehicle/car/vw_golf_1_v2/vw_golf_1_lod.mtl", },
mesh = "vehicle/car/vw_golf_1_v2/w2_lod1.msh",
name = "w2",
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -1.2010623216629, 1.0721212362341e-07, 0.29357331991196, 1, },
},
{
materials = { "vehicle/car/emissive/car_all_lights.mtl", },
mesh = "vehicle/car/vw_golf_1_v2/headLights_lod1.msh",
name = "headLights",
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, },
},
{
materials = { "vehicle/car/emissive/car_brake_lights.mtl", },
mesh = "vehicle/car/vw_golf_1_v2/brakeLights_lod1.msh",
name = "brakeLights",
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, },
},
{
materials = { "vehicle/car/emissive/car_blink_lights.mtl", },
mesh = "vehicle/car/vw_golf_1_v2/blinklights_lft_lod1.msh",
name = "blinklights_lft",
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, },
},
{
materials = { "vehicle/car/emissive/car_blink_lights.mtl", },
mesh = "vehicle/car/vw_golf_1_v2/blinklights_rgt_lod1.msh",
name = "blinklights_rgt",
transf = { -1, 1.5099578831723e-07, -1.2246468525852e-16, 0, -1.5099578831723e-07, -1, -1.2246469849341e-16, 0, -1.2246469849341e-16, -1.2246468525852e-16, 1, 0, 0, 0, 0, 1, },
},
},
name = "RootNode",
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, },
},
static = false,
visibleFrom = 100,
visibleTo = 250,
},
{
node = {
children = {
{
materials = { "vehicle/car/vw_golf_1_v2/vw_golf_1_lod.mtl", },
mesh = "vehicle/car/vw_golf_1_v2/body_lod2.msh",
name = "body",
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, },
},
},
name = "RootNode",
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, },
},
static = false,
visibleFrom = 250,
visibleTo = 625,
},
},
metadata = {
availability = {
yearFrom = 1974,
yearTo = 0,
},
car = { },
colorConfig = {
configs = {
{
{ 0.69019603729248, 0.37241819500923, 0, },
},
{
{ 0.26666665077209, 0.11764705181122, 0.15691992640495, },
},
{
{ 0.29427140951157, 0.33725488185883, 0.29431617259979, },
},
{
{ 0.22340020537376, 0.14085352420807, 0.27843135595322, },
},
{
{ 0.52941179275513, 0.12119378894567, 0.026989618316293, },
},
{
{ 0.85882353782654, 0.85882353782654, 0.85882353782654, },
},
},
},
emission = {
idleEmission = -1,
powerEmission = -1,
speedEmission = -1,
},
roadVehicle = {
blinkInterval = 500,
configs = {
{
axles = { "vehicle/car/vw_golf_1_v2/w2_lod0.msh", },
blinkLightsLeft = { 13, },
blinkLightsRight = { 14, },
brakeLights = { 12, },
fakeBogies = {
{
group = 0,
offset = 0,
position = 0,
upright = false,
},
},
headLights = { 11, },
steeringParts = { },
wheels = { "vehicle/car/vw_golf_1_v2/w1_lft_lod0.msh", },
},
{
axles = { "vehicle/car/vw_golf_1_v2/w2_lod1.msh", },
blinkLightsLeft = { 7, },
blinkLightsRight = { 18, },
brakeLights = { 6, },
fakeBogies = {
{
group = 0,
offset = 0,
position = 0,
upright = false,
},
},
headLights = { 5, },
steeringParts = { },
wheels = { "vehicle/car/vw_golf_1_v2/w1_lft_lod1.msh", },
},
{
axles = { },
blinkLightsLeft = { },
blinkLightsRight = { },
brakeLights = { },
fakeBogies = {
{
group = 0,
offset = 0,
position = 0,
upright = false,
},
},
headLights = { },
steeringParts = { },
wheels = { },
},
},
engine = {
power = 37,
tractiveEffort = 6.5,
type = "DIESEL",
},
soundSet = {
horn = "",
name = "car_modern",
},
topSpeed = 27.780000686646,
weight = 0.80000001192093,
},
seatProvider = {
crewModels = { },
drivingLicense = "BUS",
seats = {
{
animation = "driving",
crew = true,
forward = true,
group = 15,
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0.0099999997764826, 0.37099996209145, -0.0079999975860119, 1, },
},
},
},
versioning = {
__version = "_v03",
},
},
version = 1,
}
end
Your F241 series is complete?
Complete? oeh ... ... uh maybe not, but plenty for now ![]()
![]()
Well testing was successful so it is a "Coming soon!"
I also just uploaded a small update for the base mod as I found it was missing the wheel files for the 3axle day cab in the asset which I also use for the garbage trucks. So updating that is advised, though the mod will function on version 1.20 of the base mod as well, only when you set an angle a placeholder box shows instead of front wheels.
I did cut one or two corners a little bit for this mod, I doubt you will notice unless I mention. But to make the asset creation a bit easier for myself the main / rear door doesn't open on the MAN versions and when opened more than just the lights on the door won't turn on. Also vehicles that have no rotary lights from the driving version, won't support these on the asset either. Hope that doesn't disappoint.
On the cargo options I decided to keep is small as well, it carries Plastic and Construction materials and is compatible with WASTE and DDRABFALL from the industry expanded mod & Abfallwirtschaft mod. Otherwise when playing with more mods that add cargo the options soon make no sense. Also other modded cargo types derived from the vanilla plastic or construction materials won't show the crew or cargo. It will be just a 'simple' truck with just the driver.
Looking forward to your feed-back and, please, images from your maps ![]()
The garbage trucks mod is finished, only a (final) test run now.
Wow, the bags look really realistic! Awesome!
In my honest opinion, it's on the edge of being too much photorealistic. It's a very simple, low poly, mesh with a photo image and bump map.
I really considered making something less photorealistic but with more Modellbahngefuhl , but I will use these, they are primarily just cargo and the extra gadget
Just uploaded a minor update for the Schwarz Bau vanilla trucks, correcting a file referenced for the VW Golf blink lights in the asset menu.
The asset for the garbage trucks is coming together nicely. The garbage bag I used for the cargo on the driving version is also in the asset as a fall back in 3 different compositions, from3 bags in a row to a small pile. And if you get the settings right you can also get a single bag and choose the colour to be black, grey or blue.
ssst use the cargo waste option and capacity kind to select. oh and then you can use the steer angle setting to size the bag.
The 2nd image shows a line up of the neutral branded vehicles.
soldier312 I hope the different orange options won't give you too hard of a time choosing ![]()
This could be another variant: https://frankfurt.de/-/media/f…F3B2F509D68B46DD10B3E781D
🤗
Herpa did a Mercedes Econic http://www.mimoma.com/de/HER30…onic_Pressmuellwagen.html
PS I'm a bit shocked by Google's price tag on this;
Maybe my old models will make money some day ![]()
Anyway haven't completely decided on the next truck model, the Econic is definitely an option.
Hi Rico, my suggestion would be to swap the Stone an Construction materials. So that clean sand can be transported to the towns for construction sites and the waste material can go to the construction materials plant to be recycled into new bricks.
This afternoon I started with the asset for the garbage truck. For the driving vehicles I made, but won't use
, an unloading animation. The asset of course will include such.
I've also looked at putting some brooms and shovels on the back side, SM1ausHOT kindly allowed me to use items from his TPF Zeug mod, but it looked somewhat odd and too much on the vehicle, so I took that out again.
Thanks
is it possible for you to also add the 20ft vanilla container. I think the size should fit
Good idea, Unfortunately not so easy though.
I didn't do that for the Schwarz pack since the tipper/tanker chassis is too short to fit a container on. It will probably fit nice on the chassis of the tarp truck, however that has no separate meshes for the chassis and load bed. Now it is still possible to make the load bed invisible by 'simply' removing it from the texture files and making it fully transparent for those parts. Then however the issue of items not showing when seen through glass is there. I just double checked and the updated vanilla vehicles really haven't changed this. ![]()
Got a bit side tracked yesterday and finished another "Bko with a touch of vanilla mod".
This time it is the MAN, it does not have the trailers from my Schwarz Bau trucks, but it does have a new open variant. And this time I included them as assets.
It's a "Coming Soon!", hope you enjoy ![]()
PS; the vehicles are added, not overruling the vanilla so not to impact the repaint from Casa and to give you more variety.
Just updated the DAF Expansion II, the animated tipper trucks are now also compatible with WASTE cargo.
I'll release this version also on Steam shortly.
DAF F241 series - Expansion II
PS Hope to see some images of my trucks in you scenes ![]()
![]()
我希望它有更多的变体。例如,起重机。消防车。
More variants have crossed my mind already, so we will see ![]()
Cool, then let me show and explain the Dutch license plates;
A lot can be found on Wikipedia; https://en.wikipedia.org/wiki/…plates_of_the_Netherlands
Some Dutch sites also have good info, that I will translate.
First image shows the history of the character combinations, the colours aren't correct though. The colours in the 2nd image are better; the plate on the top is from 1975, the 2nd one is from 1977, theoretical these should be the same colour. Best result is probably to choose something in between, the top one will in game look black, while it should be dark dark blue.
In NL license plates are handed out in number sequence, nobody can choose their own digits. For the system first the letters are defined and then the number, meaning the first car sold in 1973 would have license plate 10-EF-20, the 2nd vehicle sold would be 10-EF-21 etc. Once 99-EF-99 is reached the next plate gets 00-EG-01.
The system makes it possible to read from a plate when the vehicle was registered in NL. When you want to be precise, below the image I included which letters were used in which years (source: http://www.kentekenseries.nl/ ). Some letter combinations are reserved for special use and hence missing in the table. e.g AA is only for the royal family, CD is Corps Diplomatique, LM is army...
[Blockierte Grafik: https://images0.persgroep.net/rcs/06iDUVlagoRCOjwl3FpXtAg9qak/diocontent/102375270/_fitwidth/694/?appId=21791a8992982cd8da851550a453bd7f&quality=0.8]
[Blockierte Grafik: https://image.jimcdn.com/app/cms/image/transf/dimension=1920x400:format=jpg/path/s2b393db4b3a002a8/image/i096a44d910d60523/version/1516480918/image.jpg]
1965 AD, AE, AF, AG, AH, AJ, AK, AL, AM, AN, AP, AR, AS, AT, AU, AV, AX, AZ
1966 DE, DF, DG, DH, DJ, DK
1967 DK, DL, DM, DN, DP, DR, DS, DT, DU, DV, DX, DZ, EA, ED, EE, EF, EG, EH, EJ, EK, EL, EM, EN, EP, ER, ES, ET, EU, EV, EX, EZ
1968 EZ, FA, FD, FE, FF, FG, FJ, FK, FL, FM, FN, FP, FR, FS, FT, FU, FV, FX, FZ, GA, GD, GE, GF, GG, GH, GJ, GK, GL, GM, GP, GR, GS, GT, GU, GX, GZ, HD, HE, HG, HJ, HK, HL, HM, HN
1969 HN, HP, HR, HS, HT, HU, HV, HX, HZ, JA, JD, JE, JF, JG, JH, JJ, JK, JL, JM, JN, JP, JR, JS, JT, JU, JV, JX, JZ, MA, MD, ME, MF, MG, MH, MJ, MK, ML
1970 ML, MM, MN, MP, MR, MS, MT, MU, MV, MX, MZ, NA, ND, NE, NF, NG, NH, NJ, NK, NL, NM, NN, NP, NR, NS, NT, NU, NV, NX, NZ, PA, PD, PE, PF, PG, PH, PJ, PK, PL, PM, PN, PP, PR, PS, PT, PU, PV, PX, PZ, RA
1971 RA, RD, RE, RF, RG, RH, RJ, RK, RL, RM, RN, RP, RR, RS, RT, RU, RV, RX, RZ, SE, SF, SG, SH, SJ, SK, SL, SM, SN, SP, SR, ST, SU, SV, SX, SZ, TA
1972 SV, SX, SZ, TA, TD, TE, TF, TG, TH, TJ, TK, TL, TM, TN, TP, TR, TS, TU, TV, TX, TZ, UA, UD, UE, UF, UG, UH, UJ, UK, UL, UM, UN, UP, UR, US, UT, UU, UV, UX, UZ, VA, VD, VE, VF, VG, VH, VJ, VK, VL, VM, VN, VP, VR, VS, VT, VU, VV, VX, VZ
1973 VR, VS, VT, VU, VV, VX, VZ, XA, XD, XE, XF, XG, XH, XJ, XK, XL, XM, XN, XP, XR, XS, XT, XU, XV, XX, XZ, ZA, ZD, ZE, ZF, ZG, ZH, ZJ, ZK, ZL, ZM, ZN, ZP, ZR, ZS, ZT, ZU, ZV, ZX
1973 AD, AE, AF, AG, AH, AJ, AK, AL, AM, AN, AP, AR, AS, AT, AU, AV, AX, AZ, BA, BD, BE, BF, BG, BH
1974 AS, AT, AU, AV, AX, AZ, BA, BD, BE, BF, BG, BH, BJ, BK, BL, BM, BP, BR, BS, BT, BU, BV, BX, BZ, DA, DD, DE, DF, DG, DH, DJ, DK, DL, DM, DN, DP, DR, DS, DT, DU, DV, DX, DZ, EA, ED, EE, EF, EG, EH, EJ, EK, EL, EM, EN, EP, ER, ES, ET, EU, EV
1975 EJ, EK, EL, EM, EN, EP, ER, ES, ET, EU, EV, EX, EZ, FA, FD, FE, FF, FG, FJ, FK, FL, FM, FN, FP, FR, FS, FT, FU, FV, FX, FZ, GA, GD, GE, GF, GG, GH, GJ, GK, GL, GM, GP, GR, GS, GT, GU, GX, GZ, HD, HE, HG, HJ, HK, HL, HM, HN, HP, HR, HS, HT, HU, HV, HX
1976 HP, HR, HS, HT, HU, HV, HX, HZ, JA, JD, JE, JF, JG, JH, JJ, JK, JL, JM, JN, JP, JR, JS, JT, JU, JV, JX, JZ, MA, MD, ME, MF, MG, MH, MJ, MK, ML, MN, MP, MR, MS, MT, MU, MV, MX, MZ, NA, ND, NE, NF, NG, NH, NJ, NK, NL, NM, NN, NP, NR, NS, NT, NU, NV, NX, NZ, PA, PD, PE, PF, PG, PH
1977 NX, NZ, PA, PD, PE, PF, PG, PH, PJ, PK, PL, PM, PN, PP, PR, PS, PT, PU, PV, PX, PZ, RA, RD, RE, RF, RG, RH, RJ, RK, RL, RM, RN, RP, RR, RS, RT, RU, RV, RX, RZ, SE, SF, SG, SH, SJ, SK, SL, SM, SN, SP, SR, ST, SU, SV, SX, SZ, TA, TD, TE, TF, TG, TH, TJ, TK, TL, TM, TN, TP, TR, TS, TT, TU, TV, TX, TZ, UA
1978 TM, TN, TP, TR, TS, TT, TU, TV, TX, TZ, UA, UD, UE, UF, UG, UH, UJ, UK, UL, UM, UN, UP, UR, US, UT, UU, UV, UX, UZ, VA, VD, VE, VF, VG, VH, VJ, VK, VL, VM, VN, VP, VR, VS, VT, VU, VV, VX, VZ, XA, XD, XE, XF, XG, XH, XJ, XK, XL, XM, XN, XP, XR, XS, XT, XU, XV
1978 DB, DD, DF, DG, DH, DJ, DK
1979 DL, DN, DP, DR, DS, DT, DV, DX, DY, DZ, FB, FD, FF, FG, FH, FJ, FK, FL, FN, FP, FR
1980 FS, FT, FV, FX, FY, FZ, GB, GD, GF, GG, GH, GJ, GK, GL, GN, GP
Also an option to choose the plates by country(choosing between France, West germany, Italy and Spain) will be added:
Is there a chance you would also include Dutch plates?
More repaints, now also made the MAN with a proper grill. Some detailing is still to be done, though that gradually completes, besides the repaints I also adjusted the animation to have the workers step of the steps on a stop.
I say do what fits you best. Publishing an alpha release to me means that users need to ba aware the final model might not be fully compatible and hence they need to correct their save game. In case the final mod leads to game crashes for user updating from the alpha you can always provide a separate fix for them.
Making it dependant on the LMP mod... I don't see an issue in that; Who doesn't use that??
(and if they don't, then they do not yet know that they want to
).
When mods are dependent on mods that on their turn require other mods or when you need a lot of mods it becomes harder to manage in game, hence I try to make my mods require no more than one mod, exceptions given of course. If file size increases too much it's better to make a mod dependency.
Looking forward to it!