Has anybody found the Easter egg yet?
Beiträge von dview
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Looking great, are you also from The Netherlands? Could you also make a Dutch police car?
Yes I am, and a Rijkspolitie is on the to do list 100%.
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some images of the branded VW's on the test map. Only the driving versions are there now. For the asset they need to be in sets of 3, DHL is still to do (for a set with ASG & Danzas). And perhaps the Liebherr and some heavy haulage.
BTW; is that Liebherr LTM crane available for download somewhere? I cant find it in my collection yet.
Brands are:
Van Gend&Loos 3x, 1 is EuroExpress labeledPTT 9x, Post, Telecom and Nederland, 3 of each
Deutsche Post 8x, incl. eXpress, Danzas & ASG
Schenker 3x
Panalpina 3x
Schwarz bau 3x
Communal orange 3x
Transport mix; Gebr. Weiss, Deutrans & Riwatrans
Agri set; Claas, Fendt & John Deere
small commerce; Audi sport (garage), Maison René - 'Allo Baguette & Bols - Drankorgel thuisbezorging.
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The agriculture brands will be represented by a service company I've named RossSupport for the occasion;
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Ok one more tip then;
tip one was; try different asset setting combinations.
tip two is; it is not on one of the box vehicles.
A new clue,
You're looking for extra lights showing, the blink lights must be switched on.
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The VW transporter are in the paintshop.
I'm still a little in doubt if the emergency vehicles are going to match the crashtender look or not, though updating the metal gloss on the crashtenders is not on my agenda... so whilst thinking that over for the T3 the following brands are on the list;
Deutsche Post (regular & express)
PTT (NL) 3 versions, Post (red) Telecom (Green) and Nederland (Blue)
Schwarz Bau
Schenker
Panalpina
and possibly;
Gebr. Weiss
DHL
Danzas
ASG
Baumann
Felbermayer
Mammoet (Stoof & Van Seumeren)
Den Hartog
Wim Bosman
Royal Mail / Securicor
Audi sport
Liebherr
Klaas/Fendt/John Deere or other agricultural brand
Feel free to offer your suggestions, but I must warn it is unlikely there will be as many brands as featured on SM1ausHOT DAF XF mod.
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Ok one more tip then;
tip one was; try different asset setting combinations.
tip two is; it is not on one of the box vehicles.
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The doors are animated?
On the DAF 55 the cargo doors and tail lift are animated, on the driving vehicles by default and on the assets as per user selection.
If you're looking for the Easter egg, that is not it, the Easter egg is an undocumented feature that is not a bug

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Do I need to download the new version?
Can I detect it without being dutch?


Yes you can, small tip; try different asset setting combinations.

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I'm not sure if you mean this, but perhaps the tail lift at the 'Panalpina' and 'van Gent & Loos'-trucks? Even if it's not the easter egg: it looks great

Nope the tail lift is not the egg. There was a small typo causing the tail lift to display incorrect in the Just open position, but that is now corrected.
For the egg, keep looking

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PS fitting the time of the year there is an Easter egg hidden somewhere in the mod. I wonder who'll find it first, let me know when you do.
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It's a "Coming soon" for the DAF55 truck now. Tested and approved internally on my side
.I did consider to include person assets but feel that does not add value for effort here, hence it's just the default drivers you'll have to do with.
There is an eater egg hidden in there some where, let me know if you find it, I wonder who'll be the first to see it.
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The daf looks amazing

I know the "DAF 55" as a small car with a 1-speed automatic transmission from the 70s
Yes the variospeed DAF 55 and 66 I also recall from childhood. Occasionally you will still see a classic on the road here in NL. I've no clue why DAF didn't opt for a distinctive name for the truck, the cab was from Leyland, and didn't match the typical DAF design of the time, DAF aquired the Leyland company about a year before this 55 was introduced. Possible 55 was the working name at Leyland. Later newer versions in this line were branded as DAF LF.
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The asset config is finished on the DAF, on to the big clean up to remove all obsolete test data.
The communal vehicles don't have opening doors, but making the shown options variable bases on selection of each other isn't possible in TpF, so guess you'll find that out as you use it.
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holy
... such amazing vehicles. Maybe a rather strange request, but:Could you please just keep on modding? So far just everything was outstanding and a perfect add-on!
haha not intending to stop yet, though with most of my hobbies there are high and low times.
Plus at the moment my work, due to covid lockdown, being all from home still gives me more time to spend on eg. modding. Otherwise I would be travelling a lot and not have my personal hardware with me.
I must admit I spend more time modding than playing, but this is what I enjoy doing.
Therefore I also very much appreciate if you share footage of my mods in your scenes on the forum. Thanks for that!
And if you create repaints or altered mods, feel free to do so, also share footage of those please.
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Added two more variants for the DAF, a high volume and a communal service vehicle, now it's on to the assets scripting.
I also have a car ambulance pending, but that takes some more consideration.
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A line up of the DAF's is ready for road testing, 2 of each type;
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Regarding your crashtenders animation settings, I recommend setting it to start and close two sets of animations.
In TPF2, when a vehicle stop in station, all animation groups must be completed by default.
Suppose you want to let your crashtender spray fire extinguishing water when parking. The water stream sprays X, Y, Z from the nozzle position until it becomes a complete water stream. This is a set of animations, assuming the time is 0-2000, in order to keep the animation continuous, you should continue to write 2000-XXXX.
The setting of the end animation is the opposite. The vehicle will not leave the station until the above actions are completed.
Thanks, see you're using I'll say 'nested' animations, if that makes the difference. I actually created similar this week setting an animation for a taillift.
DH-106 Also you were looking for this, I would expect planes work the same for this.
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Thank you greatly for this new addition. Just as impressive as the real thing!!
I wonder how you've managed the vehicle finishes these extensive animations before departing a depot. The crashtenders I made depart before the animation is finished, if I would still want to add an animated water stream on those that is not feasible. If you could enlighten me a bit on how you achieved this, I will highly appreciate.Thanks and keep up the good work,