Beiträge von kilesengati

Willkommen in der Transport Fever Community

Wir begrüßen euch in der Fan-Community zu den Spielen Transport Fever und Train Fever, den Wirtschaftssimulatoren von Urban Games. Die Community steht euch kostenlos zur Verfügung damit ihr euch über das Spiel austauschen und informieren könnt. Wir pflegen hier einen freundlichen und sachlichen Umgang untereinander und unser Team steht euch in allen Fragen gerne beiseite.

 

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Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.

Das Team der Transport-Fever Community


    Hallöchen,


    ich habe es jetzt endlich geschafft mit TPF2-Bordmitteln und Steam vorzeigbare Videos zu erstellen. Aber es ruckelt immer noch recht arg. Kann man das nicht rausrechnen?

    Ich denke mir das so: Wenn es ruckelt, sind ja im Video mehrere Frames hintereinander, die das gleiche Bild zeigen. Da müsste es doch recht einfach sein alle bis auf einen der gleichen Frames rauszuschmeißen und schon ist das Ruckeln komplett eliminiert. Oder habe ich da einen Denkfehler? Gibt es Software, die sowas kann?

    Dann werde ich wohl mal was schneiden müssen. Beispiel: Einfahrt in den Tunnel - Schnitt - Ausfahrt aus dem Tunnel, weil da gibts nichts von Interesse zu sehen, schlimmstenfalls Dammbau-Mauern, die von oben in den Tunnel ragen. Als Sahnehäubchen vielleicht noch Überblend-Effekte. Ich will kein zweiter Hans Dampf werden, erstmal Mitfahrten durch die fertige Landschaft zeigen. Später sage ich vielleicht auch mal was dazu.

    Mehrere gleiche Frames hintereinander kannst du mit ffmpeg entfernen. Ist aber ein recht komplexes Kommandozeilenwerkzeug. Außerdem wird es bei sehr vielen entfernten Frames ggf. Probleme mit der Tonspur geben. Gibt bestimmt auf Stackoverflow oder sonstwo im Netz ein Thema mit passender Antwort dazu.
    Ruckler sind selbst mit Top-Hardware nicht immer ganz zu vermeiden, aber generell würde ich zum Aufnehmen eher OBS mit den richtigen Einstellung (Hardware-Encoding, etc.) empfehlen und ggf. auch die Bildwiederholrate im Spiel festsetzten und mit der Wiederholdrate der Aufnahmeeinstellung gleichsetzen. Auch darauf achten die Bitrate nicht zu niedrig einzustellen.
    Zum Schneiden von kurzen Videos reicht KdenLive vollkommen aus.

    Allesamt freie und quelloffene Software.

    https://ffmpeg.org/
    https://obsproject.com/
    https://kdenlive.org/de/

    Immer Sicherungskopien anlegen. Insbesondere beim Arbeiten mit ffmpeg, braucht einiges an Übung.

    i must say i really like the idea you are going for here ^^

    Glad you like it. Cheers!


    So you want to adopt the design of the other cars to achieve a prototypical and really existing train? Or do you want to ride fictitious units like shown above? I could imagine that a 2-axle power unit between two 4-axle control cars looks a little weird. Is this just an experiment?

    It's completely fictional. At least I've never heard of something like this existing IRL. Just a walkthrough power car, similar to the GTW, and visually compatible to the UIC-X/Y/Z coaches and control cars (and later also Bombardier double-deckers).

    I saw your mod on Steam and also saw the file size; 758MegaBite seems very extreme for only a mesh with no texture and probably some text files. I haven't downloaded it, but recommend the content/size of the mod is something to address. It seems there are many obsolete files included in your current version, otherwise I can't match how it can be so large.

    Steam uses a period as the decimal separator, not a comma. It is almost ~758 KB in size, not MB.

    Sorry for my question but I don't have any idea what this is good for.

    It's an engine car you can put between two or more coaches or control cars.

    Instead of buying a whole new DMU/EMU, you can use coaches and control cars already in your fleet to create a multiple-unit-esque composition. If you have control cars in your fleet already, it's a little cheaper than buying a whole new multiple-unit and looks sleeker and more modern than a push-pull train. Also it's more versatile than a multiple-unit. And at the end of the day: Just why not. :D

    It's kinda like "we have GTW at home".

    GTW at home:



    Unfortunately, TpF2 doesn't seem to allow transfer of cars between compositions (or am I missing something?), so actual usefulness in gameplay is a bit limited due to that.

    Economic performance of a train consisting of two UIC-Z-based control cars and a CXT power car going across a small map from one village/tiny town to another at about half capacity:

    There isn't much sense in using a single bogie, it would either have fixed axles or two bogies


    Hey, thanks for the reply. That would make things easier for me as well, though I would still need to learn how to do bogies correctly someday. :D

    Do you know what could cause the second axles not spinning? I thought just adding the mesh of the second axle in the MDL would do the trick.


    Moin,

    ich bin gerade dabei eine Mod für TpF2 zu erstellen. Es ist nicht ganz einfach als Noob einzusteigen, aber immerhin ist bisher etwas bei rumgekommen.

    Momentan stehe ich etwas auf dem Schlauch was Achsen und Drehgestelle betrifft und werde ich aus der Dokumentation und den Tutorien nicht wirklich schlau.

    Bei der Mod handelt es sich um diese: [EARLY DEVELOPMENT] coachXtender - The Power Car (CXT)

    Momentan besteht das Hauptproblem darin, dass sich nur eine Achse dreht und die Drehgestelle ein totales Mysterium für mich darstellen.

    Ich freue mich über Hilfe und Lösungsansätze. Vielen Dank im Voraus.

    MfG, Max.

    Eine weitere Frage: Da es sich konzeptionell um sowas ähnliches wie das Antriebsmodul des Stadler GTW handelt, hat der GTW eigentlich im Motorwagen ein Drehstell oder sind die Achsen anders aufgehangen? (Soeben von HunderDampf im Mod-Thema beantwortet.)



    G'day,

    I'm currently in the process of making a mod for TpF2. It's not quite as straightforward to get into TpF2 modding as a noob, but at least something came of it.

    I'm currently a bit stuck when it comes to axles and bogies and am none the wise from official documentation and tutorials.

    This is the mod I'm talking about: [EARLY DEVELOPMENT] coachXtender - The Power Car (CXT)

    Currently, the main issues are that I can only get one axle to spin and the bogies are a riddle wrapped in a mystery to me.

    I'd much appreciate your help. Thanks in advance.

    Greetings, Max.

    One more question: Since this is conceptionally similar to the traction module of the Stadler GTW, does the GTW have a bogie on the engine car or are the axles suspended in a different way? (Already answered by HundertDampf in the mod topic.)



    Dachte es würde ausreichen das Mesh der zweiten Achse in die MDL einzufügen. | Thought it would be enough to add the mesh of the second axle to the MDL.

    G'day everyone,

    I'd like to showcase a mod and concept I'm current working on.



    Image of current development state:


    Example images of engine car in a train of maverick2002's IC cars:



    Get it on the Steam Workshop: https://steamcommunity.com/sha…iledetails/?id=3544973062

    Mod will be released to Transportfever.net once the initial release version has been finished.


    Description:


    I was tired of using ghost engines to turn push-pull trains into multiple units, hence I am creating a more realistic solution.


    The CXT is inspired by the traction concept of the Stadler GTW. They are almost twice the size of the GTW's traction modules and posses twice the power.

    Still, standard coaches tend to be heavier than the purpose-built multiple-unit ones. Like with the Stadler GTW, it's recommended to use one power car per two coaches and no more than three coaches per power car.


    Currently, only a version for UIC-X/Y/Z coaches and Metropolitan (MET), but particularly maverick2002's IC control cars, is available. Versions for WUMAG/Görlitz/Bombardier double-decker coaches, ICE and more are planned, but one step at a time.


    Technical Data:

    Availability: 1995 - 2000

    Weight: 60 t

    Power: 1200 kW

    Tractive Effort: 160 kN

    Traction Type: Diesel-Electric (later also electric)

    Top Speed: 200 km/h

    Dimensions: TBA

    Wheel configuration: TBA

    Gauge: TBA


    Technical data is subject to change over the course of development.


    Conceptual Issues:

    Play-testing a little, turns out there are good reasons nobody is using such this system over traditional push-pull boosters IRL, and other similar solutions are integrated into purpose-built multiple-units.

    Initial acceleration is decent, but even with twice the power of the most powerful GTW traction modules out there, they struggle getting up to competitive top speeds, especially when going uphill.


    Alas, I think they have their use as regional and local solutions, as well for limited intercity service. If you are playing with highest economy difficulties, the CXT might help you keep costs down finding new ways to use existing waggons.


    Also no idea how this could actually work IRL - I'm not an engineer - but this seems plausible enough for a videogame. Maybe it could be powered by something exotic like a boxer or Wankel engine, who knows. :D


    Development Notice:

    I am completely new to TpF2 modding and have little idea of how trains actually work. This alpha version is a simple proof-of-concept and also serves as my first test mod. I'm working on it when I find time to do so.


    The main goal for the initial release version is to have a mid-train Diesel-electric and electric engine car.


    Development Plan:

    Phase 0 - Early development - Underway:

    ✅ Get a proof-of-concept working.

    ✅ Figure out how to add bogies and wheels.

    ❎ Learn about the sound system. 🚧 Underway

    ❎ Animate parts and pantographs for electric variant. 🚧 Underway

    ❎ Understand how the unit reversing system works.


    Phase 1 - Release version development (to Steam Workshop & transportfever.net):

    ❎ Reasonably detailed model.

    ❎ UV mapping.

    ❎ Texturing.

    ❎ LODs.

    ❎ Balancing.

    ❎ Localisation.


    Phase 2 - Doppelstockwagenantriebseinheitszwischenmodulentwicklungsphase:

    ❎ WUMAG/Görlitz/Bombardier Dosto Doppestockwagen double-decker variants.

    ❎ powered UIC-to-Dosto transition body variants.


    Phase 3 - HSR:

    ❎ ICE 1/2 variant.

    ❎ ICE L (Talgo) variant.


    Phase 4 - Control Cars:

    ❎ Simple powered control car

    ❎ Simple draisine

    ❎ Unpowered/luggage/post/freight car


    Phase 5 - More:

    ❎ More liveries.

    ❎ More propulsion variants.

    ❎ More gauges.


    No ETA is given. Development plan is subject to change.

    Current Challenges:

    • only one wheel is spinning
    • the bogie ain't turning


    If you know what might be the issue, help is much appreciated. I don't find anything of help for this matter in existing documentation and tutorials.

    Is the bogie even necessary for such design? What would be the benefits? Does the Stadler GTW have a bogie? Please let me know!


    Legal & Credits:

    Disclaimer


    THE MOD IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR

    IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,

    FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE

    AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER

    LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,

    OUT OF OR IN CONNECTION WITH THE TUTORIAL OR THE USE OF OR OTHER DEALINGS WITH THE MOD.


    Always make secure backups.


    Credits:

    Idea, mod creation and bodywork:

    Copyright 2025 "kilésengati". All rights reserved.


    Various Accessories:

    Copyright 2023 "Feluno". Some rights reserved.

    Licenced under CC BY-NC

    Source: Kleinteile für Schienenfahrzeuge (Modding-Ressourcen)


    Pantographs (not implemented yet):

    Copyright 2018 "DenesBerky". Some rights reserved.

    Licenced under CC BY

    Source: Stromabnehmer Paket / Pantograph Set

    ____________________________________________________________________________________

    Copyright 2025 "kilésengati". All rights reserved.