Transport Fever 2

Transport Fever 2

204 ratings
Track Builder
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Track/Street: Track
File Size
Posted
Updated
3.318 MB
1 Nov, 2021 @ 1:18pm
10 Dec, 2024 @ 9:38am
12 Change Notes ( view )

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Track Builder

Description
Track construction from segments with adjustable dimensions.

Fixes some weak points of conventional track laying:

- straights that remain straight
- curves without bumps and rules of thumbs
- constant incline ramps
- prototypical transition curves
- precise bridge and tunnel construction
- construction to the centimeter on a numerical basis
- up to 20 parallel tracks with one single click
- masts on the correct side
- tracks with stop and turning function, also at curves and ramps
- and much more ...

Important notes:

- After installing this version, existing stop and turning tracks will not be updated automatically. This must be done manually; a complete replacement is not necessary. All you have to do is change some setting for each of these objects and reset it again. The track type may also need to be reselected.
- If activated, stop and turning tracks appear in the buildings menu.
- Further information is available as tooltips in the 'Track Constructions' 'Settings' dialog: Simply touch the corresponding elements with the mouse cursor!
- The installation of the mod 'Track Sorter' is recommended. The 'Switch Kit' is useful as a further supplement.
- Curve angles are limited to 90 degrees in this mod because larger values would cause mathematical issues and unsightly results.
- The Track Builder supplements conventional track laying; it does not replace it. For example it will still be necessary to connect track sections converging towards one another by means of conventionally constructed tracks.
- Each track segment consists of two subsegments. If [FREE] is selected in the 'Track Constructions' settings at 'Status', these can be deleted separately afterwards. Since inclination changes extend over both subsegments, they would no longer be complete in this case. However, in the case of transition curves, the rear part (from mouse pointer) can be easily removed or replaced, since here the actual inclination change is in the front subsegment.
- Inclination changes can range from 20 to 500 m and more in length. A rough formula: Length = permissible speed ^ 2 * 0.4 * (inclination difference in per mille / 1000). But a shortening in the case of a lack of space will be hardly noticeable, especially since there are also tolerances at the prototype. More details in the specialist literature.
- Visible platform areas at parallel stop and turning tracks stretch exclusively along the outer tracks.
- At stop and turning tracks, the vehicle doors open on the right track side in laying direction; this is always the side with the catenary masts. In some cases, the selected mast orientation is overridden to ensure entry and exit on the correct side. Placing masts on the opposite side is only possible with special track types.
- In order to make 'real' stations from stop and turning tracks, asset platforms can be 'pushed under' in the activated platform area. Sidewalks can serve as stops on streets.
- The 'Station Track' will be installed by this mod. After it has been used, the Track Builder can no longer be removed unless the 'Switch Kit DE/AT' mod is installed.

Known issues:

- Track spacings except multiples of 5 m are not provided in the game and could cause issues, especially below 5 m. However, such a feature was built in experimentally. Please handle with care - in case of doubt, simply leave the preset value! ;-)
- At track crossovers and level crossings, bumps can appear in the track or street segment laid at last, despite a given inclination. To remedy this, the terrain should be leveled at these points.
- If the order of the dropdown entries at 'Other' has changed due to (un)installation of track mods, the track type must be reselected when upgrading rigid segments or stop tracks. If entries are missing completely as a result of a menu reduction, restarting the map is helpful.
- Individual settings are not taken into account when calculating the costs.

Legal stuff:

Original components from UG are accessed, the rights of which are owned by the game manufacturer. Unauthorized distribution not permitted! Adoption of parts of my own content for the development of other mods permitted under cc-by-nc (attribution, non-commercial). Install and use at your own risk.
Popular Discussions View All (1)
1
10 Dec, 2023 @ 10:25am
track builder does not account for track type
lollus
43 Comments
RadiKyle 15 May, 2024 @ 6:17pm 
@Erasian the Extra Capacity for Old Rail Stations mod has just been updated to support this mod now too.
WernerK  [author] 13 Apr, 2024 @ 10:44am 
@Eresian: Currently there is no way to do this. If you want such a feature try the mod "Spitzkehre" from EAT1963, but I think it hasn't got an option of showing visible load.
Eresian 13 Apr, 2024 @ 9:42am 
This is a powerful mod, I didn't realize it had so many great features. My tracks look so much better now. But I'm wondering, is there a way to multiply the capacity of station tracks? I'm sifting through the files carefully but I don't see any way to do that, and I don't understand most of what's going on. The capacity multiplier mod doesn't seem to affect these stations either. Help would be greatly appreciated!
mattiasmun 7 Jan, 2024 @ 10:43am 
@WernerK: Alright, thanks for your reply.
WernerK  [author] 30 Dec, 2023 @ 11:12am 
@mattiasmun: This would be too much work. Beyond that, this mod is already complex enough. What would be the advantage? If you need shorter segments, lay it multiply or use the splitter mod.
mattiasmun 30 Dec, 2023 @ 6:08am 
@WernerK: Hi, can you make it so that the number of nodes
per rail is variable instead of always three, please?

For example:

local numberOfNodes = math.ceil(railLength / 100 + 1)
(F.S).Moriarty 9 Dec, 2023 @ 12:52am 
This is an awesome mod, excellent work!
rat 20 Jul, 2023 @ 6:27pm 
incline track when
WernerK  [author] 6 Jul, 2023 @ 7:18am 
@armyrugger14: I don't understand what you want. This mod is usually for single tracks or parallel single tracks but not for switches. If you need a switch mod I recommend my Switch Kit DE/AT (only German types) or Track Design Patterns by enzojz for track ladders and multiple switches. Tunnels and bridges are priceless indeed but should not. This is a bug I must fix. :steamhappy:
armyrugger14 5 Jul, 2023 @ 8:49pm 
@WernerK, So I use your track system especially for switches and when I need to split tracks off. Can I make a request/suggestion? I have found the place I most need assistance in is when I'm bringing multiple lines into a station. I usually use 3 switches to move trains across 4 lines of track. Also I use a second track mod for shunts off the mainline for cargo, it has an expandable design so I can choose between 2 and 10 tracks to split. I love how you mod allows for the tracks to be going into a tunnel or a bridge and when I need to go into a tunnel or a bridge it is priceless. So thank you for the mod, Just asking if you might make those 2 upgrades on your next update.

Side note: I've never had a crash with your mod and I usually have between 40-50 mods running when I'm using it.

(If English is not your primary language I apologize if this does not translate or come across correctly)