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Cuz, it's inconvenient to place expensive standard tracks instead of (for example) modded cheap yard tracks
Still, thanks for this wonderful mod :3
A lot of success for you,
Many thanks! I'm a bit busy with Christmas and other things at the moment, so haven't really had time to dig into TpF2 and its modding much at all yet... but I'm very much hoping to get stuck in in a month or two. I'm hoping by then that there'll actually be some updated modding-API documentation too! :-P
I'm tinkering around with it. A lot has changed though - I'm just trying to get to grips with the updated rendering and get it to display the elements properly... currently I have no idea whether the central mechanic of being able to convert a "construction" entity into usable track will even still work. It's possible I won't be able to find a workaround this time.
I shall certainly post a link here if I can get it working!
Works now after quitting game and then reloading.
You may be experiencing the graphical glitch that sneaked in with one of the later patches. Each segment should show the speed limit on the black rectangle floating above the middle of the segment. If it's just showing a blank rectangle, try saving, quitting out and reloading the game - that sometimes helps.
I still haven't had time to get to the bottom of why it happens.
Yeah, it's a strange error - I've tested it without any other mods loaded, and it seems to randomly decide each time I load the game whether it's going to mess with the render-depth-shifting or not.
Still not sure if/when I'll have time to attempt to reliably reproduce it and work out how to solve it. But at least in the meantime, if you want to work around it, you may have luck simply restarting the game a couple times.
Sorry, not much of an interim solution, I know :-P
Glad to hear you're finding it so useful. It'd be cool to see some screenshots of stuff you've built with it, if you ever feel so inclined :-)
But now for something completely different: Are ther any news on this front:
Grimdanfango [Autor] 18. Dez. 2018 um 20:51 Uhr
Just a quick note. I've noticed that under the new patch, the mod *sometimes* fails to display the gradient and speed-limit text correctly on the floating placards. Looks like they changed something with the rendering offset code.
I'm busy with work for a while, but I'll look into it as soon as I can and hopefully work out a fix.
It ceased to show anything at all, which is quite a loss especially for the speed limit prediction.
Kind regards, Lone Starr
Edit: I just disabled "ETCS Signals" mod (as did not seem to work at all) and suddenly PP shows all information again / properly.
Yeah, I know it's laborious to use, but building something into the stock tracklaying system is waaay beyond the scope of the modding API. I spent a long time researching and testing back when I wrote it, and I feel like this was the absolute best solution I could come up with within the limitations - I mean, as it stands, the mod only works because I found a way to exploit a loophole in how station-conversion works :-P
Now that Transport Fever 2 has been announced, I'm *hoping* that they might have addressed this and put in a proper integrated planning mode... who knows, I might not even need to make a mod this time around :-)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1617663203
Ah right. Thanks for posting! Always fun to see what people get up to with it :-)
Looks neat! Apologies, but I'm not quite following whether you're posting to celebrate the result, or asking for advice to improve it? :-P
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1612731062
Muchas gracias mi amigo!
I'm busy with work for a while, but I'll look into it as soon as I can and hopefully work out a fix.
Ah... well I've never done a full-on stress test. Probably had ~50 in play at one time, so there could conceivably be issues I'm not aware of. Might be best to plan one or two routes out at a time, fully convert them, then clean up before placing more.
<Shift>+click bulldozing helps, as you can skip having to click the "Confirm" prompt every time you bulldoze.
Still, shouldn't be anything in there that's *too* heavy, the poly count on the planners is kept fairly tight.
In Steam, you can use F12 in-game, then after you quit, it'll show you a window where you can upload them to your Steam account, set them public, and then share the links.
Great, glad to hear it!
Throw up a screengrab or two if you build something you're proud of (and if you can be bothered of course :-), it's always good to see what people make with it.
Best of luck. If you haven't already, and can bear the sound of my voice droning on, I recommend watching my tutorial video. It's not the most intuitive of tools :-P
That's my point though - a mod like that will still cost lots of money raising/lowering the terrain. You can't turn off the cost of that per-track, you can only turn off all costs for all terrain manipulation (ie, cheat).
You also aren't "planning"... you're committing to those terrain alterations, and you'd have to spend more money and effort smoothing them back out if you decide the plans are wrong.
I know my mod is far from the most intuitive process for planning... but I exhausively researched the entire modding system to find the best way to do completely non-destructive planning, and this is the absolute best system I could come up with. There's simply no way to do it with standard track-laying tools.
It's a problem that I can't see there's any better way to solve, unless they overhaul the modding system, or add their own planning mode into the base game.
And i do see a good use of a planning mod but to place segment for segment and not be able to do longer drawings easy i see as a problem.
Not sure I understand what you're suggesting this in reference to.
But if the suggestion is "why have a planning mod?" or something to that effect:
- because zero-cost track/road still modifies the terrain, and that always costs money - most of the cost of building in fact. There's no way to disable that per-track-type.
It also costs more money to smooth back out if you make a mistake, makes a mess even with careful smoothing, and you can't rebuild houses, etc. which you demolished to make way for it.
Thanks.
I would like to do a roads-version at some point, but I would have to somewhat re-think how the mod worked, as roads in Transport Fever don't snap in the same way that tracks do - they have that "stretch to nearby roads/junctions" effect going on.
I don't imagine I'll get to it any time soon, but it's certainly on the eventual-to-do list... if I can work out how to make it work.
If it's not there, I'd figure it'd be an issue with Steam delivering the files. If you want to install it manually instead, you can pick up the mod from https://www.transportfever.net/filebase/index.php/Entry/3393-Precision-Planner/
...and unzip it to \Steam\steamapps\common\Transport Fever\mods\
- that zip contains both metric and imperial versions, just make sure you only load one of them in your game.
Similar to the info I gave cubicle.warrior below... go to \Steam\steamapps\workshop\content\446800\1167178513\res\scripts\
and edit "preplan_params.lua"
- search for "heightCoarse" - there's a lookup section and a menu-buttons section... edit in your prefered values, and save the file. Keep both sections matched up, or your button labels won't match the actual values.
I use the central platforms (#2 & #3 for a station with 4 platforms) for thru-traffic to allow for maximum speed, and the "outer" platforms for trains that need to stop. The problem is that I have to rejoin the tracks to a nice doubletrack eventually, while maintaining top speed for pass-thru trains. And of course I want to have a nice symetrical layout.
For cargo stations with 4 tracks, for example, this can be achieved by one bit of 5 3/8 with 500m radius followed by a bit of 5 3/8 with 435m radius.
Yes, I would definitely like to make a road-laying spin-off of this. I suspect it might have slightly different challenges, given the way road-laying uses that nearby-attraction effect for placed buildings, and can create road or junctions dependent on angle.
Alas, I'm rammed with real-world work for a while yet, so probably won't have time to put it together anytime soon.
Are you planning a road / street version of this tool? It would be awesome!