Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
So I use the Concrete tunnels for most railroads & subways (Old stone bricks aren't realistic in a modern setting) and rock tunnels for disused and (very) old railroads.
The tunnel mouth dosent fit in the ground and sticks out!
The railway signalling system seems to be the same as they change in front of trains!
But thanks. It shows them now.
In the tunnel_high_speed.lua and tunnel_standard.lua is written
t.catenaryPoleModel = "empty.mdl"
t.catenaryMultiPoleModel = "empty.mdl"
t.catenaryMultiGirderModel = "empty.mdl"
t.catenaryMultiInnerPoleModel = "empty.mdl"
Replace this with in the tunnel_high_speed.lua
t.catenaryPoleModel = "railroad/power_pole_2.mdl"
t.catenaryMultiPoleModel = "railroad/power_pole_1.mdl"
t.catenaryMultiGirderModel = "railroad/power_pole_1a.mdl"
t.catenaryMultiInnerPoleModel = "railroad/power_pole_1b.mdl
Replace this with in the tunnel_standard.lua
t.catenaryPoleModel = "railroad/power_pole_us_2.mdl"
t.catenaryMultiPoleModel = "railroad/power_pole_us_1_pole.mdl"
t.catenaryMultiGirderModel = "railroad/power_pole_us_1a_repeat.mdl"
t.catenaryMultiInnerPoleModel = "railroad/power_pole_us_1b_pole2.mdl"
In der tunnel_high_speed.lua und tunnel_standard.lua steht:
t.catenaryPoleModel = "empty.mdl"
t.catenaryMultiPoleModel = "empty.mdl"
t.catenaryMultiGirderModel = "empty.mdl"
t.catenaryMultiInnerPoleModel = "empty.mdl"
Dies durch in der tunnel_high_speed.lua ersetzen:
t.catenaryPoleModel = "railroad/power_pole_2.mdl"
t.catenaryMultiPoleModel = "railroad/power_pole_1.mdl"
t.catenaryMultiGirderModel = "railroad/power_pole_1a.mdl"
t.catenaryMultiInnerPoleModel = "railroad/power_pole_1b.mdl"
Dies durch in der tunnel_standard.lua ersetzen:
t.catenaryPoleModel = "railroad/power_pole_us_2.mdl"
t.catenaryMultiPoleModel = "railroad/power_pole_us_1_pole.mdl"
t.catenaryMultiGirderModel = "railroad/power_pole_us_1a_repeat.mdl"
t.catenaryMultiInnerPoleModel = "railroad/power_pole_us_1b_pole2.mdl"
1.2: Zeigt die Oberleitungsmasten nicht mehr an. // Hides the Catenary poles
But why? This looks so weird and wrong. For the tunnels I would understand it. But outside of the tunnel? How to revert it? Which part to edit? Pretty please, because it really looks weird and I have placed so many tracks already.
Unfortunately the power lines do not have posts anymore. They're all just there in the air above the tracks, kinda floating.
I hope you speak German so I try it in German for better understanding as I am not familiar with the english technical terms:
Die Oberleitungen sind frei schwebend. Keine Masten an denen sie befestigt sind, wie in der Vanilla Version. Das sieht seltsam aus, da jetzt nur eine durchgezogene Oberleitung herum schwebt, ohne irgendwo befestigt zu sein.
Ich habe hier fuer die Tracks nur deinen Mod und den Tunnel Type 1 und 3 Mod.
Falls benoetigt, schicke ich einen Screenshot.
Kann mir kaum vorstellen das ein anderer Mod dazwischen funkt. Ich habe nicht viele und sonst halt keinen mit Tracks.
The ones you lay for freight trains (who's top speed is..160 km/h!), instead of wasting money on 300km/h tracks meant for bullet trains.
Currently the game does not offer the possibility to define a tunnel tube. Also lights or other installations can not be moved at the moment without further ado.
But I hope that there will be a solution soon ;-)
You mean 160 kilometers per hour ;-) And probably wonder why I chose the speed limiters to 160 and not 120 km/h as given by the game.
That's because of a track mod I use, there are diuese standard tracks with a speed up to 160 km/h
Alternatively the whole tunnel structure would have to be reworked, but I don't know if this is possible with TPF2. I would even prefer round tunnels ;-)
You can download my mod and therefore also the texture here: https://www.transportfever.net/filebase/index.php?entry/5168-tunnel-repainter-1-3/
Maybe, two versions of track:
One like you did before, where the message is "this tunnel has its own lightsource, but looks better than the one in the vanilla game" (maybe you can "paint" something in the texture which is looking like a light, like this: https://www.eneltec-led.com/LED-Lighting-Blog/led-tunnel-light-application-notes/ (first tunnel picture on this site)
And one, which is so dark, that the current texture is barely visible, but clearly still brighter als flat black - as you said, just black wouldn't look that good.
If you want, you can give me your texture and I can try to help.
Btw, thank you for your effort :)
Maybe, this would be a good compromise?
It would make much more sense to change the shadows so that they get darker dynamically in the tunnels (depending on their length). But there I would have to pass.
What do you think about a tunnel texture, with a very dark (nearly black) grey? Most train tunnels are mostly dark.
Of course you can use my texture and overwrite the texture of other tracks ;-)
https://www.transportfever.net/filebase/index.php?entry/5168-tunnel-repainter/
Would be great to have this work with other custom tracks. :D