Transport Fever 2

Transport Fever 2

Standardised Reversing Rules & Force Reverse/No Reverse Dummy Wagons
35 Comments
Yrol Akiyama 23 Mar, 2024 @ 2:05pm 
Green Ranger, thank you for helping :o)
Green Ranger (aka Gr1m)  [author] 23 Mar, 2024 @ 1:30pm 
@Yrol Denjeah To turn locomotives around you'll need to use a different mod, this mod doesn't handle what you're asking for. I'd recommend Train Shunter by Nina - it's a bit fiddly but you can do it.
Yrol Akiyama 23 Mar, 2024 @ 4:33am 
Hello Green Ranger :o)
I am a bit confused, AM i able to run a train with two locomotives at each end that face AWAY
from each other with this mod? I would like to do THIS:

< _ _ _ >

( < and > being the 2 locomotives facing away from each other while _ are the wagons )

So far i placed the fake wagon at "behind" the second locomotive and also later between the
wagons and the second locomotive, but... beither does seem to work.

I mean it _does_ kind of work as the train itself won't flip, but the second locomotive
does not flip either, both are pointing in the SAME direction, not away from each other.
Which is what i am looking for.

What am i doing wrong?
Driver Kaldie 7 Mar, 2024 @ 8:04am 
Is it also possible somehow to reverse a locomotive if you make the consist in the loco-shed, so instead of this: <|Loco]_[car]_[car]_[car]_[car]_<|Loco]
make it to this: <|Loco]_[car]_[car]_[car]_[car]_[Loco|>

I think there was a mod for TpF 1 wich did that. I know there is one for vanilla locomotives, but I'm looking for one that makes it possible with mods as well.

Thanks for the help
DangerPaws 27 Aug, 2022 @ 9:18am 
Nice!! Works great, thank you :)
Richard Dastardly 17 Feb, 2022 @ 5:50am 
Could I add a little suggestion? another dummy wagon that goes in pairs, you put them around your train locomotives & when the train reverses it puts the block ( everything between them ) at the other end of the train? assuming you can edit consists from scripts like that, anyway. I don't know what the data structure of a consist is but presumably you could just use one wagon & assume everything from it to either the front or back should be swapped, too.

Thanks for the work!
xiii-Dex 4 Oct, 2021 @ 7:40pm 
Would just like to echo for any concerned potential users, it works perfectly for me as well.
Green Ranger (aka Gr1m)  [author] 19 Sep, 2021 @ 7:43am 
@rumsey433: dunno what to tell you but its working fine for me. I'm currently using it. There might be a mod conflict or something, but without any information from you on whats causing the issue I'm not really able to help.
rumsey433 19 Sep, 2021 @ 5:50am 
might have worked in the past but absolutely nothing now waste of time spent 40min messing about to no affect. dont bother with it.
mcrook250 4 Sep, 2021 @ 6:22am 
LOVE THIS! Why isn't this standard?

Anyways, simple request, could you include dummy car with end of train device from base set?
Then all my trains can have it lol

Thanks again for such a valuable mod!
Green Ranger (aka Gr1m)  [author] 4 Aug, 2020 @ 7:22pm 
So, turned out the below post, I hadn't actually pushed through that update like I thought I did. So its been done now.

Incidentally, this should fix an incompatibility issue with the Yung Lenin's Mk3 coaches.
Green Ranger (aka Gr1m)  [author] 24 Jul, 2020 @ 7:39am 
Oh, I forgot to update this, but a while back I temporarily disabled the 'disable reversing for wagons' part of the script for testing purposes and it seems to have had no ill effects, so the script only impacts powered engines now, and not unpowered wagons.

So for any wagons with reversing manually set to enabled (like, for example, DVTs), then you don't need to add the force reversing tool any more, it'll just do it automatically.

However if you want to force a train to use reversing or not then you're still able to set it manually using the previous/existing methods.

This also means that, for example, the Class 91/Intercity 225 mod will reverse as intended without requiring any extra work if this mod is enabled.
PHRailways 27 Jun, 2020 @ 1:27am 
Works now :) Thanks for that Gr1m
Green Ranger (aka Gr1m)  [author] 25 Jun, 2020 @ 7:48pm 
Nevermind, I figured out the issue. my code and JK's engines weren't interacting properly for a fairly trivial reason. So I've updated the code and it should apply correctly now.
Green Ranger (aka Gr1m)  [author] 25 Jun, 2020 @ 5:45pm 
@peterholdenradio: So I take it it's anything involving the GWR Prairie that's the issue (ie you've tried different locomotives and carriages?)
PHRailways 25 Jun, 2020 @ 6:52am 
Generally working okay.
The only one I have a problem with is, if I put any steam engine on the front of the train, then a few carriages, and at the end have a reverse facing GWR Prairie (see mods), I can't get it to reverse (will always 'flip' the train).
mongolteiko 24 Jun, 2020 @ 2:22am 
Hi Gr1m. Just checked it now. The mod actually came from transportfever.net and called Fake locomotive and trainbooster 1.5
It had a fake loco [which can do 12mph] at distances 0m/2.5m/5m and 10m.
The loco/unit boost are: 125kW/250kW/500kW and 1000kW. Hope that helps.
Green Ranger (aka Gr1m)  [author] 23 Jun, 2020 @ 10:22pm 
UPDATE: Updated the icons and adjusted the dummy 'menu' .mdl so the force reverse/no reverse wagons will now appear at the top of the vehicle list in the depot purchase menu to make it easier to find.
Connie (she/her) 23 Jun, 2020 @ 8:08pm 
Thank god. I really wanted my crackheaded peak/siberling push-pull combos.
Green Ranger (aka Gr1m)  [author] 23 Jun, 2020 @ 7:31pm 
@mongolteiko: I figured here would be as good a place as any to ask, but what kinds of stats were you looking for for the 'booster' engine? I can't seem to find the trainbooster mod you're referring to for TpF1.
mongolteiko 23 Jun, 2020 @ 11:31am 
@s4r4hb3th. Yeah already have that. Just wanted the invisible gap [5m/10m/20m] which you can add in the depot, which you can make wagon [or loco] separations like in a siding. It used to be with the 'trainbooster' mod in TF1, but can't port it over using the TF1-TF2 mod. This mod also allowed you to add various power units to a consist in the depot too, to make heavy trains pull away faster etc. Thanks for the reply though.
s4r4hb3th 23 Jun, 2020 @ 11:14am 
@mongolteiko there is another mod with invisible locomotives to add power or traction .. don't know if that helps
mongolteiko 23 Jun, 2020 @ 5:12am 
Excellent. Thank you very much!
Green Ranger (aka Gr1m)  [author] 23 Jun, 2020 @ 4:50am 
Not that I'm aware of. However, I can probably put something together tomorrow. I've pretty much got everything I need to make it already, except for some icons, and that's maybe 30 minutes work. I'll see what I can do.
mongolteiko 23 Jun, 2020 @ 4:48am 
Cheers for the reply.
Do you know if anyone is doing the 'Trainbooster' mod from TF1 [or similar] which also had the invisible spacing [5m/10m/20m] that you can add to a consist in the depot so you could add the invisible loco and some wagons that can have gaps in the consist? Thanks.
Green Ranger (aka Gr1m)  [author] 23 Jun, 2020 @ 4:45am 
Based on the comments it looks like the new patch has caused some issues with that mod, so I suppose I'd just advise caution in general until that gets fixed either by the modder or the devs.

But yeah, since it's not my mod nor something I really use on a regular basis, I can only speculate. But I can't imagine there should be any issues.
mongolteiko 23 Jun, 2020 @ 4:41am 
Yes. I think that modder needs to update too. Just wondered.
Green Ranger (aka Gr1m)  [author] 23 Jun, 2020 @ 4:34am 
@mongolteiko: Do you mean from the Advanced Camera Views mod?
mongolteiko 23 Jun, 2020 @ 4:11am 
How does this affect the cab and other camera views? Just wondering.
Sir Ludicrous 23 Jun, 2020 @ 3:57am 
awesome thanks! :D
Green Ranger (aka Gr1m)  [author] 23 Jun, 2020 @ 3:56am 
@alex.munarto: I don't have a youtube, sorry. The graphic above should help make things a bit clearer, but if you need more specific help then post a comment with your questions and I'll try to make it a bit clearer for you how this works. :)

@s4r4hb3th: I've set the price and running costs to 0, and there aren't any costs in any testing I've done. If you use any mods that adjust running costs, you'll have to check first to see if they've been effected or not. But as the dummies have no power, no weight and no capacity, it should be safe.

@Sir Ludicrous: Good point! I haven't used anything that goes faster than 300kph, so I didn't even consider that. I've just doubled the top speed. :)
Sir Ludicrous 23 Jun, 2020 @ 3:33am 
can you increase the max speed to 500km/h?
There are cases where Highspeed MU trains wont reverse naturally, so it would be great if this mod could fix it without slowing them down
s4r4hb3th 23 Jun, 2020 @ 1:09am 
To me the graphic is clear and I understand that. What I don't understand is whether the force/prevent reverse wagons have running costs? It's not a problem if they do, but it would be helpful to know so I only use them in a no-costs game.
alex.munarto 22 Jun, 2020 @ 11:10pm 
can you show me in youtube how it work? tx
Green Ranger (aka Gr1m)  [author] 22 Jun, 2020 @ 9:26pm 
Disclaimer, I'm not exactly well experienced in writing lua, so there is a *chance* this may have a bug or gremlin or two. However, I've been going through and checking this with all of the mods I use (which is a LOT), and haven't detected any conflicts yet. The script is fairly simple and shouldn't have too many issues anyway, but if you do have a problem please let me know and I'll try to fix it ASAP. Thanks! ^.^