Transport Fever 2

Transport Fever 2

USA Track Classes - Expanded
16 Comments
KLT 23 Dec, 2024 @ 4:53am 
Does the mod change the catenary? I have LexyGone's dutch catenary replacement active but it doesn't work on your track
davidmoore668 12 May, 2024 @ 9:14am 
Dear Mudcat001 can you remove the white background
please & Thnkyou if you can Thakyou again. :-)
Mudcat001  [author] 25 Aug, 2023 @ 3:52pm 
s***. I forgot that pushing an update would override the description. Well, if I can find the original worksheet maybe I'll do that on Sunday.
Mudcat001  [author] 25 Aug, 2023 @ 3:45pm 
@DeBones I've pushed the update (managed to find some time this week). I'm not sure when steam makes this stuff available, but once it is give it a try. The tracks this mod adds should inherit the characteristics of the base tracks now - so any mod that modifies those should get picked up (unless it's one of the traits this mod modifies, of course). Should be no problem loading up a save, though I haven't tried that yet myself.

I also reused the existing icons for the station track modules and created gitlab repos for these mods (for multiple reasons). Don't know why I didn't do that from the start.

If you run into issues, let me know what you're seeing and I'll get to it when I'm able.
DeBones 24 Aug, 2023 @ 6:13pm 
10-4. The Steam ID for the mod is 2355900055
Mudcat001  [author] 23 Aug, 2023 @ 2:44pm 
Sorry for the response, I've been conditioned by work to associate "incompatible" with "it crashed", and made that assumption here.

Now that you mention the issue I have noticed that, I just never cared for my own use.

Not gonna lie, I've lost the original files since publishing this (computer was wiped) so I'm going to have to find the steam version of the mod, get everything set up again (assuming it will remap) and re-learn how to mod this game. But I'm on call on Sunday, so I can't do anything else interesting anyway. Might see what I can do then.

I can't make any promises though. Even if I get time to look into it I have no idea why it's not using the bumpstop when it does seem to be using some of the other assets.
DeBones 21 Aug, 2023 @ 8:14pm 
I did indeed mean the US Track Set, my bad. The problem I'm having is both versions of these classification mods aren't using the US bumpstop. It uses the default European buffers instead.
Mudcat001  [author] 21 Aug, 2023 @ 4:06pm 
Do you mean "US Track Set"? I did a workshop search for "US Track Asset" and nothing with that name came up. Not sure if I'll have time to get around to this, but it certainly won't happen if I don't know what mod you're talking about.

If you did mean "US Track Set", I've never had issues using this with it - I've been playing with that combination of mods for a couple of years now. If you're getting an error using it, I'd be interested in knowing what that is.

That being said, I'm a tad more amenable to suggestions than demands, so the priority in which additions to this mod are worked will reflect that.
DeBones 20 Aug, 2023 @ 10:58am 
Make these compatible with the US Track Asset mod
Mudcat001  [author] 26 Dec, 2021 @ 3:27pm 
DeBones: It's all cosmetic. It's just a way to replace the old group of tracks with a more cost appropriate version for the year as the game progresses, and to give a surface level reason as to why they cost so much more. I haven't looked into it, but my bet is (sadly) that any sort of Positive Train Control or advanced signaling of any kind is probably beyond the mechanics of the game. Not that I would really consider block signalling "advanced signalling", but you get my point.

That being said, the terrible consequences of human error that PTC is there to eliminate doesn't really exist in this game. More advanced signalling would be pretty awesome though.
DeBones 22 Dec, 2021 @ 10:41pm 
What is the game mechanic for PTC and block signalling? Or is it just cosmetic?
Mudcat001  [author] 14 Jan, 2021 @ 3:38pm 
Sort of. If you want track that's going to make you really plan carefully what you're going to build, start in 1950 or after 2015 (especially 2015).

All the costs were estimated based on 2020 ish prices and then I used the average inflation over the last 150 years to calculate what the cost would have been at each new batch of tracks. Turned out to be way cheaper than vanilla in the 1800's, but WAY more expensive in the late 1900's - 2000's. Compound interest is a powerful thing.

So, is it balanced as in, is it more expensive? Yes and no.
If you want track that has 2020 prices through the entire game, check out the non-expanded version of this mod (USA Track Classifications).
TheViper492 13 Jan, 2021 @ 10:22am 
Are costs balanced well in this? What I mean is, are tracks more expensive? In vanilla infrastructure is WAY too cheap. Barely an annoyance. I actually want a challenge in this game. This game is a lot easier than the first one lol.
Mudcat001  [author] 11 Jan, 2021 @ 3:27pm 
Yes, but it's not really that bad until mid to late game. I just started my second map and upgrading from the first round to the second is almost nothing, maybe a couple thousand per screen-wide segment. But I do remember from my first map upgrading from the 1947 -> 2015 tracks. The same segment size was somewhere around 800k (or more, I can't remember exactly). The cost growth is exponential. Pretty small at first, but it blows up toward the end.

I should probably mention the last update is in 2019 (adding 220 mph track). The costs don't go up after that point. But that last track is just over 3.6 million a mile to build and 4.5k per mile per month to maintain. So, a bit pricey.
usmcerik 10 Jan, 2021 @ 6:47pm 
Neat. I look forward to giving this a shot on my next save game. I assume costs go up significantly as you try to upgrade the tracks from the ones that were already laid?
Forkboy222 9 Jan, 2021 @ 10:35am 
Looks great, looking forward to try it out on my next map.