Transport Fever 2

Transport Fever 2

Animated Moveable Bridges
142 Comments
Pezzy28 28 Feb @ 9:03am 
Is there any additional bridges that can be downloaded anywhere? I LOVE this mod and use it in every playthrough but would love more bridges to spice it up :)
Whitewolf 24 Jan @ 11:06pm 
The signals on the bridges don't do anything, trains just drive right out in thin air, can this be fixed? Or can the trigger be moved out farther to give the bridge more time to work?
cornel.eugster 4 Jan @ 3:37pm 
Sehr schöne Mod für ein Update währe toll wenn man bei den einzelnen Modelle auch die Anzahl der Gleise ändern kann.
[3.19]Icemaster  [author] 14 Dec, 2024 @ 9:28am 
@geoffmore1 no more versions planned
@Talyllyn No.1 no road version possible. see description
Talyllyn No.1 12 Dec, 2024 @ 6:05am 
Would it be possible to have a version of this mod that works with Roads?
geoffmore1 12 Nov, 2024 @ 12:04pm 
Any plans for more bridges?
Yogi the Kodiak Bear 17 Oct, 2024 @ 11:10am 
FYI, this mod no longer seems to work with the latest version of TPF2. My game crashes every time I try to seed one of these bridges. Not sure if it conflicts with one of my track mods, but I have not seen evidence to that effect.
RadiKyle 8 Aug, 2024 @ 7:14pm 
Hi, for the swing bridges could you add an indicator please showing which way the bridge rotates, to help with construction placement? Or even better add an option to control the rotation direction, to prevent hitting nearby structures? Thanks!
Driver Kaldie 11 Mar, 2024 @ 6:30am 
Never mind, I already got it working...
Driver Kaldie 11 Mar, 2024 @ 2:35am 
Just build my first bridge with this, and indeed it acts as a train depot, the bridge goes down if I buy a train from that "depot", but I can't build a line because it can't go further and the bridge stays in open position all the time...If I want to place it down the bridge is closed, but when it's placed it's open and won't close. So how does that work ?

https://steamhost.cn/steamcommunity_com/profiles/76561198302426969/screenshot/2441585505604058227/
I hope there will also be a bridge for road traffic
AverageEuropeanTramEnjoyer 21 Sep, 2023 @ 3:10am 
No standard tracks option??
TomTheSimpson 16 Jul, 2023 @ 5:57am 
Yes that worked thanks very much! 10/10 mod :)
[3.19]Icemaster  [author] 9 Jul, 2023 @ 12:16pm 
@TomTheSimpson Thanks. This might be solved by reducing the speed of bridge or by placing speed reduced tracks to it (like 50/60kmph..) yaw
TomTheSimpson 9 Jul, 2023 @ 8:21am 
This is really good! Only problem I am having right now is that it seem to be detecting the train too late, is there a way around this? Thank you
YT8HmH7 16 Jun, 2023 @ 11:42pm 
Solved by changing system regional format from English (Europe) to English (Germany), everything works now
[3.19]Icemaster  [author] 16 Jun, 2023 @ 9:42pm 
Update 1.13
Added bridge types for existing Kattwyk bridge and the recolored version and three new bridges: a swing bridge by ritknat, a single side drway bridge and a 4-track lift bridge Spoorbrug Dordrecht, NL. Model by LMG. TY!
HF!
@YT8HmH7 idk.. cant recreate the error.
YT8HmH7 28 May, 2023 @ 7:16am 
I have a crash on load
Even when starting a new map and no other mods (also tried with Lattice truss bridge mod, the mod itself works perfectly, but not animated bridges mod.

Exception during init
Exception type: Unknown exception

Details:

Error message: Failed to convert path to UTF-8 (boost::filesystem::path codecvt to string: error)

In file: urban_games/train_fever/src/Lib/Util/io/Path.cpp:57

In function: class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > __cdecl file_system::Path::GetUtf8String(void) const


__CRASHDB_CRASH__ struct Exception: urban_games/train_fever/src/Lib/Util/io/Path.cpp:57: class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > __cdecl file_system::Path::GetUtf8String(void) const: Failed to convert path to UTF-8 (boost::filesystem::path codecvt to string: error)
Exception type: Unknown exception
[3.19]Icemaster  [author] 8 May, 2023 @ 4:19pm 
next update is planned in coming days.. there will be new two track bridges: a new single side draw bridge and a swing bridge similar to @Nolan the foamer kid proposal and some timing improvements with longer endings
@Leotreinen could do.. will think about what type it will be. are there any in reality?
@Bow-Tied Engineer no road version possible! like said in description
Nolan the foamer kid 5 May, 2023 @ 10:36am 
We need an american style swingspan like the portal bridge
**LEOB** 25 Apr, 2023 @ 12:24am 
Can you also make a 4 track bridge?
Bow-Tied Engineer 11 Apr, 2023 @ 12:11pm 
Any chance we could get a road version of one of the red iron draw/swing bridges? I really love your movable bridges, but I play with a couple mods that add tall masted sailing ships to the game, and tower bridge isn't large enough for them. It's a little too short for the clipper ships, and it's too small in every dimension for the Great Eastern, but the bascule and swing bridges don't have a height limitation and are just barely wide enough for the Great Eastern to make it through without clipping.
dylambert 8 Apr, 2023 @ 6:30am 
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dylambert 8 Apr, 2023 @ 5:58am 
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[3.19]Icemaster  [author] 7 Apr, 2023 @ 9:30am 
@Nolan the foamer kid always planned to do do more with different lengths and types. (besides bascule and vertical-lift bridges also think about draw-, folding-, swing and maybe a tilt or submersible bridge..)
what kind of bridge would you like? or give please a reference to an existing one
Nolan the foamer kid 6 Apr, 2023 @ 6:16am 
Are we getting new bridges for this mod in the future?
rat 28 Mar, 2023 @ 1:06pm 
Okay thank you
[3.19]Icemaster  [author] 28 Mar, 2023 @ 9:56am 
@orangutang no addidtional mod needed and has no affect on others as far as I know.
@Shadow_AI I tried some distances for the entry of triggering depot and will make an update, when its better timed..
rat 27 Mar, 2023 @ 1:48pm 
Do I need ritknat's mod for all the bridges to work?
Rhysse 21 Feb, 2023 @ 2:10am 
Love the mod
Although the fact that some of the bridges don't fully close before the train gets on it those bug me.
Given it's using the depot "door" animation would extending the approach tracks to the bridge help give it enough time to lower?
Maybe implement something like variable approach track length either a slider or a few set lengths?
BigC2004 23 Sep, 2022 @ 8:23am 
@zotter.christian i was thinking the same thing, and also how the signal on the bridge should affect the trains so that when the bridge lifts up, the trains stop until it is all the way back down again
zotter.christian 23 Sep, 2022 @ 7:15am 
Gefällt mir sehr gut! Allerdings wäre es schön, wenn bei geschlossener Brücke die Ampel (rot) die Schiffe beeinflussen würde, sodass sie nicht einfach durch die Brücke fahren!
BigC2004 3 Aug, 2022 @ 4:50am 
only issue ive had with this is the long green lift bridge, the bridge itself is 186mph but the connecting parts are 56, and there isnt a way to change that. is that possible to fix in a future update or not?
adrianhazlehurst 14 Jul, 2022 @ 7:38pm 
Excellent works great and looks amazing :steamthumbsup:
GrumpyZade 11 May, 2022 @ 10:20am 
@joel You must have some person shit eating at you that you should take care of cause dude that was uncalled for. This mod is great and is limited by the game. You should just remove yourself from page:steamfacepalm:
[3.19]Icemaster  [author] 11 May, 2022 @ 10:09am 
hello.
the game doesnt work with real "mindset".
the rules of game either work as depot for approching player trains, trucks/busses OR for ships. in all ways it only applies one of them. and for ai-vehicles (like cars) "depots" wont recognize them.
its a bruteforce realization only for trains. tell me please, when your mind has a solution. cheers
joel.kaldma 11 May, 2022 @ 6:36am 
Hello.
Your mindset is wrong.
You need: DEFAULT - Bridge CLOSE.
The approaching ship opens the bridge.

ERROR: The signal does not work.
Funnydude95 1 May, 2022 @ 10:08pm 
Does this animate when Bots and such Approach it, is that how it works?
Misused chair 16 Mar, 2022 @ 3:18pm 
welp cities skylines got it now this game has it
[3.19]Icemaster  [author] 28 Feb, 2022 @ 9:59pm 
update 1.122
+ added ritknat bridge as single track version
+ fixes and preperations for more
@☠ Xenith Xenaku ☠ of course I could doubble signals to other side.. but before that I thought to add another single track version first. yaw -.-
☠ Xenith Xenaku ☠ 27 Feb, 2022 @ 7:55pm 
@author
Can you program an option for the two-way bridges to have two signals on both sides instead of one signal?
That is not only main gripe with them with the two way bridges, it is also why i am forced to use the only single track bridge.
[3.19]Icemaster  [author] 27 Feb, 2022 @ 6:20pm 
@PUCCA_MagR had to look it up. lol. ok, but cant find good material to do it. and there are way too much zombies in videos^^
@ ☠ Xenith Xenaku ☠ single track versions are on 2do list. aye. but please a reference maybe. ty
[LPSS] Sonio 27 Feb, 2022 @ 12:39pm 
Can you make one that's from the Parish Campaign in L4D2?
☠ Xenith Xenaku ☠ 15 Feb, 2022 @ 10:39am 
I would like to see the larger ones as single track bridges... not just a mere one.
Hushey 8 Dec, 2021 @ 12:17pm 
Hi. when do these unlock?
Oliver Tressillian 4 Dec, 2021 @ 2:35am 
k thx
[3.19]Icemaster  [author] 3 Dec, 2021 @ 10:55pm 
hi. when you have automatic updates (standard), only a restart of the game is needed...
Oliver Tressillian 3 Dec, 2021 @ 10:29pm 
Hi Ice
I just need to unsubscribe and then re subscribe to get the update right
☠ Xenith Xenaku ☠ 10 Nov, 2021 @ 10:38pm 
@[SK]ServiusTheBear

Description: There won't be a road version of this (with this technology) because only player vehicles and no ai-cars are detected by depots!