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@Talyllyn No.1 no road version possible. see description
https://steamhost.cn/steamcommunity_com/profiles/76561198302426969/screenshot/2441585505604058227/
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.
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
@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
what kind of bridge would you like? or give please a reference to an existing one
@Shadow_AI I tried some distances for the entry of triggering depot and will make an update, when its better timed..
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?
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
Your mindset is wrong.
You need: DEFAULT - Bridge CLOSE.
The approaching ship opens the bridge.
ERROR: The signal does not work.
+ 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 -.-
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.
@ ☠ Xenith Xenaku ☠ single track versions are on 2do list. aye. but please a reference maybe. ty
I just need to unsubscribe and then re subscribe to get the update right
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!