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Someone, do have any updates on a mod updates?
A brief explanation, about your issue, (taken from my posts on here a few years ago) this should help you out,
Too much curvature
This is due to the size of the port, they're massive in comparison to UG's Docks. You'll need to have a large section fairly straight and level coastline to place the docks., so try to find a good location on your map for this, The dock size is approx 8 wide x 9 deep, as opposed to using a standard UG dock being placed, You'll get an idea of the size of it if you lay them out like that.
Let me re-iterate about positioning the port Ensure that you add the port as is, DO NOT LOWER IT to make the roads level with the land, if you do this then the ships will "sink"when entering the port, and "re-surface" when leaving.
This is a major complaint from lots of people
This was his response, it's a UG issue to do with the traffic lights.
hugedragonyk [author] 17 Sep, 2021 @ 7:03am
@TornBreeze
There is nothing I can do. This is a design problem of UG developers. I have given them feedback. . . Including the depot that comes with the game to connect to the road, the option to turn off the traffic lights is also not available. .
UG's current feedback is that this problem will be resolved in future updates.
I have subscribed, enabled the mod, but I have no new buildings or assets.
It causes huge traffic jams and it has never been resolved, going by comments on here.
I stopped using this because it screws traffic completely
and the speed restriction? don't get me started :)
Is it only my problem or I put way too many truck lol.
Start a new game and load this mod separately.
If there is no problem loading this mod alone in the new game, then you need to check all the loaded mods in your previous game save, and find which mod that directly overwrites or replaces the default settings of your game.
2. I don't know which mod I have active (Asset Expansion, Asset Mega Pack, Fences, Field Plopper) would do that, but it might be possible
1. In some cases, tpf2 will not automatically set the correct terminal according to your vehicle type, you need to manually modify their terminal numbers. (e.g. check if the stop location for the train is incorrectly set to the pier by the game.)
2. Do not use mods that directly replace the game's default roads/railways, as this will cause other people's mods to not work properly.
Do not use mods that directly modify the default output level of the game industry, this will cause conflicts and make the mods not work properly.
@Tandpastatester
Yes, all released UEP2 series mods will be updated gradually. Optimize paths and add some new features. Everything is done in my spare time. step by step.
This does mean I need double the amount of oil, and double the amount of crude (which was already 2:1 so the crude:oil:fuel ratio is now 4:2:1, probably the reason they decided for 2:1:1).
But if it doesn't screw the performance of my savegame too much I can try double my production. An option to choose the ratio or input from the mod menu might be nice though. But no rush, keep up the good work. I do enjoy your mods.
I mainly consider this setting to be close to reality. . In a real refinery, one ton of crude oil cannot be 100% refined to one ton of fuel. . This includes losses in the refining process, as well as various by-products in the crude oil refining process. . So in the game I set the resource conversion ratio to 2:1, which is more realistic. This setting is similar to the industrial setting of TPF1. The 1:1 industry conversion rate setting in TPF2 is a bit unrealistic, although this setting in the game is only to simplify the industry chain.
Major problem though: When using both train and truck terminals the forced road is really a thing, with the frequently closing railway crossing and the forced traffic light with a very short green phase because of minor street meeting major street, only very few trucks make it out and theres always a huge backup. Really wish the 4lane road wasnt part of the construction and only the small street with the crossing was included.
All UEP2 - MODs are available for TPF2's spring-beta...
Subsequent UEP2-MOD upgrades will not affect savegames.
- \res\models\model\industry\uep240c_oil_port_tst.mdl. Edit all speedLimits to whatever you desire. This is the speedlimit of the station track itself.
- \res\config\track\uep2_40c_oil_port_standard.lua. Edit t.speedlimit and t.speedCoeffs. i set the values to: t.speedLimit = 140.0 / 3.6 and t.speedCoeffs = { 5.0, 30.0, 10.0 }. This is the speedlimit in the curve just before the station entry.
- \res\construction\industry\. Edit here what version you are planning to place. I edited all of them. find the following section, and change type to "uep2_40c_oil_port_standard.lua". There should be two sections of the following:
type = "TRACK",
params = {
type = ,
catenary = params.catenary == 1
},
Finally, replace the port ingame. Not replacing keeps the old values in game.
Don't use mods that replace the game's default railways/roads. This type of mod will directly replace the game default settings. This will cause other authors' mods to not work properly.
MOD has many integrated modules. after all, TPF2 did not design such module integration, When you use and place the MOD for the first time, the game will temporarily freeze due to reading the function module, which is more obvious on large maps. You can wait a little while moving and placing mods.
1. Check whether your product demand side is correct. Check if the product output quantity of the MOD is higher than the demand quantity on the demand side.
2. Do not use mods that modify the game's default settings.
游戏自己的水面线判断问题,不影响。
1: Trains move in and out of the stations way too slow (speed limit issue).
2: Boats take forever to dock.
3: Trucks take forever to get in and out (speed limit issue).
1, and 3A: What's with the low speed limit to get in and out of these?
4: No external stations (like an extra harbor) can connect to the embedded industry.