Transport Fever

Transport Fever

Parallel Fly Junction Helper Module
52 Comments
blitterswijk041275 30 Dec, 2024 @ 1:23am 
is it possible to make this mod avaible for Transport Fever 2?
Dan 31 Jul, 2017 @ 10:52pm 
Hmm, actually, seems the "bridge ramp" mod on transportfever.net lacks a fair bit compared to this mod - like degrees of curvature, and exact gradients. I'll stick with this one for now, and just delete the second track as and when I need to. If you do find time to expand the mod to have a selectable number of tracks, or even branch off a separate 1-track version, that'd be amazing.
Dan 31 Jul, 2017 @ 10:16pm 
Hey, just wanted to say a HUGE thanks for this.
I came to suggest a 1-track version, but looks like you already covered that.

It pretty much single-handedly solves all difficulties with laying complex track layouts in the base game - the most crucial being the ability to place a bridge pre-formed, and then simply connect the ends. Removes all the guesswork and mess. Precisely what the game needed... this really is THE essential mod.

Fantastic work!
DannyT  [author] 13 Jul, 2017 @ 7:57pm 
There is a one track version on transportfever.net called bridge ramp.

At the moment I am making a 3D object, once I completely finish that project I will return to this, making better version of this since this is my first attempt at lua coding and the code structure is not too good to accommodate different epoch of bridges ( i.e. obsolete bridge types should be removed from the menu to make space for newer bridge type, in doing so making space for more modern bridge types in the menu )
aantono 12 Jul, 2017 @ 2:12pm 
Just realized that's what the Down/Flat/Up controls do... So that answers my first question (not sure how I've missed that before). What remains is to figure out how to do only 1 track instead of always having 2.
aantono 12 Jul, 2017 @ 2:08pm 
Not sure if this has been asked before, but couldn't find it in the previous comments. My question is about presets... A and B allow for creation of an elevated ramp with one side on the ground and another being elevated. How to get the same configuration achieved without using presets?
Also, is there an option to only do 1 track, instead of 2?
DannyT  [author] 17 Jun, 2017 @ 5:15am 
I don't know if you have seen my saved game, it contains the central flying junction. Click on my profile image to check out my other workshop items !
dean_goddard 17 Jun, 2017 @ 4:55am 
Hi DannyT. Have to say I recognise that photo looking south from Sydney's Central station. As a kid I was always fasinated by that fly/cross-over/under labrynth between Redfern and Central stations.
DannyT  [author] 23 Mar, 2017 @ 3:10pm 
In the latest beta patch they have this new feature: terminal connectivity test (for constructions), don't know if its the one that fixed the distortion when you place this mod as a curve to an existing track.
DannyT  [author] 17 Feb, 2017 @ 5:09pm 
@Coffey90 ever since UG released curved station, it has shown the way for modders to load other mods' data into own mod, I am making major changes to the way this mod make use of other bridge mods, so that I don't need to hard code the part where it load other bridge mods, it will try to make use of other bridge mods as soon as they are available.

I am also trying to improve my lua scripting skills so that I could accommodate future changes without disrupting the existing save games. Though the upcoming changes might disupt the existing saved games.

When its all done the mod will enter beta phase.
Coffey90 12 Feb, 2017 @ 4:05am 
could you bring the bridge style of the "Elevated Station" Mod as option?
DannyT  [author] 20 Jan, 2017 @ 3:17pm 
Thats what I meant by vector collision, as you can see the curve tracks have different direction vectors to existing tracks you are trying to connect to. The tracks in this module try to compensate by transforming itself to existing tracks, but got distorted in the process, thus you see they turn red, the 2 tracks collided with themselves thus you get collision error.

( this behaviour is opposite of what you see in-game, you know when you play the game you can't make curve tracks without placing straight ones first ! the game only know how to make curve tracks when they learnt which direction the user wants the tracks to go )

Trying to find out ways to add straight tracks to the ends to neutralize this. There are other elements that are hidden from players as well that I am trying to rectify. ( vector directions )

Still working on it right now even though this project looked stalled.
yetibacsi 20 Jan, 2017 @ 1:29pm 
Great MOD, thank you for your effort you put into it! Only 1 small thing I could not figure out:
When placing a curved section onto the end of an existing rail it says: Terrrain level collision - or something like that, Im using german UI language. I do not have problems with straight sections.
DannyT  [author] 14 Jan, 2017 @ 5:45pm 
@conrail4ever, slope endings is whether you want your slope to flat out at the ends or not. Once I resolve the vector issue, you are suppose to use this mod onto itself to keep extending the tracks, that means you want an on-going slope.
conrail4ever 14 Jan, 2017 @ 4:02pm 
Maybe I'm missing something, but on the settings for this, what does "Slope Endings" do?
conrail4ever 14 Jan, 2017 @ 2:32pm 
More pre-fabricated track sections?!!?!

I like it! :steamhappy:
hetmann 11 Jan, 2017 @ 10:52am 
Hi DannyT,
I am interested in how I can create a menu for a finished asset or a station to place it higher or lower on the map with altitude adjustment.
DannyT  [author] 11 Jan, 2017 @ 1:52am 
@hetmann, higher or lower at the menu order ? higher or lower at the altitude adjustment ? I don't fully understood your meaning.
hetmann 10 Jan, 2017 @ 9:08am 
Hello DannyT,
The mod is awesome!
Can you explain on www.transportfever.net/lexikon , what we have to modify or modulate a MOD to place it in the game higher or lower? I would like to integrate this function in other mods.
HappyWillyMonkey 9 Jan, 2017 @ 12:54pm 
confirm fixed. Thanks :)
DannyT  [author] 9 Jan, 2017 @ 3:38am 
Well now I can spend time on the vector problem, where it won't snap to itself. Thank you @Coffey90 for reporting back to me ! Greatly appreciated :steamhappy:
Coffey90 9 Jan, 2017 @ 3:27am 
i hope the others have no problems too;)
DannyT  [author] 9 Jan, 2017 @ 3:23am 
phew !
Coffey90 9 Jan, 2017 @ 3:18am 
the gap problem is gone. thanks ;)
DannyT  [author] 9 Jan, 2017 @ 2:52am 
Uploaded 3rd version for fixing gap spacing error, I completely redo the variable, my absolute last attempt at this, I ran out of ideas
DannyT  [author] 8 Jan, 2017 @ 3:39pm 
I have uploaded a new version intented on fixing the problem, can you guys report back to me if you still have the issue ? because this problem doesn't happen to me on Windows...
HappyWillyMonkey 8 Jan, 2017 @ 2:31pm 
Got the same "track gap issue" as reported by @hetmann @Coffey90 and @Rogue.Master
DannyT  [author] 8 Jan, 2017 @ 12:22pm 
Now I wonder if this is an operating system issue ... I think I've got a solution for this.
hetmann 8 Jan, 2017 @ 6:16am 
Hello DannyT,
at first,... this Mod is great! But i have the same Problem with "gab between Tracks". But if i coose 1 till 5 the Tracks goes furhter apart. But coose "0" do nothing. So i must save, close Tfp und run the savegame, then are both Tracks without empty space.
Did i coose 1 till 5 i have the same Problem again and multiple Click to a Number like 1 till 5 increases the distance more and more.
DannyT  [author] 4 Jan, 2017 @ 9:59am 
I've uploaded new version to see if track spacing could be fixed by changing a variable name
Rogue.Master 4 Jan, 2017 @ 5:23am 
I just tried again with the same problem. Closed the game, restarted, loaded save, straight to the mod and went up through the "gap between tracks" from 0 -> 5, then back to zero but same problem.
Coffey90 4 Jan, 2017 @ 2:46am 
gap reset on 0 not works for me too
Rogue.Master 4 Jan, 2017 @ 1:21am 
With the new version I have an issue with "gap between tracks". Once I change this value, then every change just seems to increment the value and not set it to the value it should be. As such, I am now unable to get back to zero gap.

Otherwise keep up the good work! A great mod.
DannyT  [author] 3 Jan, 2017 @ 9:25pm 
New version is up ! Now with curves ! I will fix the known issue listed above.

@Enzojz, I have added extra gradients, you can check out this madness with 1% gradient and it takes more than 1 km to barely raise enough heights (though still not enough :steamfacepalm:)

Please look at this glorious huge interface and suffer from not seeing the other half of the screen !
Enzojz 1 Jan, 2017 @ 10:31pm 
@DannyT this game needs a textfield in the configuration menu LOL
DannyT  [author] 1 Jan, 2017 @ 1:52pm 
@Enzojz, once I fully implemented curves I will introduce more choices to gradients. The choices I've provided are simply to imitate the in-game choices available.

Hopefully when I provide more gradients to use in the future, it will not make the interface too hard to use.
Enzojz 1 Jan, 2017 @ 9:51am 
Btw, 7% (per cent) is very rare slope in railways, there are little railways surpasses 4%. Normally the slope unit in railway is per mille (‰)
Enzojz 31 Dec, 2016 @ 7:44am 
@DannyT, in real life, track with different slopes have transition curves, I think the distorted train is caused by lacking of this ( I can see in the preview picture there's no transition curves)
TrainMaster 54 30 Dec, 2016 @ 5:08pm 
I used this junction on a test map and was able to create an elevated rail system around a city in conjunction with the elevated station and also connect ti to a sunken station. The only issue was the 7% uphill grade slow down but other than that Thank you for a great mod.
DannyT  [author] 28 Dec, 2016 @ 6:05pm 
@Sqweloookle I have sent a request at [ https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=763708927 ] to ask if its possible with @EISFEUER.

@Rubber Duck [BE] It works with save games, you can draw out switches and put signals on the fly junction.

@MiSpA51[NL] All the mod do is to plot tracks via coding, it is equivalent to a user laying the same tracks. It avoided some in-game interface limitations.

Thank you @Enzojz for providing the answers both in the comment section and the discussion section !
Enzojz 28 Dec, 2016 @ 12:07pm 
@MiSpA51[NL] sure since it's pure scripting, it's just a set of function guiding the game the build of infra
MiSpA51[NL] 28 Dec, 2016 @ 11:35am 
@DannyT when I delete your mod from my savegame list and load the savegame with your junction in it the savegame still works fine.
Rubber Duck [BE] 28 Dec, 2016 @ 10:54am 
hi does this works in savegames aswell?
Sqweloookle 28 Dec, 2016 @ 6:02am 
Maybe ask the creators of those mods if you can intregrate them into your mod?
Maddrax 28 Dec, 2016 @ 5:23am 
After a test with all of the three mods it works fine and no crash.
DannyT  [author] 28 Dec, 2016 @ 5:04am 
PLEASE BE ADVICED, the required mods on the right -------->
"Hochbahnviadukt am Rödingsmarkt"
"S-Bahn-Viaduct in Hamburg Hammerbrook"

Add this and above mods into your new game ! If you don't, when you select the last two overpass style your game will crash !!!!
Sqweloookle 27 Dec, 2016 @ 2:00pm 
Thank you for this! I hope the game doesn't fight you on this! Keep up the great work!
Maddrax 27 Dec, 2016 @ 7:25am 
Nice idea. But my game everytime crash if i click the station ui.
flyingdoc112 26 Dec, 2016 @ 2:01am 
That's exactly what I've been waiting for since playing TrainFever. Great idea and great work!
Thx.
BuffHamster 25 Dec, 2016 @ 11:08am 
Wow, I fully support this project, tbh, I had to look up "flying junction" to see what was going on, now that I know (last pic helped too), this could be very useful indeed. I have subscribed and rated it, but will refrain from installing on my current map/project until it goes into "beta" stage.

I found this too: https://en.wikipedia.org/wiki/Flying_junction
The link has a couple of diagrams that gives you an idea of what your Helper Module can do