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Raportează o problemă de traducere
That said, the mod does actually load the config, so any vehicles that reference the collection (manual XML editing required unfortunately) should make use of it.
I'll make a fix for the UI once I can find some time for it because it would be a lot less confusing if the UI did show these collections in the "Add collection" list when editing a vehicle
I'll try again later with other mods disabled.
If you enable "Enable full log" in the mod settings the mod should log all loaded configs in the game's output_log.txt once you load into a map.
If I copy the same file from the workshop folder to local folder and laod thsoe configs they do work. The mod seems to just not load them.
Is there a way that an "Empty" cargo can be set to spawn static trailers like the other types can? There's a "None" cargo, but documentation says that spawns them with any type of cargo.
The empty cargo trailers are already a thing. The game has support for trailer variations and the mod does use that to make trailers appear empty based on cargo load of the train. Of course the assets themselves need to support these variations, but there are some out there that do and they work quite nicely.
I guess the simplest would be an option to check the vehicles load percent and then cut down the amount of trailers that can spawn to that percent of the maximum trailer count.
A more involved system, with the addition of an "Empty" cargo type for trailers, spawn those cars depending on how empty the vehicle's load is compared to the maximum.
Is something like that possible?
But nice to hear that you try to add copy and paste feature in the UI.
There is an unreleased copy-paste feature for the in-game editor UI which I want to release at some point, but that would still be pretty slow for such a large number of configs.
Thanks, for your reply. It's quite unfortunate that it's limited to one trailer config for one engine. I guess then I will try to copy and rename the crps...
Do you have an idea/recommendation how to set up quickly a lot of RTT cofings? I have around 50 engines which I want to act as single, double, triple and quad config, so I how have to make configs for around 200 engines.
Even if I would edit the RTT-Definitons.xml it would take very long. All trains would have the same trailer but different off sets, engines and trailer limits. Any Ideas how to speed up the progress?
I've also been able to replicate the issue with the vanilla trailers showing all submeshes. I'll take a quick look and see if I can find a workaround for it.
Like set up A: off set 0, trailer limit 15 and set up B: off set 1 trailer limit 30
Thaks for the quick reply.
First sorry, my bad, then I understood it wrong how the offset works. But I didn't used the vanilla save button. I only used the save button form the extended asset editor.
If you want to put an engine on the back or two at the front you'll have to do that in the asset editor and then use the start/end offsets to prevent it from being randomized away.
The submeshes all being present at once could be caused by using the default Asset Editor save button. Make sure to use the Extended Asset Editor save button to properly save the submesh configuration. There is also a cargo type preview selector in the Extended Asset Editor, you can use that to see if the submeshes are set up correctly.
Hello, I think I have an issue with Trailer Variation loader or RTT, i'm not 100% sure.
Im useing a workshop cargo train (which I edited in the extended asset editor and only has the vanilla cargo trailer). Changing these trailers in RTT is working fine. But if I set up a a end or start offset the trailer don't gets replaced by an engine. Instead there is the vanilla cargo trailer. Furthermore it looks like that the vanilla cargo trailer would spawn with all sub meshs at once, so the trailer is flickering around and muliple meshes are visble.
The vanilla freight train does have normal looking trailer.
If you want to see screenshots or logs feel free to contact me on discord. Ping me on the r/CitiesSkylines discord server or write me a DM. My username is the same like here.
What do I need to do when I select this engine for my train to rename it. For example, I configure a Cargo train to depart only from the Forest Industry station. I want it to be called "Forest Industry Cargo".
Is there this possibility?
If it is, check the mod's settings for the "Enable UI" toggle, it should also be enabled.
If both are enabled then maybe some other mod is interfering with the icon.
Thank you for the update. I will start to analyze this mod.
Passenger trains, metros and trams are now again supported! Configuration works the same as with cargo trains, except you can't use the cargo contents to change their appearance.
I want to make a longer consist of the same or slightly different light rail vehicles as is done in Portland Oregon, USA; older Type 1 cars that are high level and have stairs run in consists of 2 or 3 cars and have at least one newer Type 2 and above car that is low-floor barrierless to accommodate wheelchair passengers.