Transport Fever 2

Transport Fever 2

Ghost Train [and other modes]
29 Comments
FilFee Aug 30 @ 3:52am 
Fantastic, thank you.
APasz  [author] Aug 29 @ 4:55pm 
Yeah, actually working on overhauling the mod a bit atm, adding a bus, plane, ship, and tram, as well as params
FilFee Aug 28 @ 6:47am 
The ""secret"" is really annoying. I don't want to hear Clarkson saying "THE SPEED!" every time a train leaves a depot. Can you either remove it, or add an option in the mod settings to disable it?
APasz  [author] Aug 17 @ 11:17am 
Update 1.4
Added: Secret ;P
Aardie Nov 14, 2023 @ 3:00pm 
Love this! I'm using it because the so-called cab car wasn't working and this fixed it perfectly without the need for another loco.
GunRunner89X Oct 31, 2021 @ 5:07pm 
Holy cow, thank you. I was sick of having to use the same loco over and over again for goods trains, now I can use a variety!
RustyBucket Aug 16, 2021 @ 5:22am 
Could you possibly add a tram version and for Truck/Tram one version where you split pax and cargo?
I'm currently observing several issues, one of which is that replacing a passenger road vehicle on a passenger road line with an invisible truck throws an error about station compatibility (only vanilla stations)
The other issue is where I wanted to supplement a tram line with an invisible vehicle and attempting to assign the newly bought truck to said line resulted in a compatibility error (likely a mod where cargo vehicles pose a problem on pax lines).
While wishing for additional vehicles, I thought I might also post a wish for electric versions for trains in order to clean up the stats page where I'm boosting an electric train, and maybe a steam version for the same reason, additionally, I'd wish for an electric version if you were to implement an invisible tram as this might affect routings and the like.
APasz  [author] Jun 26, 2021 @ 10:34am 
Update 1.3.
Added: Industrial Revolution cargo types, as well as new ones in already supported mods.
Added: Truck.
Fixed: Compatibility with some industry mods.
Tyw7 Jan 17, 2021 @ 5:16am 
I've used https://steamcommunity.com/sharedfiles/filedetails/?id=2138102349 setting my braking to 5. Reached over 300 mph on my high speed line.
APasz  [author] Jan 17, 2021 @ 4:51am 
@Tyw7
Yes
Tyw7 Jan 17, 2021 @ 4:47am 
Can this carry passengers?
Vulgaris Magistralis Nov 3, 2020 @ 9:43am 
@tG-APasz, Thanks for the reply. I'll hit Magnetic Reaper up and see if I can try to find a solution on their end.
APasz  [author] Nov 3, 2020 @ 2:05am 
@Vulgaris Magistralis
It's up to Magnetic Reaper to fix his mod.
I tried what I could to work around it but was evidently unable to.
Vulgaris Magistralis Nov 3, 2020 @ 1:13am 
I see there is a nil value when it crashes when used with Industry Diversity. Have you looked into if it conflicts because of the other industry mods? If you don't mind, I will try to give it a look sometime this week to see if I can figure out how to get it working with Industry Diversity.
APasz  [author] Jul 22, 2020 @ 1:21am 
Yeah the search functions works now they're not grouped.
Problem was that while the wagon would sometimes show up, the locos would not when searching for 'invisible' or 'loco'.
APasz  [author] Jul 22, 2020 @ 12:53am 
Feel like I'm do the big dumb here, and so don't see what the problem is exactly.
APasz  [author] Jul 22, 2020 @ 12:52am 
The base loco is 500kW and 50kN. Tractive is 500kW and 250kN. Power is 2500kW and 50kN.

I know I used a semi-colon. That is intentional.
APasz  [author] Jul 22, 2020 @ 12:13am 
I've corrected the power of the tractive version to be 500kW as it should be.
Thanks.
APasz  [author] Jul 21, 2020 @ 11:29pm 
Nothing I can do to fix the emissions bug retroactively unfortunately.

After a couple months I've grown tied of manually searching for them in the massive buy menu list.
And I've been unable to find the issue that makes grouped vehicles unsearchable.
APasz  [author] Jul 21, 2020 @ 8:24pm 
@vitalii201
I've now fixed the root of the issue.
It's due to a game bug that was supposed to be fixed with the June update but apparently wasn't.
APasz  [author] Jul 21, 2020 @ 8:22pm 
Update: V1.2
Change: Emissions set to 0.
Change: Engine type set to DIESEL.
Change: Add 'Ghost' to vehicle name/description.
Change: Rename 'myWagonConfig' to 'GT_Config'.
Balance: Set cost of 250,000.
Balance: Set running cost to 10,000 for invis loco/wagon.
Balance: Set running cost to 12,500 for power/tractive.
Balance: Reduce power and tractive effort by 50%.
Remove: Buy menu group, meaning vehicles can now be searched for.
APasz  [author] May 10, 2020 @ 7:09am 
@sir.franjo
0 metres.
sir.franjo May 10, 2020 @ 6:33am 
How long are they in meters?
APasz  [author] May 10, 2020 @ 12:13am 
Update;
New: Invisible Wagon.
New: myWagonData file in scripts folder to configure all the things [well just capacity].
APasz  [author] May 9, 2020 @ 3:35pm 
@Agnotek 23
That mod can't be used alongside the "No Fakes" mod.

@s4r4hb3th
1. No reason in particular. Though I was amused by the idea of using a horse powered loco when you need more hp.
2. Loading speed is on a per wagon basis.
For some unknown reason it shows loading speed even when there is no capacity.
s4r4hb3th May 9, 2020 @ 1:15pm 
Great idea. Can I ask two things:
1. Why is the engine type 'horse'?
2. Does the loading speed of 1 limit the whole train?
Agnotek 23 May 9, 2020 @ 11:19am 
No need for invisible wagon, cause it's already here: https://steamcommunity.com/sharedfiles/filedetails/?id=2071322056
anyway, thanks for the locomotives
APasz  [author] May 9, 2020 @ 9:26am 
@CookieBoss
Agreed, I'll look into it tomorrow.
Krümelkid May 9, 2020 @ 9:02am 
Nice mod! Waht do you think about an invisible wagon for increasung the capacity of the train ? I think that would also be helpful.