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Yes, this mod can adjust all track assets as long as they are correctly marked as 'track'.
Happy city building everyone!
I'm sorry to see them late, but I don't understand that you said issues.
And I see you used TM:PE, so after 1.6 verssion, TM:PE not support Other Rail Track Speed Increaser 3 anymore. So I you feel issues that's the one of reason.
* 1st video: Train speed set 2000 km/h
* 2nd video: Metro added at 450km/h going same speed as train
* 3rd video: Train glitching on track rail
https://drive.google.com/file/d/1ISBwVLHaaGzCB-k6lRj7zFaPFYu0z7P3/view?usp=sharing
https://drive.google.com/file/d/1gvVqx7HfzPgx1CiU1c8k-u_AU17B0_PC/view?usp=sharing
https://drive.google.com/file/d/1Z8eQcJDYiza7cKK4L8YHviCU3NXYNLvB/view?usp=sharing
Happy city building everyone!
According to the video, you are able to set each one separately, however, when setting the train speed different from the metro speed, they went the same using the higher number (train speed calculation). I also encountered a point where the train would move like a snail and the front car starts drifting off to the side while the rest is still moving forward.
Potentially, this is an awesome mod, with the top speed adjustment, but not sure what would cause this. Can you let me know what could be the case? The other two versions are fine.
Happy city building everyone!
I remember once, after a game update, the 81 Tiles Mod made all industry areas go into massive negative profits! The author initially didn't know why, but eventually sussed it and did an update. Mysterious.
Thank you, and in fact, I'm also don't know why like this.
Functionally, it shouldn't cause this problem, since there is no way to interfere. Therefore, it can only be said that there are many 'weird' situations in the game.
It's not to do with the budgets as I left them unadjusted in my test. I started a new game, and removed mods 1 by 1 until I found what was causing the altered coverage behaviour.
I thought I'd let you know, but the issue has been resolved for me now for whatever reason.
Maybe you're mistaken, this mod just controls the 'tracks' contained in the perview picture. However, the police station and the fire department do not have 'tracks' at all. They depend on 'roads', and roads do not belong to 'tracks'. To put it simply, there are three mainstreams mods that can control the behavior of 'vehicle(cars)' and 'roads': 1. TM:PE. 2. Advanced Vehicle Options. 3. Transport Lines Manager.
So, even if this mod wants to interfere, it cannot reach the 'interface' and even there are no codes to change 'roads' in this mod.😄
It's like, you use an iPhone, and it found out that Android system is causing the problem, but the point is that the iPhone is not using Android system at all.😄
As for the scope issue you mentioned, if you increase the related budget, it will also improve their scope, maybe that is reason.
Having done some investigation, by a process of trial-and-error, I believe this mod is causing a strange effect in my game.
My service buildings (e.g. police/fire stations) were showing 100% efficiency and coverage of all the roads (one police station made every road on the map green coloured), which didn't seem right.
I removed all my mods one by one and traced the cause to this mod.
Do you have any idea why?
Thanks
Olly.
Thank you!!
When I the tracks speed to 'Unlimited' in TM:PE, it worked as expected.
It may need like before that need to set the tracks speed to 'Unlimited' in TM:PE.
When TM:PE was turned off, it worked without having to redraw the tracks.
Perhaps it's conflicting with TM:PE's speed limit feature or something.
However, this information is not saved and will not work when the game is restarted after saving. It will not work unless the line is drawn again.
Thank you also for discovering the problem caused by the airplane path, so that we can got a conclusion after a good discussion.
Have a good day!
Without the Airplane path modification, the planes are operating normally, my pasenger blimp vehicles (spaceship looks things) are zipping around the sky, my hydrofoil ferries are zooming across the bay.
The ability to modify ferry and blimp speed is something I have pined for for many years.
Excellent work sir!
McD
Yes, and thank you, it is known in the previous feedback that it is the situation like in the video.
It cannot be resolved in the short term. Perhaps I can do first that temporarily canceled this function of adjusting the aircraft?
With your mod: https://youtu.be/sCGVlMxrB7Y
Without your mod: https://youtu.be/HRhGfR681UI
Yes, regarding this situation, you can check look some previous comments of explanations. This problem is relatively complex, so it cannot be solved in the short term.
其實從模組的角度判斷,模組本身沒什麼問題。它只是單純的改變這些 “軌道” 的速度。
而會出現這些問題,反而是因為在模組的加速作用下,發現了遊戲本身的 ‘不嚴謹’,我之前也說明過了。這基本上是涉及了飛機與飛艇核心模塊。
所以,這可能無法很快有個答案。如果真要做一個 “接頭”,那我估計可能須要另外幾位有名的模組作者聯合做一個新的模組來解決。
只能說,透過各種模組發現了遊戲各種問題。😂
等更新
目前使用上還是有問題
充氣飛船會不載客 可能與Advanced Vehicle Options 修改載客數量以後有關係
然後老問題 DLC和原始的機場會不走起降跑道直接起飛
Staying patient,
McD
:)
No, for mods, setting it to 0 may cause the vehicle to stop and not move forward.
In fact, setting it to 0 and switching to game default also requires a set of codes to achieve. 😁
McD
這問題評論裡的 mistermcd 玩家已經告知過,經判斷是遊戲預設沒有對機場範圍內的跑道做強制規定。即一旦飛機進入機場的模型範圍,就須要強行使飛機使用機場範圍內的跑道和速度限制。此Mod其實是針對 粉紅色 那條與地圖邊界相連的 “飛機航線”。而不是飛機跑道。
官方應該加入像飛艇那種方式,把飛機粉紅色這條 “航線” 與機場的跑道對接。對接方式就如同飛艇一樣,把 “航線” 連接到那個圓圈上。這樣就能解決這問題了,飛機從粉紅色“飛機航線”到機場跑道對接點,然後飛機進入機場內的跑道速限和行動方法。
我會去問一下 algernon,如果可以做這個 ‘對接頭’ 那這問題就能解決了。不然就得反饋給官方去解決了。
It may be affected by other mods. During the test, whether it is set to 10 km/h or 2000 km/h, everything work fine, and no random slow down of speed has been found. 😉
It can be done, but it's will be thought a repetitive mod.
I already asked how to use a "Check Box" to control each single of them and waiting a answer. If done , it will be like your suggestion that they will enable or disable controlled by mod. 😉
Yes 😅
OK, thank you for test, and if there is a need to do something different, I will let you know.
Increasing the speed in 10kph increments, they eventually start not being able to follow the taxiways and will start leaping into the air from the gate.
Incoming planes will arrive at high altitude and then nosedive to the ground.
Suggestion: A toggle on/off button for each path to type use vanilla path speeds (off option) or to use mod speeds to override vanilla (on option). That way, if root cause of plane issue is a significant challenge, at least can use other path speed overrides this mod provides.
The blimp/ferry path speed overrides are AWESOME.
If there is anything you can suggest or want me to try, let me know.
McD
Thank you, and it's look like you said that belong to 'Road System', so it might be better to let "Traffic Manager President Edition" support. This mod would be better to focused on Tracks.
OK, this mod is adjusting "track(path)", not "Vehicle", this is why you can see the normal speed attributes of plane in AVO.
I guess it's because game default, official not set right bounding box range of airport. That means the bounding box should surround the entire airport and inside runway, then another part belongs to outside. So, when plane lands without touching the bounding box, speed of the outside segment is used, but when touches the bounding box, given runway speed inside bounding box should be used. Just like F1, when F1 are on the track they can go over 300km, but when F1 come into the pits they will be limited to 60km. And the current situation is like the F1 driving directly into the pits at the speed on the track. Therefore, either the official should fix this problem, or should do a other mod to solve this problem.
I'll also ask algernon to see if he can give me any suggestions, if possible, to add improvements to this mod.
Thank you, and have good day!
Without this mod enabled, they go back to normal behavior. Not sure if this is an issue with this mod, or this mod + others, I use most of the "main mods".
Here's my output log if it helps
https://drive.google.com/file/d/1sy22zYo3yCTFK-oiClk21wkgthxoN-9-/view?usp=sharing
McD
It's also happened when you adjust the speed of plane to low like 10km/h ?
To StayHungryStayFoolish
Thank you, have a good day!
This was with both an Airport DLC airport and the vanilla cargo airport w/trains.
I hoping to make use of the increased blimp speed feature (nice!) but since this mod makes my planes go nuts, I will have to wait until that is addressed.
@M.S.Referee, any log files or save game you want to see?
Thank you let me know what's caused the problem. Have a fun!