Transport Fever 2

Transport Fever 2

306 ratings
TFMR2.0 (Transport Fever Modular Road)
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Scenario: Temperate
Track/Street: Street
Tags: road
File Size
Posted
Updated
10.939 MB
Apr 9, 2021 @ 9:41am
Feb 11, 2022 @ 10:29am
5 Change Notes ( view )

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TFMR2.0 (Transport Fever Modular Road)

Description
This is the main modules of TFMR2.0. As a lot of mods need my road for dependency, I decided to separate the roads from the main modules as a standalone mod.

WARNING! DO NOT LOAD THIS MOD TOGETHER WITH TFUR MODULES OR ROADS!

WARNING!#2 THIS MOD IS INCOMPATIBLE WITH ALL OLD TFUR AND TFMR1.0 MODULES! This is because the old modules are incompatible with the updated game, and I have to make the new one compatible, so the new one and the old ones cannot be compatible. I highly suggest starting a new save with this mod. However, if you want to continue your old savagame, I would recommend loading old and new mods together and replace modules one by one. As roads and bridges are compatible, only modules need to be replaced.

ATTENTION! When using this mod, remember to disable initial roads in base_config.lua. Otherwise the game will complain. TPF2 has a stupid mechanism for detecting intercity connection.

This is the succession of the popular TFUR and TFMR1.0 modules, and it is now one of the best fully modular highway and urban expressway systems. This version features multiple updates, including adjustable length for modules, and optimisation for highway and urban expressway modules for smoother entry and exit. The maximum achieveable exit speed for highway and urban expressway is 3-4 times higher than previous editions.

However, the largest improvement of TFMR2.0 is its ability to construct Asia-style urban expressway with expressway directly above ground-level roads. The new version includes modules for placing ground-level intersections, ramp exits, and pillars.

Video guide (in Chinese): https://www.bilibili.com/video/BV1cB4y1F7wK/.

if left-hand drive is wanted, please use this mod in conjunction with this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2092939800

Update 2021.4.15: Fixed error of x=y+z+(x-y-z) modules, and add all variables to local. Now you can use my modules without using debug mode.

Update 2022.2.11: Fixed error of x=y+z+(x-y-z) modules (this is due to another problem with one of the numbers).
Popular Discussions View All (4)
0
Jun 22 @ 5:48am
Extremely slow driving speeds
dirtycopgangsta
0
Jun 15 @ 11:55am
Big issue. This mod breaks traffic.
Utazor
0
Aug 17, 2023 @ 2:33am
Line Error
MrOnic
132 Comments
AST1400 Aug 16 @ 12:34pm 
Toretto_stark 21 фев в 16:58
When I place a junction, cars slow down a lot and just choose one of the lanes, any way to make it smooth and they use both lanes? After the junction, cars go back to either one lane or the other. Thanks! Really like this mod!

THE SAME PROBLEM:steamthumbsup:
trekxor Jul 7 @ 7:03am 
if I use the splinters (e.g. 2 way to 2 separate lanes) this seems to break the Main Connection between towns.
Any thoughts?
IsaacLeibniz Jul 4 @ 1:17pm 
x(ue)+1=y+1的上下桥合流/分流方向好像有问题
dirtycopgangsta Jun 22 @ 5:49am 
Does anyone have an actual explanation for all the modules and their options, please? I can't figure out what half of this stuff's supposed to do.
Utazor Jun 15 @ 12:14pm 
@East Pavilion-er your mod have big issue. Please DM me
BobGrey May 31 @ 10:25pm 
Does this work, or is there anything similar for smooth exits that does work with the American Roads?
Utazor May 2 @ 1:02pm 
Mod have big issue
Toretto_stark Feb 21 @ 3:58am 
When I place a junction, cars slow down a lot and just choose one of the lanes, any way to make it smooth and they use both lanes? After the junction, cars go back to either one lane or the other. Thanks! Really like this mod!
ex0rtix #SaveTF2 Feb 15 @ 8:35am 
is there any way to increase the max speed limit please? (120 km/h max currently)
Porridge Is Fun Jan 26 @ 4:37am 
Love this mod, thank you East Pavillion-er. Already spent many hours creating lots of complex junctions but... I think I've found an issue I've not seen mentioned previously.

If you create an elevated Urban Expressway Exit with an entry or exit ramp on only one side, the 'inward' section of the elevated highway without the ramp is created without a connection point. The 'outward' side is fine. Appears to be the same problem in both left and right configuration.

Am I missing something obvious as some parts do have a steep learning curve?