Cities: Skylines

Cities: Skylines

[DEPRECATED] Extra Vehicle Effects (Plugin for Vehicle Effects Mod)
 This topic has been pinned, so it's probably important
Thaok  [developer] Dec 9, 2016 @ 11:08am
Detailed Description / Instructions for Vehicle Authors
This mod provides the following new effects:

"Direct Current Train Movement 80"
"Direct Current Train Movement 100"
"Direct Current Train Movement 120"
A direct current motor sound useful for older metros and other electric commuter rail. Three different samples are crossfaded across different speed intervals.
Also includes a braking sound.The number indicates the max speed (km/h) of the vehicle at which an idling sound will faded in. Ideally to be used with acceleration = 0.2 and braking = 0.2.

"Direct Current Train Movement 80 Dyn"
"Direct Current Train Movement 100 Dyn"
"Direct Current Train Movement 120 Dyn"
Same as above, but the train will use dynamic braking until short before stopping, when you will hear a mechanical braking sound. This means most braking is done using the traction motors as generators, whose voltage is applied to braking resistors or the line - i.e. you will hear the motors slow down under load while the train decelerates.

"Sprague Train Movement"
A DC motor effect specifically tuned for Sprague-Thomson and emitting typical airstroke sounds during braking.

"Turbo Diesel Train Movement <speed>"
Valid speeds: 80,90,100,120,140,160, 200 e.g "Turbo Diesel Train Movement 100"
A load-dependent diesel engine sound with turbo charger. Number indicates the max speed in km/h. Engine rpm will be increased in steps according to the train driver choosing higher notches of engine power. The turbo follows engine rpm with some delay and smoothly, replicating the turbine adjusting its rpm to the exhaust stream slowly.
Also includes a braking sound.
Based on recordings of DB class 218 with TB11 engine. The 200 km/h version has pitch ajusted higher to be suitable for British HST euipped with with Paxman Valenta.
Ideally to be used with acceleration=0.2 and braking=0.2.

"Diesel Train Movement <speed>"
Same as above, but without turbo charger sound.

"Turbo Diesel Idling"
Idle sound played while the vehicle is stopped, to be used with "Turbo Diesel Train Movement".
Idle RPM will be increased with lower environment temperatures to keep passengers from freezing. No flags required.

"Diesel Idling"
Same as above but without turbo, to be used with "Diesel Train Movement".

"Train Disc Brake"
A disc braking sound for trailers. Pitch and volume slightly increase towards the end end of the braking process. Perfectly sufficient to add this effect only to one or two cars of a train.

"Train Flange Grinding"
A (wheel) flange grinding sound depending on speed and track curvature.
Perfectly sufficient to add this effect only to one or two cars of a train.

"Train Flange Squealing"
A flage squealing sound. Computed like "Train Flange Grinding" wherewith it can be combined nicely.

"Train Rear Light"
Experimental rear light effect using shorter light cones coloured red. As for headlights, you should apply the "reversed" flag where necessary.
Please note, that for backwards compatibility, most vehicles still have headlights illuminated via lightmap. Maybe I will change that in the future, but imho it looks acceptable.

"Train Close Doors"
Three randomly triggered variations of door closing sounds, should be used with required flag "leaving". So far, this works only on the engine, since "leaving" flag gets only set there.

"Sprague Bell"
A bell sound usually signaling "ready for departure". Should be used with "leaving" flag. Timed to be emitted after "Train Close Doors".

"Train Whistle Compressed Air"
A compressed air driven whistle good for many non-steam vehicles (if they don't have a horn instead).

If anything is still unclear, please take a look at the vehicle definitions coming with my vehicles.
Last edited by Thaok; Oct 26, 2017 @ 10:21pm
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Showing 1-3 of 3 comments
Daco Mar 4, 2018 @ 1:02pm 
There are no effects of this mode shown in my asset editor (both effect editors).

activated mods:

Extended Asset Editor 0.4.7
Extra Vehicle Effects (Plugin for Vehicle Effects Mod)
Vehicle Effects 1.7
Last edited by Daco; Mar 4, 2018 @ 1:03pm
GordonDry Jul 25, 2018 @ 4:39pm 
Vehicle Effects Caught an exception when running a VehicleUpdateFinished event on a plugin
The exception was:

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Vehicle Effects An exception was thrown:

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

ArgumentNullException: Argument cannot be null.
Parameter name: array
at System.Array.Exists[Effect] (.Effect[] array, System.Predicate`1 match) [0x00000] in <filename unknown>:0
at ExtraVehicleEffects.Util.setVehicleKinematicsForEffect (System.String effectName, Single acceleration, Single brake, Single leanMultiplier, Single speed) [0x00000] in <filename unknown>:0
at ExtraVehicleEffects.Effects.DirectCurrentTrainMovement.SetOptimalVehicleKinematics () [0x00000] in <filename unknown>:0
at ExtraVehicleEffects.ExtraVehicleEffectsMod.SetOptimalVehicleKinematics () [0x00000] in <filename unknown>:0
at ExtraVehicleEffects.ExtraVehicleEffectsMod.OnVehicleEffectsUpdateFinished () [0x00000] in <filename unknown>:0
at VehicleEffects.VehicleEffectsMod.OnVehicleUpdateFinished () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
VehicleEffects.Logging:LogException(Exception)
VehicleEffects.VehicleEffectsMod:OnVehicleUpdateFinished()
VehicleEffects.VehicleEffectsMod:UpdateVehicleEffects()
VehicleEffects.VehicleEffectsMod:OnLevelLoaded(LoadMode)
LoadingWrapper:OnLevelLoaded(UpdateMode)
<LoadLevelComplete>c__Iterator9:MoveNext()
LoadingManager:Update()

(Filename: Line: -1)
Distanced Apr 18, 2019 @ 8:29pm 
Originally posted by GordonDry:
Vehicle Effects Caught an exception when running a VehicleUpdateFinished event on a plugin
The exception was:

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Vehicle Effects An exception was thrown:

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

ArgumentNullException: Argument cannot be null.
Parameter name: array
at System.Array.Exists[Effect] (.Effect[] array, System.Predicate`1 match) [0x00000] in <filename unknown>:0
at ExtraVehicleEffects.Util.setVehicleKinematicsForEffect (System.String effectName, Single acceleration, Single brake, Single leanMultiplier, Single speed) [0x00000] in <filename unknown>:0
at ExtraVehicleEffects.Effects.DirectCurrentTrainMovement.SetOptimalVehicleKinematics () [0x00000] in <filename unknown>:0
at ExtraVehicleEffects.ExtraVehicleEffectsMod.SetOptimalVehicleKinematics () [0x00000] in <filename unknown>:0
at ExtraVehicleEffects.ExtraVehicleEffectsMod.OnVehicleEffectsUpdateFinished () [0x00000] in <filename unknown>:0
at VehicleEffects.VehicleEffectsMod.OnVehicleUpdateFinished () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
VehicleEffects.Logging:LogException(Exception)
VehicleEffects.VehicleEffectsMod:OnVehicleUpdateFinished()
VehicleEffects.VehicleEffectsMod:UpdateVehicleEffects()
VehicleEffects.VehicleEffectsMod:OnLevelLoaded(LoadMode)
LoadingWrapper:OnLevelLoaded(UpdateMode)
<LoadLevelComplete>c__Iterator9:MoveNext()
LoadingManager:Update()

(Filename: Line: -1)

Yeah I'm having the same issue
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