Transport Fever 2

Transport Fever 2

270 ratings
Parallel Tool
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Track/Street: Track, Street
Misc: Script Mod
File Size
Posted
Updated
1.315 MB
13 Aug, 2022 @ 5:58am
14 Mar @ 5:15am
9 Change Notes ( view )

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Parallel Tool

Description
Creates parallel tracks or streets along already laid sections.

The options for building parallel tracks or streets are severely limited in the game. This mod makes it possible to subsequently lay tracks and streets in variable parallel distances to one another - and not only that. A vertical offset is also possible, so that even tracks can be laid ON streets. Mark the beginning and end of the section to which a parallel is to be constructed with the respective marker, selectable in the 'Assets' menu in the 'Tools' category. Then choose the parallel tool (parallel symbol) also located there and just click somewhere in the terrain. If you choose a track or street type other than the initial type, a sample of this type is shown, which is for preview purposes only and is not part of the construction.

Important notes:

- The 'Marker Start/End' mod from version 1.4 (preferably from 1.9) must be installed.
- Special information on the individual settings is available as tooltips in the 'Assets' 'Settings' dialog: Simply touch the corresponding elements with the mouse cursor! Furthermore there is an instruction as a PDF file in the 'documents' directory of the mod.
- Processing always runs in the direction of the marking arrows.
- If the preview segment touches collision-protected higher objects with the 'Parallel type' settings [TRACK] or [STREET], it is not possible to trigger the construction process. In this case please click somewhere else. The preview can also be moved using the [M], [N], [,] or [.] keys.
- There must be no intersections, switches or interruptions within the marked section. If tracks of constructions such as stations are included, parallel segments are created as normal tracks or streets. It is not possible to create constructions with this mod. These can be added manually.
- Stops, signals and waypoints are not reproduced.
- In order to lay sections on top of each other or overlapping, 'Check collision and limits' must be switched off. Messages about excessive inclinations or curvatures can also be ignored. But you should know what you're doing.
- Branchings or connections of superimposed tracks or streets must be manually dragged using Vacuum Tube's 'Build with Collision' mod. While doing so, error messages can usually be suppressed by holding down the [C] key.
- For laying standard tracks on streets, lowering the tracks by 47 cm is recommended.
- There is no collision check on overlapping or superimposed sections, e.g. for trains that run on streets or at pseudo level crossings. Here you have to accept that cars drive through the trains. Therefore, such sections should at least not be heavily trafficked.
- The 'Undo' function does not delete subsequently changed segments.
- To continue editing a marked section with another tool, you can switch off 'Auto-delete markers'. Then the markers are retained.
- The section length is limited to 50 segments.
- The arrangement of the track and street segments can be made visible in the debug mode of the game by pressing [ALT GR] + [L].
- Using other tools (as far as already available) to delete, reverse, or join segments or sections is recommended.
- The 'Bridges invisible' option only works if one of the invisible bridge mods, e.g. 'Lu_invisible_bridge', is installed.
- When using 'Adopt flattening of street nodes' [OUTSIDE+FILL], the connections in intersection areas etc. are not deformed by the AI as long as there is no manual intervention.
- To avoid conflicts with the AI and to speed up processing, it is advisable to only carry out construction work in pause mode.
- The mod does not contain its own tracks or streets and can easily be removed again. However, the respective mods must remain installed for the tracks and streets built with it. This also applies to invisible bridges.

Known issues:

- The markers remain active when selecting assets such as the eraser or groups of trees sending no feedback when toggled.
- 'Adopt flattening of street nodes' [OUTSIDE+FILL] is based on experience values and does not always work.
- In the case of certain irregular segment shapes such as S-curves or transition curves, there may be mathematically related inaccuracies that can be minimized by splitting them with a splitter tool.

Legal stuff:

Original components from UG are accessed, the rights of which are owned by the game manufacturer. The rights of the 'ParamBuilder' script are owned by VacuumTube. Unauthorized distribution not permitted! Adoption of parts of my own content for the development of other mods permitted under cc-by-nc (attribution, non-commercial). Install and use at your own risk.
43 Comments
WernerK  [author] 26 Feb, 2024 @ 2:07am 
@Ms.TAKE: I would like to have UNDO greyed out but this is not possible with the standard GUI (hey, UG :steamhappy:). I don't know if I'd be able to do this with a self-scripted GUI, but this is too complex. Thus I prefer spending my time in exploring and programming new features and new tools.
Ms.TAKE 25 Feb, 2024 @ 6:09pm 
No idea if there a technical reason behind keeping UNDO checked after it has been used / undo operation is complete, but it would be nice if UNDO would deactivate itself when there is obviously nothing to undo any more. Otherwise great-great tool!
WernerK  [author] 27 Nov, 2023 @ 3:48pm 
@lollus: This may be interesting, but at this moment I keep the focus on other projects - and my to-do list is rather long. But I'll keep it in mind. It also depends on how easily it will be to realize.
lollus 27 Nov, 2023 @ 6:15am 
The marker is improved and these tools are now easier to use, bravo!
Proposal: in the marker, you draw some white and yellow overlay. Could you do the same here, to give a visual hint of what's coming?
WernerK  [author] 5 Apr, 2023 @ 4:18pm 
@Nazamura: You ask some common questions which don't have to do with my mod. So please ask in a forum where the game is explained or read the manual at https://www.transportfever2.com/wiki/doku.php
I don't want to make the check collsion option default because it's a little tricky, you could say it's not a default feature of the game. So it mostly doesn't work with intersections and I cannot help you to avoid some issues with textures shown in the pics. For connections of streets with collision I recommend the 'BuildWithCollision' mod, but it's also a bit tricky. And try using the Shift and C keys when connecting or crossing streets with collision. This is sometimes helpful.
Nazamura 5 Apr, 2023 @ 8:10am 
how to hide this? https://prnt.sc/8b1e68Mk1bDr
Nazamura 5 Apr, 2023 @ 8:03am 
i still doesnt find out how to reverse one way road
Nazamura 5 Apr, 2023 @ 8:02am 
@wernerK unflagging it works, i recommend it come off by default. Too bad it cant cross more than one street, but nothing that a bridge cant work around. It also start and end doesn't cross streets, but we still can work around it
WernerK  [author] 2 Apr, 2023 @ 3:01pm 
@Nazamura: Did you disable 'check collision and limits'?
Nazamura 1 Apr, 2023 @ 4:30pm 
that module not working, it keep saying colision