[WIP] Container Mod For Locomotion

Discuss, get help with, or post new modifications, graphics or related tools for Locomotion in this forum.

Moderator: Locomotion Moderators

User avatar
robo
Route Supervisor
Route Supervisor
Posts: 398
Joined: 14 Jan 2007 12:14

Re: [WIP] Container Mod For Locomotion

Post by robo »

Plastikman wrote:One thing that should probably be changed is the name for the warehouse. Maybe more along the lines of transfer terminal, or transfer station.

warehouse or transfer warehouse is not quite right for this mod.
English is not my first language, but one expression I found often on the web is "transload facility"

Due to differing capacities of the different modes, the facilities typically require some storage facility such as warehouses.
User avatar
Plastikman
Tycoon
Tycoon
Posts: 3941
Joined: 24 Dec 2005 03:14

Re: [WIP] Container Mod For Locomotion

Post by Plastikman »

no input from the beta testers?


60 people downloaded it.. lol you guys had time to play with it..

ill get back to this soon..
North American sets and then some...
US SET Ver 3.1.0 updated ~ Amtrak Pack 3.1.0 ~ US Passenger/Metro Set 3.1.0 updated~ Auto Factory 2.6 ~ VIA Rail Pack ~ LTD ED1 Conrail Alcos ~ LTD ED2 NJ Transit ~ DBR E60 ~ TGV Duplex ~ Umbrella Corp. ~ Comboios de Portugal~ Dekosoft UP/BN/BNSF Sets ~ ICE // MegaPack = 1.0.3.
Image
Image
Image
My Trains are made from 100% recycled electrons!
User avatar
Hammo
Director
Director
Posts: 574
Joined: 08 May 2008 07:01
Location: /home/root

Re: [WIP] Container Mod For Locomotion

Post by Hammo »

well I just attempted to play around with it now... loaded up the included scenario, played a little bit, then realised that the warehouses were not in the scenario. The objective was to transport goods to point b... but all 16 industry slots had been used up, not one of them being a warehouse.

Unless there was another released version which I don't have...

EDIT: Never mind me... I figure it out after playing with it some more...
Last edited by Hammo on 17 Apr 2010 06:23, edited 1 time in total.
User avatar
rdrdrdrd
Tycoon
Tycoon
Posts: 1423
Joined: 09 Mar 2008 15:38
Location: Virginia

Re: [WIP] Container Mod For Locomotion

Post by rdrdrdrd »

been working with it and it is good, room for improvement
*BIG ships
*a spot to put that yard tractor that is a helicopter
*the cranes need a rework, and the defualt port should be centered
May the force be with you.
For little boys, three things reign as supreme attention-keepers: tanks, heavy construction equipment, and trains, we all know why where here.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."

Image
User avatar
Plastikman
Tycoon
Tycoon
Posts: 3941
Joined: 24 Dec 2005 03:14

Re: [WIP] Container Mod For Locomotion

Post by Plastikman »

rdrdrdrd wrote:been working with it and it is good, room for improvement
*BIG ships
*a spot to put that yard tractor that is a helicopter
*the cranes need a rework, and the defualt port should be centered

Zeak was doing the ships so I ignored it.

Helicopter can be placed.

whats needed on the crane beside the ground tile and the little bit of blue?
North American sets and then some...
US SET Ver 3.1.0 updated ~ Amtrak Pack 3.1.0 ~ US Passenger/Metro Set 3.1.0 updated~ Auto Factory 2.6 ~ VIA Rail Pack ~ LTD ED1 Conrail Alcos ~ LTD ED2 NJ Transit ~ DBR E60 ~ TGV Duplex ~ Umbrella Corp. ~ Comboios de Portugal~ Dekosoft UP/BN/BNSF Sets ~ ICE // MegaPack = 1.0.3.
Image
Image
Image
My Trains are made from 100% recycled electrons!
User avatar
rdrdrdrd
Tycoon
Tycoon
Posts: 1423
Joined: 09 Mar 2008 15:38
Location: Virginia

Re: [WIP] Container Mod For Locomotion

Post by rdrdrdrd »

its hard to explian, they just don't look right, maybe they just need more diversity
May the force be with you.
For little boys, three things reign as supreme attention-keepers: tanks, heavy construction equipment, and trains, we all know why where here.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."

Image
User avatar
Plastikman
Tycoon
Tycoon
Posts: 3941
Joined: 24 Dec 2005 03:14

Re: [WIP] Container Mod For Locomotion

Post by Plastikman »

Well I said I hated the Asphalt...

Working on it.. not quite there yet..

started to think about the base for the crane.. I cant make it till the asphalt is done. you can really tell now that the crane is off center a tad.
Attachments
Screenshot104.png
Screenshot104.png (117.52 KiB) Viewed 3201 times
North American sets and then some...
US SET Ver 3.1.0 updated ~ Amtrak Pack 3.1.0 ~ US Passenger/Metro Set 3.1.0 updated~ Auto Factory 2.6 ~ VIA Rail Pack ~ LTD ED1 Conrail Alcos ~ LTD ED2 NJ Transit ~ DBR E60 ~ TGV Duplex ~ Umbrella Corp. ~ Comboios de Portugal~ Dekosoft UP/BN/BNSF Sets ~ ICE // MegaPack = 1.0.3.
Image
Image
Image
My Trains are made from 100% recycled electrons!
kalvingp30fan
Chief Executive
Chief Executive
Posts: 669
Joined: 02 Feb 2009 01:46
Location: detroit michigan, USA

Re: [WIP] Container Mod For Locomotion

Post by kalvingp30fan »

The area under the cranes should have some conatiners or trailers under it for loading/unloading.
User avatar
Plastikman
Tycoon
Tycoon
Posts: 3941
Joined: 24 Dec 2005 03:14

Re: [WIP] Container Mod For Locomotion

Post by Plastikman »

kalvingp30fan wrote:The area under the cranes should have some conatiners or trailers under it for loading/unloading.
I had thought it.

it might be to repetitive.

I think I am going to have to go full tile with the safety stripes if i do them.
The abrupt end looks.. off

Maybe Ill just skip it and draw the track for the crane...
North American sets and then some...
US SET Ver 3.1.0 updated ~ Amtrak Pack 3.1.0 ~ US Passenger/Metro Set 3.1.0 updated~ Auto Factory 2.6 ~ VIA Rail Pack ~ LTD ED1 Conrail Alcos ~ LTD ED2 NJ Transit ~ DBR E60 ~ TGV Duplex ~ Umbrella Corp. ~ Comboios de Portugal~ Dekosoft UP/BN/BNSF Sets ~ ICE // MegaPack = 1.0.3.
Image
Image
Image
My Trains are made from 100% recycled electrons!
User avatar
robo
Route Supervisor
Route Supervisor
Posts: 398
Joined: 14 Jan 2007 12:14

Re: [WIP] Container Mod For Locomotion

Post by robo »

Plastikman wrote:Well I said I hated the Asphalt...

Working on it.. not quite there yet..

started to think about the base for the crane.. I cant make it till the asphalt is done. you can really tell now that the crane is off center a tad.
I believe there are mainly two problems with the (old) asphalt: it doesn't look good if you zoom out and you can't modify the ground for the caryards later in the game. Since the caryards are already modified airports, what about using the original (concrete?) ground of the large airport?
By the way, I never had a problem with the old harbor crane as it was.
Since you found a way to make creative use of the airports, I could imagine more things to come (in future) like new railway stations. Is it possible to add larger tile buildings (2x2 or larger) to the airport?
User avatar
C3805.
Traffic Manager
Traffic Manager
Posts: 226
Joined: 23 Aug 2009 10:13
Location: Sydney, Australia

Re: [WIP] Container Mod For Locomotion

Post by C3805. »

Plastikman wrote:no input from the beta testers?
Decided to boot up Cajon Pass with container mod, all very well, lovin' those trailers. But I could not help noticing one slight bug with the trucks, apart from the fact that the cab doesn't appear in scenario editor.
Attachments
truckbug.png
User avatar
Hammo
Director
Director
Posts: 574
Joined: 08 May 2008 07:01
Location: /home/root

Re: [WIP] Container Mod For Locomotion

Post by Hammo »

that truckie is just living life on the edge.
User avatar
Plastikman
Tycoon
Tycoon
Posts: 3941
Joined: 24 Dec 2005 03:14

Re: [WIP] Container Mod For Locomotion

Post by Plastikman »

Can't do a thing about that.

That is part of how to get them to work.

Also if you don't give them way points, They may decide to make a u-turn on a dead end road and get stuck.
North American sets and then some...
US SET Ver 3.1.0 updated ~ Amtrak Pack 3.1.0 ~ US Passenger/Metro Set 3.1.0 updated~ Auto Factory 2.6 ~ VIA Rail Pack ~ LTD ED1 Conrail Alcos ~ LTD ED2 NJ Transit ~ DBR E60 ~ TGV Duplex ~ Umbrella Corp. ~ Comboios de Portugal~ Dekosoft UP/BN/BNSF Sets ~ ICE // MegaPack = 1.0.3.
Image
Image
Image
My Trains are made from 100% recycled electrons!
User avatar
Plastikman
Tycoon
Tycoon
Posts: 3941
Joined: 24 Dec 2005 03:14

Re: [WIP] Container Mod For Locomotion

Post by Plastikman »

whats up with the crack rock factory?


OK looking at your asphalt.. yuck.. here you can try this one.

I just cant it quite right.

If i make the ground any more pixilated i am getting weird repeating patterns.

not my day for making mods..

PS i know the hill shadows are missing on this version. I was trying to get the main tile right before i delt with that part.
Attachments
ASPHALT.dat
(54.44 KiB) Downloaded 395 times
North American sets and then some...
US SET Ver 3.1.0 updated ~ Amtrak Pack 3.1.0 ~ US Passenger/Metro Set 3.1.0 updated~ Auto Factory 2.6 ~ VIA Rail Pack ~ LTD ED1 Conrail Alcos ~ LTD ED2 NJ Transit ~ DBR E60 ~ TGV Duplex ~ Umbrella Corp. ~ Comboios de Portugal~ Dekosoft UP/BN/BNSF Sets ~ ICE // MegaPack = 1.0.3.
Image
Image
Image
My Trains are made from 100% recycled electrons!
User avatar
Plastikman's #1 Fan
Traffic Manager
Traffic Manager
Posts: 209
Joined: 12 Feb 2010 01:05
Location: Behind the camera at Horseshoe Curve

Re: [WIP] Container Mod For Locomotion

Post by Plastikman's #1 Fan »

:idea: I have an Idea. Make each 1 square component a separate ploppable piece. I don't know how you could do this, but it's worth a look.
DO NOT FEED THE GENIUS!
Image
Murphy was an optimist.
Image
Plastikman Rules! All Hail the North American Cargo Pack!
User avatar
Wibble199
Engineer
Engineer
Posts: 88
Joined: 09 Mar 2010 13:19
Skype: Wibble199
Location: Cumbria (UK)
Contact:

Re: [WIP] Container Mod For Locomotion

Post by Wibble199 »

plobbable?
Image Image
User avatar
Opan
Chairman
Chairman
Posts: 856
Joined: 06 Mar 2010 22:34

Re: [WIP] Container Mod For Locomotion

Post by Opan »

Wibble199 wrote:plobbable?
Ploppable, like the way you place an airport.
User avatar
Wibble199
Engineer
Engineer
Posts: 88
Joined: 09 Mar 2010 13:19
Skype: Wibble199
Location: Cumbria (UK)
Contact:

Re: [WIP] Container Mod For Locomotion

Post by Wibble199 »

oh, i see.
funny word
Image Image
User avatar
The-Navigators
Engineer
Engineer
Posts: 24
Joined: 09 May 2010 18:19
Location: USA

Re: [WIP] Container Mod For Locomotion

Post by The-Navigators »

2 bay.png
Not exactly related but, How did you put the Burlington Northern logo in where the face normally goes?

Also, This looks great, Keep up the good work! :bow:
Anyone who stands in the way of change, is out. ~ The Navigators (2001, UK)
User avatar
Opan
Chairman
Chairman
Posts: 856
Joined: 06 Mar 2010 22:34

Re: [WIP] Container Mod For Locomotion

Post by Opan »

The-Navigators wrote:Not exactly related but, How did you put the Burlington Northern logo in where the face normally goes?
It's a feature that comes with downloading one of the Dekosoft packs I think,, either that or the scenery pack. It should one one of those.
Locked

Return to “Locomotion Graphics, Modifications & Tools”

Who is online

Users browsing this forum: No registered users and 25 guests