[REL] Ferry Collection for ETS2 v2023.01.24
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SCS as a company do not wish to have paid mods on this forum. While we understand that not all paid mods use the Intellectual Property of other companies/people, it is very hard to moderate what is and isn't acceptable when money is involved. There are also concerns that it could look unfavorable to potential work partners going forward if SCS allow mods that may potentially use unlicensed branding.
Posting in the Mods forum (ATS and ETS2) is restricted to sharing free-to-the-public mods and providing support for mods. For more details, please check the Forum Rules.
- Vinnie Terranova
- Posts: 5061
- Joined: 09 Nov 2017 10:24
- Location: Netherlands
Re: [REL] Ferry Collection for ETS2 v2023.01.24
I just have downloaded the mod. So maybe it was a temporary issue with ShareMods.
Re: [REL] Ferry Collection for ETS2 v2023.01.24
South of Ballangen in Finmark Norway there is no ferry avaible
Re: [REL] Ferry Collection for ETS2 v2023.01.24
1.47 game version needed
- Vinnie Terranova
- Posts: 5061
- Joined: 09 Nov 2017 10:24
- Location: Netherlands
Re: [REL] Ferry Collection for ETS2 v2023.01.24
I haven't test the Ferry Collection yet, but what is the problem if you use it in ETS2 1.47?
- thedrippingone
- Posts: 1268
- Joined: 02 Aug 2021 14:11
- Location: Finland
Re: [REL] Ferry Collection for ETS2 v2023.01.24
There's no changes needed Vinnie, except possibly to add a few new ports/routes
The Ballangen problem mentioned a few posts ago was caused by Project E6, which breaks that ferry.
The Ballangen problem mentioned a few posts ago was caused by Project E6, which breaks that ferry.
-
- Posts: 7
- Joined: 08 Mar 2023 19:52
Re: [REL] Ferry Collection for ETS2 v2023.01.24
Is there any way the ferry routes could be more strict to the map instead of being straight lines? They cause some confusing and distracting lines that cut through some land parts of countries. Otherwise lovely mod!
- Vinnie Terranova
- Posts: 5061
- Joined: 09 Nov 2017 10:24
- Location: Netherlands
Re: [REL] Ferry Collection for ETS2 v2023.01.24
It should be possible to get curved lines. But in order to do that I need to use the map editor and load all the map mods in the correct order, and I don't know how to do that because iirc when using the map editor all map mods are loaded in alphabetically order which would lead to crashes.
It should also be possible to add certain variables in the ferry files to get curved lines, but I don't know how to do that exactly and I don't know which values I need.
It should also be possible to add certain variables in the ferry files to get curved lines, but I don't know how to do that exactly and I don't know which values I need.
-
- Posts: 7
- Joined: 08 Mar 2023 19:52
Re: [REL] Ferry Collection for ETS2 v2023.01.24
Ah i see. Technically i think for just editing purpouses you could edit the manifest.sii and just rename the title to match the mod order (e.g. placing the letter "A" for the highest priority mod and "Z" for the lowest etc.). Lmk if you are interested in collaborating or making this possible, as im gladly willing to help out!
- thedrippingone
- Posts: 1268
- Joined: 02 Aug 2021 14:11
- Location: Finland
Re: [REL] Ferry Collection for ETS2 v2023.01.24
I looked into doing this for a couple of the ferries I added, and decided it was far too much work for too little benefit. Sure, looks nice, but functionally no difference.
- Vinnie Terranova
- Posts: 5061
- Joined: 09 Nov 2017 10:24
- Location: Netherlands
Re: [REL] Ferry Collection for ETS2 v2023.01.24
Yeah, I know how to force the mods to load in the correct order by using your method. The problem is that I have to load several map mods in the correct order; and that's a lot of files I would have to rename.
But that's not the only problem. Another problem is that the Ferry Collection mods makes use of ports of which some of them I don't know to which map mod it belongs. So first I would have to figure out which port I use belongs to which map mod.
In the end it just takes to much time for me to figure this all out. The easiest way for me is to figure out how this works:
...especially those node positions and node rotations. BTW, I know how to work with sin and cos. But what do those values like (-14980122, 0, -10743040) and ( 0.86603, 0, 0.5 ) exactly mean?
But that's not the only problem. Another problem is that the Ferry Collection mods makes use of ports of which some of them I don't know to which map mod it belongs. So first I would have to figure out which port I use belongs to which map mod.
In the end it just takes to much time for me to figure this all out. The easiest way for me is to figure out how this works:
Code: Select all
SiiNunit
{
ferry_connection : conn.belfast.douglas{
price: 350
time: 180
distance: 100
# NODE POSITIONS ####### x*256 , 0, z*256
connection_positions[0]: (-14980122, 0, -10743040)
connection_positions[1]: (-14945588, 0, -10720358)
connection_positions[2]: (-14929868, 0, -10712218)
connection_positions[3]: (-14898124, 0, -10742092)
connection_positions[4]: (-14802688, 0, -10741658)
connection_positions[5]: (-14301440, 0, -10003916)
connection_positions[6]: (-13486234, 0, -9342336)
connection_positions[7]: (-13734092, 0, -9064628)
connection_positions[8]: (-13794458, 0, -9068108)
# NODE ROTATIONS ####### -sin(jaw), 0, -cos(jaw)
connection_directions[0]: ( 0.86603, 0, 0.5 )
connection_directions[1]: ( 0.70711, 0, 0.70711)
connection_directions[2]: ( 0.70711, 0, -0.70711)
connection_directions[3]: ( 0.70711, 0, -0.70711)
connection_directions[4]: ( 0.70711, 0, 0.70711)
connection_directions[5]: ( 0.5, 0, 0.86603)
connection_directions[6]: ( 0, 0, 1 )
connection_directions[7]: (-0.99619, 0, 0.08716)
connection_directions[8]: (-0.84339, 0, -0.5373 )
}
}
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