• Moose

CTA (Chicago Transit Authorty 1.0

(4.88)    (8 Reviews)

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keep asking and i am ready for every one hope you enjoy





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  • Announcements

    • Dirktator

      03/20/2017

      Hi Community! We're almost there for our March goals!  I just wanted to keep the momentum going so if you are able to help, please donate and get some gifts in exchange! Thanks so much to those who have helped out this month, we really appreciate it.
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    • By RandyE
      Includes 2 Garages, 3 Bus Stations 3 Parking Lots, a Bus Loop, 1x1 filler lot and a Taxi Stand.  All lots found in the Transportation Menu indicated with color-coded icons. 
      Dependency:  SHK Parking Pack  Required on all lots in this zip-file download for the base textures, lighting, many of the props, and most vehicles. 
      Dependency Link:
      3x3 Parkade
      Jobs: 6§, 50§§, 6§§§. Modular Parking - Asphalt - Parkade 3x3. Capacity: 5800.  Plop: 650§, Monthly: 240§. Landmark: 20, 10. Pollution: 5, 5 Air/Water/Garbage. Consumption: 20 MWh/Gal. Transit and Network enabled.
      3x5 Bus Loop
      Jobs: 6§, 60§§, 6§§§. Modular Parking - Asphalt - Bus Loop 3x5. Capacity: 3200. Makes Taxis. Creates 72 Jobs. Plop: 980§, Monthly: 260§. Landmark: 20, 15. Pollution: 10, 5, 5 Air/Water/Garbage. Consumption: 50, 20 MWh/Gal. Transit and Network enabled.
      3x2 Parkade
      Jobs: 6§, 40§§, 6§§§. Modular Parking - Asphalt - Parkade 3x2. Capacity: 4800. Plop: 420§, Monthly: 180§. Landmark: 20, 10. Pollution: 5, 5  Air/Water/Garbage. Consumption: 20, 10 MWh/Gal. Transit and Network enabled.
      3x3 Parking Lot with Transit
      Jobs: 6§, 40§§, 6§§§. Modular Parking - Asphalt - Parking 3x3. Capacity: 400. Car Queue. Makes Taxis. Creates 54 Jobs. Plop: 250§, Monthly: 150§. Landmark: 10, 10. Pollution: 5, 5.  Consumption: 10, 5 MWh/Gal. Transit and Network enabled.
      1x1 Parking Lot Filler
      Modular Parking - Asphalt - Filler 1x1. Plop: 100§, Monthly: 50§. Landmark: 5, 5. Pollution: 2, 2. Consumption: 5, 5 MWh/Gal.
      1x1 Bus Station and Taxi Stand
      Jobs: 6§, 40§§, 2§§§. Monthly Income: 100§. Business Deal, Capacity: 800. Makes Taxis. Creates 48 Jobs. Plop: 500§. Landmark: 10, 5. Pollution: 5, 5. Consumption: 20, 10 MWh/Gal. Transit and Network enabled.
      3x3 Pay Parking
      Jobs: 6§, 40§§, 6§§§. Modular Parking - Asphalt - PayParking 3x3.Monthly Income: 120§. Business Deal. Capacity: 600. Plop: 280§. Landmark: 10, 5. Pollution: 5, 5. Consumption: 40, 10 MWh/Gal. Transit and Network enabled.
      3x3 Park and Ride
      Jobs: 8§, 50§§, 2§§§. Modular Parking - Asphalt - Bus Stop 3x3. Capacity: 1400. Makes Taxis. Creates 60 Jobs. Plop: 400§. Monthly: 140§. Landmark: 20, 5. Pollution: 10, 5. Consumption: 50, 10 MWh/Gal. Transit and Network enabled.
      3x1 Bus Stop
      Jobs: 5§, 10§§, 0§§§. Modular Parking - Asphalt - Bus Stop 3x1: Capacity: 900. Makes Taxis. Plop: 180§. Monthly: 100§. Landmark: 10, 5. Pollution: 5, 5. Consumption: 30, 10 MWh/Gal. Transit enabled.
      1x5 Bus Stop
      Jobs: 6§, 40§§, 1§§§. Modular Parking - Asphalt - Bus Stop 1x5. Capacity: 250. Makes Taxis. Plop: 240§. Monthly: 120§. Landmark: 10, 5. Pollution: 5, 5. Consumption: 40, 10 MWh/Gal. Transit and Network enabled.
      3x3 Parking Lot
      Jobs: 6§, 40§§, 8§§§. Modular Parking - Asphalt - Parking 3x3. Plop: 260§. Monthly: 120§. Landmark: 20, 10. Pollution: 5, 5. Consumption: 20, 10 MWh/Gal.
      INSTALL:
      To install copy and paste the Modular Asphalt Parking Bus and Taxi Ver. 2.0 folder into your User\Documents \SimCity 4\Plugins folder. Move or delete the text/html files and Previews folder as these should not be stored in the Plugins folder.
    • By MarkShot
      I have been building central transit hubs for large tiles containing major arteries as the switching point for intra-tile to inter-tile transit.
      It just dawned on me that this has been based on a fallacy of basic math/analysis.
      Given:
      (1)  Most tiles will due to the infinite commuter problem often enter one end and exit the opposite.
      (2)  The tiles are squares.  In most cases, the transit off a perpendicular side is the length of 1 side whether traveled by hub or loop.
      (3)  In case #1, a hub yields 1X side distance and a loop 2X side distance.  As there can only be one opposite exit, a simple direct shortcut suffices to resolve this case without a generalized hub.
      Conclusion:
      (1)  The loop is far simpler to construct than the hub.
      (2a)  All above ground building can happen within the loop without the loop becoming a consideration.
      (2b)  The loop greatly reduces clutter.
      (3)  Transit inside the loop is mainly local to bring transit to the loop.
      ---
      I think loops are to become a major feature of all infrastructure.  Comments?
      Thanks.
    • By RandyE
      Transfer here from one route to another. Transit and network enabled.
       ___           _                 
      | _ )_  _ ___ | |   ___  ___ _ __
      | _ \ || (_-< | |__/ _ \/ _ \ '_ \
      |___/\_,_/__/ |____\___/\___/ .__/
                                  |_|  
      City Bus Loop 1 - 3x2. 
      Capacity: 2500.
      Medium Wealth
      Plop Cost: 350
      Monthly Cost: 150
      Landmark Effect: 10,5
      Park Effect: 5, 5
      Air Pollution: 3, 2
      Water Pollution, 2, 2
      Maxis Night Lighting
      Dependencies:
      Bus props used from: Glenni-buspack-
      RATP_Microbus-1
      RATP_Scania-Vest-HSD
      ORION-Old-MTAbus
      ORION-Old-MTAbusLongIsl
      Orion_VII_SacramentalRegionalTransit

      INSTALL to folder:
      C:\Users\<Username>\Documents\SimCity 4\Plugins
    • By Tim The Terrible

      The expansion, titled “Mass Transit,” will bring new forms of transportation to the game, allowing mayor-players to offer in-game citizens new ways to get across town by land, sea, and air. With new transit service buildings, mass transit hubs where lines can exchange passengers, new scenarios, new landmarks, and new road types, Mass Transit will provide veteran players of Cities: Skylines with more choices and options to personalize their cities than ever before.

      Mass Transit will feature:
      Sick Transit, Glorious Money: Add a wealth of new transit options to your city, and add wealth to your city’s income! Let your citizens get across town in ferries, blimps, cable cars, and monorails!  Orderly Hub, Bub: New mass transit hubs can bring all of your services together, letting citizens change rail lines in one building, or hop from the bus onto the ferry, or even find their way through a sprawling monorail-train-metro station. Become a Roads Scholar: Explore a set of new challenge scenarios focused on solving traffic problems and adding new transit systems. New road types, bridges and canals adds variety to your city, and new ways to solve its challenges. Become an expert in traffic flow, and then use that knowledge to improve your city! New Hats for Chirper: NEW. HATS. FOR CHIRPER. (and also new unique buildings, policies and achievements. But HATS!)
      Per usual, the new expansion will arrive together with a free update to the base game upon release. This free update adds mod-inspired features to traffic management, such as an extended public transport budget, emergency vehicle overtaking and more road features. The patch will also include the much-requested ability to name roads.
      Screenshots
       
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