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.
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.
(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.
(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?
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.
Oh My ! my Dream came true, I really hate to "program" this things in Plugin Manager and then lot. Thanks for make the work! Is a Honor for me! :3
Soon Wait for the Pack #2 ... Well If king of SimCity wants to... :')
No machine will ever generate art such as this. This model is much more than an arrangement of textured 2D surfaces, clearly representing a 3D object, a material structure, and its design fits precisely into SC4. A bit more roof clutter maybe, but as is, this building stands with the best of Maxis.
This is a great model. The building model itself is 5/5. The base texture 0xb113c130 is missing, the shadow on the lower roof is opposite direction of shadow in game and is darker. Is there supposed to be night-lighting? Maybe this model deserves a revision.