• Moose

(Offline Only) Akar Addon: EL Train 1.0

(4.56)    (9 Reviews)

3 Screenshots

About This File

Hey guys :)

 

This mod creates a new submenu for the EL Train mod done by oppie.

 

The EL Train items that were originally in the MagLev submenu are now in this new submenu.

 

You need the following mods in order for this to work correctly:

 

EL Train mod - http://community.simtropolis.com/files/file/29584-elevated-railway-offline-only-replaces-maglev/

Project Akar - http://community.simtropolis.com/files/file/29715-project-akar-ui-enhancement/

 

Here's a video for this mod:

 

[youtube]https://www.youtube.com/watch?v=der62Fommpw[/youtube]

 

How to install:

 

1. Unzip the file.

2. Place into your SimCityData folder.

 

Special thanks:

 

To yayie: For assisting me with the naming of the menus.

To HyugaHinata: For assisting me with the naming of the menus.

 

Enjoy! More mods are coming!


Nezzes likes this



User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an Account  

Sign up to join our friendly community. It's easy!  :thumb:


Register a New Account

Sign In  

Already have an account? Sign in here.


Sign In Now

Yayie

Unknown date

  • 5
  

Share this review


Link to review
Simoncity

Unknown date

  • 5
  

Share this review


Link to review
BIWDC

Unknown date

  • 5
  

Share this review


Link to review
CapTon

Unknown date

  • 5
  

Share this review


Link to review
momocan

Unknown date

  • 5
  

Share this review


Link to review
red467

Unknown date

  • 5
  

Share this review


Link to review
aduke102

Unknown date

  • 5
  

Share this review


Link to review


  • Announcements

    • Dirktator

      05/01/2017

      We need your support to help keep Simtropolis online. We also need a little bit more this month to enhance the new chat with some features, such as mobile support! Please consider a donation today if you can help out, it would mean a lot! And we'll send you a little gift in return.  Help us reach our May goal so we can keep bringing you site improvements as well!  Donate and Get a Gift or Donate Any Amount Thanks so much! - Dirktator & The Admins
  • STEX Featured

  • Similar Content

    • By Bad Peanut
      so I've been waiting for sub buildings to become native so I could finally finish off Flinders Street Station (from Melbourne) here's a quick WIP look - probably will release sometime soonish - maybe next week.

      Let me know what you guys think!



    • By TransitAuthority
      Welcome! This topic is meant to be a sort of database for my upcoming and future projects, and a place to discuss them. 
      RULES:
      No Profanity Be Respectful to All Keep Posts Relevant to the Topic  
       
    • By Simmer2
      SM2 Abandoned Train Stop.
      This train stop has been sitting in my hard drive for too long. Time to release it!.
      Best plopped in those seedy parts of town....or industrial areas perhaps.
      Plop cost 3000
      Bulldoze cost 300
      Power req 44
      Capacity 7500
      It still acts as a passenger station plus it will let freight trains go through it.
      No dependencies and as a bonus it is also Maxis vanilla rail compatible.
      Works like a charm!
      Enjoy.
      Simmer2
    • By Delta2k5
      I thought it's time to get my own topic running as I started some more advanced, larger project a day ago. Besides the vehicles I created before I started working on some vanilla-style modular airport, based on the vanilla airport and international airport assets. Due to my quiet limited time caused by real life don't expect extra-fast progress
      Still I've got to update my "old" vehicle assets too, but the vehicle editor seems to be kinda messed up since the last patch - anyway I'll look into this too by time as I already promised!
       
      For now I got the following types of buildings planned for this airport set which is heavily inspired by the AC teams set for Sim City 4
      functional terminal block with three "small" gates functional terminal block with two "large" gate non-functional terminal filler pieces with gates terminal piece with control tower (RICO Office) terminal block without gate (RICO commercial low) monorail / (elevated) metro / train terminal pieces terminal block with taxi stands (AD required) terminal block with bus hub (to be connected to the tarmac and without airport functionality - just to connect aircraft stands in some nice way  ) terminal block with road maintenance service building (connected to the tarmac side to simulate road-traffic on the airport  )  
      functional terminal with concourse (4 + gates using sub buildings) "T - style" functional concourse piece (featuring gates on both sides, will probably require network extensions as it has to be entered on foot from the underground using pedestrian "roads") eye candy ends for concourse, left and right  
      eye candy transition piece between one-level and two-level terminals (maybe even RICO - enabled, we'll see) two-level functional terminal blocks (will be a challange to be set up - I try to set the entrances on the upper level, the exits on the lower level) two-level terminal with control tower (probably RICO office + functional (using sub building - I don't know yet if something like this is possible)) large fake-entrance piece for two-level terminals (RICO commercial high) (so especially when using rush hour many people gonna go into this one) monorail / (elevated) metro / train two-level terminal pieces two-level terminal block with taxi stands (AD required) two-level terminal block with bus hub (to be connected to the tarmac and without airport functionality - just to connect aircraft stands in some nice way  )  
      simple helipads with one of each natural disasters helicopters working doppler radar dome (requires ND - a non working version is available on the workshop) stand-alone ATC towers surface movement radar tower some props like (enhanced) vanilla jet bridges, stand guidance displays and other small things which will be pretty Special features:
      rotating radar domes for ATC towers and the radar tower (gotta look into this!) usage of the "vehicle rotor" shader discovered by @Ronyx69 for large glass parts of the terminals (I try to work around the lod-problem) stock-game style as I use the textures and models from the game as my start-point   usage of the "loading screen mods" benefits → as I use the same texture with the same name most of the times it will be loaded only once into VRAM when using this mod - which is great! living airports by the use of RICO settings - which you don't have to use at all (those buildings will work as an landmark if you don't use that mod ) more space between planes and terminals due to longer jet bridges - you'll be able to draw some road in between using the anarchy tool of your choise Downsides:
      jet bridges will disappear after a certain distance as I'll convert them to props. I decided to do so to increase flexibility on creating different terminal types and styles   by using many working two-gate assets ingame the airport will get really congested! That's the reason for me to include non-functional versions too.  
      Later on I might create a mod to enhance the vanilla runways and taxiways. I looked up the networks in mod tools and changed some values to test something which turned out to be possible:
       
      different wide runways (40m up to 65m for realistic regional and international airports - new network meshes needed) more realistic markings with lights on runways (probably by adding more segments to one network, segment[0] would be just asphalt to place some indicator like "20L", segment[1] would be the threshold, segment[2] would contain the dashed line only, segment [3] dashed line + precision marking followed by 2x (segment[2] again, then segment[3]) and finally segment[2] for the whole middle part to start in reverse after  - dunno if that's possible at all) two-way taxiways (for special use-cases) taxiways with "shoulders" (a bit wider than now) and green lights in their middle taxilanes (taxiways with some flat mesh and without dirt-shoulders to be used on aprons. probably just the yellow line with green lights.) more realistic speeds for taxiways and taxilanes I gonna provide one screenshot just to show you the difference:

      On the left you can see the vanilla runway which is about 30m wide + 2m "shoulder" (mesh edge) → 32m footprint. The next ones footprint is 46m wide which would fit most regional/domestic airports. The one on the right is 60m wide which fits for large aircraft like the A380.
      ----------------------------------------snip----------------------------------------
       
      First I gonna take off by showing you some first work I've done before starting this topic. This is going to be the first wall-to-wall terminal building featuring three gates (just like the vanilla airport).
       

       
      I removed the jet bridges and details on the left and right to save some polys and - of course - to get the bounding box right  
      Next step will be to map those filled holes, after this I gonna cut the windows and create some basic interior as those will get some semi-transparent love they deserve  
    • By AmiPolizeiFunk
      Hi everybody. Dunno how this started, but suddenly trains are spawning as single engines with no trailers. They look ridiculous! And they seem to be very stupid and get stuck at intersections. Anybody know how to fix this? I've tried a couple things with no luck.
      I'm using IPT and AVO.

       
  • Newest STEX Uploads

  • Recent STEX Reviews

    • By Dreadnought · Posted
      A stunning piece of work.  Your eye for color and detail is outstanding!  And your night-lighting is wonderful !
    • By Von F. · Posted
      Each time I visit the STEX a new upload awaits, it's magic  Thanks Matt!
    • By Dreadnought · Posted
      THIS IS -- AMAZING !!  An absolute gem!
    • By Dreadnought · Posted
      Your work is, as always, superb -- and the diagonal placement is a very nice touch, and much appreciated.  The anti-grid buildings are few and far between. But -- I'd really like to thank you for keeping the memory of the "Old Girl" alive.  She was not only a fine looking building back in the day, but an easily recognized landmark when in heavy traffic.  I spent many a Friday night up on Hollywood Boulevard and attended more than a few "premiers" at Grauman's Chinese ("Lion In Winter", "Patton", "Camelot", etc).  And I remember these places well.  "First Federal" is a fine representation and will be a much treasured addition to each and every one of my cities.  Thank you --
    • By DavidDHetzel · Posted
      Beautiful! Love the clever use of textures!
  • Recent STEX Comments

    • I haven't compared this to the real-life version, so I cannot comment on how faitffully you recreated it, but since I have no particular connection to that building anyway, this aspect doesn't matter to me personally. What matters more to me is that this looks like a great BAT of a tower that is both rather generic and can pop up two or three times in a big city's skyline without standing out too obviously (provided you have enough other skyscrapers, with some iconic buildings to draw most of the attention) and also pretty interesting once you zoom in and take a closer look. That base makes it more than just your average black/brown/beige/grey box with window strips. As such, it can also look great when placed in a mid-rise environment. Thank you very, very much for keeping the lot editable, too! This offers great opportunities for adaptation to different playing styles and preferences. A day with a Diego Del Llano upload is always a good day in STEX terms.
    • Boom! Another great HT here! Hope Mr Tsvirkunov will open a new factory soon in my cities! Thanks for sharing your stuff!
    • Nice idea. Should anyone have preferences or favourite buildings they recall, it would certainly help narrow down the total. Especially with the filter list on the Wayback, the accompanying preview images are there at least to give some visual indication for anyone searching. If there really are 10,000 buildings, I suppose it's not even worth uploading 10% of them given the likely inconsistencies with quality.
    • It may be worth setting up some kind of "I would like ..." topic .... people can go thru the old exchange and point out to Cori the ones that should be retrieved ... it should end up a more manageable list
    • That could be arranged. But since these are legacy files, I don't think it matters too much either way since credit would be given. If Cori would like to continue uploading these (as intended following Dirk's approval), it may be nice for her to receive the occasional Rep as a by-product reward for retrieving, packaging and uploading them here. With hundreds if not thousands of them, it'd require a mammoth effort after all. (Should the quality of content resemble anything to the old SC4 EA exchange, I'm guessing it's not worth restoring all of them.)