• Moose
  • Announcements

    • Dirktator

      March goal: We're almost there!   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.
andreharv

Additional Public Transit

Public Transit Addendum   187 members have voted

  1. 1. Which expansions to rail based public transit would you like me to work on?

    • Single Rail Tracks/Stations
      58
    • Rendered Rail Tunnels
      40
    • High Speed Rail (new network type)
      63
    • Above Ground Subways/Metro (pretty much new network type)
      97

Please sign in or register to vote in this poll.

975 posts in this topic

6 hours ago, R3V0 said:

While I'm dealing with Toronto Union and Stadler Glasgow Line, there's train set in the Workshop, which might need to be converted to MOM set; 

http://steamcommunity.com/sharedfiles/filedetails/?id=803713927

I was planning to do it as well, but someone made it before me, considering the number of subscribers it has, I just didn't want it to be forgotten in the workshop. I'm a fan of Stadler made trains, as you probably noticed by now, lol.

 

 

Looks nice, I agree that this should be a metro. The colour scheme really reminds me of the trams in Ukraine.

Share this post


Link to post
Share on other sites

@andreharv I would call this beta :) 99% of planned features are there. Most of work is now dedicated to the steel style but concrete style is almost as it will be in release version. Have a good time and have a safe flight!

7 people like this

Share this post


Link to post
Share on other sites
2 hours ago, andreharv said:

Hey guys...I tried.  After a brief talk with @BloodyPenguin and lots of hours, I have decided that I will have to once again delay the release.  I literally have to leave for my flight in an hour.  However, as promised, I will release 'something' so here's an alpha update.  This update introduces ground and elevated steel tracks as well as updates to the existing tracks.  In addition, there is a new gui that is meant to toggle fencing on the tracks.  We are still working through this one so it may not be very accurately worded but you'll get the idea.  In the assets folder you will find some updated and existing assets.  As always back up your stuff and leave delicious feedback!  Oh yeah...lighting for tunnels and lit rendered underground stations as well so get your first person camera fired up and take a look!  I'm so tired.

https://www.dropbox.com/sh/wnmxric8n6irthy/AADqOBupvMdPckKmGn4T-wuQa?dl=0

Oh and if you have questions, I will try my best to answer but I will be somewhere in the mountains for the next few days (till saturday) eating turkey and snowboarding...Good times.

I have some instructions on how to install HERE

Hey guys -  once in game replace my old stations with the new versions - they will be the released ones

2 people like this

Share this post


Link to post
Share on other sites

Great to see what you guys are doing there! Gonna check that new "Beta" out :)

 

Okay, I quickly checked it and got something to say :D

- In my case I cannot select the steel set. I see the floating window saying "concrete", but if I click the button nothing happens* ;)

- The basalt texture of the ground tracks is flickering as it seems to sit too low on the ground (it clips with the ground texture). Could be some conflict when using other than stock terrain themes...

NPEyYwp.jpg

- I like the new railings on the elevated concrete network! :)

- Also great you fixed the overlapping concretewall / fences at stations

 

*Okay, you have to activate the steel style in the mods options menu! :D

6 people like this

Share this post


Link to post
Share on other sites
4 hours ago, BloodyPenguin said:

@andreharv I would call this beta :) 99% of planned features are there. Most of work is now dedicated to the steel style but concrete style is almost as it will be in release version. Have a good time and have a safe flight!

If I lay steel style track down, will i have to relay them for the final release? 

2 people like this

Share this post


Link to post
Share on other sites
On 03.11.2016 at 10:23 PM, Tim The Terrible said:

Thanks everyone!

Up next are the segment textures. But first... lemme take an exam in physics :party:

Might be possible by making custom node meshes, but nodes are tricky since they stretch in every direction, depending on the angle of the intersection. Another way would be to automatically place certain props on intersections only (can be done with 'flags' I believe) with a mod.

Tim, is there any chance that continue working on custom rail meshes?

Share this post


Link to post
Share on other sites

@andreharv I've to be honest with you about those steel style tracks, sorry pal... but... those are just, umm...

 

AMAZING! Great improvement! :)

1 person likes this

Share this post


Link to post
Share on other sites
4 hours ago, Igorp133 said:

Tim, is there any chance that continue working on custom rail meshes?

Yeah of course. But it will only be useful once the foundations are in place (Network Skins). Meanwhile I can try some more looks etc. 

3 people like this

Share this post


Link to post
Share on other sites

Just tested the new Alpha update. Tracks look great so do the subway stations!

The only problem I'm having is that my elevated metro line won't spawn vehicles. The line is drawn, completed, and attached to a depot. When I click "modify line" and select a vehicle, trains will queue then disappear. Also, the UI window only has a button for concrete tracks and nothing for steel. When I click it nothing happens.

Otherwise, I love the added above ground stations!! Thanks for all your hard work @andreharv and @BloodyPenguin!!

Share this post


Link to post
Share on other sites
6 minutes ago, J_botz said:

Just tested the new Alpha update. Tracks look great so do the subway stations!

The only problem I'm having is that my elevated metro line won't spawn vehicles. The line is drawn, completed, and attached to a depot. When I click "modify line" and select a vehicle, trains will queue then disappear. Also, the UI window only has a button for concrete tracks and nothing for steel. When I click it nothing happens.

Otherwise, I love the added above ground stations!! Thanks for all your hard work @andreharv and @BloodyPenguin!!

Do you provide electricity and water services to that depot? And are you using any other mod?

for steel tracks, press escape and enter options, there is a "Metro Overhaul Mod" entry in which you gotta activate the steel theme and restart the game ;)

1 person likes this

Share this post


Link to post
Share on other sites
2 minutes ago, Delta2k5 said:

Do you provide electricity and water services to that depot? And are you using any other mod?

For steel tracks, press escape and enter options, there is a "Metro Overhaul Mod" entry. There you gotta activate the steel theme and restart the game ;)

Yup. Power, water, etc. All services were met. I had another line running that went from subway to an above ground station (not elevated) that has trains running on it.

Ohhh, options menu. Thanks!

2 people like this

Share this post


Link to post
Share on other sites
3 hours ago, J_botz said:

Just tested the new Alpha update. Tracks look great so do the subway stations!

The only problem I'm having is that my elevated metro line won't spawn vehicles. The line is drawn, completed, and attached to a depot. When I click "modify line" and select a vehicle, trains will queue then disappear. Also, the UI window only has a button for concrete tracks and nothing for steel. When I click it nothing happens.

Otherwise, I love the added above ground stations!! Thanks for all your hard work @andreharv and @BloodyPenguin!!

Make sure that your line's depot is set to MetroDepot and not a station, as it seems to default to.

1 person likes this

Share this post


Link to post
Share on other sites

Stadler Glasgow: 

Any ideas how to save it as asset ? As a train or metro car in the game ? 

2016-11-24.png

5 people like this

Share this post


Link to post
Share on other sites
1 hour ago, R3V0 said:

Stadler Glasgow: 

Any ideas how to save it as asset ? As a train or metro car in the game ? 

2016-11-24.png

Save it as a metro car, not a train car!

Share this post


Link to post
Share on other sites
55 minutes ago, j4lambert said:

Save it as a metro car, not a train car!

Doesn't really matter as it can be converted by BloodyPenguins Train & Train Stations Converter mod. So I'd go with train cars to keep it compatible with non-mom users. You can also provide some special "metro only" version later after MOM is released (That's what I do with my metro cars).

5 people like this

Share this post


Link to post
Share on other sites
47 minutes ago, TransitAuthority said:

@Mr_Maison Download link?

? That Depot is already included in the MOMs Download. Just move the .crp files in the MOMs "Asset" folder to C:\Users\*your user name*\AppData\Local\Colossal Order\Cities_Skylines\Addons\Assets

After that you've got the depot ingame :P

1 person likes this

Share this post


Link to post
Share on other sites
3 hours ago, Delta2k5 said:

? That Depot is already included in the MOMs Download. Just move the .crp files in the MOMs "Asset" folder to C:\Users\*your user name*\AppData\Local\Colossal Order\Cities_Skylines\Addons\Assets

After that you've got the depot ingame :P

Keep in mind, once the mod is released, I will publish the depot separately.

@andreharv Great work on the steel version! :thumb:

Share this post


Link to post
Share on other sites
1 hour ago, Mr_Maison said:

Keep in mind, once the mod is released, I will publish the depot separately.

@andreharv Great work on the steel version! :thumb:

So it's looking more likely that the MoM mod will be released on or a little after the natural disasters expansion is released. I know what the status of the mod is at this point in time.

Share this post


Link to post
Share on other sites
7 hours ago, j4lambert said:

So it's looking more likely that the MoM mod will be released on or a little after the natural disasters expansion is released. I know what the status of the mod is at this point in time.

As the DLC will be released in only 4 days, I assume MOM will be made to work with it from release on.

2 people like this

Share this post


Link to post
Share on other sites
On 11/24/2016 at 4:15 PM, R3V0 said:

Okay, so most of the trains intended to be used by the Metro Overhaul Mod have capacities between 120 passengers and 360 passengers (with most of those trains having between 180 and 300 passengers). For this train that is intended for this mod, the passenger capacity for the 4 car version is 360 passengers and the passenger capacity for the 6 car version is 540 passengers. 

I have subscribed to trains with a capacity of 720 passengers or more that exist in the steam workshop. One of those trains was a Taipei Metro C371 train (a 5 car train that is intended to be used with the Metro Overhaul Mod which was found at http://steamcommunity.com/sharedfiles/filedetails/?id=757806599) that is designed to hold 1750 passengers. All of the JR East E233 series trains (found at http://steamcommunity.com/sharedfiles/filedetails/?id=545340176 for E233-1000, http://steamcommunity.com/sharedfiles/filedetails/?id=476291849 for E233-2000, and http://steamcommunity.com/sharedfiles/filedetails/?id=549489366 for the E233-3000) and some other Japanese private railway trains were intended to be commuter railway trains, not metro trains, even though they have passenger capacities of more than 360 passengers. Since I have used the Realistic Population and Consumption Mod, a capacity between 360~720 passengers per metro train or higher seems sufficient for me (in real life, most rapid transit systems have metro train capacities up to 1200 people per train). However, if that mod was not used, capacity would be 180~300 passengers per metro train, as metro trains with capacities of 360~720 passengers or higher is way too much.

Share this post


Link to post
Share on other sites
1 hour ago, j4lambert said:

 However, if that mod was not used, capacity would be 180~300 passengers per metro train, as metro trains with capacities of 360~720 passengers or higher is way too much.

I don't use that mod but I do use Rush Hour which seriously increases passengers at certain times. My trains with 630 can barely keep up with demand at rush hour times when the platforms fill up. There were times I had to increase the capacity even more with Advanced Vehicle Options mod. If you have AVO you have a lot of control for your train options.

Share this post


Link to post
Share on other sites

"metro"
(forney locomotive needs more detail, obviously very WIP)

steam_el.png

9 people like this

Share this post


Link to post
Share on other sites
10 minutes ago, Mr_Maison said:

I don't use that mod but I do use Rush Hour which seriously increases passengers at certain times. My trains with 630 can barely keep up with demand at rush hour times when the platforms fill up. There were times I had to increase the capacity even more with Advanced Vehicle Options mod. If you have AVO you have a lot of control for your train options.

I used Improved Public Transport, which increases metro capacity at the expense of increase maintenance costs.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

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

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


  •  
  • Similar Content

    • By manueld832
      So I started building RHW(new to RHW btw) to reduce regional traffic then I notice that the trucks are constantly changing lanes or doing a zigzag movement........please help!!! 
      Here's a photo https://www.dropbox.com/s/6gij4k6il26idqj/20170329_232144.jpg?dl=0
    • By matias93

      Southern winter vacations had arrived, and with them, free time to experiment with the game. After years of playing and roaming the site, a simple test on using a sidewalk mod overflowed on the creation of my own sidewalk mod, all thanks to the high tech advancements by Rivit and MGB (a.k.a. rsc204).
      Well, in fact it begun a little before: in March I uploaded a fictional map, and surprisingly, people is using it!
      So, to take advantage of the momentum already gained, I'm opening this thread, to give support on this couple of humble custom content I've done, but also to try creating something more. By now, I let you with what is already done:
      Ciudad del Lago (map)
      A 24x24 km square region with lots of hills and natural canals, and plenty of pre-terraformed plains to build
      Veredas Santiaguinas (sidewalk mod)
      A Santiago de Chile inspired SD sidewalk mod for Maxis networks, lots and NAM networks, made with MGB's Automated Sidewalk Mod. Now it also includes SCILT support!
      Basaltic Sands (sand and beach texture mod)
      Blackish SD sand textures for basaltic beaches, from Polynesia to Iceland
      Basalt Column Tiles (sidewalk mod)
      A SD sidewalk mod made of sliced basalt columns, for your hotspot-placed cities <-- working on this
       
      Basalt Columns (cliff texture mod)
      A SD cliff texture that mimics basalt columns, with different hues for various locations: Iceland, Spain, Yellowstone, New Zeland, Taiwan, etc. <-- researching
       
      m93 KOSC SuperSHK+ retexture for Veredas Santiaguinas and Sudden Valley (override of SuperSHK textures)
      What it says on the title  
       
    • By grahamdunstan
      Please lets fill in this survey to give others how and where to improve for more performance and FPS.
    • By pcwhiz24
      This is the story of a humble little town with big dreams, dreams to become a metropolis, and overcome major obstacles.
       In this journal, the Mayor (Me) will take on the challenge of starting with the zero simoleons mod, and build a city that will reach 1 million sims population, from nothing! (On hard mode of course)
      I can't take this on alone without sharing this, so I will document every step and every obstacle I encounter to ultimately achieve such a huge undertaking, and I will need all the help I can get! Together, we shall do this, test your knowledge of this game and help this city grow.
      The screenshots will be a mix of unedited with UI, and more aesthetic ones for the story. This journal will go in depth into the struggles the mayor and how he builds a city in an unforgiving world.
      The World... Also, these cities are in the same planet as The World Journal!   Where does this take place?   Note that this does not take place on Earth but on another Earth-like planet that hasn't been discovered in real life. There will be way more information on this later on in the story, including space shots but here's the general summary:  It is close to our sun as well in our Galaxy. The differences in these worlds are, it's slightly smaller than Earth, (gravity 95% of Earth, 100 pound on Earth = 95 pounds on here). The planet is referred to as "Earth" by it's inhabitants, but we have no name for it yet. It has two smaller moons as opposed to one, and due to it's tilt and moons, every 10-20 years, there is major climate instability for about a year. Instead of Countries, it is divided into several republics their sub-divisions. The two main ones to worry about are the Blue Republic and White Republic. Cities can register once their considered a "city" to them depending on their political affiliations. (Democratic, etc.) There are many cultures around the world. White republic are primarily English/American-like, while Blue Republic are more European, English, Italian, French, etc. There are wars, there is famine, and problems just like our Earth, with the climate leveling the playing field every decade or two.     I will be using no cheats, no demand mods or any major game-altering mods (other than the zero simoleon mod). Only NAM with CLASSIC traffic controller (the standard Maxis one) installed. Basically, this is almost the same UN-modded SC4 deluxe game but with cosmetic mods and buildings.
      Before I start, I choose my starting Mods, NAM being the first one of course:
      Note the classic traffic Simulator is selected, to make it harder for me
      Here is the plugins folder I'm using for all this:
      If there's any mods you guys recommend, please don't hesitate to tell me! (unless it's a cheaty-mod!) Basically...this is it for now. All the mods I need.
      I will add many more mods to this game, whether this could be larger custom BAT schools/hospitals or fire/police stations. The only rule is: No Cheat mods or anything that gives me an "unfair advantage." If it makes the game harder however, then I'll take it! 
       
       
      The Beginning...
      We start out on a large map, with plenty of land for 1 million sims, and a beach south east. It has lots of forests, a few small hills and large plains. The only downside is that the location of the map is highly conductive to super-cell thunderstorms, making it highly prone to tornadoes and waterspouts (kind of like tornado alley), flooding and electrical storms.
      The settlers find the perfect spot, a nice little patch surrounded by beautiful lodge poles, oaks and many other types of trees:
      Take note, there is absolutely NO money to start with. How is this possible, you may ask?
      With a nice little $5000 loan of course!
      The city shall be named "Woodland Metropolis II"
      With no other choice, we will have to start our city in debt!
      We'll have to spend our money wisely, and we shall start very small...
      A small simple street.
      It's all we need for now. The Windmill seems like the perfect plant to begin with. We lower the budget to 10!
      A challenge like this really makes you keep mind of your budget, and to truly minimize your expenses. It'll be a while before I become profitable!
      We have a nice, small little town! Unfortunately, we're already at a loss...We're losing $30 a month, most of which is coming from the loan payments!
      Two small shops, a few houses and two farms makes up this quaint little village. It's hard to believe that one day, this place will have 1 million sims!
      In a desperate attempt, I zoned a small industrial factory just north of the two stores;
      But this required raising the funding for the Windmill to supply the power to the hungry factory! We're making more money but we're also losing more money! This could be the beginning and the end, with only $273 left!
      (Note how the main loss is from the loans, but we can't afford to wait can we?)
      So here we stand, with our money dwindling, we are already losing this town. Is this the end? The shortest City journal ever to grace Simtropolis?
      We have three options:
      1. raise the taxes,
      2. Take out another loan
      3. Invest the rest of what we have and cross my fingers...
      Woodland Metropolis II has over 90 Sims, all low wealth, with two shops, two farms and a factory.
      We need your help! What can we do? Comment below for suggestions and we shall see in the next update if the crisis is resolved! Stay tuned...
    • By Judazzz
      Hey guys,
      I've  been enjoying Cities: Skylines basically since release day, immensely helped by all the awesome stuff the community created, and felt that after so much taking, it was time for a little giving.
      In real life I'm a front-end/C# developer, and in my free time I love to travel and run riot with my camera (and again web developing: recently my travel website went live, a labor of love/vitriolic hatred of 10 years). With that in mind, it's not surprising I ended up creating a mod that goes right after the aesthetics. The result: Ultimate Eyecandy *tadaaaa*





      Some more action photo's.

      Addendum April 4th, 2016:

      I'm making slow but steady progress, not in the least by deciding to ditch a couple of features on my wishlist for a later stage
      Most important for the time being is to create a stable and robust base to which future features can be added. What remains are basically the features that are visible in the various screenshots.
      ETA for v1.0.0: for the time being unknown.


      Wish list (not to be confused with a to-do lost - these are features I'd love to add, but not sure how feasible they are):

      - setting to turn on/off building night lights at will, without messing with the actual simulation (based on what I've found so far, the two seem rather intertwined).
      - color picker to change the fog color;
      - color picker to change air pollution color;
      - slider to change the strength of 'ground wetness';
      - LUT Creator: apply various settings to a neutral LUT (color channels, brightness, contrast, lightness, etc.) and export/upload the result as a custom LUT;
      - a modular set-up: this mod will be the core, and other graphics-related mods can be integrated as 'plug-ins', each with a menu item/tab of their own. Think (orphaned) mods like Dynamic Resolution, BorderCities and/or Ambient Occlusion;
      - who knows what else I'll come up with (feel free to make suggestions!)

      For who is this mod:
      - modelers that want to take screenshots of their assets in every imaginable weather/ambient condition;
      - players that like to have control over the environment when making Let's Plays;
      - players that love to have a more artistic/photographic approach to taking screenshots;
      - players that like to watch their city in different conditions without having to wait (for example until the game finally decides to let it rain);
      - anyone else
       
      Thank you:
      - Boformer, BloodyPenguin and SamsamTS for making their mods publicly available on Github: I learned tons by just studying their mods;
      - AJ3D for helping me to get started and taking my first baby steps in the wonderful world of CSL modding!
       
      If anyone has questions, suggestions, comments or remarks, don't hesitate to let me know! After all, this mod will be for y'alls!
  • Recently Browsing   0 members

    No registered users viewing this page.