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Reuploaded 29 July 2011
Original Upload 29 May 2006
This package extends the RMIP-2 airport pavement set with aircraft parking and several accessory lots.
Aircraft stands on turf, asphalt, and concrete are included, plus alleyway markings, fillers, and taxiway junctions. This package pre-dates BATed aircraft -- the MAXIS regional jet, four-prop, bizjet, and single-prop are used on these stands.
Other lots/props included in this package:
- prefab U-Drive-It airfield
- small aircraft hangars
- VOR and compass calibration pads
- windsock and tetrahedron props
- jetbridge for MAXIS regional jet
This upload is provided as a plain ZIP file, just like the original.
For issues with this file, and to check out (much newer) airport stuff see the AC Team boards over here.
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 would be just asphalt to place some indicator like "20L", segment would be the threshold, segment would contain the dashed line only, segment  dashed line + precision marking followed by 2x (segment again, then segment) and finally segment 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.
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
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.
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.
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.
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.
Now I stopped modding for a while and decided to "play" the game.
I forgot how additcing it was.
While working on my city, I decided to a bit vertical and build a residential zone on a hill. The main type of transportation is currently trams, going to the local train station and cims are being distributed to the rest of the city. Railwhales are pretty good handling the high amount of cims and their train variants are hauling cims to the main station or nearby stations connected to metro networks.
The concept is working but I intend to improve it, thus this idea came up.
The main issue with trams is the fact that they do not cover the same zone as metro network. Trams works fine on a street level, but when you want to deliver "transport" to a small district, they fail, even if you create walkways between streets and through apartments to increase the accesibility.
Metro does that well. You can transport crapload of people between districts and since it's underground there's no traffic. I like metro because of this. The problem with metro though, just like train stations, you can't build them on slope. Even if you do, they will look weird just like below (ignore the budget, free public transportatin is killing it)
So that's where this idea came in; funicular.
Funiculars are basically sloped trains or metros, consider how you will. While they are not widely popular around the world, they still have use. I live in a country which most of the cities are built around hills and thus we use funiculars a lot. There are 2 cases I'd like to talk about:
1. Istanbul, where funicular is still used but somewhat integrated into metro network.
2. Lausanne, where funicular line is upgraded into Metro network. So while the system is currently a metro network (with metro cars and all that, it actually operates on old funicular line)
I know that it's imposible to build slope train stations (smh), but stops can be added on sloped roads if it's bus or a tram station. So 2 possiblity comes to mind:
a. Create a new road connection (just like tram only roads) call them funicular line. Since they are roads, stops can be added on sloped terrain. There will 3 issues to settle:
1. Underground stops
2. Adding proper stations
3. Giving them same coverage as metros
b. Use existing metro network. This one is better but a bit hairy because of:
1. Will require MOM mod. So it will not be compatible with existing cities or will require to destroy metro tunnels and rebuild (some issue I had in my playthrough, they clip the terrain when there are too close to the ground level)
2. Will require underground metro depots for funiculars.
3. New stations will have to be made, which they wont be long default stations but much shorter so it won't look weird on sloped terrain. (4 or 5 units long perhaps)
4. I don't usually care how tracks look like so current MOM style would be fine. Cars have to be modeled, obviously.
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