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Heavy traffic on the L188 in Mitteck
The area around this on- and offramp of the L188 in Mitteck is currently one of the busiest places in the city. Apart from the middle of the night, cims can expect traffic like this at any time of day.
Anyone up for the task to update the local only stations mod? It is marked as depricated because the functionality is in the base game, but that doesn't work for airports or ferry harbors. Without it there is no longer any way to make local airlines. There have been some comments asking for this but no response, it would be appreciated! Anyone?
As some of you know I've been playing without the illustrious NAM while I learn the basic game. For the one or two other peeps on the planet who might be starting out NAMless, I feel the following might be of some use. The rest of you may feel free to skip this long, picture packed mini observation.
So, I've been playing a natural (random) growth region in which I've zoned mostly farms that are interspersed with the initial god mode trees to simulate the real world where I live. (For the curious my progress starts here and continues with several posts over the past couple months there in the rest of the thread.)
This post is not about that tho. This is phase two where the industrial revolution has started and factories are pervading the countryside.
The Acres family farm is a short distance from a major four lane highway. They are planning to retire and haven't set out any crops this season. The Big-O Factory Development Corporation has purchased the farm (dirt) cheap. The Acres's sell with the condition that they can keep the small tractor shed and a tiny parcel of bare ground.
^ Yes, there is an Ugly Yellow Pause Thingy in some of my pics. I like it sometimes to indicate, well ..., that my game is Paused.
The development begins with building the streets and adding bus stops.
Next they add a water system.
And then survey it from above ground to be sure all of the parcel is watered. Some nearby residents get public water as an unintended bonus.
The building locations are prepared by de-zoning the farm ground.
The Mayor has specifically tweaked the tax rates to create the desired demand. (Note: These settings are not some magic set. They are based on the local and regional influences at the moment.)
Using Ctrl-Zoning (as described in the Tutorial:Precision Zoning) the hope is to attract larger factories and cramped living quarters for some workers along with some low density commercial so they can buy some bread.
We check and see there is a nearby Medical Clinic and boost its funding sufficiently to handle the increased patient count cause the radius includes a part of the new residential zone.
Now we turn on time and wait for the factories to grow. The Sims aren't overly enthusiastic about moving here so we plant a grass tile. These uneducated Sims are just wild about such a thing.
Now to zone for more residential and add a local Doctor's Office. I did the zones separate to preclude 4x2 buildings from growing.
When the Tenements grow (which is the look I wanted for here) I click them all to Historical so they don't later try to merge together and morph into a bigger building. I did zone them high density so I can change my mind about it in future years.
Then I zone the final two residential parcels.
Plop a bunch more pretty green grass and the Sims rush in.
And fill in the rest of the area with grass and a playground for the kids.
A wee bit of traffic congestion occurs.
Not to worry, says Jamil Herd. Upgrade those parts of the Streets to Roads.
All better now.
And here it's completed.
Set the medical funding at an appropriate level for the new Clinic.
But wait! say the local denizens. You said this would create jobs for all of us. The outsiders took most of the jobs before we even got moved in.
Hmm. Ok, that latter statement is prolly an exaggeration, but who is working where? the Mayor asks.
Jamil, bulldoze a piece of that Road. That'll keep the interlopers out.
Well, that hurt the factory jobs some.
Yeah, but let's see where the peeps are working now.
Rebuild the road and run some more time. Here's the jobs graph.
Alright then. Where do the local Sims work now?
Run a bit more time and here's the jobs graph.
And, finally, we see a significant reduction in traffic coming and going from the new industrial complex.
The total commuters from the 6 residential buildings in those three stages are:
563 initially 575 during isolation 599 final And the total commuters on that entry road
1383 initially 697 final So, it appears that without NAM one needs to take into consideration who's going to work where and where will they come from, or go to, as one of the key aspects of the amount of traffic.
Roghue Island Interchange Revisited !
Tonight I adresed some issue with the Roghue Island South Interchange. Two issues where amendment: one the elevated one way flyover exit from highway 4 to highway 55 and ramps entry and exit´s from the Hartford City ! One way flyover corner pieces didn´t show right direction so was in fact only cosmetic. Entry and exit wheren´t there at all so a detour must me made via Cape Mayon to reverse into the Hartford City direction !
Issues´s now partly resolved ! Still a detour to Cape Mayon or using the highway 5 bridge is needed to return to Hartford City. Just before the Cape Mayon tunnel there´s a new exit to Roghue Island; any future exit however remains unresolved because there´s no suitable place to place a entry with accelerationlane; ultimately a special tunnel would need to be constructed underwater and costs would expand into a tremendous amount of simoleans !
See the lovely over the rail tunnels winding RHW highway 55 !
Diagonal rail portal pieces are by Takingyouthere; functional there´s still some work to make them fit in better !
Please view the full size resolution link here before casting your vote! The gallery doesn't tend to do mosaics/panoramas a lot of justice.
The harbour city in all its glory. You may have seen my Sydney recreation before in my CJ True Earth here, but you've never seen it before like this. I felt like a panorama was the best way to truly capture this amazing city for this final challenge. This panorama showcases the entire center of the city from Hyde Park on the far left to North Sydney on the right, just past the iconic Harbour Bridge. To top things off, I decided to showcase the city in a sunset setting - while Sydney is amazing at all times of the day, I felt like there was just something truly magical about seeing Sydney in the sunset.
This scene features countless buildings imported into the game - real, ingame assets, just like any other BAT you would download and use in the game yourself. The bridge and highway system can are completely modular, a picture illustrating this can be seen here. This scene as a whole also required extensive custom content creation. A majority of the buildings had to be custom lotted in addition to making 40-50 custom made Sydney road textures, complete with authentic bus and bike lanes.
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