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Commuter express arriving at Union Station

Arn71
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Commuter express arriving at Union Station



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    • 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 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 Infrastructurist
      Thought some of you might like this  

      "Sit back and relax as we follow the currently longest tram route in Bennaville. Cars, pedestrians and trams have somewhat realistic speed, so our (approx) 8.5 km / 5.3 mile trip will take about 21 minutes during this mid day/early afternoon ride.
      As noted in a similar video this was my first big city after breaking a 1.5 year Cities: Skylines hiatus, so there is very little actual detailing, and some neighbourhoods where rushed even for my standards. I do however enjoy the brute scale, with more than 11.5 km from the furthest western to the furthest eastern part of the city. 
      I suspect a lot of people where harmed in the making of this video. Oh, and finding a five guys burgerjoint here looks to be pretty easy.."
       
       
    • 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  
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