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Queue at Skydome tickets office

Mascalzone
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    • By Arnold J. Rimmer
      Truck weigh station (functional)
       
      Hello! 
      When I finished toll booth I decided make TWS. Its just neccessary have it around at least one highway. I started thinking how can I do it "like in real".
      Here is little graph:
      Every truck has to visit this TWS. Cars (service, etc..) can follow only green lane. Trucks follow blue line to weigh scale point where they stopped for few seconds //there is stop sign (red lines). If trucks weight "isnt right", then truck has to follow yellow line into inspection barn (here its starting be little tricky. I builded two industry buildings-mobile office from Beardmonkey. These buildings entrance is exactly in barn (for us its looking like there is some search of trucks trailer - trailer is staying at one position for few seconds). Sometimes truck dissapears in barn because truck delivered goods into industry office buildings (we can imagine like some prohibited stuff was found) or continues to parking lot (cannot imitate functional way) OR can goes again on highway. Trucks CANNOT go on green line, but when truck is going from yellow, he hasnt any other choice - he continues on green lane next to weigh scale (which is as perfect as it can be).
       
      Speed limits are mostly 30.
       
      For me, as man who never visited weigh station in real life it was really hard. Of course I was searching google pictures, but it wasnt exactly what the game allows. So I started with my own system. Dont know if this can be workable in real life. 

      And here is short video just for showcase (didnt record final version yet): https://www.youtube.com/watch?v=ZLJBnmc5boY
      This "little project" took me few hours but I hope some of you will enjoy it!
      I appreciate every feedback! Critism is also welcome! 



    • By alborzka
      As it stands with RICO, buildings need sub-buildings in order to make them mixed-use. This makes it difficult to convert existing buildings into mixed use, as they involve meshes and etc. Why not have a mod that allows users to "add" sub-buildings that serve different functions -- offices, commercial, residential, parks, etc? Could function similar to RICO Settings Panel, where the user simply adds whatever number of sub-buildings they want for a particular asset and choose what stats they want for it. This can make it a lot easier to customise very tall towers/buildings (different floors serving different functions), and make them more realistic than being single-purpose.
      How realistic are the prospects of such a mod being able to be made easily?
    • By Czardus
      This is my latest project.  What do you think so far?
    • By Horus_Kol
      I've been lurking about the forums for a good long while since my last journal (which, unfortunately, is not to be resurrected) - and trying out a few different approaches to the game before settling on a style/gameplay that hopefully will be sustainable in between real life. I think Delvedene failed because it was far too ambitious - finding all the perfect mods and assets, along with the micro-management of things like farms and stuff got in the way of enjoying the game.
      So, I'm playing one of the vanilla maps, unlocking everything (including all 25 areas - I was hoping to use Area Enabler, but that's broken since the last DLC, so I had to spend most of my money buying all the areas - on the other hand, having a reasonably limited amount of money helps me to prevent just wallpapering the map with cityscape ), and removing all the highways and railway.
      What I like about the vanilla maps is that they offer wide grassland areas surrounded by woods, which offer a natural limit to town growth. Contours are also a good guide (anyone know how to get the game to keep contours on display when laying down road?) What I don't like about the vanilla maps is the prebuilt highway network. I also don't like the rate at which you unlock new areas with population growth: you end up being forced into super dense small towns.
      ----
      Chelsea
      The town of Chelsea currently stretches along one main road (which will go on to connect to another town by the river later - below the image), with three other roads: the first, leading into Stepano (right of the image) - the industrial estate where most of the Chelsea residents work; another leading to the Cockerell farms (top left); and the third heading off to where yet another town is planned (to the left).
      In the background you can see Mt Chelsea.

      Chelsea again, from a different angle (Stepano to the bottom). You can see a thin belt of trees separating Chelsea from another grassland area where the next town is planned (mid-left). In the background is Mt Runcorn, where an old fortification sits (put there by the map designers, but just outside the 25 tile limit).

      And a closeup of the Chelsea Cemetary, surrounded by some parklands (open space is going to be a big deal in these towns - I am desperately trying to avoid wall-to-wall buildings).

       
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