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Tim The Terrible

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Everything posted by Tim The Terrible

  1. @Jerenable Station Tracks are always two-way Good point about the one-way tracks' poles. You can always add custom poles later when we have more control over them. (eg. Singe Track Station Wires No Poles or a Network Toggle)
  2. @Jerenable Looks really cool so far! Really impressed! I know you are not finished yet, but just wanted to say three things: Add more detail to the glass as seen here if possible. Change the color of the glass, less blue-ish, more green-ish. Desaturate anyhow (if possible). You could use Extra Train Station Tracks' "Wires, No Poles"-track and add the iconic catenary poles yourself as props of part of the mesh (they won't need a lot of UV space you can reuse any gray space). If you want I can make them for you as well! Good luck with the rest!
  3. I'm guessing this won't work in combination with PropLineTool? Nevertheless this is a huge improvement, many thanks! Never mind, it does!
  4. The expansion, titled “Mass Transit,” will bring new forms of transportation to the game, allowing mayor-players to offer in-game citizens new ways to get across town by land, sea, and air. With new transit service buildings, mass transit hubs where lines can exchange passengers, new scenarios, new landmarks, and new road types, Mass Transit will provide veteran players of Cities: Skylines with more choices and options to personalize their cities than ever before.Mass Transit will feature: Sick Transit, Glorious Money: Add a wealth of new transit options to your city, and add wealth to your city’s income! Let your citizens get across town in ferries, blimps, cable cars, and monorails! Orderly Hub, Bub: New mass transit hubs can bring all of your services together, letting citizens change rail lines in one building, or hop from the bus onto the ferry, or even find their way through a sprawling monorail-train-metro station. Become a Roads Scholar: Explore a set of new challenge scenarios focused on solving traffic problems and adding new transit systems. New road types, bridges and canals adds variety to your city, and new ways to solve its challenges. Become an expert in traffic flow, and then use that knowledge to improve your city! New Hats for Chirper: NEW. HATS. FOR CHIRPER. (and also new unique buildings, policies and achievements. But HATS!) Per usual, the new expansion will arrive together with a free update to the base game upon release. This free update adds mod-inspired features to traffic management, such as an extended public transport budget, emergency vehicle overtaking and more road features. The patch will also include the much-requested ability to name roads. Screenshots
  5. I haven't used it in a while, but I remember it can behave weird. One thing I remembered is that you get one chance to save the train. If you change anything after saving, it will result in a train with only Trailer0's (first trailer). So my tip: set everything in the default UI (Color Variations, Number of Trailers etc.) then do all the AVE settings, and finish by saving with the AVE Save button. Made a mistake? Start all over again (from choosing template onward)
  6. In my area (Den Haag, Delft, Rotterdam) they used to look like this until 1979. Before this, they used steam powered trams. Basically small freight trains using the tram (light rail) network to reach facilities that were not connected to the heavy rail network. In 2006 Amsterdam started a pilot with freight trams, but was cancelled in 2008 after delays and increasing costs.
  7. That parking lot is so realistic! I love it!
  8. Does the model not show up (visually) or does the file not show up as an option? In case of the first: Try a scale of 100. My very first import worked, but it was really tiny due to Blender using different units. Apart from that there are many reasons why I won't work. I don't work with Sketchup nor 3DS Max but you might be using some wrong export settings, I'm sure others can help you with that.
  9. What I usually do is pauze the game while terraforming, and when I'm done I unpauze, and reset sealevel using BloodyPenguin's mod, which flattens all water instantly, avoiding buildings being destroyed.
  10. Not fair! Anyway, thanks for the tips. I will probably start over because I didn't take it serious back then (Model has no exact dimensions). The new model should correspond with the pictures I'm going to take of it when the renovation is done and the weather/lighting is right, to avoid stretched/distorted textures.
  11. I live nearby so I can take photo's myself, but the building is in a shit state at the moment. I also can't get very close because of the construction site. So are you implying I should take many photo's and use them on my texture?
  12. @Darf Just how..... teach me master! I need this style of brick for my Delft Station, it's been WIP for a year now because I don't know how to make it look as fine as this! What are your secrets!
  13. Catenary is planned for MOM.
  14. @Bad Peanut What's wrong with a visual overhaul? Are you okay with the grey blobs they call 'rails'? We will add better meshes (similar to MOM) and fix the textures. If your PC can't handle it, don't use it. Same story with NExT. At the moment we are not planning to add new Prefabs. Thank you for your feedback though!
  15. For now the plan is to just make everything look better. If you have any ideas for functional additions, feel free to share them. Functionality is @andreharv's department so you'll need his answer.
  16. @TransitAuthority & @bsquiklehausen: It's part of something much bigger. ETA is co-dependent on @andreharv since he will be writing the code. NExT and MOM have priority right now. Stay tuned!
  17. It's a work in progress. You probably saw it in one of my screenshots, like this one I've also working on some custom Node Meshes (Junctions)
  18. Loading time is now 5:45 with 83 mods and 2634 assets. Last loading time I remember was with the old NExT and it was around 10 minutes. I can't tell if this update helped, but I'm more than happy with it!
  19. 8m (or above) is a pretty common platform width. But Anything above 8m can be done with two separate single Station Tracks. That's why I think 4m or 6m is nice for an island platform prefab. Of course I know Santa Barbara is insanely narrow, but I'd be happy to widen it to 4 or even 6m, but 8 is too much. And yes, most platforms nowadays are a lot wider, but they didn't used to be. A lot, if not all stations, have sacrificed tracks to make the platforms wider for the amount of commuters we have in modern day. A 4 or 6m Island Platform prefab would be ideal to make these older, characteristic station. Those 11-13m German station can once again be done with two separate station tracks without getting the pathfinding issue. Yes, if you want to catch the southbound train.
  20. Very much yes. Currently two One Way Station Track must be placed more than 8m apart to avoid the 'Path Not Found' error. Santa Barbara Station has this problem at the moment. I could fix it but making the island platform 8m wide would not make it true to the original, and 8m is quite wide for an island platform in most cases.
  21. What's more annoying to you? A message saying 'Sorry, you can't build anything any more' just when you had an awesome idea, or your game becoming gradually slower, knowing exactly what's causing it... I've played games of which my PC met the minimum requirements but still slowed down/crashed more often when I started to max out/get to the end. Having the freedom to continue playing until my PC can't handle it anymore seems better than a limit ending the fun beforehand.
  22. It is a monorail Seems like it's in the center of an avenue or something
  23. You mean they didn't bother to make the cabins hang horizontal? Because I noticed that too. Also the cable could use some more 'hanging', they seems too tight compared to real life.
  24. My bad, Modding is my usual hang-out, so I hit 'Start Topic' there ^^ Thank you for moving