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Found 49 results

  1. I'm attempting to build a city in which car usage is minimized. To that end, I've added a small industrial area in which contains no roads of any kind, only railroads and pedestrian malls. It has grown nicely, and people are getting to work by taking the tram to their nearest train station and hopping on the train to the industrial area. On the surface, it looks like everything is running nicely: But let's take a look at where all the freight is going: It looks like all of the factories are sending their goods along the train to the connection with the neighbouring city instead of sending it to the port. I'll note that the neighbouring connection is quite a ways off screen and that even the furthest factory from the seaport is still significantly closer to the port than it is to the next city. As a result, every one of my factories that sends freight has "long" freight times. As you can see, the seaport has a railway connection, and it is connected to the rail system. It also has a "road" connection via pedway to the train station, so it has workers too. Can anyone explain to me why nobody ships their freight through this port? It is a CDK3 Container Seaport which accepts rail connections, but its used capacity is 0. The second issue is that this industrial area is fairly hilly. It's actually relatively flat compared to the surrounding areas, and I spent quite a bit of time smoothing the bumps and making the grade from the coast up to the hill that acts as a buffer between this area and my R/C neighbourhoods as gentle as possible: However, if you zoom in on some of these diagonal train stations, you can see they look absolutely terrible when put on a slope. Not only that, but many of the pedestrian malls are half-buried under grass, giving the whole area a weird, janky look: I tried using a slope mod to ensure my rails were built using realistic grades, but even with the least restrictive mod I could find, the area was still too hilly for me to lay down these tracks. Are there pedestrian tiles and diagonal railway stations that play more nicely with slopes, or do have to bite the bullet and flatten everything, leaving weird-looking, extra steep slopes at the edges of the area? And if I do that, what do I do with the train tracks at those steep edges? My last question doesn't really require any screenshots. Put simply, industry generates garbage. With no roads, the only way for me to remove this garbage is via rail. Do any mods exist that allow this?
  2. This is just a mini tutorial showing industrial freight preferences for how it chooses to ship its goods out of town. The main principle is that they want the quickest route to the neighborhood connection. (I tried to explain this in chat, but I feel I wasn't able to convey my idea very well.) In the following picture the key elements are: The industries in the upper left are zoned so their street access is to the north which means the rear of the buildings are to the south and adjacent to the rail line. The truck traffic for the farms north of the rail line passes by a rail station before it connects to the road. The industry and farms south of the east/west road are farther from the train station and therefore do not use it. The main thing is that in order to convince them to use the freight station, it must appear to them as the quickest route. They will not drive a wee bit further to get to it if there is a neighborhood road connection in their sight. In this next picture, I'm showing how the industry is zoned so the rear of their buildings are adjacent to the rail line. When that is the case they will just toss the freight directly onto a train. No train station is needed. I made the industrial zones face the direction I wanted by holding the Ctrl Key and then drawing the zone starting at the street and then dragging away from it. I hope this clarifies what I was saying in chat. Edit: This was created to illustrate a principle. It is NOT a recommendation for how to deal with slopes.
  3. Hello everyone, these are my first BAT creations, a set of modern freight cars props, based on freight cars you can see in North America. I decided to make them because the ones that already exists are based on old designs of freight cars, (designs used from 1940's to 1970's), or are a little bit unrealistic. So, as I couldn't find any others that fill my espectatives, I decided to make my own rail cars, based on rolling stock that can be found from southern Mexico to northern Canada. In this pic you can see a little bit of my work, some assorted cars in a railyard. Some cars are not noticeable, in next pics I'll show you the different types of freight cars and their different paint schemes I've made. So, please, tell me what you think about my work, I 'll appreciate your comments and opinions.
  4. BLaM Modular Railyard System

    Version 1

    22,112 Downloads

    The Modular Railyard System (MRyS) is designed to allow users to construct Freight Railyards of various sizes and layouts. (Future expansion sets may accommodate Passenger Maintenance Yards and various Industrial Rail Spurs and sidings). In this set are 14 Transit Enabled start sections which function as freight rail stations and 24 expansion/end/joiner/divider sections that are used to complete the railyards. These expansion sections are Dirty Industrial Lots that provide jobs, while the start sections increase job demand and handle the freight capacities for the expansion sections only. Special note: This package is not intended to function as a Freight Station, but to simulate the function of a large railyard. The start sections should act as the freight stations for the expansion sections only. [-further experimentation and updates will improve this function, but for now, consider this package to be the final beta.] Please make all suggestions for improvement in the support threads listed at the bottom of this description. The Railyard components are further categorized into small(24 tile start section), medium(32 tile start section), and large(48 tile start section). Even though the small yard section is relatively large on the game maps, please keep in mind that real-life Railyards are, by their very nature, very large real estate hungry enterprises. Anything smaller, is just a freight station or siding. Although I used jestarr's rolling stock to populate the yard sections, you can use the LotEditor to replace it with any rolling stock you want. There are other freight cars available on the STEX, and off-site exchanges such as Gizmo's. The idea for a 'modular' railyard system was originally proposed in NCD's support thread "Of Railyards and Steelmills". Later, Frankie_Grove and aleking got together to discuss the prospect of creating a Modular Railyard System that would enable the user to make different size railyards from component Lots. I showed them some of my research and was invited to come up with a 'Basic' design for the project. Using the Railyard and Spur textures I had originally designed for similar projects, and a set of custom menu icons, I present this Modular Railyard System or 'MRyS'. This project is dedicated to my friend op4 for all of his encouragement and support on BLaM and Simtropolis, without which I would have given up contributing to the STEX a long time ago. Thank You Mike! The dependencies or plug-ins required for this set are: (the main textures used in the railyards-designed by me) Railyard Texture Mega-Pack Vol 1.dat -- http://www.simtropolis.com/STEX/index.cfm?id=15976 (additional textures required) Bailey Yard.dat -included (the rolling stock-realistic looking freight rail cars.) BSC Mega Props - JES Vol01 -- http://www.simtropolis.com/STEX/details.cfm?id=14861 Sorry, but this file is no longer available on the STEX, you'll have to register at the SimPeg website to get it. (assorted railroad signaling devices) BSC MEGA Props - DAE Vol01.dathttp://www.simtropolis.com/STEX/details.cfm?id=14973 [Too many Dependencies? Please read The Dependency Debate on the Simtropolis Omnibus.] Support, and/or questions? Go to the Modular Railyard thread located here. Moderator Edit (21 Sep 2015): Fixed broken page formatting.
  5. KCP_Wethy Freight Train Station

    Version 6.0

    158 Downloads

    This Lot is transit enabled and is compatible with NAM thanks to @RSC204 Budget cost 10 plop cost 100 pollution 0 power consumed 61 water consumed 0 capacity 2,000 Texture Packs BSC http://sc4devotion.com/csxlex/lex_filedesc.php?lotDOWNLOAD=1806 bsc Texture pack3 http://sc4devotion.com/csxlex/lex_filedesc.php?lotDOWNLOAD=638 BSC Texture Pack Vol 2 http://sc4devotion.com/csxlex/lex_filedesc.php?lotDOWNLOAD=90 BSC_TexturePack_Cycledogg_V 01b http://sc4devotion.com/csxlex/lex_filedesc.php?lotDOWNLOAD=1771 BSC_MEGA_Props_Misc_Vol02 http://sc4devotion.com/csxlex/lex_filedesc.php?lotDOWNLOAD=1903 SFBT_Railway_Props
  6. Version 1.1

    154 Downloads

    The Norfolk and Western Railway (NW) used the HL Class 40 ft, 2 bay "fishbelly" hopper cars to transport coal during the early to mid 20th century. These Late Steam/Transition era cars have the "sloped side sheets" with original road numbers 22000-25999, 38000-39999, and 68500-69499. [1] Some HL class were rebuilt into H9 class around 1949, this marked the beginning of the phasing out of the design. By 1960 they were using different cars and different paint schemes, and the Norfolk and Western was running diesel on its mainlines starting in 1959. [2] Installation: Simply unzip the "CT14 - Norfolk and Western HL Class Hopper Cars.zip" file into your plugins folder. Removal: Remove the "Norfolk and Western HL Class Hopper Cars" folder from your plugins folder (normally in Plugins/CT14/Norfolk and Western HL Class Hopper Cars". Lots which use these props will be a little bit emptier. Prop catalog: For SimCity, these cars have been rendered as HD props in a variety of angles and filled with coal in three variations, along with empty car versions. Orthogonal (3 load variations plus empty): - 90 deg Diagonal (3 load variations plus empty): - 45 deg Curve Fitting Angles (consecutive angles' loads will generally vary, plus empty versions of all): Left and Right versions of: - 5.625 deg - 11.25 deg - 16.875 deg - 22.5 deg - 28.125 deg - 33.75 deg - 39.375 deg Fractional Angles (3 load variations plus empty for each pair of angles): FA2 26.6/63.4 FA3 18.4/71.6 Release history: v1.0 - 20170225 - Initial release References: [1] Rex Desilets, "N&W HL Class Hopper Road Numbers?" (O Gauge Railroad forum), http://ogrforum.ogaugerr.com/topic/nandamp-w-hl-class-hopper-road-numbers?nc=1 [2] PC9850, "Correct Steam-Era N&W Coal Hoppers?" (ibid), http://ogrforum.ogaugerr.com/topic/correct-steam-era-nandampw-coal-hoppers Development thread: http://community.simtropolis.com/forums/topic/69360-ct14s-railroad-lots-and-bat/
  7. So I'm start a new region, and this is how far I've come with my first city: As you can see, I've already downloaded a fair share of custom content, but I still feel there's something missing. I'm specifically looking for warehouses, transformers, freight train stations, and other service facilities that would fit in this area.
  8. I have been following skyestorme's let's play videos (circa 2013), and modelling my cities almost exactly. However the city did not function the same from his segregation part onwards. Is segregation no longer possible? It says errors as buildings are not connected to the roads or something. I'm not sure if I did it wrongly or if patches has removed it. I think one of the purposes of segregation was to avoid global market trucks to congest the roads, especially when there's trade ports or rails available. I noticed that my ports and rails aren't shipping as often as I would like, with the primary trading done by trucks. Is there a way to fix this if segregation is not possible? Thanks!
  9. Large Freight Train Station

    Version V1.1

    11,310 Downloads

    Been looking for a better Large Freight Yard? Well, look no further! Thanks to an incredible amount of reviews I have put together an improved version of the original Large Freight Yard. This new version has extensive updating to stats, textures, props, main building, and more! Stats Power: 180 Volts Water: 20 Capacity: 6000 Monthly Maintenance Fee: 200 Simolians Dependencies SPAM SUPER RESOURCE PACK PEG MTP SUPER PACK PEG CDK3 SUPER PAK Changelog V 1.1 Texture Overhaul, added new rail lines, second building and deepened lot. I would like to thank all of those who helped me to improve this BAT with their reviews! Thank you all! Building Architecht Dude Mod Edit: Added unlisted dependencies above.
  10. Hello, excuse the language but I have been busting my ass all day trying to figure out how to create my own textured freight train box car in SimCity 4, like what this guy "Jestarr" did: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1572. I believe I have all of the tools but I just don't know where and how to start, I want to start from a maxis-vanilla (original) freight box car and re-texture it for example into a CSX box car? I know that FSH might be involved but I'm new to this type of stuff... Also, I'd like to figure out how to make multiple FSH files to have a normal box car, weathered box car, and a vandalized box car for example or something. For example, the file I uploaded "RHBoxSouthernPacific_109B5800to20.dat"... RHBoxSouthernPacific_109B5800to20.dat
  11. Hello, excuse the language but I have been busting my ass all day trying to figure out how to create my own textured freight train box car in SimCity 4, like what this guy "Jestarr" did: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1572. I believe I have all of the tools but I just don't know where and how to start, I want to start from a maxis-vanilla (original) freight box car and re-texture it for example into a CSX box car? I know that FSH might be involved but I'm new to this type of stuff... Also, I'd like to figure out how to make multiple FSH files to have a normal box car, weathered box car, and a vandalized box car for example or something. For example, the file I uploaded "RHBoxSouthernPacific_109B5800to20.dat"... RHBoxSouthernPacific_109B5800to20.dat
  12. A Dreary Day

    From the album Hall of Fame

    1st Place entry from Railroads (S3-16-W) Weekly 75 Rep 28 Bonus Points 58 TOTAL Points Challenge Results Data | Leaderboard Rankings [Larger Resolution] 1 MB A Norfolk Southern GE EVO pulls its load by Hawley & Sons Manufacturing Co. on a gloomy, rainy afternoon. This locale of Pawtucket Mills has seen better days, but the factories around here still produce mechanical equipment for use in other industrial applications. While many industries have switched to ship their freight by truck, these plants still proudly send out the bulk of their product over rail, as evidenced by the active sidings and railyard.

    © 2016 rathefalcon

  13. Weird Freight Transport !

    Weird freight Transport ! Lately I spotted some perculier freight transport directions ! Recently an new industrial area without freight station has been added. Normaly freight goes the shortest way to the nearest border. Maybe road traffic will take over but yet we see this traffic patern ! My new industrial estate ! Freight truck leaves to the left to the old estate where freight is loaded ! Freight is loaded and the train takes his cargo all the way back to the first picture where it´s ?!? make a perculier move ??? Would the same freight patern apply for the old estate ? Same freight station, but a different traffic patern, how perculier ?!? This estate is more near the left tile border so the logical route ! Weird, programing would this occur with a normal 90 dgr railway bridge ? Simcity 4 dated and addition of NAM it´s most likely ! Nice to see goods distributed this all over the map, obviously the local market shouldn´t be forgoten, we know more money is made exporting, the game knows nothing else ! Hope you enjoyed this CJ and see you back next time !
  14. Version 1.0.0

    570 Downloads

    File contains 2 lots, the freight station and passenger station, re-lotted (face-lifted) from the original Maxis lots. The lots are slightly larger and the freight station has slightly more capacity. No external dependencies. Here are the links for the trains used in the previews:
  15. Bu businesses keep closing because they don't have enough freight shipment. I have two trade depots that are being used for plastic and alloy and metal but not Freight. I have storage for them but no one is using them. The trade depot is literally right next to the commercial that keep closing. I don't want to add more industry because of the ground pollution area. Please help, how do i stop them for closing??
  16. Please suggest me good props pack for railway freight cars (i.e. rail container ,tank, flat car & others), passenger cars, engines, guard's cab car. Also please suggest good props for freight trucks containing containers,tank, flat bed & other types of freight carriages.
  17. Please suggest me good props for containers (not container rail cars or container trucks). I would really like containers featuring popular brands like Maersk,Hanjin etc.
  18. Greetings,I was scratching my head about 2 ideas, maybe they were already discussed, or not, so here they are;MAGLEVI am aware that Maglev idea was previously proposed by andreharv, the maker of additional public transit, which he said that he might consider it. I support the idea of having maglevs around two concepts:1. They will serve very high speed transportation between key parts of the city with very high transportation capacity. We don't need to stick to the reality here, if we're building the city of future (I am certainly in modeling for this concept) and if time is money, then one can assume that maglevs will become one day one of the basic tools of transportation of the future's metropolis.2. Maglev alone should attract tourist like space elevator. If space elevator could bring (or spawn) tourists to the city, the maglev station should do the same thing. 2bis. Due to the high cost of maintenance and high requirement of electricity, station should be expensive to build and maintain. Maglev requires certain tools of course;1. It might serve as train, but on its on separate track, therefore we can assign very high speeds for it. It can be also connected to any station until a proper maglev station comes out. (For the train I volunteer as its modder).2. Train tracks for maglev of course should look like different, i assume this can be arranged right now thanks to network extensions. The immediate need would be to have modern pillars for elevated train tracks and some decorations along the maglev allocated train tracks. 3. Technically I'd say, we have everything for a maglev. Turning points might be problematic but then again I'd leave that as challenge to builders to create straight lines in their cities.HIGH SPEED TRAIN NETWORKS AND THE FREIGHT ISSUEI think the biggest problem right now, I believe, is the fact that both freight and passenger trains are using the same track. Even if you build a second set next to the other, trains simply wont select the new one because "it's less used". The selection is, i believe is based on the closest route between A and B. If we can have a possibility to assign trains to specfic tracks, it might simplify certain things such as: Creating a railway network with multiple tracks, passing through passenger stations, without the need of separating freight network along the entire line. Adding an additional track for freights would've solved the problem of piling of freight trains around train stations. It would also allow to create high speed networks. My biggest issue, so far, is the reason why a user would prefer a specific model of train some other train. The reasons in real life are different than in CS. While high speed trains would offer transport in short time on long distance, trains such as InterRegio, InterCity etc. offer a solution for lines which have high amount of passengers to transport. Simply put, high speed trains travel longer distances in shorter times, while 'slower' trains travel long or short distances which have more train stops, in order to transport more people. Similar concept can be applied on urban trains (FLIRT comes to mind). However, in the game, we simply make choices because we like the looks or its passenger capacity. CS doesn't even care which train carries how many passenger, as long as it covers that A-B the straighest possible, citizens simply select this train. Therefore, having a proper network, on which we can use different speeds and keep freight separated on specific location would clear up existing network. Using trains (or train models) wouldn't be only a matter of esthetics but a strategic decision, since you will have to decide whether you need a high speed train between point A - B with average citizen amount, or you want to create a peripheral network of regional trains which will carry the mass on multiple stops. Freight trains would use allocated railway network on necessary locations. What do you think, what are your thoughts about this ? I know that, all of the above is easy on paper and I'm not a modder myself but regardless I'd like to hear what others are thinking on those matters. My kind regards
  19. RCI-Mod

    Version 1.2

    16,092 Downloads

    Firstly, here are the aspects of the game that I think need some tweaked. 1. Why tax income are very low, whereas country's revenue mostly come from tax. 2. Why goods are too few while shoppers are so many? 3. Why there are too many unfilled jobs? 4. Freight output seems can't fulfilled commercial needs. (Too many factory mean you need more workers/or zoning more residential, which mean zoning more commercial that need more freights, which mean zoning more industrial. This is a broken system.) So... guys, I made this mod, intended to make a balance to the game. I hope you like it. UPDATED TO : Version 1.2 Previous versions with some fix: 1. The population inside Medium Density Residential building has been slightly increased ( New Version : Default x1.5) . 2. Improved speed an acceleration of Industrial Freight Trucks / Heavy Trucks. HOW TO INSTALL : 1. Backup your previous saved games. 2. Delete your saved games located in "C:\Users\.........\Documents". 3. If you have any RCI mod or previous version of my mod inside your SimCityData folder, remove it. 4. Unzip / Extract v1.2-RCI-Mod.zip 5. Copy file "0FFL1NE-v1.2-[Papa_Bear]-SimCity2013-RCI-Mod.package" to "\Origin Games\SimCity\SimCityData" folder. 6. Copy file "SimCity-Scripts_287520926.package" to "\Origin Games\SimCity\SimCityUserData\Packages" folder. IN ORDER FOR THIS MOD TO WORK, YOU NEED TO : START ON A NEW REGION, CLAIM CITY/CITIES, PLAY (DON'T ZONING YOUR CITY YET) . SAVE, QUIT GAME, RELAUNCH YOUR GAME, LOAD YOUR SAVED GAME (YOU CAN START ZONING YOUR CITY) . THIS MOD ARE INTENDED FOR OFFLINE PLAY. PLAYING ONLINE MIGHT LEAD TO CITY ROLLBACKS! HOW TO REMOVE : 1. Delete "0FFL1NE-v1.2-[Papa_Bear]-SimCity2013-RCI-Mod.package" along with "SimCity-Scripts_287520926.package" from the installation directory. 2. Delete your saved game.
  20. SM2 IntermodalTerminal.zip

    Version 2.0.0

    2,729 Downloads

    Hello fellow SC4 player and thank you for downloading yet another one of my exciting projects. SM2 Intermodal Terminal. Intermodal Terminals are rail yards dedicated to the transportation of just about everything you can think of. 80% of a nation's product finds its way into our home trough many of these special yards. Manufactured products are packaged and then placed into metal boxes especially designed for long hauls by ship and rail. These boxes are called containers and they come in many sizes but the most common ones are the 40 foot lengths. Containers are then loaded and unloaded in facilities such as these. Usually you find stacked containers in shipping container yards and they are staked by either cranes or reach stackers. Intermodal yards mostly use mobile cranes that ride on special tracks, they straddle 2 or more train tracks and up to 2 road lanes where trucks pull up and either load or unload their containers. You won’t see reach stackers in these type of yards therefore you won’t find stored staked containers. I designed this one to be modular with a total of 10 separate lots. You can actually make a 26, 34, 42, or 50X20 tiles long terminal. I made this way so as to accommodate various sized maps. Up to you to build the size you need. I created all custom made textures for this project. Just about all props, including the cranes are part of timed prop families therefore if you observe the terminal during a 24 hour game period you will see almost everything change in order to simulate activity. The warehouse lot is designed to be different every time you plop it. Up to 5 different buildings are available. When you plop multiples of this lot, keep trying until you get all different buildings on the finished ensemble. The left side lot is designed to be a freight yard therefore you will see freight trains leave this lot. The rail pieces are designed to allow only freight trains to traverse the lot keeping things realistic. The warehouse lot and the right side lot are designed to be medium wealth manufacturing thus your sims will gladly go to work there Each one provides 98 jobs. All rail and roads entry/exits will connect to RRW and road networks. Please make sure you completely flatten the area you chose to place the lots. I made custom icons with easy to follow markings. You will find all 10 lots under the rail icon in game. Tutorial and dependency list inside. A big thank you goes to all the wonderful models/props creators such as Jestarr, Mushy Mushy, Murimk, SCF, Girafe, NBVC, Cogeo, Jim and the BSC team, without them this project would not have come to life. If you wish to use my textures and prop families, you must link this download as a dependency. For more details and if you wish to follow my progress on new projects follow this link http://sc4devotion.com/forums/index.php?topic=17211.msg507757#msg507757 Have fun ,Simmer2 aka SM2
  21. SM2 Hump Yard

    Version 1.0.0

    1,168 Downloads

    Hello fellow SC4 player and thank you for downloading my lots. First a small premise. Hump yards are the largest and most effective classification yards, with the largest shunting capacity, often several thousand cars a day. The heart of these yards is the hump, a lead track on a small hill over which an engine pushes the cars. Single cars, or a block of coupled cars, are uncoupled just before or at the crest of the hump, and roll by gravity down a ramp and by the use of a braking system called "retarders" the cars are slowed down and directed onto their destination tracks with a complex computerized switching method where the cars are sorted, called the classification bowl. You will find more information here https://en.wikipedia.org/wiki/Classification_yard This lot is not for the faint of heart. It is massive, with a total tile length of 69 and a width at the widest point of 13 tiles. Also this particular project is not your run of the mill freight yard, it is a fully fledged Hump Yard with all the trimmings and with a custom made RRW overlay and base texture set. I took every possible steps to ensure that almost all details of a real hump yard were replicated into this texture set, including the braking system (retarders) both the ones at the beginning and at the end of the hump yard and the oil stains on heavy usage areas. Most train cars are timed so as to simulate activity during the game day/night. Power and water are not necessary however if you want to see the models and street lights in action I suggest you connect a power source to the lot. I modded Hump Yard 2 as a freight yard therefore you will see freight trains leave the hump yard. You will also see freight trucks bring the goods into the yard for shipping. There are 7 lots all together and they are the Base, Extension, Ramp, Main Yard 1, Main Yard 2, Main Yard 3 and Main Yard 4. I have made custom icons so they stand out on the rail interface lineup. I also made them easy to use by marking them in a logical manner. I included a PDF tutorial with pictures and dependencies list to make things easy. If you follow the instructions within you will have perfect results! Being a Hump Yard or Classification Yard we will have to do a bit of terra-forming in order to have perfect lot placement results. Also in order to have perfect gradient slopes you will need Ennedi's medium slope mod in your plugin (you can always remove it once done terra-forming). You can get Ennedi's slope mods here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1512 there are 3 mods in that pack you only need the medium installed. Credits Many thanks go to Bipin for allowing me to include the gravel pile prop from his industry essential pack. To see more of his fantastic work please visit his page at http://community.simtropolis.com/profile/406379-bipin/content/?type=downloads_file I also want to thank mgb204 for making the wonderful timed family prop file, also included. Last but not least, a big thank you goes to Swordmaster and Indiana Joe for planting the seed which grew into this great lot ensemble and for prodding me along the way. I'm glad I was able to fulfill the dream that started as a concept many years ago. Everyone is welcome to use my textures to make new lots. I only ask that you link this download as a dependency and I would appreciate you mentioning my name if you upload your lot/s. You can follow my progress on new lots and view many more pictures here http://sc4devotion.com/forums/index.php?topic=17211.0 Enjoy!. Simmer2. Aka SM2 Dependencies BSC BAT Props - T1 Vol3.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1764 BSC Mega Props - JES Vol01.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 BSC Mega Props - JES Vol03.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=339 BSC Mega Props - JES Vol04.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=791 BSC Mega Props - JES Vol06.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1416 BSC Mega Props - JES Vol07.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1495 BSC Mega Props - JES Vol08.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1778 BSC Mega Props - JES Vol09.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2349 BSC MEGA Props - Misc Vol02.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1771 BSC MEGA Props - SG Vol 01.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=746 BSC Mega Props jestarr Vol02.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=338 BSCMegaProps - JES Vol05.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1263 Grfe_props_pack_LE_berries.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2888 Grfe_props_pack_LE_chestnuts.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3049 Grfe_props_pack_LE_common_spruces.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=294 Grfe_props_pack_LE_daisy.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3251 Murimk_industrialprops_resource.dat PEG_Rail-Fleet_RESOURCE.dat wmp_railyard_bldgs.dat (You only need this dat file from the download) http://workingman-productions.co.uk/downloads/wmp_railyard.html SM2_Hump Yard.dat included SM2_Hump_Yard_Tex.dat included SM2_RRW_Hump_Yard_Tex.dat included
  22. Version 1.0.0

    707 Downloads

    Requested by @philforhockey51, this is a modification of my Lowe's Distribution Center to include only the freight yard. Included is a 6x13 growable stage one with 125 I-M jobs. For a plopable version, under the BuildingPlop cheat, it can be found under the name "B62_I-M_anc." For comments/feedback/critique/praise or just to see what's coming up next, visit my lot thread here. ------------------ Dependencies: ----------------------- All of the dependencies required for the IRM are also required for this lot, so if you already use the IRM, you're golden. In addition:SHK Parking Pack And above all... have fun! nos.17
  23. Biwdc freight Rail station

    Version V1

    1,392 Downloads

    Well here is my 10th file and it's a freight rail station now this station is bigger then the original in game one as seen in the pictures and the dependencies are: 1.BSC Bat Props jestarr vol 01 (now in BSC MEGA PROPS Jes Vol 01) link:SimPeg(this is on the pegasus productions web site now you will need to register & login to download the file)(it's under THE BSC Under Jestarrs stuff in the exchange there) Update:SimPeg is shutdown now so you will need to get the above prop pack from the exchange on sc4 devotion link:http://sc4devotion.com/csxlex/index.htm After Login(required)search the exchange for BSC MEGA PROPS Jes Vol 01 2.prop pak_mjb_industrial VOL 01 (it's in BSC Mega Props - MJB Vol 01 now) link:http://www.sc4devotion.com/ (it's on sc4devotion.com now you need to register & login to download the file) (it's under couchpatatoes stuff in the exchange) 3.vehicle props-v3 link:http://gizmo.lunarpages.com/ -Site Not Running Get it from Here instead. Link:http://kurier.simcityplaza.de/details.php?file=274 The site is in german. 4.building props v1 from maxis link: www.SimCity.ea.com -again login is needed. -Site No Longer Running Get it From Here instead: Search the forums for the Get Your Maxis Files Here! Thread 5.biwdc texture pack 2(my file) link:BIWDC Texture Pack version 2 & that's it on that and i put the links for those who don't yet have those files but most of you probably do.(2005 Biwdc Lot's inc.)(enjoy & please rate) Oh and if anyone has any problems using this lot please let me know this is also my first lot using my textures,well my textures are the parking lot and loading zone area the rest is maxis texture.I removed the stats i changed since there was a problem that also effected my ver.2 station so the stats are back to the maxis ones.
  24. North American Freight Sidings

    Version 1.1.0

    737 Downloads

    18 ploppable lots to let you build realistic looking freight train sidings for North American prototypes. The lots use default Maxis railway textures and are RRW friendly. The mixed freight, boxcar, intermodal, and single engine/single car lots all use prop families for variety. Some lots have overhanging props for rail cars on the rear track. These are divided into two types: left and right overhang. These lots should all fit with each other, in the same direction. Transit enabled pieces allow the active lines to blend in nicely with the sidings. They have props on only one track, and so can be used next to both left and right overhang pieces. There are versions of transit enabled pieces for both left and right ends of the sidings, with and without engines. Dependency: - BSCMegaProps JES Vol01 (v1.0) - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 Feedback: See thread on SC4 Modding Open Discussion - http://community.simtropolis.com/forums/topic/69360-north-american-freight-sidings/ Changelog: 11232015 - v1.0.0 - initial release 11292015 - v1.0.1 - fixed overhang on left overhang mixed freight to match left overhang intermodal 10082016 -v1.1.0 - changed base textures to dirt to avoid transparent/water bug, added minimal flora props
  25. Automata Fix Pack Vol1

    Version 1.0

    2,533 Downloads

    FANTA1990 Presents: There are many reasons a gamer may choose to forego automata replacement mods, preferring instead the default vehicles shipped with SC4. In so doing, certain cosmetic anomalies that were present from the beginning have to be overlooked, at least until now. The files contained herein do nothing more than re-render standard objects the way they were originally intended to appear. Hence they are very small, have no effect on performance, and will function under any platform and configuration supported by the game. Naturally, there are no dependencies and no configuration is required. This package is intended to pick up where Maxis left off, preserving the integrity of the game in a small, but still relevant way. Maxis FreightEngine Fix.dat - Restores the forward facing panels and far side framework of the Freight Train Engine when viewed from the right-front. MidJetPlane FIX.dat - Restores the rudder and fin assembly directly beneath the horizontal stabilizer on the Mid-Size Jet when viewed from the left-front. SkyDiver Skin Fix.dat - Eliminates a section of the fuselage protruding through the wing above the cabin on the Skydiver Plane when viewed from the left-rear. armybase_jumpjacksX3.dat - Reconfigures the formation of troops gathered at military installations to eliminate overlap and realign 3 distinct groups of soldiers performing calisthenics (Additional arrangements are available on Fanta's website). *** For the latest updates and other spectacular creations by Fanta Soda, visit his homepage on SimCity China at the following URL: http://www.SimCity.cn/thread-99303-1-1.html Fanta has taken considerable measures to make his site accessible to English speaking users. However, I encourage you to exploit the automatic translation features available in browsers such as Chrome and Firefox, or one of many Add-ons for Internet Explorer. Mandatory registration will unlock Fanta's downloads and all other custom content on SimCity China. One login prompt and two verification screens may seem excessive, but are well worth it. Since Fanta spends considerable time manufacturing custom mods, he specifically requested my assistance publishing his work to the mainstream English speaking audience. All credit and responsibility for this download lies solely with Fanta Soda. He will personally read and perhaps respond to any praise, feedback, criticism, or suggestions to this post. More impressive works from FANTA1990 will follow.
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