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Found 10 results

  1. 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
  2. Version 1.01

    18,530 Downloads

    Transportation cheat requires both base game and the CoT expansion. This mod zeros out plop and maintenance costs for most forms of transportation. Greatly increases passenger counts and busses per garage. Roads, rails, boats, and the airship are not modified so as to maintain some compatibility with other mods. What this mod does: Increases number of buses per bus garage. Increases number of passengers for the bus, train, maglev station. Increases number of passengers per bus stop. Reduces the amount of ControlNet needed for the maglev station to 1. Removes plop and maintenance cost of the airport, passenger terminal, and cargo terminal. Increases air cargo capacity from 54 to 540 crates of freight (does not increase the number of modules). Removes plop and maintenance cost of the streetcar depot. Increases number of passengers per streetcar depot to 2000. Increases number of passengers per streetcar to 2000. All above elements have had their power, water, and garbage greatly reduced. Reduces the number of employees needed to run any of the above to 1. Unaffected: Price of roads, rails, and maglev rails. Boats Airship Note: Experiment with how many garages you need at first. With 30 buses per garage, you can clog your streets really fast if you plop all of the garages. Two garages is a good number to start out and see from there. Also, because the number of buses are increased per bus garage, this mod may conflict with any mod that claims to reduce the number of agents. Note: If you do not destroy and then replop transportation facilities, and you have mods that increase the number of modules per facility, you may get weird plopping errors. Have not tested against any mods that increase number of modules per transportation type. I do NOT have SUGPAK installed and therefore have not tested this against SUGPAK. However, this mod is compatible with the following, separate installations of: 000 - OFFLINE - Roads - Roads With No Traffic Lights - 1.5 - MaxvSk - 20140823.package 000_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_2_0_Akar.package 000_OFFLINE_Roads_Bi-level Streets Pack_2.0.175_MaxvSk_20141024.package 001_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_1.0.5_AkarRoadsSet.package 001_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_1.0_AkarDecoration.package 002_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_1_2_Avalon.package 002_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_2_0_RegionalBridge.packag 003_OFFLINE_DLC_OBJECTS_SUGC_TEAM1_20140231_2_1_RCIHCPLOPALL.package 6A-Buildings-HomelessTent-1.0-Offline-SUGC_TEAM.package Oppie_OFFLINE_CentralTrainStation.package To use: Place all files in SimCity\SimCityUserData\Packages. If you already have the script files, you don't need to put them in there again, just the included package file. If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here. If you use this file, delete and replop any existing transportation facilities. Same holds true if you remove the file.
  3. Maglev Station Bug fix

    Version 1.0.0

    1,108 Downloads

    This mod allows you to bulldoze the track made by Maglev Station Bug. This mod doesn't fix MSB completely. So it still costs you about §16800 to built a Maglev Station. *SIDE EFECT* You can bulldoze the track on a Maglev Station. If you bulldoze it, you have to rebuilt the Station.
  4. MagLev As Subway

    Version 1.2

    62,434 Downloads

    Offline-Only Mod: “MagLev as Subway” This mod add a new set of MagLev tracks and stations to the game, so they mimic a Subway system rather than an elevated rail one. The stations do not need the Academy or ControlNet in order to get unlocked and running. They do not futurize the areas around them. You will need to have Cities of Tomorrow in order to see the stations and tracks in the MagLev palette. Much like for the MagLev system, you'll need to place the stations on roads first and then connect the tracks between them. Subway tracks should show up with a green highlight while in the Maglev Palette or while using the Bulldozer tool. To install this mod, just extract the rar file into your SimCityData folder. Thanks to all the DevTesters who tested this mod. Thanks MaxisLime for the station art. What you need to know about this mod: This mod is for offline mode only, and will cause rollbacks if played online. Make sure your remove the package file before going in multiplayer games. You need to have Cities of Tomorrow in order to use this mod. The subway tracks are tunnel paths, and therefore cannot cross the sea level. It may be difficult to use the mod in low-altitude cities. Make sure that the transition path is flush with the MagLev track when drawing it, or you'll get some missing art.
  5. Can someone please take a look at the mods that I am using to let me know if something is conflicting with the Elevated Railway by Oppie and the regular Maglev. I can place the stations just fine but cannot connect any tracks to them. The lock points won't appear on either the El or the Maglev. I still need to go in and try the subway but right now I'm working in a lower altitude region but I'll do that sometime today. I've tried removing mods, re-downloading mods. Going through and reading to see if I need to remove certain mods that are knowingly conflicting with these and for the life of me, I just can't figure it out. My Maglev was working before but I can't remember what mods I installed prior to the point where it stopped working properly. I wish some of the original modders would come back, I don't think they are working on SC5 too much anymore and I don't know a thing about modding.... I do know that some of my mods such as roads, vehicles, and others such as those do conflict with each other but I've been using a mod switch that keeps them off and have had no issues at all with those. (Just wanted you to know that I do know certain mods are conflicting but those are mostly just smaller mods and nothing - at least that I know of - that are actual 'changes in play' mods). But if you see any that you think I could be missing that could be causing this issue, please let me know. OR.... IF THERE ARE ANY MODS THAT I AM MISSING THAT I 'SHOULD' BE USING, I WOULD APPRECIATE IT IF YOU WOULD LET ME KNOW THAT AS WELL. If someone has any ideas, I would greatly appreciate the help! Thank you so much in advance!
  6. Version

    38,722 Downloads

    I've been working on this one for weeks, but it's finally here; the elevated railway based on MaxisGuillaume's 'Maglev as Subway' mod (http://community.simtropolis.com/files/file/29428-maglev-as-subway/). This mod uses the maglev network to create a Chicago/New York style "EL-Train" with tracks and stations that can be placed above roads. Can I still use the maglev? Yes, this mod exists as a completely new network - however, due to how the game is implemented, the EL-train vehicles replace the default maglev ones. So, you can still build the vanilla maglev tracks and stations, but the vehicles that will travel on them are EL-Trains. Can I use this in combination with MaxisGuillaume's Subway? Yes - while this mod is inspired by his, it exists as a completely separate entity, although just like with the maglev, the new EL-Train vehicles will travel on the paths - of course, in case of the subway this might actually be preferable if you want a more realistic subway. For the time being you can't connect the two networks together yet, but I'm planning on making this possible. (Many thanks to MaxisGuillaume for helping me to get this to work)
  7. Version 1.0

    12,688 Downloads

    Hey guys What this mod does for the two Maglev stations: Increases capacity of them from 200 to 2,000 Construction cost lowered from 15,000 to 1,500 Maintenance cost lowered from 250 to 25 Lowered power and water consumption and garbage production How to install: Unzip the file. Install the regular file into your SCData folder and install the scripts file into your SCUserData/Packages folder. Enjoy the mod if you have any questions or bug reports, please state them below in a review.
  8. Maglevs

    This is my record of maglev riders, and i personally think its extreme beacuse there is only 80k people in the town http://gyazo.com/b484a4e0c732474571663cd49a283d6f
  9. was wondering if someone can re-skin maglev for monorail please
  10. TRP: Total Recall MagLev Car Set

    Version

    959 Downloads

    Fresh from the City Journal, Random & Random, comes a recreation of the MagLev cars [civilian and federal police] from the 2012 remake of the film Total Recall. In this pack are two options from the movie and come as props and not functioning automata. These are not readily lotted, and can be lotted as such with desired lots. For each car, there are three available orientations as show in the pics below. This should further fill in the gaps of the lacking futuristic props here on ST. Enjoy! _________________________________________________________________________________________________________ Installation Unzip all contained files into your SC4 plugins folder. When organizing the files, preferably put all folders and files contained in the zip file in a common folder [labelled to said author/group/project label ie. TRP or The Random Project in this case] to avoid future confusion. Author's Note **These props can be used in other lots and released without prior permission from me. Ideally, if it is released on a lot, that you link it to this page and list it as a dependency** _________________________________________________________________________________________________________
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