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    • Dirktator

      Please help us for June & July   06/20/2017

      This month we're hoping for a little bit of a boost this month or next, in addition to covering the regular bills, we'd love to be able to do some hardware upgrades. STEX Collector's Set gifts can now be sent to you via digital download as well as regular mail if you wish! Every donation dollar goes toward keeping Simtropolis online and humming along. Your contribution is so meaningful, every dollar counts! Hardware Upgrades We've received a recommendation to consider some hardware upgrades to our ageing server. As our website community software improves with more and more features, and as we bolt on additional features such as chat, the increased load to handle all these new toys is taking the server a bit to task. You may have noticed that we'd been forced to temporarily disable the chat as we worked out allocating resources for more optimal performance. Following this, we've applied a number of 'soft' changes such as caching options and experimented with server configurations (nginx as proxy, for example), so the hardware aspect is also an area we'd like to focus on. The last time we upgraded hardware was back in 2012, prior to the release of SC13. Your contribution means a lot! Your donation will go toward helping us to 1.) migrate to a newer server or 2.) at least get some ram/cpu/storage updates and any other infrastructure hardware or services. Donate and Get a Gift or Donate Any Amount Thanks so much! - Dirktator & The Admins

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  • Undella bay. a city story.
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  • (SC4)。Gwaanjyut。関越。
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  • Japan Recreation(日本作成日時)
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  • FUTURE CITY JOURNAL
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  • Vista Del Mar: Simcity 4 Artiste
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  • COLUMBIA
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  • Cities Skylines: First Look at Gameplay
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  • SC2013 Smokestack Alley
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  • Let's Play Cities: Skylines
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  1. Welcome! Saw something you liked in someone's screenshot but can't find it? Vaguely remember seeing something once, but you don't know where it is? Wondering whether or not a plugin of a certain type exists? This is the thread where you can ask for help finding things. When asking, please be as descriptive and specific as possible. This can help people to understand what you're looking for. If possible, screenshots are also encouraged. This thread is a direct continuation of the original topic, which got too big. Someone might have already been looking for the same thing as you, so checking there first might get you your answer faster. P.S. If you would like a particular BAT to be made, please request it in the BAT Request Thread.
  2. Hello simtropolis, it's been awhile but after a long adjournment I'm finally back with some new content. For those who many not be aware back in October my SC4(and windows) hard drive(SSD) crashed. This eliminated everything I had created after entry 35 on this Journal. Feb 2016 was the last time I backed everything up(plugins, cities, pictures, etc) on a separate hard drive. Foolish, I know. It's not that I overlooked the possibility of a hard drive crash, in fact all my important personal stuff is backed up on separate drive and some of that is even backed up a second time on bluray discs. I backed my SC4 cities on weekly basis but for some strange reason at some point in time, I can't recall why (or understand), I moved that backup folder onto the SSD drive. So while I was still well prepared for save file corruption I was not prepared for hard drive corruption. The rest of what follows would probably qualify as TMI so I've have put it in spoilers since most of it is not exactly SC4 related and it kind of bogs down this entry. Most of you are understandably here for pics so this way you can get right to them. Note; Entry number 43 is reserved as a placeholder in case I'm one day able to recover the data that was meant to be shown in that entry. Now onto today's subject matter which will cover what is probably going to be the largest and most complicated interchange in the entire region of Pretoria - The 5 Point's Interchange. This interchange is located in the City of Calgon which is just west of Baycole and north of Dresden. It think I came up with the name Calgon from Calgary, but at this point I can't remember The interchange is the junction between Highways 700, 702 & 707 and as it's name suggests it is a 5 way interchange. This is the first RHW rebuild of this interchange. I say first because there is a second rebuild of the interchange which features no tunnels and is much more streamlined in appearance. But it's so different from this one that it's basically an entirely different interchange and this version is so massive that it would be a shame to not showcase it. edit* For a better understanding of the network I'm adding the regional highway map here; This entry was incredibly difficult to make. It seems the save file for the city is highly unstable/incompatible with my current plugins folder or something. In the process of rebuilding this interchange the game crashed about 50 or so times in the last several weeks which severely hampered my progress. I've encounter errors and crashes which I had never seen or even heard about before. The numerous ways the game crashed on me are listed below, I've also placed this in the spoiler to shorten the dialog that is relevant to the point of this entry; So where to begin with this one... how about with a map of the entire interchange and how it compares to the previous record holder of the title of the regions largest interchange - Spaghetti Junction. All maps are the exact same scale. Spaghetti Junction(newest & more compact version) vs 5 points. And the old Spaghetti Junction which was larger vs 5 points vs The 5 points <---- is north One of the reasons why creating maps of interchanges interest me so much is long ago even well before I ever played sim city when I was maybe 10 year old I was completely mesmerized by city maps and the most interesting part of those city maps were where all those squiggly and curved lines which converged in tiny areas - interchanges. Afterword I would create random huge interchange designs on paper, wish I still had those but they disappeared long ago most likely throw away as junk by my parents Ok let's go through the interchange from south to north starting from the 702 Northbound at the south portal. Highway 702 comes from Dresden and the South Shore borough of Pretoria. There is also one other(very large) interchange between the 5 Points and Dresden in Calgon that I'll show later. The 702 is highly congested at this point being only 4 lanes across. In the final version of 5 points this section has been upgrade to 6 lanes. The Fastraxx ME(Middle East) Commuter Rail line can be see at the top running underneath the highway in a tunnel before reaching Calgon (Central) Station while the L(Loop) line runs over the highway at the bottom of the image. For a refresher on commuter rail the network click HERE. Meanwhile ICR's freight line is on the right hand side of this image. Now here is where things start to get messy. The first lane at the top of the image is a local off ramp from the 702. Next is the EB 707 to SB 702 ramp. Then a local on-ramp, followed by 4 lanes of the 702 itself, then the NB 702 to EB 700/707 & NB 707 ramp and then finally a local off ramp. 4. (note: image number count does not include the road maps) The next off ramp is the NB 702 to WB 707 which takes you directly into downtown Calgon. Overview of the Southern portal to the interchange. 7. 8. The NB 702 to WB 700 ramp is the tallest ramp in the interchange and is 45m/148ft above the lowest part of the interchange about 50m/164ft above the lowest tunnel. 9. Crossing over the 700 Overview of the Eastern portal of the interchange. The 700/707 is up to 13 lanes wide in this section and from here continues on to Spaghetti Junction in Lindin City. Next we come to my favorite portion of the interchange, the central section. This maps shows the 7 levels of the interchange + arguably a 8th level for one of the tunnels. What little help this may be, it explains the purpose of each overhead ramps and the routing of the tunnels which are functional for cars and buses but not trucks. Yup it's a little on the complicated side 12. 13. 7 levels of interchange in one image. Can you make out all the height transitions in there? Hint; there's 13 Moving further north we get to the point where the 700 crosses over the 702 And then we get to the second big section of cluster of ramps. I'm not sure it would help to talk about which ramp goes where, probably best just to look at panoramic shots at the bottom of the entry to make sense of it all. 17. 18. The 700 crossing over the 3 rail lines with exit ramps going both over and under it, one of my favorite images 19. This would be the western portal of the interchange. Back to the 702 which now turns into a collector/express highway system. 22. This leads us to the final part of the interchange the northern gate and the boundary to Astoria, which takes us to the downtown area of Pretoria. 24. 25. Aside from those sharp level 3 RHW curves, which hopefully will be smooth out in the future, I'm quite satisfied with the look and compactness of this section. 27. You may have noticed a few other unusual things up there and kudos to you if you noticed all four The most obvious one is probably that one way bridge in there which might seem odd because it looks a little different from the rhw roads above and below it. I could of used a rhw overpass but then there wouldn't have been enough space to transition into the one-way road tunnel. I suppose I could of just built the rhw bridge just for eye candy purposes but I wanted to show the interchange in it's functional configuration. That is every path is usable by sims, although I'm having a heck of a time trying to get them to take some of those paths, seems they'd rather be stuck in traffic on local roads then take the express out of town. I had to use a subway portal where the level 3 RHW crosses the the 3 railway tracks. It might look a little strange but it's much better than the alternative. Seems the level 3 RHW can't cross over 3 consecutive rail lines, it drops to a ground level crossing for the one in the middle which would of course look ridiculous. Meanwhile the subway portal ensure functionality on the railway line in the middle since passenger trains can turn into subway turns and vice versa without issue. The freight line on the top remains functional as well. It was very difficult to create this interchange because of all the grade changes over it's length, which resulted in the irregular ripples on the maxis highway curve. For those who don't know grade changes and the RHW go together like oil and water, thankfully with each version of the NAM terrain stability continues to improve. The original footprint of the maxis interchange that came before was much smaller so the city was originally built without realizing that one day I would need much more space for an interchange. For the final version of the 5 points I'm building I completely leveled out the terrain and started from scratch againt to build a fully accessible version without the use of tunnels. Lastly I had to use one of the old 45 degree flex fly ramps because the new piece is one zone large(5x5 as opposed to 4x4). That tiny little difference would otherwise have resulted in major changes to the interchange and a large expansion of its overall footprint. I know many rhw users might of been fine with that since highway interchange are space consuming objects, but I pride myself on building the tightest possible interchange while using smooth curves and transitions as much as possible. I had to modify the NAM files in order for this legacy piece to still show up in game. While I can't plop them anymore they won't disappear, which is what would happen if I didn't modify the file and more importantly they are still completely functional. Next a few night shots to show that there is sufficient lighting around the interchange. Even though you may not know how to get to where you want to be you can at least see where your going! 29. 30. 30. 31. Now time for a little something I call the "eye spy" section... Let me know if you like this new section. 33. 34. 35. And finally, of course the mosaics. For reference sake I put the the original maxis version of the interchange that I set out to replace long ago in the spoilers below. 37. 38. 39. 40. 41. 42. Forgot to add the interchange Stats!Levels - 4All Highways total entrance lanes - 41Bridge Structures - 15Total Crossings, time sa highway ramp crosses another - 37(not including tunnels)Tunnels - 5Ramps - 26 FlexFly Ramps - 8 (2 - 90 degree/6 - 45 degree)Height Transitions - 33 Thanks for stopping by, it feels good to get the CJ up and running again.
  3. Continuing on from where I left off last time, City overview: A - Broadcast Hill B - The Trueno River & related tunnels C - Guardians Gate Bridge D - Port of Isuzu, Supra River & Isuzu (Rail)Jct. E - Highway 709/Astel Rd. Interchange F - Kewston(neighborhood) G - Highway 709/Malkin Blvd. Interchange H - Cagalli (Rail)Jct. I - Downtown J - Highway 709/Crosby Ave. Interchange K - O'Leary Peak L - Fastraxx Cisco Bay M - Highway 700/709 Interchange N - Cisco Bay Beach O - Highway 700/Malkin Blvd. Interchange P - Great Western Mall, & Richview(neighborhood) Q - Great Western Tower R - The Skybridge G & H - Highway 709/Malkin Blvd. Interchange & Cagalli (Rail)Jct. This interchange connects downtown Cisco Bay with vehicular traffic originating from the east. There is no westbound access onto the 709 here. For that direction of travel drivers must make there way to the nearby Crosby Ave/709 interchange. I've made numerous changes over the years to this interchange, but it never seem to look quite to my liking. This is largely because of the difficulties in making the a realistic looking connection to a diagonal highway in SC4. Even the RHW mod or project symphony for the matter don't fully resolve this issue. The other problem at this location is the lack of space due to nearby rail lines crossing over the highway. In order to maintain smooth curves, both horizontally & vertically I finally settled on a tunnel solution: Transformation of the interchange over time: The next few paragraphs deals with trains & grades So it may be a long read to some - you have been forewarned The horizontal curves are the 45 degree highway & rail pieces, I placed the highway and rail lines as close as physically possible while still enabling the use of these curves. The vertical curvature I'm referring to is for the rail lines. I use a slope mod, which is good enough for roads but not for the rail lines. For those I manually smooth out the height difference one zone at a time. GWR's Almera sub for instance(the rail line on the top of the image) drops 91.5ft/27.9 over a distance of 1890ft/576m(40ft over 16 spaces in the image above) or or more plainly it drops about 2 spaces of height over 36 spaces. This equates to a 4.8% grade. I didn't pre-plan that out before hand or anything, its just what it ended up being. Why am I so particular about this? Well its because I'm actually a locomotive engineer IRL. Its only natural for me to emulate what I actually have to deal with IRL. Anything over 1.5% is considered not desirable for freight trains and over 2%(or 2.2% in some areas) is considered "mountain grade". The biggest reason why freight trains can only handle such small grades is because rail companies try to make their mainline trains as long as possible while using as little power(locomotives) as possible. This of course reduces expenses and increases profit. But it can cause problems on lines with steep grades. A quick goggle search indicates the largest grade in the US was 4.7%. I also happen to still have a book that inspired me to consider this career path from the time I was in my early teens called Rails across Canada. Here's an excerpt from there; "Operating conditions on the original mainline through Kicking Horse and Rogers passes were proving to be something of a nightmare. Between Field and Hector, on a four mile stretch known as the Big Hill, stretches of grade up to 4.5 per cent meant that eastbound trains climbing up to the pass had to be divided into sections for the assent. Freight trains working down the hill were restricted to SIX miles per hour, and four steeply graded safety tracks were insurance against runaways." Thankfully while I'm certainly much more attentive to this than your average SC4 player or perhaps almost any player for that matter, I'm not completely anal about it. I don't spend my days trying to make every rail line is SC4 under 2 or 3% thank god lol. There's no point to that. As I said before, I don't measure or preplan the grade. My goal is simply to make the slope relatively unnoticeable. I'm guessing most of my rail grades are probably around 4 to 6%, which certainly appears to be a very smooth grade in game. IRL freight trains would struggle mighty with even that. But on planet Azura, where my city is located in, one consequence of the overall population being far lower(mentioned in the first entry of this CJ) is that things like freight trains can be and are indeed far shorter. Instead of the monster 2 mile long freight trains that many companies run today(http://en.wikipedia.org/wiki/Longest_trains), the longest trains on Azura would be at most half a mile long. This also means that the freight yards need not be 2 miles long either, otherwise I'd have to build my freight yards as big as a medium sized city! Therefore the trains are much lighter while at the same time the number of locomotives remains the same. On top of that the length of most of the grade changes are relatively short, probably a km long at most. So even the 6% grades are not that problematic. Now back to the interchange. Here's how it actually functions: Cagalli Jct. is nearby to the interchange: As with Isuzu Jct, the sole purpose of this junction is to serve as an interchange point. An interchange point is a location where freight traffic can be transferred from one company to another. Even though these companies are in direct completion with one another they will allow each other to use their lines to reach specific customers that they otherwise wouldn't have access to. This is at steep cost of course. This junction in particular is used by eastbound trains coming off GWR onto ICR's track or conversely southbound trains coming off the ICR(Lakeridge spur) and onto GWR track. The power line/hydro corridor seen in the foreground is the Hardack hydro corridor. This line connects the largest power plant in the region, located in the South Shore borough, to the more denser areas of the Central borough. It's a vital piece of infrastructure that at this spot carries up to 2000MW of power. 2000MW is enough power to supply the needs of over a million people during the mid day summer peak. Electrical usage peaks on both a season & daily basis. Seasonally, summer and/or winter, deepening on the climate of a region, is when power usage is at its highest due to power intensive applications like heating and cooling. On a daily basis the peak threads to happen early in the more and late in the afternoon and then drops at its lowest in the middle of the night. The 1MW to 500 people ratio is derived from my home province(Ontario) record summer peak demand - which was 26,000MW for a total of 13 million people. What can I say, we're power hogs over here Though power conservation measures have slowly begun to decrease our usage over the last couple of years. The power usage in the city itself is 112MW, which puts it in the mid-range of nearby cities: 285MW Lexenborg 134MW Lindin City 112MW Cisco Bay 85MW Halon 72MW Mayfield 14MW Mount Prominence 13.9MW Gravenhurst Here's one last overhead shot of Cagalli Jct & the Malkin-709 interchange before moving on: I - Downtown Cisco Bay There's been plenty of pictures of this area in previous entries so won't to spam any more, well maybe one more, For the record, the Cardiff Capital Tower built in 1979 is the tallest building in the city: List of the 10 tallest buildings in Cisco Bay: More or less about what you'd expect from a mid-sized city of 40,000. Following the construction of the Cardiff tower in 1979, the city slapped a 17 story height limit on all future buildings(quite obvious yes?). They did not want the downtown area to be overwhelmed with highrise buildings like other area's of the region. Their primary reason was out of concern about overwhelming the transportation network of the city with too much density. While the city had a well integrated highway network there were a few problematic areas(eg. item R). Higher capacity subway lines do not run into Cisco Bay. While the L line runs a fairly frequent commuter train service it would not be sufficient if population densities were to increase any further. Aside from the train station there are only a couple of low frequency bus routes that operate through the city. The height limit originally only covered the downtown area but was later extended to cover the entire city after condo's started popping in Richview. It remains in place to this day. IRL many cities across the world have height limits in place either localize or across the entire city for a myriad of reasons. Here's a few IRL examples: Airport/FAA restrictions: Miami Edmonton until 2014, 492ft/150m San Jose 300ft/92m Historical precedents: Philadelphia 1894 to 1984, 548ft/167m Saint Petersburg Street widths: Washington View cones/corridors(for scenic reasons): Vancouver There is one other city Pretoria metropolitan area that has a height limit, that being Calgon with an absolute limit of 675ft/206m. However unlike Cisco Bay, the restriction in Calgon is likely to be lifted soon as developers are mounting increasing pressure to built taller. J - Highway 709/Crosby Ave. Interchange The interchange that connects downtown CB with vehicular traffic originating from the west: As with the 709/Malkin interchange, there were numerous early versions of this one as well: From the beginning, 2005: Could never get that connection between the highway ramp and the road to look natural. So in the end I separated the two and incorporated a tunnel instead. The pre-RHW/Project Symphony/CJ version: And today's version: The rail line(ICR's Lakeridge sub) limits the type of ramp that could be placed here, hence the 'stub' ramp that goes underneath the viaduct and connects to Michigan rd. on the south side/side opposite of downtown. While not an ideal solution its the best that could be done to maintain connectivity. Needless to say the speed limit for the ramp off the 709 is quite low and is strictly enforced by photo radar - something my sims aren't too happy about... K & L - O'Leary Peak & Fastraxx Cisco Bay More or less just denoting the location of each in the aerial shot. The Fastraxx commuter station was seen in last update. O'Leary 'peak' meanwhile is the highest point(elevation-wise) in the city, by a dozen or so feet from the hills to the east but there's nothing to look at there. I've yet to do any mmp work on the hillside, other than planting trees that is. In truth I'm contemplating removing it altogether so as to expand the suburban area of town. M - Highway 700/709 Interchange One of the "Big 9" interchanges in the region. Though its so small calling it big in any respect is a bit of an oxymoron. However that was always the idea, I wanted it to take up as little space as possible, as at first I wanted more space for development to increase the population. And later I wanted to maintain the existing development in the area. But I also wanted it to be a custom interchange rather then just the standard maxis or later on, the project symphony 3-way. Plus I never liked the maxis 3-way to begin with, urgh: So work started on a new custom version, once the NAM become advanced enough: The original version was completed sometime around 2006-07. a few minor modifications were then incorporated over time: Traffic paths: I was actually quite fond of the unique appearance of this interchange, so much so that for nostalgic reasons I really didn't want to rebuild it for the CJ. Alas seeing as how I was rebuilding the entire freeway system, it had to be modernized as well. As with many other interchanges both in this city and around the region, the available space for ramps and transitions that could be used was limited by a near-by rail line, curse you GWR!. But as difficult as building a RHW interchange is a small space can be, its easier than rebuilding an entire rail line and the portion of the city it cuts through. Originally this is what I came up with: However I needed the northbound 700 to be elevated so that I could get rid of the slope before the Skybridge. Otherwise I couldn't place any ramps there(item O). This is end result of that modernization: Interchange rank of the "BIG 9" Size in terms of total space - 9 of 9 easily the most compact. Size in terms of ramps - (4) tied 8 of 9 Size in terms of entry lanes - (12) tied 8 of 9 Comparison: Traffic Paths: N - Cisco Bay Beach Where sims in Cisco Bay go to relax. Using the name of the city & bay for the beach is the not most original name I know, but currently there is only one beach on the shoreline of Cisco Bay - the shoreline is predominately industrial. So its only logical to name it so. The beach officially ends at the chained link fence, property beyond which is owned by the railway(GWR). Though that hasn't stopped trespassers from frequenting the area occasionally playing chicken with trains O - Highway 700/Malkin Blvd. Interchange And we've reached the last interchange in the city. As with the other four this one has gone through a ridiculous number of revisions over the years. Earlier changes: Aside from the fact that I switched over to Project symphony, the road underpass/tunnel was causing some strange behavior as sims refused to use the ramp and would rather just drive right off the highway and straight into the tunnel, somehow miraculous managing to survive the trip home: The difficulty here was adding access ramps to a diagonal highway. The location of the ramps couldn't be moved much since the whole idea is to connect the highway with Malkin Blvd. The highway had to curve in this location because of where the connection was to Lindin City on the other side of the bridge. The problem with diagonal ramps is the lack of an acceleration/merging lane, but diagonal ramps are not even an option with project symphony anyways. So I had to get rid of the slope leading up to the Skybridge and use that location for the ramps. The merging lane issue was dealt with by increasing the width of the bridge from 4 lanes to 6 lanes. The highway also had to be elevated here to maintain the bridge clearance for ships heading to the Port of Isuzu as well as ports further up river. While these ships aren't large and don't require huge clearances, 20-odd feet doesn't quite cut it. The final change: Overview of the approach to the Skybridge: P - Great Western Mall, & Richview The Great Western Mall doesn't quite live up to its name. For starters its the second oldest mall in the region having been built in 1969, its not a very refined mall at all compared to its newer contemporaries. It's also the smallest official mall in the region with a mere 75,000 sq/ft of retail space and just 200 surface parking spots. The mall contains large grocery store, a well known discount clothing realtor and has space for a dozen other small shops on 2 levels. Really the only reason why its called 'great' is because the GWR - Great Western Railway purchased the naming rights to the mall and promptly named it after themselves back in '69. Richview is a nearby highrise luxury condo community. While not entirely gated, it is walled in and heavily patrolled by private security. A total of 1,447 residents live in the 5 building complex. 4 of the 5 buildings in the complex are built out to the maximum 17 story limit. Amenities include outdoor and indoors swimming pools, tennis courts, a rock garden and mini golf putting green. The mayors house/office is also conveniently located nearby for the rich locals to voice their concerns to. Q - Great Western Tower The Great Western Tower is a 559ft tall freestanding reinforced concrete structure built in 1967. At that time it was the tallest structure in not only the city but all of the South Shore borough. List of the 10 tallest structures in Cisco Bay: (Measurement information in most cases is gotten directly from occupant size exemplar, otherwise I measured it on screen using a ruler 1cm=2.25ft in the 2nd closest view) The tower has three public levels - one being the ground level where entrance fees are paid. A restaurant occupies level two at the 386ft level and the observation deck occupies level three at the 406ft level. The GWR once again purchased naming rights here shortly after the tower was built. The contract extends for 100 years, its unlikely that they will renew those rights when they final expire in 2068. Attendance has fallen precipitously over the years as newer, taller and more flasher attractions have popped elsewhere in the region. Telecommunication revenue, which was never that great to begin with since the tower is not located in an idea location for such, dried up after the construction of the tower on Broadcast Hill in 1984. The HAAT(height above average terrain) of the tallest transmitter here is a mere 560ft verses the far greater range provided by Broadcast Hill's HAAT of 998ft. Having said all that, I think having a short concrete tower located here is still kind of interesting and the night lighting is quite nice as well: At this time the city has no plans to demolish it and replace it with something else, as the costs of maintaining the structure aren't exorbitant... at least not yet. R - The Skybridge The Skybridge is a recently constructred 6-lane RHW bridge: bridge info: Type - Cable-stayed Completed in - 2005 to 2008 Design Life - 150 years Roadway - Highway 700 Total Length - 2,231ft (680m) Longest Span - 1,182ft (360m) Clearance - 100fft (30.5m) Cost - $535 million (2011 dollars) Width - 158ft (48m) Hight - 425ft (129.5m) The new bridge replaced the Spanbridge, a cantilever bridge that was the longest of its type in the world when built in 1924. Imo the in game highway/avenue cantilever bridge is still one of the best looking structures available in the game. But then again I can't say that I'm impartial since I love steel exoskeleton structures. Type - Cantilever Built in - 1923 to 1924 Design Life - Roadway - Highway 700 Total Length - 2,204ft (672m) Longest Span - 1,250t (381m) Clearance - 149fft (45.4m) Cost - $46 million (1924 dollars) Width - 105ft (32m) Height - 414ft (126m) The next section deals with the history of the old bridge, so feel free to skip it if reading about fictional history is not you cup of tea The Spanbridge was the first highway bridge to cross Cisco Bay. However after 84 years of use the bridge was badly degraded/corroded and in need of immediate replacement. The bridge had also been over-built height wise, engineers had anticipated that the Trueno river would one day need to accommodate ships larger then low-max class. Hence the hefty clearance of 149ft, with the deck level coming in at 160ft ASL. However this turned out to be unnecessary as cargo volumes along the river have never even come close to reaching the point of requiring larger vessels. Not to mention justifying the cost of expensive dredging of the river bed which would be required to allow for ships with a larger draft. The height of the roadway in addition to the narrow width of the lanes had become a severe safety hazard by the mid 70's. By then transport trailers had grown in size both in width but more importantly in height. The taller trucks were often buffeted with strong winds at times causing them to swerve over onto adjacent lanes. In response, the number of lanes was reduced from 6 lanes to 4 in 1975. However issues with swerving still persisted and after numerous crashes resulting in fatalities a bylaw was introduced in 1982 restricting the speed of transport trailers to 45mph/72kph over the bridge. This of course resulted in serve congestion. By the 90's even the its name had been largely forgotten as sims commonly referred to it as the Slowbridge. Hence its replacement was long over due. The new bridge was built adjacent to the old bridge and once completed the 'Slowbridge' was dismantled. The Skybridge was not only significantly wider but the height of the roadway was reduced from 160ft to 105ft. Winds at this height are substantially weaker, thus the by-law did not carry over onto the new bridge except during the occasional periods of high winds. Sensors on the bridge continuously monitor local wind speeds and once a certain threshold is reached a yellow warning light automatically activates at the entrance to the bridge and all bridge users must reduced speed during these periods. And with that I conclude this entry. Probably should have broke it up into two but I was on a little bit of a roll there. Hope you found it interesting nonetheless.
  4. Title says it all, share and comment!
  5. I get asked all the time about what mods I use and where to get them. I have compiled a list of useful links and I wanted to share them here! Simtropolis Exchange -Most popular: http://community.simtropolis.com/files/category/1-simcity-4/?dosort=1&sort_key=file_downloads&sort_order=desc -Highest rated: http://community.simtropolis.com/files/category/1-simcity-4/?dosort=1&sort_key=file_rating&sort_order=desc SC4 Devotion -Most popular: http://sc4devotion.com/csxlex/lex_lotlist.php?orderBY=popular STEX Hall of fame: Toutsimcity -Most popular: http://www.toutsimcities.com/downloads/index/simcity4/sort:Download.downloaded/direction:desc Capital SimCity: http://descargas.capitalsim.net/?sitio=csc Japanese SC4 site links: http://sc4devotion.com/forums/index.php?topic=361.0 -SOMY is a great example: http://members3.jcom.home.ne.jp/somy000/index.htm Simtropolis STEX CD/DVDs (costs $ but its easy and helps support the site): http://www.simtropolis.com/stexcollections Strictoaster, a popular SimCity 4 and Cities Skyline streamer and Youtube creator, has a easy to follow spreadsheet for the content he uses: https://docs.google.com/spreadsheets/d/1ya_32tupri4av11zGeX92yVh5L6en8KMi1syZgsf55I/edit#gid=0 Others: https://sites.google.com/site/sc4modds/ ...That's what I've got for what's popular and easy to access. If you have questions or others to add, please do so!
  6. starting point

    This is the Ciudad del Lago metropolitan region. A legally sanctioned 24 kilometres side square, built on the estuaries of the rivers Calfú and Huillinco, and just north of the Loberías Sound, a medium-sized ocean inlet that marks the point where the continental rift meets the sea. Ciudad del Lago is the capital of the Republic of Santa Clara, a small island country just away from the coasts of South America; with a size comparable to Hainan and an overall geography that reminds the one of Mauritius, this nation of about 4 million people inhabits the only emerged part of the rift that divides the Santa Clara and Nazca plates, giving their land important natural riches but also an unparalleled exposition to the effects of natural disasters and climate change. As with other small countries in Latin America, Ciudad del Lago concentrates an important part of the country population: with about 2.5 million people on its metropolitan area, about 60% of the santaclareños it's also a laguino. As a consequence of this, and of its privilegied location as a safe port along the maritime routes of the Pacific Ocean, Ciudad del Lago is the main centre of the industry and finance on the country. Some extractive industries are also located on the city sorroundings, more noticeably the Piedra Roja copper mine, which compensates its poor concentrations of the metal on its rocks with an unsurpassable emplacement, just a few kilometres away from the nearest seaport. This port, located on the basin of an old endorheic lagoon, has served the city since colonial times and is now adapted to recieve up to panamax-sized ships; nevertheless, its most glorious days, when the Panama strait wasn't built yet and it controlled almost half the Pacific sea trade, are gone for good. And while there are offerings from the Chinese government to finance the expansion of the port to be able to manage post-panamax ships, the santaclareños aren't really convinced that their country future lies on the maritime traffic. As you can see from the maps, most of what is defined in-story hasn't been completed in practice: the current population is around 350.000 sims, the seaport is only terraformed, the mine just has its railway but no buildings at all, and important parts of the urban planning are lacking. As the idea is to simulate the look and feel of a typical latin american capital, many adaptations from the typical gameplay have to be done: careful zoning to avoid losing the rhythm of a dense and diverse city centre that extends to wealthy neighbourhoods, while even denser suburban slums sorround the port and the railways; a delicate balance on the building selection, incorporating foreign elements on an authentic way, while keeping local, rural and even native references active, and to develop on a geography that is different to all latin american capitals: a deep and complex sound, internally navigable, with lots of brigdes, at once dividing neighbourhoods and connecting them. * * * For now, this is all. I've begun to make more detailed and interesting maps about the planned sectorisation of the city, and its respective roadmap design, both situations that requiere a lot of participation to decide where and how to urbanise and build. Then will come some open-ended conversation about storybuilding and alternative history. I hope you got interest on this dev CJ, be it to take the time to criticise it or to promote something. I'm open to your opinions! P.S.: when writing here, a serif font is something written from the in-story perspective, as it will look on the final CJ, and a sans-serif text is a dev-oriented one, written as a player.
  7. The map tools in SC3 are quite poor... so I looked at what other tools existed... There are lots of them actually, but if you're here you might be familiar with one already... SimCity 4. I first looked how to export a sc4 map to a heightmap... and it wasn't straightforward. Using the tools I found I was only able to get a 16bit greyscale map, and the scale was really different... It requires a few correction layers to get the scale right in SC3. Oh and also photoshop proves to be an awful tool when you need absolute precision... I already knew that but here I had an absolute proof). For now I think I have the land values right. Everything under the base ground level will need more tweaking (SC3 has only 30 levels there, while SC4 has about 80...) Also... the textures REALLY need to be bettered (but they'll never be as good as in SC4 )
  8. I am having a little trouble with water/land borders as @CorinaMarie's posts above have shown. Most, really most maps I've down-loaded shows these glitches. So, is there a way to go the other way around from region to gray map ? That way one can check the height levels. Another option would be to check the heights directly in region/city tile.
  9. Version 1.0.0

    116 Downloads

    I found these maps in a very old folder -almost 10 years old. They are not in recent releases of SC3U, So I decided to upload them after testing them in my recent GOG version of SC3U. They seem to work OK. So, enjoy ! huzman
  10. Version 1.0.0

    25 Downloads

    In my Adobe class at college, I just learned the pen tool so when I got home, I started playing around with the pen tool creating various shapes to get a feel for the pen tool. I decided to turn those shapes into lakes for a region. And here you have it, a region created from me practicing the pen tool in Adobe.
  11. Hi guys. I'm wondering how my assets can optimize memory usage. How do I have 4-5 buildings share the same texture map set? And is it the same process with multiple props? Thanks.
  12. Version 1.0.0

    35 Downloads

    Region maps of the male and female gender symbols. The symbol itself is the water, while the rest in flat land. Perfect for city names named after males and females you may know, male or female game character city names, or any other masculine or feminine city names.
  13. Hey folks! Here's a collection with all of my maps that I will keep updating when I add new ones: 1Runar's map pack. Let me know what you think of the maps, any constructive criticism is welcome and I'd love to see what you do with the maps so don't be afraid to show some screenshots!
  14. Version

    5,019 Downloads

    Budapest, strategically placed at the centre of the Carpathian Basin, lies on an ancient route linking the hills of Transdanubia with the Great Plain. The Danube enters the city from the north; later it encircles two islands, Óbuda Island and Margaret Island. The third island Csepel Island is the largest of the Budapest Danube islands, however only its northernmost tip is within city limits.  Pest lies on the flat terrain of the Great Plain while Buda is rather hilly.   Unzip the file and put it to: C:\Users\*USER*\AppData\Local\Colossal Order\Cities_Skylines\Maps folder, just as you would with any other map.   I hope you enjoy it, feedback is welcome!
  15. Because i'm zero when it comes to create bat's i've focused myself on creating maps. My first maps are not that great... Bel-Air http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3230 Waterdeep http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3243 Duckburg http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3313 My last map on wich i am playing is La Salle 1. Problem: i don't know why the height difference between the water level and the shore is very big 2. Is there a map of Crystal Cove from mystery inc.? I've searched the net to try and find one so i can recreate it in SC4 but no luck
  16. Hey guys so I've been working on a new map for Cities: Skylines and I'm looking for some feedback and help! First of all some basic info on the map. It's intended to be a sort of challenge map and I'm using ships instead of outside road connections. Later on I will reach the air routes and use those as well. Also I plan on using an 81 tile mod with all unlocked from start so I can reach the ports. So I started this map by using a youtube tutorial to make the basic terrain and then used some really basic Wilbur techniques to kinda clean it up. My mountains ended up really bumpy and jagged so I smoothed them out a bit in C:S and added some more small features like waterfalls, sand, resources, etc. and this is the mostly finished product and I'm using the Rhinestone Island Theme in these screenshots. That being said I do have a few small issues with it that I could use some help with. First and foremost would be to find some better trees for the forests, I used the vanilla tree's with leaves #2 and they don't quite fit in too terribly well, so if you guys know any custom asset trees you think would look nice let me know. I used a custom palm tree asset for the beaches and I quite like it but I could use some tips on placement Also some of my mountains look a bit just plopped down and bland. I've tested a few themes that add a bit nicer and more textured mountains, but I don't like the sand or something else from them, but I've only tested about 10 so any suggestions in that regard would be appreciated. And really I would rather just know how to make decent mountains than rely on a theme. Really any and all feedback/criticism/tips are welcome. I'm new here and when I do finish the map I might try and make a city journal once I start on the actual city part of it. Here's a couple more shots of the map. Thanks so much in advance!
  17. Hey everyone! Just wondering what all people like to see in their favorite maps.
  18. *disclaimer* This is a revival of an older entry, but one not previously featured. It's not an aesthetic masterpiece or anything like that but contains some very useful information. Recently I've spoken to a couple members who are going through a hard time in their lives related to their current/future work situation and I'm sure their are many others in the same boat. Likewise I also struggled with finding stable work before I started on the railway as a conductor. Perhaps this might be the field for you too? It's actually a lot easier to get into then people realize. If you want more information about it please feel free to ask below or pm me. Anyhow this entry detailed one specific facet of the job - the switching out of railcars. CJ entries have be going beyond the bounds of SC4, mostly through the use photoshopping. This is my way of going beyond SC4, with real life information and still stands as possibly the most informative entry I have ever made. The objective here is to switch out the Eastgate Intermodal Facility(EGI for short) in Mayfield, Middle East District, Pretoria Metroplitan Area. IRL the switching out of a facility such as the one above it can either be done by; A) a crew that works exclusively in the yard itself. That crew would build the train which once completed would be left on a track for a mainline crew to come in and connect to their train. Or alternatively, B) a mainline crew can come into the yard and do the switching themselves before either returning back to their home yard/terminal or moving on to the next terminal down the line. The EGI is a small terminal and as such does not have crews stationed at the terminal itself. Instead what is called a road switcher, a train that switches out industries and or terminals in a localized area around a yard, is employed. The road switcher that switch out the EGI comes from Moncton yard, which is located a few miles east of the metropolitan city limits. Crews reach this facility by first heading west out of Monton yard along the Almera Sub. After about 5 miles the train will have arrived in Lexenborg, the town just south of Mayfield. From there they will transfer onto the Calico sub via the Calico-Almera connecting track. The Calico sub continues northward through Mayfield. EGI can then be reached via the Eastgate spur which in tern branches off the Calico sub. track schematic of Calico Sub within the metropolitan limits Aerial overview The conductors job at this point is largely to make sure the engineer doesn't screw up! i.e obeying track speeds and especially stop signals. As you can imagine, if a train goes by a stop signal without authority there can be serious consequences - i.e. derailment, collision. Even going by a stop signal by as little as 1 foot and therefor there is no real danger, can still result in termination. Therefore you definitely want to memorize exactly where the signals are located. In foggy or snowy conditions they won't be visible to the eye so you can't just operate based on what you see ahead of you like driving a car. The ESL in the image doesn't stand for English as a Second Language but rather an electric switch lock Normally all you'd need to turn a switch is a key to unlock the switch lock. Truth is people do make mistakes from time to time or trespassers come around and mess with the switches, keys can be purchased on the internet IRL. Either way this is extremely dangerous because often by the time a train is able to see that a switch is not properly line its too late to stop or slow down to the safe speed. The electric lock is an additional level of security, it will not release if there is a train in the occupying the signal block, basically if its close by. If a train is outside a signal blocks(normally two) it will release because the signal itself will serve to warn an approaching train that the switch is now "open" and has been turned for a route other than the mainline. Getting back to the task at hand, before you can be a conductor working on the mainline you need to be familiar with and qualified to operate on any specific mainline. Pertinent information can be found in what's called a timetable. The timetable is a document that provides territory specific information that train crews need to be aware of in order to operate over that section of track, such as maximum track speeds. It's important to know these well ahead of time because as we all should know by now, a train cannot speed up or slow down anywhere near as fast as a car or truck, despite what the in game U-drive-it might have you believe Though the UDI is accurate in that going too fast on a section of track will likely lead to a derailment. The most recent Timetable of GWR's Calico Sub In many countries measurements were originally made using the imperial system and remain so to this day despite having since adopted the metric standard. But which ever system is used, kph & mph would never both be referenced in the speeds section as having all those numbers side by side could result in accidentally referring to the wrong number - I did the conversion just for the CJ. GWR's timetable is formatted similar to what the CNR's(Canadian National Railway) uses IRL. A couple of examples As you can see, there is a lot of information to be referenced. Whats important to note is that to get to the EGI facility the train will travel from Noventura Jct. to Le Cuff from mile 31.5 to 30.8 of the Calico sub. The track is signalized, so you have to do what they tell you to do. The maximum speed on the mainline in that section is 25mph/40kph but if your train has dangerous goods you can only do 20mph/32kph. Using the engine horn is prohibited, we don't want to be disturbing the fine people of Mayfield. IRL normally regulations mandate the use of the horn at all road crossings, however its quite common to see local municipalities pass bylaws restricting their use since they are indeed very loud and when you have dozens are trains passing through an area which can have many road crossings, well you can imagine how that might drive people insane. However if the multiplicities passes a bylaw prohibiting the use of the horn/whistle, then they assume the liability for any accidents at that crossing. As mentioned in the last update the EGI has 4 yard tracks numbered from the east E1 to E4. Each track has 320ft of useable space, which is enough for 6 "Azura standard" freight cars. The lead track however is only long enough for a 10 car train. So a train is typically split apart into two sections of 5 cars. On average, 160 freight cars are transferred in/out of the EGI daily. The facility is therefore switched out by 16 trains in a day, which means 32 total train movements(16 northbound 16 southbound). In addition there are other road switchers servicing local industries, plus long haul trains coming to and from Cole Harbor. As you can image that's is quite a bit of rail traffic for a single track, hence the need to signalize the mainline in this particular area, as doing so greatly increased the track capacity. Time for the switching activates to begin. The reasons for not blocking a public crossing is quite obvious - in case emergency personal need to get by. Blocking Howland Rd. must be avoided at all costs as it is a particularly vital road since the area east of the crossing is isolated from the rest of the city due to the rail line and nearby highway. In addition the train may have to wait here for some time for another train to leave the EGI facility. Occasionally the RTC can forget about a specific train as there many be several trains they are monitoring and directing at a particular moment - sometimes a dozen or more! And then there are times when they decide to go out for a smoke break because its only you out there, sometimes they take too long though and keep you hanging for a bit. In-game pic's of the train movement ends here for a while as the UDI train disappears the second it touches the 4 track lot. In game reference of the yard The hand brake is typically located on one end of a freight car and can be applied by simply turning the wheel until it is tight. Trains cars can be separated from each other by lifting up the uncoupling lever Note to any would be vandals out there, you will not be able to lift the lever if the train is bunched in or stretched out. In simple terms the couplers in between each car have a heavy duty spring inside them and can move a little - if the cars are in either squeezed in together or pulled out from one another, the uncoupling lever cannot be lifted, which is how freight cars are usually left. Only when the engine is attached to the train can this arrangement be change. Forgetting to take off a freight car's hand brake can result in flat spots on the wheels due to friction created from the steel wheels sliding along the steel rail. If the rail cars with flat spots are not identified and repaired or replaced, they essentially act as a giant hammer slamming down on the track with each revolution of the wheel. This in term can cause the rail to buckle or break which can then result in a catastrophic derailment. The Railways now use whats called a wheel impact load detector to monitor the amount of force being applied to the rails in this way. A rail car impacting the rails above a set limit will trigger an automated alarm. That train will then be told to stop and inspect the car, if safe to proceed(i.e. the car is not already derailed) it may proceed slowly to the nearest place where the car can be removed from the train. However these detectors are only placed every so often and it's impossible to monitor the entire system. So employee vigilance is still key to preventing mishaps. Since the train will not be split up again there is no point in putting a handbrake on it when the engine brakes will hold the train in place. How do we know that the engine breaks will work? Because the train breaks are tested and inspected every day before it leaves the main yard, which in this case would of been Monton yard. If we were going to add more cars to the train the brakes on those cars would also have to be inspected before we could go on the mainline i.e. travel at high speeds. But in this case no freight cars are being added or removed, we are simply rearranging the order of cars in the train to facilitate loading. Shipping documentation much be kept on the train in case of an accident or derailment. For there it must be given to(if possible) first responders as soon as possible so that they know what exactly it is they are dealing with in case of a leak or fire. ...for a red light at signal 02. Unless he actually goes by it, then its no holds bar. In all: A little bit slower... That concludes the switching job at the Eastgate Intrermodel Facility, which I might add would be considered a relatively easy and straightforward switch IRL. Hopefully I was able to takeyouthere, a day in the life of a train conductor.