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Found 25 results

  1. Hi all.I have a problem,hope someone can help me.When i use the NAM pieces of the monorail this is what happens,i am posting an image to show.It happens not only with this piece,but all pieces.
  2. I've noticed there are a couple of multi-purpose stations included with the NAM that let you run whatever type of transit you want through them. The only problem is that the two lines must be perpendicular. Do any multi-purpose stations exist where the two lines are parallel? Also, do diagonal versions exist? Alternatively, does there exist a Monorail/Rail station? Or a Monorail/Elevated Rail station? And on a slightly unrelated note, are there any puzzle pieces for HSR or Bullet Trains over tram-in-avenue and tram-in-road?
  3. Is there anyway to cross monorail over these double networks? I was hoping high monorail could do it but can't find the puzzle piece for it. Would the only way to cross them be to split the EL rail from the road then transition it to subway or GLR? Thanks for any suggestions.
  4. first, I downloaded the Caribou Elevated Rail Station, which serves as the dependency for the Monorail version of the same station. However, even with the El-Rail version installed, the Monorail version still shows up as a brown box. any way to solve this?
  5. I tried connecting monorail to a station, but it only seems to connect in one direction, and not go through the station. It seems to have started with NAM 36 being installed on this, but of course, correlation =/= causation. And it's not slopes, it's on a perfectly 100% flat slope. Also, graphic settings are all at high and fully enabled. Because apparently that was a factor according to one person. And I am using BTM-NAM 36. Please help! I can't build my cities anymore due to this glitch! BTW, is there any way to kill the Eternal Commuter Bug with a .dll or is it that out of reach to fix? Sorry for the dumb question.
  6. I have a large monorail network between 2 cities- one residential, another industrial/commerical. The monorail works inside each city map- but no passengers are using the neihbor connection connecting the residential to the industrial monorail network.... Some help please? BTW, I also have a SHR network going on a similar line to the monorail. I find that freight seems to not use the surface rail much.... I wonder if I should remove the surface rail to concentrate on monorail.
  7. I run my cities based on elevated rail system and monorail. And I have some questions, please help! 1. To connect monorail stations in a main line for reality When constructing monorail stations on a main line, the sum of previous stations' passengers affects the capacity of the next station. Is there any way to solve the issue, such as elevated rail to monorail transition or a special monorail station not affected by previous passengers without constructing monorail lines seperated or changing the capacity of the station? 2. To modify the speed of transportation Of course I prefer monorail, because monorail trains show more frequently than elevated trains and the Sims prefer higher speed. But the reason I use elevated rail is because of the only better thing that its stations can be connected in a line. If No.1 is imposible, Is there any way to modify the speed of elevated rail as fast as monorail? 3. Disappearing trains! I hate that trains of monorail or elevated rail disappear, although it is not the last station! It seems unreal. And I enjoy watching trains traveling persistently and I want them to show more frequently on display. Is there any mod for this? Thank you for your help!
  8. Since I built my HSR line, I've noticed that it's way too slow. It's only slightly faster than elevated rail, and much slower than the HSR/monorail lines I've seen on Youtube. The actual network speed is fine, but the U Drive It speed is bugging me. Compare this: To this:
  9. I reinstalled SC4 as follows: OS: 7 PRO SC4: RUSH HOUR EA Retail Version Updates: EP1, BAT, BATupdate Mods: NAM I have loaded existing Regions/Cities that I had been working on. In cities that had monorails, they are now all elevated trains. Even the menu shows the elevated train graphic and not the monorail graphic. Any Ideas? Thanks! Buddy
  10. Tokyo Station

    Version (BTM and HSR Compatible)

    22,239 Downloads

    Tokyo Station is a large, multi-modal transportation hub intended for use in dense cities with a highly developed transit system. This station is intended to serve as the focal point of your network, allowing sims to easily transfer from one mode of transportation to another all within the same station. This gem of a station was originally created by APTX. With the demise of his site, many people have been left in the dark as to where to go to download his creations. Like the NAM-compatible Bullet Train Mod (BTM) and bullet train skins I have uploaded from APTX in the past, good faith is assumed. Credit should be given to APTX for creating this station. I am merely uploading it to the STEX for all to enjoy, with the permission of APTX and the Simtropolis staff. Anyways... onto the station: Dependencies: None, but I highly suggest you have at least the recommended downloads Recommended Downloads: Bullet Tran Mod (BTM) version 1 or 2, Network Addon Mod (NAM) Suggested Downloads: a Bullet Train skin for your monorail cars You can also use the HSR mod in place of the BTM. You can also use monorail, although that will look a little wonky View my BTM downloads here: http://community.sim...loads&mid=96537 Station specs: Capacity: 75,000 Networks served: Elevated rail, monorail (BTM), subway Cost: $35,000 Monthly Fee: $150 Size: 19x10 From front to back, the first 3 tracks serve elevated rail lines. The back two lines serve bullet train (monorail conversion). In the subway view (underground) there is a 1x1 tile near the centre of the station that is concrete. Run a subway line through it to connect it to your subway network. Simply extract the files to your plugins folder for it to work. The station will be found in your railways menu. Tokyo Station was built in 1914 and has been reconstructed many times. Its most major rebuilds took place after World War Two, in the 1960’s for bullet train compatibility, and most recently in 2011 for expansion. It serves as the main transport hub for Tokyo, Japan. More info can be found here: http://en.wikipedia....i/Tokyo_station If you have any questions or concerns about the mod please post below. Thanks and enjoy! -Haljackey Update: the issue with the platforms not appearing has been fixed. Please re-download this file if you experienced this problem.
  11. Version 1.0.0

    755 Downloads

    Short version: Yep, did it again. This time you can choose between 71 DATs which are different monorail train styles for the same 15 colors as in the Color Pack #1. However, the "A" in "Pack 2A" stands for the fact that it has only (!) my NewWindows version which I find visually more pleasing than the different window concepts of the default monotrain. Hint: For full enjoyment, I recommend the UV map fix for the default monorail. It fixes some graphical issues you might notice when zooming in closer on the monorail trains. Long version: In case you want more information. SimScientists still haven't exhausted all possible options in this new academic field - color packs - so the monorails they love to ride so much are getting another choice of colored liveries! The main surprise of the public were two things: - the exclusion of the old blue-ish roofs/tops of the monorails which are now either colored or in a nice clean white - the exclusion of the default small passenger windows in favor of the new bigger windows ... Sims like the view! 71 possible choices for the default Maxis monorail train model: - 14 colors with CS (Colored Stripe), WB (White Bottom) and CT (Colored Top) - 14 colors with InvertedOWS (OWS = Original White Stripe) ... it's not inverted like color inverted, it's inverted in that the stripe is now colored and the rest is white-ish - 14 colors with OWS and CT - 14 colors with OWS and WT (White Top) - 15 colors with a single color (= single) and CT ... yeah, this naming here is really messy. The 15 colors are (not following any official naming convention here): - Banana Day - Blue Ocean - Flashy Green - Fresh Green - Grass Green - Hot Pink - Intense Orange - Lazy Orange - Original Red (the default red) - Spring Green (yeah, another one!) - Turquoise (tortoise is the animal, this is the tricky color mix of green and blue) - Tropic Blue - Violet Blue - Warm Yellow (it's more like standard yellow in comparison to Banana Day) - White Grey (which only occurs in single color variations) What's in the box? Aside from the 71 DAT files there are 3 preview pics to help you choose the right livery and the readme. I hope to encourage others to include similar information in their projects to give the user the chance to remember what the file includes even when you open it after several months or so. Any dependencies? Nope, this is still a texture replacement for the default Maxis monorail train model. The DAT files only include the two FSH items for the engine and passenger part. You should know what that means - if you don't see the color, check that you have installed it in one of the Plugins folders (choose one!) and you are starting with the default Maxis monorail (or only slight modifications of it).
  12. Version 1.0.0

    392 Downloads

    Though you wouldn't normally notice it but at least the Maxis monorail models have some UV map (= texture positioning) problems. Just take a look at the orange rings in the picture to see what this actually means: This wouldn't be a problem for the average user but since I plan to create some monorail liveries that depend upon a good UV map I had to fix this before I upload any more stuff regarding the default monorail and its skins. Because the UV map depends upon the actual 3D model, this will conflict with any monorail model-related mods. The single DAT file contains just the S3D files for the engine and the passenger part though, so texture mods are fine (which is the actual purpose). So, if you enjoy a clean texture positioning, you downloaded some of my work for the monorail liveries (like my first monorail color pack) or just noticed this and you want it to stop, I recommend you to download this.
  13. Version 1.0.0

    483 Downloads

    After some 12-13 years of research, SimScientists unveiled their newest technological breakthrough - different colors for the default Maxis monorail - which they called: (for some reason) In all seriousness, I couldn't find a mod or file that just changes the color of the white-striped red monorail. So here are the files I created for my own use to share them with you! (Update: the additional MonoRail Color Pack 2A is available!) What's in the box? The total amount of DAT files is 59 here which split into 2x2xN color choices of some prominent colors (yeah, I'm going to use that word A LOT now). Why 2x2? It occured to me that the original white stripe on the default monorail texture is still quite nice but not necessarily necessary (ha!). So, that's your first choice: Do you want your monorail trains with that stripe or not? The second choice is: default windows or NewWindows. There are actually two kinds of windows on the monorail if you look closely enough - one set for the passengers and a different one for the train driver/front section ... Yeah, I did have a bit too much time at hand, so you have the choice of unified windows, too! In short: - 13 colors with Original White Stripe (OWS), default windows - 15 colors without OWS (= a single color), default windows - 15 colors with OWS and NewWindows (+1 experimental) - 15 colors without OWS and with NewWindows The colors are (not following any official naming convention here): - Banana Day - Blue Ocean - Complete Red (the default red but without OWS) - Flashy Green - Fresh Green - Grass Green - Hot Pink - Intense Orange - Lazy Orange - Original Red (the default red again) - Spring Green (yeah, another one!) - Turquoise (turtle is the animal, this is the color mix of green and blue) - Tropic Blue - Violet Blue - Warm Yellow - White Grey (which doesn't have an OWS DAT - duh!) Also included is a fancy readme and an overview image (1920x1920 px) of the whole package in pure JPG glory ... sort of. Well, you know, JPG is not that nice to the colors but it keeps the filesize down. Any dependencies? Nope. You only need the default Maxis monorail. Maybe make sure that you don't have another DAT changing the color of the monorail part or a model that replaces it. But you should know better - it's your Plugins folder, you know! Anything else I need to know about this pack? Well, don't feed it after midnight, I guess. It's a color/texture replacement for the default Maxis monorail, so what more is there to know? Oh, the filesize is almost 2 MB for the ZIP file, the single DATs are some 11-20kb. I hope you enjoy some variations of the monorail colors - if there's enough interest or if I have energy for other color schemes I might add them in another pack. 59 DATs are quite a lot for the first release, I think, even if you only end up using one of them! Hint: Use the UV map fix for the default Maxis monorail models as well to get rid of the annoying texture positioning bugs!
  14. Hello fellow SimCity 4 players and citizens/mayor-gods of other city-like artificial structures! After some 12-13 years of research, SimScientists unveiled their newest technological breakthrough - different colors for the default Maxis monorail - which they called: (for some reason) In all seriousness, I couldn't find a mod or file that just changes the color of the white-striped red monorail (don't correct me if I'm wrong!). So my mind snapped, learned a bit about messing around with DATs, Ilive Reader functions, PNGtoFSH conversions, photoshopping - and a few hours of "copy ID, remove, insert & compress, paste ID"-ing later I had a few DATs that I want to share with you. What's in the box? The total amount of DAT files is 59 here which split into 2x2xN color choices of some prominent colors (yeah, I'm going to use that word A LOT now). Why 2x2? It occured to me that the original white stripe on the default monorail texture is quite a nice touch but not necessarily necessary (ha!). So, that's your first choice: Do you want your monorail trains with that stripe or not? The second choice is: default windows or NewWindows. There are actually two kinds of windows on the monorail if you look closely enough - one set for the passengers and one different one for the train driver/front section ... Yeah, I did have a bit too much time at hand, so you have the choice of unified windows, too! In short: - 13 colors with Original White Stripe (OWS), default windows - 15 colors without OWS (= a single color), default windows - 15 colors with OWS and NewWindows (+1 experimental) - 15 colors without OWS and with NewWindows The colors are (not following any official naming convention here): - Banana Day - Blue Ocean - Complete Red (the default red but without OWS) - Flashy Green - Fresh Green - Grass Green - Hot Pink - Intense Orange - Lazy Orange - Original Red (the default red again) - Spring Green (yeah, another one!) - Turquoise (turtle is the animal, this is the color mix of green and blue) - Tropic Blue - Violet Blue - Warm Yellow - White Grey (which doesn't have an OWS DAT - duh!) Also included is a fancy readme and an overview image (1920x1920 px) of the whole package in pure JPG glory ... sort of. Well, you know, JPG is not that nice to the colors but it keeps the filesize down. Any dependencies? Nope. You only need the default Maxis monorail. Maybe make sure that you don't have another DAT changing the color of the monorail part or a model that replaces it. But you should know better - it's your Plugins folder, you know! Anything else I need to know about this pack? Well, don't feed it after midnight, I guess. It's a color/texture replacement for the default Maxis monorail, so what more is there to know? Oh, the filesize is almost 2 MB for the ZIP file, the single DATs are some 11-20kb. I hope you enjoy some variations of the monorail colors - if there's enough interest or if I have energy for other color schemes I might add them in another pack. 59 DATs are quite a lot for the first release, I think, even if you only end up using one of them! Oh, and by the way: I am new here, so I am a bit unsure about uploading and threading/presenting here instead of the LEX. Tell me if I am wrong to do this here this time michiyls_MonoRailColorPack.zip
  15. The monorail

  16. Canalside District

    From the album NAM Showcase - Monthly Challenge #5

    A nighttime photograph of New Concorde's Canalside district, showing the eastern reaches of the Central Concorde Expressway (top to bottom in image) within megalopolitan New Concorde, Trifort before it crosses part of the Vivec Ocean to reach the man-made Trifort Ocean City and the distant continent of Atmora. This district's most prominent skyscrapers can be seen along Hurricos Avenue on the narrow strip of land between the canal and the Glass River (right). Also of note are the main railway station in the Canalside district (top left) and parts of the monorail loop in Canalside (far right), which is one of two monorail systems in the Lower Trifort region.
  17. Solitude Proper Interchange

    From the album NAM Showcase - Monthly Challenge #5

    A picture of the interchange between highways T6N (top-bottom) and T5 (left-right) within Solitude Proper, an urban area on the island of Solitude south of New Concorde and across the Ebony River from the megalopolis. Within the interior of the interchange lie some of the largest residential superstructures in Lower Trifort. Off the left side of the image, the highway T5 crosses the Ebony River in two long double-decker spans to reach Division Island and New Concorde.
  18. This poll is to guide the development of the High Speed Rail Network and Monorail network and the NAM Team would appreciate your feedback on this Poll! So, If you have some time, Please fill this in. -eggman121 (NAM Team Member)
  19. Bullet Train Slope Mod

    Version

    4,717 Downloads

    This mod will give your monorail network an extremely restrictive slope, so be warned! The Bullet Train slope mod, originally created by APTX is now available for download on the STEX! -This mod was released as a part of the original Bullet Train Mod (BTM) which replaces the monorail network. -Due to it's high demand and hard to find download location, I have decided to make it a separate download for those who just want the slope mod. I have now made it available for your downloading pleasure! Simply extract the file into your plugins folder and you will be able to drag your monorail network with smooth slopes. This slope mod is extremely restrictive, as you can see in the attached screenshot comparing it to a road with no slope mod (default) that isn't very restrictive and the RHW Slope Mod which is moderately restrictive. The photo shows a comparison of the amount of tiles you need to drag your networks to reach the 'ground lifter's' height from the hole digging lots package. As with my other uploads to the STEX, good faith is assumed (such as my uploads from APTX in the past). Credit for creating this for this mod belongs to APTX . I have simply uploaded it here. I would also like to thank Caspervg for providing technical and background information surrounding this mod. Dependencies: None! Please post any questions or concerns you have with the mod below or to the BTM support thread. Lastly, enjoy creating realistic slopes with your monorail network! -Haljackey
  20. was wondering if someone can re-skin maglev for monorail please
  21. Hello. After downloading the newest version of NAM, I encountered the following issue: Uploaded with ImageShack.us As you can see, both my monorail (top) and el rail (middle) now appear to be missing some vital skin file. I can't imagine what this would be, though. Neither NAM nor the Bullet Train Mod have extra requirements, and I did not have this problem with the older version of NAM. Just to be sure, I reinstalled BTM, but the problem remains. Anyone have any advice on how to stop my monorails/el rails from looking ridiculous? Is this a known issue? Thanks!
  22. I was wondering how I can upgrade to a large monorail station? it looks like it uses a different set of tracks.
  23. Hello all, I'm having some issues with my monorail ATEX tubes mod. This has been apparent since 1.5 years ago when I last did work on this properly. I started again from scratch, but there's still this weird gap appearing in the monorail tracks. If I turn the depth function down in ilives, the tracks are still joined. It's only when the transparent tube is there with the default depth or greater, that this becomes an issue. Can someone help me minimalise or get rid of this bug? Thank you The issue isn't as prevalent when being built.
  24. Does anyone know where I can find a network for Gotham Rail? (One track over the other, heads through the struts rather than above) and stations for it?
  25. Hi, A question about mass transit layout that I did not see answered around here. Sorry if I missed it. What is the best way to lay out bus, train, tram, subway and monorail stations? I'm speaking from an efficiency and game mechanics point of view, don't care about eye candy or flavour. Don't mean to dismiss or belittle that aspect, but for this post I'm more interested in the mechanics. Personally, I consider train and monorail (or HSR) to be the long-distance fast travel. I.e. less lines, less stations. I design them to complement each other, not to double the lines. So if monorail forms one grid, train would be a similar grid translated in x and y if you get my meaning. But then one question is: why bother with train at all? Why not make just one finer grid with just monorail. Is there any benefit to having both? Bus and tram are the slower but finer transit. So lots of stations. And again similar question: is it better to combine tram and bus stations, or make 2 offset grids, one of tram stations, the other of bus stations? I'm unclear about subway. The tram is essentially subway as far as the game is concerned, so it also suggests more stations, in a fine grid. Should they also be combined with bus and tram? If so then we have one grid, that is tripled, i.e. sims can get from a to b using 3 different ways of mass transit (at least, not counting train and monorail for now). The advantage is a fine grid with a high capacity (triple). The disadvantage is that, regardless of the means of travel, you hit lots and lots of stops. So I expect longer commute times. That's why I prefer the offset grid approach. Each grid has less stops, i.e. hopefully faster commute times, but as a whole your city is well covered with mass transit stops on almost every block, of one kind or another. What's your strategy? Sorry about the long post Any thoughts are appreciated! Cheers
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