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  • Undella bay. a city story.
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  • NAM 32 won't install
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  • A New State Will Rise SOON !!!!!
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  • The Begining Of A New Age.....
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  • The New Beginning
  • Anvers, Diamonds and Containers
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  • The & Region
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  • Gallivare
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  • The New Frontier - A SC4 City Journal
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  • THE UNITED SIMNATIONS (Est. Jan 2006)
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  • (SC4)。Gwaanjyut。関越。
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  • FUTURE CITY JOURNAL
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  1. Hello everyone, these are my first BAT creations, a set of modern freight cars props, based on freight cars you can see in North America. I decided to make them because the ones that already exists are based on old designs of freight cars, (designs used from 1940's to 1970's), or are a little bit unrealistic. So, as I couldn't find any others that fill my espectatives, I decided to make my own rail cars, based on rolling stock that can be found from southern Mexico to northern Canada. In this pic you can see a little bit of my work, some assorted cars in a railyard. Some cars are not noticeable, in next pics I'll show you the different types of freight cars and their different paint schemes I've made. So, please, tell me what you think about my work, I 'll appreciate your comments and opinions.
  2. Version 6.0

    87 Downloads

    This Lot is transit enabled and is compatible with NAM thanks to @RSC204 Budget cost 10 plop cost 100 pollution 0 power consumed 61 water consumed 0 capacity 2,000 Texture Packs BSC http://sc4devotion.com/csxlex/lex_filedesc.php?lotDOWNLOAD=1806 bsc Texture pack3 http://sc4devotion.com/csxlex/lex_filedesc.php?lotDOWNLOAD=638 BSC Texture Pack Vol 2 http://sc4devotion.com/csxlex/lex_filedesc.php?lotDOWNLOAD=90 BSC_TexturePack_Cycledogg_V 01b http://sc4devotion.com/csxlex/lex_filedesc.php?lotDOWNLOAD=1771 BSC_MEGA_Props_Misc_Vol02 http://sc4devotion.com/csxlex/lex_filedesc.php?lotDOWNLOAD=1903 SFBT_Railway_Props
  3. Version 1.0.0

    122 Downloads

    As requested by @MissVanleider (Thus the MV on the lot name) This is the smaller version of SM2 Heritage Roundhouse. (Lot size 14X14) The new distinctive name is SM2_MV_Heritage Roundhouse. (Lot size = 8X14) Cost to plop = 30,000 Cost to bulldoze = 3,000 Monthly maintenance = 220 Provides 34 jobs. This version will not allow trains to pass through however you can still connect the rail and street stubs to the game networks for a better visual effect. Dependencies The original SM2 Heritage Roundhouse and its dependencies. http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3500 or If you don't want the original lot to show up in your rail menu then just remove "SM2 Heritage Roundhouse.dat" from your plugin. The rest must remain in the plugin in order to have no issues with SM2_MV_Heritage Roundhouse. Enjoy Simmer2
  4. Version 1.0.0

    157 Downloads

    Hello everyone. I present you with SM2 Heritage Roundhouse. In the past, rail roundhouses were extensively used all over North America as a repair facility for trains, specifically locomotives. They were designed with that characteristic roundish design in order to take less real estate when building a train repair facility. Coupled with a massive turntable, they greatly decreased a rail yard footprint. There are a few still in operation (very few) and they are mostly used to house old and retired locomotives donated by railway companies. Sort of like a museum for engines. Some have been converted into retail space while keeping the nostalgic feel of days gone past by displaying old engines and equipment on the front of the building. This lot represents months of preparations and lots of specific props making. Together with a detailed and realistic custom base texture, I tried to capture reality as much as possible. Vester's latest train engines prop pack fits this lot perfectly due to the many angles he released. Also with the usage of a clever trick, you are now able to pick different textures (companies liveries) from 5 different texture packs he released along the engine prop pack. Once you install vester's prop pack you must choose one of his texture colors in order for the locomotives to show properly. The lot is 14X14 and is designed to allow either freight and passenger trains to cross the DTR section at the bottom of the lot, the other rail exits/entries will only connect visually and so will the street stubs. Plop cost 45,000 Bulldoze cost 4,500 Power consumed 190 Water consumed 120 Maintenance cost 220/month It will also provide 34 jobs. You will find it under the rail menu. This lot makes use of an extensive array of timed props with multiple angle designs in order to achieve a sort of animation with HD props. There are also many other timed props so that the lot looks livelier throughout the day. Action starts at 7am and keeps going until 6pm (closing time) after that time the lot will look empty because everyone has gone home but for one person and one vehicle, the night security guard on the left lower rail hut area. From time to time you may see overlapping timed props, especially at the turntable sequence, this is due to game lag and depending on the speed of your processor you may or may not see it. Wait a few game days and it will correct itself. Dependency list. BSC - VIP girafe beeches (v1.0) http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2995 BSC - VIP Girafe Walnut trees (v1.0) http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3461 BSC - VIP girafe common spruces (v1.0) http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2945 BSC - VIP girafe berries (v1.0) http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2888 BSC - VIP girafe chestnuts (v1.0) http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3049 BSC - VIP girafe narcissus (v1.0) http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2964 BSC - VIP girafe sparaxis (v1.0) http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2980 BSC BAT Props - T1 Vol3.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1764 SM2 Prop Pack Vol2 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3434 SM2 Prop Pack Vol3 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3499 VDK GEVo Props.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3472 VDK Proppack 3 - GEvo Engine Textures Vol 3E http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3477 I'm including one of the texture packs vester released on the dependency list. However you can choose any of the 5 he made. Lot custom texture and timed props exemplars are included. A big thank you goes to rivit for creating a single template for vester's out of the ordinary exemplars in order for me to make timed ones. Thank you Ron! Also, thank you vester for the engine prop pack and girafe for the ever beautiful trees and greenery models!! Enjoy Simmer2
  5. Spoke to use the one-way train track mode to make a train station and split the track so as it goes around the station. A double sided platform. How would I make the game recognize this as a stop? I am recreating the Chicago expressway stations
  6. Hello everyone and tank you for reading this message. I'm trying to compile a comprehensive list of all rail related lots ever release in the SC4 community. All rail lots that have rail textures, that is. Single pieces with no textures are exempt. Stations, railyards, industrial lots with rail textures etc. I will be testing everyone of them to make sure they conform with RRW format. I will create overrides for the ones that do not qualify so that we could have a unified ensemble. Therefore I would really appreciate if you could drop a message here with links to the lots. Looking forward to your input in the matter. Kind regards. Simmer2
  7. *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.
  8. Howdy all, Finally got a computer that can run skylines without it looking like a slideshow. Decided to fire up the old Blender and give a go at making assets. This is Suburban Station from Philadelphia. (the suburban trains terminated here, the station itself is certainly not suburban) Six tracks, underground. Direct underground pedestrian connections -- no more tedious under/overpasses. Still needs a lot of work, might be able to release this week, though. Questions for y'all: a. How do I get trains to stop in the right place? Right now they stop halfway in the station, and not centered on the platform. The platforms are long enough, I think. b. Is there a way to display transit lines underground? With 6 tracks to choose from it's really difficult to figure out where I'm putting lines. (I might reduce it to four tracks for ease of use if not.) EDIT: for reference, ~5500 polys and currently a 1024 x 512 texture sheet which will probably increase to 1024 x 1024
  9. Herein lies the problem: The short section of elevated rail between stations A and B narrows down to a single (bidirectional) path. Is it possible to configure signalling for this section of track so that trains will only enter it if it's clear? Cheers.
  10. Hello, excuse the language but I have been busting my ass all day trying to figure out how to create my own textured freight train box car in SimCity 4, like what this guy "Jestarr" did: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1572. I believe I have all of the tools but I just don't know where and how to start, I want to start from a maxis-vanilla (original) freight box car and re-texture it for example into a CSX box car? I know that FSH might be involved but I'm new to this type of stuff... Also, I'd like to figure out how to make multiple FSH files to have a normal box car, weathered box car, and a vandalized box car for example or something. For example, the file I uploaded "RHBoxSouthernPacific_109B5800to20.dat"... RHBoxSouthernPacific_109B5800to20.dat
  11. Hello, excuse the language but I have been busting my ass all day trying to figure out how to create my own textured freight train box car in SimCity 4, like what this guy "Jestarr" did: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1572. I believe I have all of the tools but I just don't know where and how to start, I want to start from a maxis-vanilla (original) freight box car and re-texture it for example into a CSX box car? I know that FSH might be involved but I'm new to this type of stuff... Also, I'd like to figure out how to make multiple FSH files to have a normal box car, weathered box car, and a vandalized box car for example or something. For example, the file I uploaded "RHBoxSouthernPacific_109B5800to20.dat"... RHBoxSouthernPacific_109B5800to20.dat
  12. From the album Railroads (S3-16-W)

    Pere Marquette 1223 steams through Lansing in the early fall of 1937.
  13. From the album Classic Model, New Lot (S3-18-C)

    Before voting, we recommend you download and try out this item of content: [Download Here] A while ago I made a promise to someone. The remake of a famous SC4 station originally designed with standard Maxis rails. I promised that I would re-do this wonderful station with RRW in mind and now it is a reality. With a few additions of course
  14. I don't know if anyone else has this problem - when I lay new tracks, the trains get stuck at the beginning of the new rails and appear to 'derail' but after a minute continue on their way. Is there away to avoid this?
  15. Somehow, asset editor doesn't work anymore, I can't add any trailers to my train, any ideas ? Do you have the same trouble ?
  16. raynev1 - Drift will come.... Next update. airman15 - The GTR comes later in a few updates.. KRMill09 - I use a mix of Conifers, Firs, Oaks, Maples, Chestnuts, ashes, bushes and lupins from Girafe, as well as Cherrys from Uki and neko. Takemethere - I decided not to bother making a clear way for the pylons and instead let the forest run right under it.. The pylons are already quite tall so I don't think the trees are gonna be of any problem in the far future. kschmidt - Well the river is straight because it is build using pieces from neko's japanese rural river.. -- Since the preparations are finished, I'll really start showing pictures from the actual project I had in mind. It's not much really, but I'm just going to showcase scenes inspired by the manga/anime Initial D. Right now for today will be just some shots of the main city, Akina. The next update will start talking about the protagonist of the mini-series. All pictures are available in full resolution. (1280x1024) It's really a pain in the bottom to fill large city tiles with farms and trees... Makes the game so slow when you add the shadows.. That's it for today.. I'll be back in a few days with more stuff to show.
  17. Welcome back to Kiel! Today we will be looking at the biggest suburb in the city King's Square. King Square train station is one of the major interchange stations within the city with trains around the entire region including the two airports. This train is the 1620 to Kiel Central. The area surrounding the station is really built up with housing shops, and a rugby pitch. What is also present in this area is the world famous Rod Laver Tennis Centre, home of all major tennis tournaments in Kiel. It has 10 tennis courts for matches as well as 5 for training as well as an administration building with offices, gyms and executive lounges. Many shops and restaurants are scattered around the ground, so that visitors can relax and enjoy themselves in between matches. Thanks for stopping by! Next time we shall take a look at the Kiel International Airport!
  18. Version 1.0.0

    465 Downloads

    SM2 Rail Service Yard 1. Hello fellow player. This lot is one of 2 of a STR (Single Track Rail) set I have been wanting to release for a while. So, I decided to make this lot a bit..uhmm animated. I achieve it by creating a few dozen timed props and some are in families. Every time you plop this lot some of the train cars will change configurations, furthermore, the service rail line (the one nearest the gravel road) will display 2 different convoys. Between 5am and 1pm you get the tanker cars and the first shift repair crew. One of the tanker blew the air brakes and you can see the crew making that repair. Between 2Pm and 4am you will get a convoy of train cars loaded with beets but one of the wagons has a very serious issue. The left front axle bearing retainers broke apart shearing the massive bolts therefore a crane had to be called in to lift the wagon onto a flatbed truck and bring it to a better equipped repair facility (I think they will write it off). 80% of the other train cars will appear and disappear according to preset times throughout the day in order to simulate activity It is fully rail transit enabled, just run the STR rail through it and watch both passenger and freight trains run across the lot. Custom texture included It requires power and water. It also provides 38 jobs. Open the zip and drop "SM2 Rail Service Yard 1" folder in your plugins and have fun. Many thanks go to eggman121 and mgb204 for teaching me how to code STR network. All of these dependencies are very common and I bet 99% of you already have them in your plugin. Simmer2 Dependencies. http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=338 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=339 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=791 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1263 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1416 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2349 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=746 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2489 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3364 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790 https://www.toutsimcities.com/downloads/view/1882 bldgprop_vol1.dat - http://sc4devotion.com/forums/index.php?page=9
  19. I upload a package of passenger ferries yesterday: VDK Mods, Ferries. Volume 01, Water Taxis:
  20. HI all, Is there any mod, or way in which I can use the train models for decorative purposes, such as creating full sidings and stations? Either the default Maxis models or custom content? I have looked in the Lot Editor but cannot find any of the models. Thanks for your help.
  21. Version 1.0.0

    1,485 Downloads

    Welcome back for more of my wonderful RRW lots. When locomotives (engines) and train cars need repairing they are brought to these specialized yards where repairs and reconditioning are conducted in order to keep the train fleet of a nation functioning. Well even our SC4 train fleet need repairs once in a while so I decided to make one for everyone to use. This time I present you with a very detailed replica of a real Train Repair Yard. As usual all textures are custom made for the lot for that touch of realism. Most props are HD therefore you must play the game in hardware mode to see this baby in all its glory. I modified it to be a medium wealth industrial lot thus giving your sims 98 manufacturing jobs. It will also allow both commuter and freight trains to traverse the lot for that real visual feel. The other rail stub will connect to the rail system visually only and so will the 3 street entry/exits. You will find it under your rail icon in game. A special thank you goes to mgb204 for creating the wonderful rail depot buildings, just in time for this project. For more details and if you wish to see new projects come to life, follow this link http://sc4devotion.com/forums/index.php?topic=17211.300 Have fun Simmer2 aka SM2 Dependencies http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=339 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=791 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1778 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2349 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1764 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1931 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=746 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3334 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=925 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1714 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3049 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2945 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2888 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2854 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3251 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2711 SM2 Train Repair Yard.dat (included) SM2_Train Repair_Yard_Tex.dat (included)
  22. • Update #4 || East Enokido Rail Line • ############################################################################## • Enokido is a town located between the bay of Saitama and the mountains of Handa. Enokido is a town with around 120.000 inhabitants and it is part of the metropolitan area of Saitama. Today we will visit the East part of Enokido which is mostly a residential zone • • There are two rail lines going through Enokido. One goes through the center of Enokido and the other one goes through the East part of Enokido. Today we will visit the "East Enokido Rail line" which has some interesting views of this part of Enokido • • The rail lines run along the Kasumori canal. This canal is used to supply water to this part of Saitama which has a great number of rice fields. As you can see the Kasumori canal is very close to the railways • • As I said, East Enokido is mostly a residential zone and not just that, Enokido is a old town and some parts still has the old Japanese architecture style, from the train you can