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Ground Lightrail MOD - support

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Elgoalio,

I think the NAM Capacity files just alter the capacities of the networks. I don't know about the train car capacities because I don't use them. I only use the standard settings with Perfect Pathfinding.
The train car lengths affect both the elevated rail/GLR trains and the other train systems (passenger rail, monorail). So if you set the train length to 3 cars, all the trains will have 3 cars. Freight train lengths are handled by a different property.

-Swamper77

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Date: 2/13/2006 12:46:15 AM Author: Swamper77 Elgoalio, I think the NAM Capacity files just alter the capacities of the networks. I don't know about the train car capacities because I don't use them. I only use the standard settings with Perfect Pathfinding. The train car lengths affect both the elevated rail/GLR trains and the other train systems (passenger rail, monorail). So if you set the train length to 3 cars, all the trains will have 3 cars. Freight train lengths are handled by a different property. -Swamper77

Ok then, how do I change it because with the English-style electric trains I use, 3-car trains would not both me.
 
-Josh
--Toronto, Ontario

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There is no real train car capacity. The lenght of the trains is determined by the actual congestion of the rail (el-rail,...) line. For changing the number of cars, open the automata plugin that you're using (comes with the NAM) with the Reader and search the Commute Train Length property. It has two values, the min. and max. number of cars. Change it to 0x01, 0x03 or something like this, click apply and save the file. As Swamper said, this will affect all passenger trains, including rail, el-rail and monorail.

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Sorry if this is in the wrong but I'm kinda busy this morning.Could someone please from the GLR team convert the Rail from Goobers Heliport to GLR.Thanx

  Oh the Rail is a great idea for those who like using Rail but I have gotten hooked on GLR.Thanx for considering this idea.1.gif

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I appreciate you getting back to me on this issue but if I'm the only nut job with this idea well don't kill yourself doing it.

  The idea was to have a option of Rail or GLR.If Rail was done like GLR then Rail would be great but some nut job thought Rail should be layed like a Road.
 
   Rail is layed in sections.Thanx for considering this idea.1.gif

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Date: 2/13/2006 9:13:51 AM Author: Andreas Roth There is no real 'train car capacity'. The lenght of the trains is determined by the actual congestion of the rail (el-rail,...) line. For changing the number of cars, open the automata plugin that you're using (comes with the NAM) with the Reader and search the 'Commute Train Length' property. It has two values, the min. and max. number of cars. Change it to '0x01, 0x03' or something like this, click 'apply' and save the file. As Swamper said, this will affect all passenger trains, including rail, el-rail and monorail.
quote>
This may sound like a really dumb question, but what Reader?
 
-Josh
--Toronto, Ontario

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No that is not a stupid question. The Reader or iLive Reader is a modding tools just like DatGen.

But remember the rule: search first, then ask questions.


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Date: 2/8/2006 8:03:06 AM Author: Andreas Roth @mpetryni: You could also use the tram models for regular el-trains, but depending on the usage, the trains will have up to eight or nine cars - which looks a bit odd, I guess. Regular trams don't have more than two or three cars at most, that's why we made the cars invisible and only use the engine.
quote>
That makes sense. I just sorta wanted to know if there was a way I could change the standard GLR tram to either show the cars or maybe show more than one engine in like, a train? It may not necessarily be realistic. I tried tweaking the Commute Train Length exemplar everyone was talking about but it didn't seem to change anything: I just still have the single GLR tram engine.
 
Anyway, it's not really a big deal, I'm just trying to figure out how to modify it. I'll try using the models for the regular el-trains instead. Thanks a bunch for your help, guys. The GLR is excellent!! Thanks for all your hard work - much appreciated.

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Which tram mod are you using ? There are some tram mods which is just an engine (and some invisble cars).

If it's the tram mod you showen on the previous pages that is a speciel mod. The tram in that mod spawns from a building (the station). The same has been done from the SFBT Trammuseum.
It's only possible to spawn a one unit mod from a building.
The Commuter Train lenght doesn't affect this.

I have release a few trams like the Budapest and the Kiev. This are affected by this constant. This can also be use toghter with the SFBT Tram mod (if I have understand it right, Andreas please correct me if I am wrong).


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Yeah, it's the standard GLR tram that comes with the four basic GLR stations - a red, blue, green and yellow one (I think this is the SFBT Tram Mod - so maybe it's not standard after all). I believe it does spawn from the building. If you can't spawn any more than an one unit train for the building, that would indeed explain why I'm having so much trouble. I was under the impression that it was possible to have more cars than the engine and it was just modded not to for realism or to save the trouble of having to make car models or something. I don't know I'm not really very well-educated on the subject of transit modding at all.

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Well there are some confusing about this STBT Tram mod. The first tram mod was for standard rail and included this stations and trams. They have been mod later to spawn the GLR-tracks.

Well about your education. Don't worry about it. You get a long the way, sure about that.


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Hello,

I think this is the right place to post this.
 
I've recently played with Ilive reader and the SFBT Trams (the red-green-yellow-blue coloured ones), and found a workaround to avoid trams and el-trains mixing together on the glr tracks WITHOUT disabling the El-Train Automata.
 
First of all let me say I did this for my own cities only, because I like often to play UDI and really didn't like the EL-Trains running on the tram tracks. However I didn't want to loose the el-trains so I removed the no-eltrain-automata file.
This is why I won't post any modified file without explicit authorisation and/or permission by their own authors (that surely are able to apply this mod even better that the way I did). 2.gif
 
I'm posting this just to hear comments on my first (and very very small) mod experience. It may also give an idea to the SFBT team for the next release, if they found my idea to be good enough.
 
I edited the stations' files, such as BSC_SFBT_glr_light_rail_station_blue.SC4Lot for the blue station.
 
Then I edited the OccupantGroups property, removed El-Train and put Subway (0x00001303 changed to 0x00001302).
 
Then I modified the Transit Switch Point property, changing all the 0x07 values (El-Train) to 0x06 (Subway).
(this has to be done for all the 4 sfbt tram stations)
 
Back to the game, the tram station acts as a subway station! When I place the tram station the game goes in the underground view. Then I connect the tram stations with a subway tunnel, along the tram line I decide to build.
Back to the normal view, I put the elevated rail tracks on the tram station (as we ever do).
 
In the pics below you can see the result!
 
1) The Tram stations still work and allow sims to move. They GET used as subway stations. Subway and El-Train is the same network, so the commute time and the network speed should be the same (at least I suppose so).
 
2) Trams run on the ground view with no problems at all!
 
3) NO EL TRAIN CARS appear in the ground normal view. Yes, they run in the underground view. But we just can't see them (unless we want to by switching the view to underground).
 
In the meantime, regular EL-Train networks still work with the trains running along them.
 
 
Image2.jpg
 
In this pic you can see the tram network as it looks on the surface. On the left, you can see that the El-Train UDI is disabled: the tram stations now act as subway stations, so do not enable the udi nor the spawning of el-train automatas.
 
Look also the panel, the stations get regularly used by the sims!
 
 
Image3.jpg
 
The path of the sims. It shows the using of tram stations, confirming the fact that they get used.
 
 
Image4.jpg
 
And this is what we see changing to the underground view! The tram stations are connected by a subway tunnel, so the El-Train cars do run in the subway view. This is why they won't appear on the surface, virtually giving the idea that a real tram-only network has been created.
 
 
 
At this time I've not tested it yet in a big city. I did my tests in a little city built just for this.
Tomorrow I'm going to add the new stations to my Spira city, just to see what happens and if all goes well also in a very populated city.
 
 
Hope that someone will like my idea. 1.gif At least, you now know also how to apply it to your game if you want.
 
 
NOTE: placing no-modified glr stations on the glr will cause the el-trains to appear, spawned by those stations (such as the GLR Tonkso).  Using them for trams with this mod would require to apply the same modify to them too.
For example, in my city I have the SFBT Tram Museum, and have had to modify it too making it act as subway station as described above in order to avoid the el-trains to appear on the tracks. 1.gif
 
Just tested the modified station in my Spira city, and everything work really fine! I'll update my CJ soon with some shots. However I had to bulldoze and rebuild all the tram stations.
 

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Wow, that's a very creative approach, I would have never thought of that! 1.gif Depending on the layout of your el-train/GLR network, some el-trains might still go through the tram stops when using the el-rail/GLR ramp (but won't use them - have you checked if they stop, though?), but in most cases, you're able to use el-rail independently from the trams indeed.

I'm not sure if I should include that mod in the official release, since a lot of people are already using the stations, and I also think that not everyone is willing to place GLR puzzle pieces subway tubes, but feel free to publish this mod on your own (and provide support, since you probably know best what could go wrong when people use it).

Since I didn't create the station BATs and lots as well as the trams, but used them with permission, you should put the modified exemplar files into a DAT file and publish them as mod - or even better, create new lots (save as... in the Lot Editor is the easiest way, I guess), so they don't interfere with the original ones. If you need any help regarding modding, don't hesitate to contact me. 1.gif

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Date: 2/22/2006 9:37:47 AM Author: Andreas Roth Wow, that's a very creative approach, I would have never thought of that! 1.gif Depending on the layout of your el-train/GLR network, some el-trains might still go through the tram stops when using the el-rail/GLR ramp (but won't use them - have you checked if they stop, though?), but in most cases, you're able to use el-rail independently from the trams indeed.
quote>
Hello,
 
thanks for your comment. 1.gif Yes, with a ramp it's possible for El-Trains to run on the GLR tracks, and I think this it is fine for me, so that it's still possible to make my Elevated lightrail trains go on glr pieces if I want to, while if I don't want them to run on the glr tracks I use for trams I simply don't place any ramp. 5.gif
 
El-Trains don't stop at the stations, while trams do. This could be due to the fact that the tram ID is included in the occupantgroups property while the El-Train ID is not.
 
Of course I know that this mod is just for the Sfbt tram set, people that prefer to use the el-train skins for trams won't need this. 1.gif
 
 
I'm not sure if I should include that mod in the official release, since a lot of people are already using the stations, and I also think that not everyone is willing to place GLR puzzle pieces subway tubes, but feel free to publish this mod on your own (and provide support, since you probably know best what could go wrong when people use it). Since I didn't create the station BATs and lots as well as the trams, but used them with permission, you should put the modified exemplar files into a DAT file and publish them as mod - or even better, create new lots ('save as...' in the Lot Editor is the easiest way, I guess), so they don't interfere with the original ones. If you need any help regarding modding, don't hesitate to contact me. 1.gif
quote>
 
Thanks for the infos, I will soon publish my mod then. 19.gif I'll write also a small html help file with pics to explain better the way it works.
I know how to build a dat file with exemplars, never worked with the LotEditor yet, but I'll try it soon trying to create brand new lots.
 
I was also thinking that I still have to figure out if actually the GLR Tram Depot spawns el-trains or not (I suppose so). In case, I'll mod its exemplar file too in case people would like to use it with the sfbt tram mod I was talking above. 1.gif
 
 

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Date: 2/22/2006 10:25:26 AM
Author: Cloud Strife
Thanks for the infos, I will soon publish my mod then. 19.gif I'll write also a small html help file with pics to explain better the way it works.


I know how to build a dat file with exemplars, never worked with the LotEditor yet, but I'll try it soon trying to create brand new lots.
quote>

Well, if you're familiar wht the Reader or other modding tools, you can also simply change the IDs of the exemplar files to create new and independent lots. I just thought it's easier with the LE, since you don't have to worry about what IDs to use, and where to look. One minor issue is that the LE won't save custom-added fines (such as new PNG icons or LTEXT files), so you would have to add them manually afterwards.


I was also thinking that I still have to figure out if actually the GLR Tram Depot spawns el-trains or not (I suppose so). In case, I'll mod its exemplar file too in case people would like to use it with the sfbt tram mod I was talking above. 1.gif
quote>

If I'm not mistaken, the tram museum doesn't have any el-train station occupant groups included. The tram stop for the museum tram is merely eye-candy to simulate a tram stop for a museum ride (but not actually carrying commuters).

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Hello to the forum!

I already talked about this on the old forum on the Ground Light Rail Mod topic, but I'm unable to find that topic with the new forum (it was id 62044 on the old forum, I still have it bookmarked, but yet I'm not able to find it here 15.gif ) so I'm opening a new topic.

Since then I've worked more on my idea of the tram network, and modded some other trams and stations.
My idea is to convert the traffic of the old tram network (expecially of the SFBT mod) to subway traffic. This way the EL-TRAINS won't get mixed with the tram cars and you can have two (apparently) SEPARATE NETWORKS: one for trams and one for EL-TRAINs.

With this mod it's no longer required to disable the EL-TRAIN in order to have trams, NOR changing the EL-TRAIN skin to a tram one!
This way I (and I hope you too if you will like it) can have a dedicated tram network on the GLR tracks, where only the trams I want run (depending on the stations I place), and a separate EL-TRAIN network on elevated rail tracks or glr tracks. As long as I don't connect the two networks (with ramps), el-trains and trams run on their separate railways without mixing together!

How this is possible? I simply converted the tram stations to subway stations. So the El-Trains will still run but... in the subway! So you WON'T SEE THEM in the ground view! And the stations will STILL WORK and get used by the sims!

So far I've modded many other trams and stations to fit my mod. I've also done a new city that I will soon publish on the CJs. So I did this mod for myself, but supposing that some other people could like it too, I dediced to talk about it on the forum.

Anyway before making it available for download, I have to request some authorizations to the authors of the models I have to include (expecially for the skins changed to new instances, I have to include the model). Being down the STEX, I'm not able to contact all the models' authors yet, so I'll have to wait for the STEX to be up again.

Anyway at this URL you can find a brief description of what my mod does, how it works and what's included in it.
This is a sort of Readme html file (with PICTURES) that I did in the hypothesys of publishing this mod some day.

http://www.eclatami.org/simcity/tram_mod/Readme_english.htm

If you find a model done by yours in these pics and want to give me the authorization to use it, please contact me. Contact me also if you don't want me to use your model for the public release of this mod! I will promptly remove it.

At the bottom of the page there are the credits for some models. I found them in the readme files included in the zip file downloaded from the STEX. If these people are reading this thread, and agree to let me publish my mod with their models, please let me know. If you don't want.. let me know it too. 4.gif

Just to give you an idea BEFORE you go to the url written above here are a few pics (so you can decide from now on if this topic interests you or not).

Please note also how many U-Drive-it trams I added. 4.gif

Hope you will like this topic, I'm looking forward your opinions, ideas and suggestions.

Cloud.

post-154427-1298505895184_thumb.jpg

post-154427-12985058994773_thumb.jpg

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thanks! maybe I did a wrong search typing "light rail mod" "glr mod" and similars. 4.gif

If a moderator is reading this message, I wonder if it would be possible to move this topic in the Ground Light Rail Mod thread.

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Well that is an flow in the game itself. When you hover a puzzle piece over transit enable lot like stations, the game craches. Lay out the tracks and leave room for the stations. Last place the stations.


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hello is there anyway of removeing the tram spawning features from some of the GLR stations out there, personally I like the El-Train skin I have, and want to keep it, but at the same time I want to have some of the great GLR stations out there, please help????

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is there anyway that you could create a dragable version of GLR, like the elevated rail networks

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it's being worked on by smoncrie (i think), but it's nowhere near completion, and the complexity of the project may very well mean it will never be completed.

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PGWrules: Please read the topic title: It's a support thead. If you had taken your time, you would have found the right thread and seen that the NAM team is working on it. It's going to take some time.

(there is a link to the GLR general thread in an earlier post on this page. It's either there or in one of the NAM threads)

But when will it be release: When it's done, that is the answer you can get.

BTW: Welcome to Simtropolis. Hope you will enjoy your stay.


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