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akhilles

Show us your Railroads!

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Could he be using rivit's rail viaducts? Could that have to do with the problem?

 

Back to topic, I think that's a top-notch execution of what is not really a very probable solution. You see, in order to have a road cross a railway line, you'd probably not dig a long, long, loooong trench to get the railway line a level lower (great smooth slope, though!) and an equally loooooong rail viaduct. Instead, you'd just keep the rail line level and build a simple road overpass or underpass.

 

Your solution definitely makes for an unusual eye catcher, though, and nobody says you need to play it all realistic... ;)


-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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I just reinstalled it last week :(

 

I am a bit of a realism freak :))) And i didn't want the rail to itnersect the highway, and it was the only solution to make a viaduct and a tunnel. Trains do to their way of bring build need large curves and smooth slopes :))) I know i'm to much into realism :)))

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still a work in progress and i hope that in the next NAM there will be full RRW textures fot the rail overpass

 

 

You must have a rail viaduct mod somewhere thats overriding that, my viaducts have the correct texture:

 

f7f2a9f324.jpg

 

Now, I do have Rivit's RUM installed, unsure if that's what fixed them, but I believe they work fine out of the NAM box. ;)

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Is that using the roof from the Seattle stadium?

 

Nah. I'm pretty sure its not. Its an old download and its supposed to be a convention center

Thats a great pic LTW!


Go head Sixers

E-A-G-L-E-S EAGLES!!!

And Phillies

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Doesn't come off to me as Los Angeles. Interesting pic though...look forward to seeing what he does with it...

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nZDHRVm.jpg

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City of Capistrano operates a mass transit rail system called 'Coaster.'  Here the Moonlight Zephyr leaves the downtown station headed south with some sleepy passengers returning from a long day of work.

BGit202.png

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nZDHRVm.jpg

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@takemethere: That is some incredible multi-level railway work.

 

Very nice indeed.

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My MD on SC4Devotion (updated first)
And Here on Simtropolis
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"My mother always told me, 'Elwood, you can be two things in this world...you can either be Oh So Smart, or Oh So Pleasant.'

Well, for years I was smart. I recommend pleasant."
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Nice pic, but you could have leveled fewer tiles. Diagonal networks really need 2 tiles across, not 3. There are whole (leveled) street tiles adjacent to your track (literally "out of your track"), which are not required. And street tiles don't need to bulldozed either, dragging the track eliminates them. Experiment a little more, and you will see what I mean.

Sweet, I never knew about the bulldozing with track trick.

I made the right of way a little wider for the unimproved maintenance road that usually comes with rural tracks around here.

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Hello people! Today i bring you a work in progress update (so yeah the grid and UI are on). We focus today on Gotham district. I've build the rail network and something. I don't know the purpose of this rail ring but i have a similar one in my hometown.

 

BEL-AIR%2B%2528gotham%2529-Jan.%2B7%252C

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This slope mod I use is a real P.I.T.A bread slice to work with.

This indicates that you're doing it right (as in: using a mod that's actually realistic)! Fancy using wide-radius curves in addition to the slope mod? :lol:

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-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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I've been working on the logistics and distribution area located around the Passau Rail Depot. This image is of the tracks leading to that depot and Illford Railway Station. 

I know some people don't like this rail texture but I haven't changed to RRW yet as I hoping for future textures options.

7IKIGI.png

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Perseus_flag_50px.jpg.06052654fd8c31089019fa85ba438bc0.jpg     The Viceroyalty of Perseus     Perseus_flag_50px.jpg.06052654fd8c31089019fa85ba438bc0.jpg

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A recent train pic I thought I would share .12D3ply.jpg


  Edited by raynev1  

Updated pic
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Residing in West Virginia , Product Of Maryland , Viewer Discretion Advised . 

When I'm not on Simtropolis or playing SC4 HERE you can see what else I'm into . 

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Oh so many great photos :thumb:

I have made some myself testing the FlexTrack for the RRW plugin.

Overview%20Station_zps2dglvh2l.jpg

Double%20Crossover%20Testing_zpspgitre71

MRC%20R4%20and%20Compound%20curve%20Test

These will become available in a while! There are many more pieces. Basically everything except FAR content will be Draggable :D

-eggman121 (NAM Team member)

I really like that dual rail switch in your second picture . :thumb: I hope it will be available for all instances of rail texture options , that would be great .

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Residing in West Virginia , Product Of Maryland , Viewer Discretion Advised . 

When I'm not on Simtropolis or playing SC4 HERE you can see what else I'm into . 

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:drool:


I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

 

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UQBka9F.jpg

 

IeA17bU.jpg

wAD0DpJ.jpg

eDDmVUT.jpg

amA135L.jpg

CXKpTqC.jpg

hOuesPG.jpg

Ri17eir.jpg


  Edited by CT14  
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Kinross Rail yard which services freight trains and the commuter trains. This is the southern terminus of the commuter train network with Kinross Station (located in the top right) being the last station on this line.
Kinross-Aug.%2030%20061446500872_zpsh4pu

 

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Re-lotting SFBT Freight Car Sidings using Jestarr railcar props for a NA look. The SFBT lots' RRW compatibility made them a good starting point here.

Hz1mYoa.jpg

Aaand following the above re-lot, I spent half a day learning how to mod in earnest, originally motivated to get lots that were transit enabled on both ends for more flexible layout. As usual this required a lot of learning...

Here's the result so far: transit-enabled original lots with Jestarr's props, using new prop families to group railcar types together. I have a 1x5 with intermodals, and a 1x2 with mixed freight. I'm trying to figure out how to get these lots to butt up against one another, suspect I'm missing something about game mechanics that may prevent it. Jestarr's intermodal props fit nicely 3 to a 5-tile piece, while the other railcar props are around 1 tile in length. Overhanging props don't seem to affect the inability to plop one of these lots next to the other in-line.

8pnkSWj.jpg


  Edited by CT14  
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I'm afraid there is no way around that problem; it's a hardcoded game limitation. You cannot place transit-enabled lots end to end.

However, your idea of using overhanging props should work: If you can make the train cars extend far enough beyond the lot boundaries to place one regular rail tile between each transit-enabled lot and still have the result look like a coherent train, you'll get what you want. Those intermodal cars look long enough to do just that.

By the way, do you use different lots for each configuration, or do you work with prop families on one and the same 1x5 / 1x2 lot?

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-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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