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8 hours ago, WolfZe said:

But..........  I'm selfish.  *:8)
Until Christmas all this is certainly not ready ! Who the hell puts such a huge power plant in his city, except me ? *:???:
I will never upload that .... *:P

OK, so you're selfish. Bad Santa..*:) 

But. To answer your question : you underestimate a player's imagination. Sometimes a lot fires it and we can organize a whole tile around that lot. I know I have done so and will undoubtedly do it again.


Come and visit. We got home made cookies. http://community.simtropolis.com/journals/journal/5386-pr-crastinas-travels-sc4/

By the way, we also have cookies at Tariely's Little Shop of Relots (and Lots)

 

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24 minutes ago, tariely said:

OK, so you're selfish. Bad Santa..*:) 

But. To answer your question : you underestimate a player's imagination. Sometimes a lot fires it and we can organize a whole tile around that lot. I know I have done so and will undoubtedly do it again.

Good, when everything is ready, do you get the whole giant puzzle, promised. *:D

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The second boiler house and the transitions to the next buildings stand.

MO1.thumb.jpg.d4dc820b3bc904572a76eda48974707c.jpg


Still much space to fill.

MO2.jpg.a76c67c17b61d1a9b14c8cdb8894cbef.jpg

 

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2 hours ago, tariely said:

OK, so you're selfish. Bad Santa..*:) 

But. To answer your question : you underestimate a player's imagination. Sometimes a lot fires it and we can organize a whole tile around that lot. I know I have done so and will undoubtedly do it again.

2 hours ago, WolfZe said:

Good, when everything is ready, do you get the whole giant puzzle, promised. *:D

I'll second Tariely here, you might be surprised how many people would be interested in such works. Sadly many CJs/MDs have been decimated over the years when image hosts changed terms or shut down. But certainly plenty of players have devoted very large areas to a big complex based around power, not that I can find one for reference right now. Having more tools at our disposal for recreating such installations is a boon, because let's face it, a 4x4 lot doesn't shout realism.

Not that I would want to bully anyone to release stuff, but even if you only upload the models to save time, I guarantee you someone will be grateful and make use of them.

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Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

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1 hour ago, Simmer2 said:

Revamped almost all textures, changed and fake-bump tricked the wall texture. Added several more detail (windows. doors, arch entrances etc)

Still more to do....stairs, connection bridges and a few more things.

Simmer2

F2.png

F3.png

Nice improvement - separating the turret floor and rampart textures from the walls, really adds realism and depth...

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The two machine houses with connection for the flue gas desulphurisation

MKH3-2.thumb.jpg.491341348bec6f20162adaa1142c9c93.jpg

MKH3-3.jpg.62884c4b116af14b824e4aad2e5d90f8.jpg

MKH3-4.jpg.6def149f48f865b3a2a7a4aa6758ad03.jpg

MKH31.thumb.jpg.a9f760c7bb0021e404fda38282220407.jpg

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That's a nice station. The transition form ground to elevated rail is a little too long. Is that part of the current NAM or is that a new mod?


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@Tyberius06: I think it's a feature of the new NAM. However, @VALASatoshi, if you're going for realism, you could also switch the overpass and make an avenue bridge instead. Trains are much less slope-tolerant than road vehicles, so you'd typically try to avoid any unnatural gradients. I guess you can also make some pretty nifty constructions using the elevated avenue pieces, including an elevated intersection with the road that runs parallel to the rail line.

@Simmer2: No way it is close to finished! I would expect some lizards enjoying the sun on the warm stones, plus some ants crawling around... maybe some horse droppings, too... in short, your model is totally devoid of any detail. This is utterly unacceptable. :noway:

[Yes, I am kidding.]

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I disagree. I think the elevation change is perfect... esp when looking at the real station. The rail goes over a large road, and goes down in elevation and at the end of the station goes underground. Either way I’m not going for realism I’m going for what I want and what the game can do. I’m not going to go learn how to model just to make a brand new elevation change that fits perfectly with the existing props and textures especially when what’s included with the NAM ismore than adequate. And I also want to make some buildings overhang under the rail. Matt also made wonderful el rail stations. Didn’t think I’d be posting defending my decisions

8064191A-427C-450E-89F4-D67C232F54EB.jpeg

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13 minutes ago, T Wrecks said:

@Tyberius06: I think it's a feature of the new NAM.

I think you meant to reply to @jmsepe. I haven't posted anything here for 2 weeks now :). But yepp, that's the new L0-L2 (15,5m) direct ERRW transition which would be more realistic than the old puzzle piece based 4-5 tiles long one, which seems to be too steep for real life rails. With the ERRW the shorter ramp got the L0-L1 (7,5m) transition and the L2 got the longer ramp.

You can still find in the NAM the old Puzzle Piece based shorter and steeper L0-L2 transition ramp, but it doesn't have those flexible effects than the ERRW ramps.

- Tyberius

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I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

Now I'm part of the NAM Team and the RTMT Team.
I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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1 hour ago, VALASatoshi said:

defending my decisions

Well, that word seems a little big now, seeing how nobody attacked them in the first place. *:) I explicitly said "you could also" - if this sounds like an attack, then how would you expect me to word it to clarify that I only intend to offer an additional option that you may not have had on radar?

It's sad that I should even have to write this, but of course this is your creation alone (which I gave my Like to with a thumbs up, by the way, because I think it's pretty awesome, makes for a lovely picture and I genuinely, well... like it!), of course you are free to do as you please, and of course you don't need to defend or justify anything. "I'm doing it like this because this is how I roll" is, has always been, and will  always be, totally fine - be it explicitly by stating it or implicitly by ignoring any comment and sticking to your original plan.

This being said, you are also 100% right that the rail goes over the road here. I just "travelled" to Melbourne using Google Maps, and I saw that, in fact, the entire complex seems to be raised relative to the bridge across the Yarra River - here's the view from Queens Bridge. Not that this has to matter for aynything, of course. It's just a very interesting setup, I think.

In any case, I'm curious to see the station once you've aded those buildings under the elevated rail and finished the surroundings. All of your projects have been a delight to look at so far, and this one is no exception. *:)

@Tyberius06: Whoops, you're right - I screwed up there. Thanks you for leaving that additional info on the rail viaducts after I summoned you for no reason, though. *: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 |=-
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Two more transitions and a building, then the power generation is finished.
Then it goes on with the ash storage, the ash return and the loading units at the port.

moorburg.thumb.jpg.2fb1cc6c76a87a2b6e335d484211bdc4.jpg

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Great stuff there! I particularly like the diagonal slope-conforming sound walls. *:)

By the way, @Tyberius06, seeing how you have become pretty much a transportation / FLUPs / pathing expert by now, I was wondering if the NDEX tunnel portals have ever been on your radar? I recently came across them again, and they are impressive models for sure.


-=| 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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So, all the gaps closed and all transitions made.
Thus, about half of the plant is done.
So far, there are 23 different LOT's.
Let's see how many will be left.

moorburghalf.thumb.jpg.ea79e17894743af5bc8531e8b86e4a2e.jpg

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16 minutes ago, T Wrecks said:

I was wondering if the NDEX tunnel portals have ever been on your radar? I recently came across them again, and they are impressive models for sure.

Thanks!

I don't know which portals you do refer to. I remember one which called NDEX Rail to Subway Transition, but It might have actually custom paths. (I just checked, it has). Could you send links, and I check them. 

Thanks

- Tyberius

 

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I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

Now I'm part of the NAM Team and the RTMT Team.
I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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1 hour ago, Tyberius06 said:

I don't know which portals you do refer to. I remember one which called NDEX Rail to Subway Transition, but It might have actually custom paths. (I just checked, it has). Could you send links, and I check them. 

I meant these two, for roads and for avenues, respectively. Unfortunately, it looks like the road/avenue texture is baked into the model, though. Otherwise, these things could even be repurposed. Anyway, I think they belong to the best-looking tunnel portals there are. I thought these might be interesting for you when you FLUPify or otherwise mod something. If not, that's all right - I figured it'd be worth a shot at least. *:)

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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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A coal loading crane for the dock of the coal power plant.

20 meters rail distance at the base. 80 meters high

Verladekran.jpg.2b10a5cc466e9f34f5be684d546baaca.jpg

 

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The cooling tower is placed.
The hybrid cooling tower ensures the operation of the power plant, as long as Elbe water can only be used to a limited extent for continuous cooling. This is the case, for example, with high water temperature, low headwater runoff and low oxygen content of the river.
For urban planning reasons, the cooling tower has to meet two requirements: low height and only small formation of swaths. At 60.5 meters, it is significantly smaller than the approximately 200 meter high natural draft cooling towers. Steam billows are largely avoided by the use of fans, which are switched on in certain weather conditions via a weather station.

CT2.thumb.jpg.63453df0e5953fb8eaf6eade1f650691.jpg

CT1.thumb.jpg.989522042a15e68e4b269cee81a26381.jpg

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