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MushyMushy

Mushy's Random BATs

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31 minutes ago, T Wrecks said:

You know, you get lots of praise, and that's deserved and all... however, I see a serious problem with those pipelines that hasn't been adressed yet. The problem is this: If you use these pipelines next to any other props, the other props are going to look bad in comparison, and you'll end up having to remake it all! :rofl:

 

Uh Uh I have to agree with that statement. :D The pipeline stuff is so good that it kind of break the game. :ooh:

Seriously the HD is a bit of mixed blessing. It can take the game on a new level, but does make some older work look obsolite.

@MushyMushy These are only a preview pictures I know, but I think nailed the grime spot on.

 

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This thread's the place to be today!  All of these additional pieces add so much modularity to the set — and they look good, as usual!

:thumb:

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giphy.gif

These pipelines are... absolutely, thrilling, to, behold!

 

 

 

 

 

 

 

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Dear sir/madam/whoever will read this!

This profile is now defunct.

Computer problems and issues with accessing my Imageshack account meant My SC4 CJ Scrapbook was lost and utterly irretrievable. This setback put me off SC4 for many months.

Apologies for the inconvenience and for the lost pictures.

But that SC4 itch did not go away and it had to be scratched! I have started afresh with a new account here- The British Sausage

The URS is a spiritual successor to the SC4 CJ Scrapbook.

With this update this will be the last time I visit my original Simtropolis account- admin/mods feel free to remove it or do whatever you need to do. I have no further use for the Ln X (BLANKBLANK) account.

 

With regards, Miles Saunders-Priem aka. Ln X aka. The British Sausage

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The pipelines are so detailed and badass. Brilliant work! :thumb:

On 14/6/2016 at 1:07 PM, T Wrecks said:
  • 2006: "Hey folks, look at my awesome CBD and the seaport, and the beach promenade, and that industrial area, and whatnot - all on a medium-sized tile!"
    Audience: Ooooh! Aaaaah!
  • 2016: "So here's my large tile. It is home to a highway interchange and one half of my oil refinery. Yeah, you can also see a gas station near the edge of the map."
    Audience: The curve radii of those rail tracks leading to the refinery are too narrow. Otherwise quite decent, buddy.

f1a.gif

So true, man! :lol:

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"If you try to please everybody, you often times end up pleasing nobody, especially yourself. When somebody offers to do a favor for free, like making a mod for SimCity 4, you shouldn't be overly critical of something generously given to you. In other words, you shouldn't look a gift horse in the mouth." - Twilight Sparkle after playing SimCity

"Being a mayor or a content creator for SimCity 4 is a heavy responsibility, Patrick. Each city and each custom content is like a child, and must be treated as such." - SpongeBob Squarepants after playing SimCity

"Without deviation from the norm, progress is not possible." - Frank Zappa

"The wisest men follow their own direction." - Euripides

Welcome to Fairview, my new city journal *:D

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On 6/14/2016 at 5:07 AM, T Wrecks said:
  • 2006: "Hey folks, look at my awesome CBD and the seaport, and the beach promenade, and that industrial area, and whatnot - all on a medium-sized tile!"
    Audience: Ooooh! Aaaaah!
  • 2016: "So here's my large tile. It is home to a highway interchange and one half of my oil refinery. Yeah, you can also see a gas station near the edge of the map."
    Audience: The curve radii of those rail tracks leading to the refinery are too narrow. Otherwise quite decent, buddy.

LOL so true, the tiniest details of those journals are heavily scrutinized upon when you use mods :rofl: 

Anyway, those pipes look great! :P 

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"Scrivo una lettera dall’inferno ma non la leggerai"
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And this is the reason why so much people believes we are living on a computer simulation: it is simply too much plausible, because our own simulations are too much realistic. Your work is a huge leap forward blurring that line.

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matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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Ford F350, Chevrolet Express, Ford F250, Toyota Hilux. The fact that you can even see what vehicles they are is just a testament to how amazing your modelling skills are. :)

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 1947 - 2016 

 

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That rail yard is a ridiculously huge project but would truly be something to behold, wish you the best of luck completing it.
On another note just the other day I was mulling over the idea of making some steel pipes but now that I've seen your work I think I'll just wisely put that idea aside :thumb:

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TPPoLmp.png

8sEg8eS.png
 

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This is a new level of what I can only call gritty crispness.  Even the dirt can be seen more clearly on these than it could on some older props, if that makes any sense.  The addition of little things like oil barrels adds much to the appearance of a lot.  The bulk of the the industrial buildings in my area are energy related, and there are barrels everywhere.

Keep up the good work, Mushy!  :thumb:

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You had me at Tokyo, i generally never really make space for large railway infrastructure, in my current region i didn;t even plan properly and to overcome that i have it going underground in many places, but i think i will look at making some space for this. 

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WOW ! They look 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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Thank you for making slightly older cars. I think those could paas from 70's till 10's, so these would fit into larger city style variation. Only if you could make historic cars or may be even wagons. :D

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    1 hour ago, Bombardiere said:

    Thank you for making slightly older cars. I think those could paas from 70's till 10's, so these would fit into larger city style variation. Only if you could make historic cars or may be even wagons. :D

    Yeah, most of those cars shown aren't very recent. The newest one in that little selection is the pickup truck model (09-14), but the rest are pre-2000. The oldest one is the Suburban model, which was made from 73-91. So the years go from 73-14... you got the range right! :ohyes: The models were taken from the US car pack I'm working on, which I included a wide variety of model years in. Plenty of cars from the 80s and 90s (I'm part of that crowd) still on the roads here and I tried to represent that.

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    N0icqd8.jpg

    “The deeper I go into myself the more I realize that I am my own enemy.”  ― Floriano Martins         Member of the NAM Team

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    MushyMushy for president! :thumb:

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    There are those who lead and those who follow. Don't look too far...

    Visit my lots and BATs thread here at ST https://community.simtropolis.com/forums/topic/71467-simmer2s-lots-and-bats-lab/?page=3#comment-1663504

    Or at SC4D https://sc4devotion.com/forums/index.php?topic=17211.920

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    Currently: Viewing File: Coco Samsung apartment
     

    9863813.gif

    Plop cost: Significant, maybe $350 000

    Upkeep/Power Output: From my (very) limited research, I was thinking a low(ish) monthly cost of maybe $250-300/month. Add a relatively low output (50-1000 MW seems to be the most common IRL), divide by like 400 resulting at about 1.25MW (translating to about 2740 MWh/month in-game. Basically, between 2-3k MWh/month would be a pretty balanced number in my opinion. See my post below for an explanation.

     

    ----------
    What I am still wondering about, however, is the state of that vehicle pack that seemed promising so long ago. I have even been writing a few scripts to use with Reader to facilitate adding dozens and dozens of props to families. It turned out to work so well, I impressed even myself. So ya, I'm excited to hear any updates.


      Edited by nos.17  

    I'm an engineer and I can't math
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    Looking for a prop or texture? The SC4 Prop & Texture Catalog might help! View online here.

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    Cool new project you are working on . The models look great so far .

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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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    Those well heads... will they need a visible piping (or other) connection to the main building? I'm asking because if the lack of such a visible connection could be justified, this would open up the possibility to expand the geothermal power plant by placing additional well heads outside the main lot. In game, these could provide additional power, thus boosting the overall power output of the plant. With careful adjustment of the values, a price/performance curve could be achieved where the power plant becomes gradually more efficient the more well heads are placed around it... just some food for thought.

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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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    I'd suggest between 4 000 and 7 000 SimMWh

    IIRC, the PEG plant has around 6 000 for a 4x5 lot? Or are we referring to the rural, MTP version? I think that version is by Paeng.

    While you could argue that the PEG lot is slightly cheaty, it is designed to be used, and I would argue that any powerplant in game that produces less than 6 000 for an 11x13 footprint is going to be borderline useless, and require modding upon download (an undesirable situation).

    I am willing to sacrifice power output per grid square for realism and no pollution, but there are limits, and I don't want to have to plop a bunch of powerplants in my city just to get it up to basic level. Keep in mind that the Oil Powerplant produces what, 17 000 (<that's the plop cost) 7 000 power for a significantly smaller lot? You want to strike a balance between realism and usability, because ultimate realism will always require a custom, end-user produced facility layout anyways, and the goal (IMO) should be to make a highly accessible, as closely realistic, LOT as possible without going overboard. I like PEGs lot for my cities, but it has the problem of approaching capacity quickly. I only have a city of about 200 000, and need about 3 of PEG's powerplants to power the city (I actually end up using the Black Hole PP more often, cause it's so simple).

    I do like T Wrecks' idea of potentially making it [pseudo] modular, so that additional capabilities would be able to be added without having to plop another of the main lot.

    @nos.17 I'm confused by your math. I know SC4 kWH are not RL figures, but where exactly did you come up with those calculations? (I'd like to know for future reference).

    EDIT: Scratch that, while my job numbers are a little wonky (for some reason, about 1:1 even with a CAM 2.1 Datpacked installation), I'm running about 25 000 MWh of power consumption in the main city alone, and I seem to have bulldozed all the PEG Geothermal plants in the process for being too inefficient.

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    My MD on SC4Devotion (updated first)
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    Currently: Viewing File: Coco Samsung apartment
     

    @APSMS ... After taking a second look at things and reasoning it out myself, it turns out that my calculations were wrong. That's what I get for blindly trusting the first link on google... 1322562.gif 

     

    SC4's units of kWh/month are actually RL units, albeit expressed in a different way. If you don't know, first read up on the differences between power and energy. The unit MWh/month is just disguised as a unit of power: energy (MWh), divided by time. Energy per time = power.

    The math:

    088d067ed288432d9b371a8e47a1b5cb.png

    Cancel those units and you'll find it's relatively easy to convert. So, given that the largest plant produces 3450 MW,

    b12bc99ecacb4a9b911a203b0c763d50.png

    2.5E6 MWh/month is a vastly outrageous number for SC4, so we have to experiment around a little to find a number that works well (about 10 MW, which is not too vastly out of the picture when considering the plants in 2nd or 3rd world countries).

    Hope this helps and if anyone sees anything wrong, don't hesitate to say so.

     

    @MushyMushy ... it seems to me that the power output is very much a user-preference sort of thing, so maybe it would be a wise idea to just include a little blurb in the readme with a screenshot showing users how to change it themselves. AFIK, there is only one property that controls power output. Easy to change and you wouldn't have to bother modding a few different versions.

     

     


      Edited by nos.17  
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    @nos.17 Thanks for the summary (sort of). I know the difference between Energy and Power, but I had been wondering how you arrived at the number in question. What I meant in my statement isn't that kWh aren't real units, but rather than SC4 doesn't properly represent their usage, so, like Simoleans, their meaning is abstracted and must be determined separate from RL capacities. I was hoping you had a sort of conversion factor between the game kWh and RL kWh usage.

    I find that, generally, unit conversions work best when you keep it simple. Not that your math is wrong, per se, but there are some shortcomings in your assumptions, first being that utility grade stations section of Wikipedia only refers to a nation's total Geothermal capacity, not the size of the largest Plant, which would appear to be the Geysers in California, with 1650MW nameplate capacity (1517 MW nominal installed capacity, and 955 MW average reliable capacity).

    Secondly, that 955 MW is a[n hourly] Power rating, and therefore the plant (the largest one, mind) produces 955 MW x 24h/day x 30d/month = 687.6 GWh (687 000 MWh) per month. It's the exact same thing as dividing 955 by .001388 (well, almost) but there's no rounding and you can do the math on a sheet of paper.

    Clearly there is a misconception here about how much power IRL a Powerstation produces vs what SC4 considers adequate.

    The in-game Solar PP produces 5 000 MWh, and the Nuclear PP produces 16 000 MWh (both monthly). The largest US nuclear PP is rated at ~4 000 MW, and the largest Solar Concentrator plant--the type of solar power in-game--(Ivanpah, in CA) is rated at ~400 MW nameplate. In-game nuclear is only 3x more powerful (potentially) than Solar, but IRL it's almost 10x more powerful (at the extremes) and this doesn't account for the fact that Solar plant is currently operating at 40% rated capacity, while the Nuclear operates at ~90% all the time, reliably.

    SO clearly some concessions were made for gameplay regarding renewable energy. AND game figures do not properly correlate to RL PP capabilities. A 16 000 MWh/month station would be, IRL, 10 wind turbines, but in-game it's the second most productive PP (base, obviously).

    If we assume a nominal Power capacity of 350 MW for Mushy's powerplant (moderate size, SC4 scale ontwithstanding), that works out to 252 000 MWh/month. Compared to the solar collector at 400MW, we could suggest 4 000 SMWh/month (SimCity MWh/month). If we take a modular approach, then each additional vent could produce between 250 and 600 SMWh/month (the Geysers PP field in CA is spread over 22 PPs and 350 wells, giving nominally 4.3 MW per well; apply the scaling that Maxis did to the Wind PP, or SimCity Kurier's Wind PP--750 SMWh/month--and that seems like a sort of balanced number, depending on the cost/SkWh and pollution produced).

    I would still like it to err on the higher side (if with appropriately higher total cost), to make it easier to use in the large cities possible today with NAM and CAM and the myriad assortment of plugins, but I would be willing to change it depending on the vision. I do like that modular idea, though. Maybe, if it's not too much, have the base lot, and then large and small well-heads to accommodate the user (and let the willing modify it personally to their heart's content).

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    My MD on SC4Devotion (updated first)
    And Here on Simtropolis
    NAM Associate

    "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."
    -Elwood P. Dowd, Harvey

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