Jump to content

Public Transit Addendum  

236 members have voted

  1. 1. Which expansions to rail based public transit would you like me to work on?



1,260 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

@JSF-1 I'm speechless. I just honestly love these! :thumb:


OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Hey guys, sorry if I missed anyone asking this before, but I'm trying to make my own station and I can only place stops on the ground and underground station tracks in-game, the above-ground ones show up fine but no stops can be placed. Does anyone know what the reason for that might be?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

@jonasbang69 From what I heard, its a bug. You could try using Multi-Track Station Enabler, or the Line Visibility Fix.


OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 10/10/2016 at 6:52 PM, squirrelarmyuk said:

@Tim The Terrible I actually like the look of Lelystad, not ugly at all. 

For the ultimate Elevated Heavy Rail Station I'm going to present to you Leeds City Station. 17 platforms and it actually has a river flowing underneath it as well as a major road. The elevated rail network completely dominates the city.

LeedsRailwayStation-eb27243_uxga.jpg

I see your Leeds City station, and raise you London Bridge. Station and the multi-track approach lines are on a series of viaducts extending to 3.45 miles (5.55km) in length (off to the right side of the image below). several lines go through the station and continue on viaducts and river bridges to Charing Cross and Cannon Street stations. (FYI almost all of the rail lines to the London Terminii south of the river are elevated on brick viaducts).

 

LB aerial cgi.jpg

  • Like 3

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Okay, so I downloaded ModTools because I wanted to modify an existing train station to serve the metro system instead. However, I have no idea how I'm supposed to find the metro station track using ModTools. Is there a script that I'll have to run?

  • Like 2

When do we get underground tram stations? CO pls.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Ugh, I hate the ties on the multi-directional 1 track. I hope that @BloodyPenguin will fix it. The station itself is great, though! I really like how it fits in with the tropical theme! Also, FINALLY - a one-way tracks station! Have been waiting for this for so long! :3


OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
23 hours ago, wasmic said:

Okay, so I downloaded ModTools because I wanted to modify an existing train station to serve the metro system instead. However, I have no idea how I'm supposed to find the metro station track using ModTools. Is there a script that I'll have to run?

No you don't have to run a script.

I've tried to convert a train station into elevated metro station. I've changed tracks, but the game still considers my converted station as Train Station. I guess I have to change some values in ModTools, but I don't know what exactly.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
12 minutes ago, Igorp133 said:

No don't have to run a script.

I've tried to convert a train station into elevated metro station. I've changed tracks, but the game still considers my converted station as Train Station. I guess I have to change some values, but I don't know what exactly.

It's depended on the m_Class value. Use this mod to change it easily

  • Like 1

ekCYJKD.pngTim The Terrible's Steam Workshop

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
44 minutes ago, Tim The Terrible said:

It's depended on the m_Class value. Use this mod to change it easily

Thanks, Tim!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
6 hours ago, Tim The Terrible said:

It's depended on the m_Class value. Use this mod to change it easily

By the method of put metro station track in page 8 of andreharv and "Asset ItemClass Changer" mod, now I had made my modified metro station (modify from an elevated train station) works (it can be create metro line and have metro run on it)

But as I changed the item class to "Metro Facility", in the game it still shows under train menu, do I lose something to change?

EDIT: ok, another mod "Asset UI Category Changer" is also needed...

another question, how the metro station track to judge where it is the point to "add new line"?

my metro will not stop in the center of my modified metro station :~

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
1 hour ago, sokayha said:

another question, how the metro station track to judge where it is the point to "add new line"?

my metro will not stop in the center of my modified metro station :~

You need to lay down just a small part of the track and then stretch it with modtools. Use this script (change the variables in the first part):

 

// specify the id of the segment you want to edit (search with the other script)
var segmentId = 30730;
            
// specifies how the start and end point of the segment are modified
// x, y, z in meters (the second parameter is the height)
var moveStart = new Vector3(-60, 0, 0);
var moveEnd = new Vector3(60, 0, 0);

// Here you can change the network type (e.g. from ground train track to elevated train track)
var changeNetTypeTo = "Station Track";

// --- end of editable variables ---
var mgr = NetManager.instance;
if (mgr.m_segments.m_buffer[segmentId].m_flags == NetSegment.Flags.None) 
{
    Debug.Log("Invalid Segment ID (see first line of script)!");
    return;
}
Debug.Log("Modifying segment " + segmentId + " (Type: " + mgr.m_segments.m_buffer[segmentId].Info.name + ")...");

mgr.MoveNode(mgr.m_segments.m_buffer[segmentId].m_startNode, mgr.m_nodes.m_buffer[mgr.m_segments.m_buffer[segmentId].m_startNode].m_position + moveStart);
mgr.MoveNode(mgr.m_segments.m_buffer[segmentId].m_endNode, mgr.m_nodes.m_buffer[mgr.m_segments.m_buffer[segmentId].m_endNode].m_position + moveEnd);

Debug.Log("Segment start/end points modified!");

var netInfo = PrefabCollection<NetInfo>.FindLoaded(changeNetTypeTo);
if (netInfo != null)
{
    ushort newNetTypeId = (ushort)netInfo.m_prefabDataIndex;
    mgr.m_segments.m_buffer[segmentId].m_infoIndex = newNetTypeId;
    Debug.Log("Net type changed to " + changeNetTypeTo + "!");
}
else
{
    Debug.Log(changeNetTypeTo + " is not a valid net type! skipping net type changing...");
}


 

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
7 hours ago, Lee Towers said:

You need to lay down just a small part of the track and then stretch it with modtools. Use this script (change the variables in the first part):

 

Thanks so much.

By the concept you mention, I try to use "move it" mod to do similar thing in asset editor, and it works..."move it" is really so powerful a mod...

This is my favorite elevated train station in workshop, now it works as metro station :)

AoHE3Tj.jpg

  • Like 7

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
9 hours ago, sokayha said:

Thanks so much.

By the concept you mention, I try to use "move it" mod to do similar thing in asset editor, and it works..."move it" is really so powerful a mod...

Oh damn, move it works in the asset editor as well? That's fantastic! That one's going into my local mods folder...

 

I wonder if you're able to make train stations longer than 144 m this way.... you never know. Time to test that!

edit: tested it, unfortunately not working :( "Cannot find path!"


  Edited by Lee Towers  

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
2 hours ago, Lee Towers said:

I wonder if you're able to make train stations longer than 144 m this way.... you never know. Time to test that!

edit: tested it, unfortunately not working :( "Cannot find path!"

Use this mod to set the spawn points, that might fix it.

@andreharv Looks awesome! My only comment is that the steel is a bit to bright & saturated for my taste. I'm aware this is not the final product, so just saying. If you ever need help modeling, I got your back.

  • Like 1

ekCYJKD.pngTim The Terrible's Steam Workshop

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

@andreharv Alright, good to hear! I love the steel/wood version of the metro tracks, by the way - really captures that "industrial city" feel. Also, I feel that the default track model in the game (for standard trains, not metro) is really bad; I've never seen rails so round. Would it be possible in the future to make a model that's more realistic?

C:S Tracks

image.jpg

VS Real Tracks

train-track.jpg

  • Like 3

OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
1 hour ago, TransitAuthority said:

Would it be possible in the future to make a model that's more realistic?

Yes, I already showed it in my Expo Line thread (although that were only the actual rails) so it's possible. I might make a new 'Rail Overhaul' mod or 'Rail Theme' mod, similar to Catenary Replacer, but for other stuff than just the catenaries.

I will do more tests and share them on the forums soon.

  • Like 5

ekCYJKD.pngTim The Terrible's Steam Workshop

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
6 hours ago, Tim The Terrible said:

Looks awesome! My only comment is that the steel is a bit to bright & saturated for my taste. I'm aware this is not the final product, so just saying. If you ever need help modeling, I got your back.

I agree with Tim, I think it would look better if it's somehow weathered like on this picture from NY:

P1090057-1024x576.jpg

so saturation should be reduced by 50 - 70% I think, also there seems to be a bit more blue in that paint ;)

@andreharv You might try something around #5c867c imo :)

Also the pillars somehow look a bit chunky compared to those on that picture. I really loved MrMaisons model for those:

 

https://steamcommunity.com/sharedfiles/filedetails/?id=545137206&searchtext=Pillars

 

BTW: Are the tracks set to 12m in your previews? I would love to see them at 9m as they are around that irl 

 

You did already some great job anyway! I love the shadow of that model! :D

  • Like 3

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    @Tim The Terrible Saturation, check...I want those rails!

    @Delta2k5 Pillars, got it.  Widths are 12m for backwards compatibility reasons but I will tinker with it and see what works...wait.  They are both 12m wide and 12m in the air.  You can easily set the height in the simulation.  I even situated the concrete base to be comfortably visible at 9 and 12m, although if you are on bumpy terrain, tall truck clipping may occur so you would just have to use some judgement there.

    Sadly I realized that there is still a lot to do with this steel version and there is still more work to do on the concrete so I am going to shelve this version for now so that we can have the concrete version ready for release, though I really REALLY appreciate your comments.  Thanks guys!

    • Like 6

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    On 4/5/2016 at 4:28 PM, andreharv said:

    I am currently turning some of my attention toward additional public transit options, especially in the rail variant and I would like you to vote on your favorite ideas for what I should work on.  I intend on making all of these at some point but from this poll I will know the order.  Of course if your longstanding request is not on the list, just blurt it out and I will take it into consideration.  An explanation of the choices (in order of estimated completion time):

    1. Single Rail Tracks/Stations:  Pretty self explanatory.  This will allow one way single tracks to be placed and can branch or terminate original 2 way rail.  1L rail stations could allow for Island Platform or Split Platform stations.

    2. Rendered Rail Tunnels: Similar to the custom roads in the Network Extensions Project, this would allow for existing rail tunnels to be visible and with a free camera mod, traversable.  If above ground metro gets off the ground (pun intended), the existing tunnels would be rendered as well.

    3. High Speed Rail (new network type):  After some preliminary tests, this network would share many of the same properties as the regular train but with slightly higher acceleration and a higher top speed.  Much higher @ 300km/h, twice the current train's speed.  That would allow for a coast to coast trip through the whole map in about 90-120 seconds (depending on curves and elevation changes).  The system would also get a thorough visual makeover.  I think I would base it loosely off SC4 HSRP since that looks sweet.  I'm debating as to whether to make it maglev but you guys could help me decide that later.  Disadvantages would include wider turn radius and decreased slope tolerance so that the train can maintain speed (in current tests, the train would slow down to a crawl at sharp turns), no level crossings (pretty sure the gates wouldn't be able to close in time anyway...someone would die), and the cost will be astronomical (I'm predicting 3x convensional rail costs in all aspects).  

    4. Above Ground Subways/Metro (pretty much new network type):  What would make this so time expensive is that it would more than likely require an overhaul of subway and rail AI to pull off.  In addition, I would make it a goal (but not a promise) that the system would be able to be a direct modification to the existing subway network, rather than a new network, with the hopes that existing subways could be salvaged.  Additional details would be that subway is currently 100km/h which is 2/3 the speed of conventional rail.  This will probably not change for the above ground version.  Also ground and elevated versions would both be cheaper than subway versions but not sure by how much. Additionally the metro will not have an overhead wire but instead will have a third rail (obviously they will terminate at level crossings so cims don't fry :D).

     

    1 is Done (hey that rhymes).  I am happy to announce the release of the One-Way Train Tracks Mod. 

    2. Not started.

    3. Not started.

    4. 90% Alpha HERE (10/07/16 1:22)

    10
     

    personally don't see why I would want elevated subway, but go ahead!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    @fredinno Above-ground subways have been longed for, for a long time. Most people resorted to digging down the normal heavy rail due to that reason, as most metro/subway systems around the world are in fact a mixture of above ground and underground =)

    I am superhyped for this mod and cant wait until it is released :D:D:D

    • Like 6

    Life is what we make it :)

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    On 9/21/2016 at 0:28 AM, bsquiklehausen said:

    Cs2cafoVUAAGQpZ.jpg:large

    Another day, another train! The pride of the MTA fleet - the R160!

     

    On 9/19/2016 at 10:36 PM, bsquiklehausen said:

    Csw5DD8WgAAokKF.jpg:large

    I couldn't wait for the American themes, so here's the MTA's R142 trains all ready for the release.

    Both the R142 and R160 trains would be intended only for metro services. With regards to the capacity of these trains, what are the ingame capacities of the R142 (which will be 8 51-foot cars) and the R160 (which will be 6 60-foot cars)? It better be at least 100 passengers per car (800 people total) with the R142 and about 150 passenger per car (900 people total) for the R160.

    Will the circles indicating the subway lines have the ability to change colors?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    In addition, the following metro trains should be made for the aboveground metro mod (known as MOM):

    Washington Metro 7000 series

    Tokyo Metro 1000 series

    Tokyo Metro 02 series

    Osaka Municipal Subway 30000 series

    Warsaw Metro Siemens Inspiro

    Warsaw Metro Alstom Metropolis 98B

    Paris Metro MP05

    Paris Metro MF01

    Sapporo Municipal Subway 5000 series

    Yokohama Municipal Subway 3000 series

    MBTA 01800 series

    MARTA CQ310 series

    Barcelona Metro 

    AnsaldoBreda Driverless Metro

    London Underground 2009 Stock

     

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    24 minutes ago, j4lambert said:

     

    Both the R142 and R160 trains would be intended only for metro services. With regards to the capacity of these trains, what are the ingame capacities of the R142 (which will be 8 51-foot cars) and the R160 (which will be 6 60-foot cars)? It better be at least 100 passengers per car (800 people total) with the R142 and about 150 passenger per car (900 people total) for the R160.

    Will the circles indicating the subway lines have the ability to change colors?

    I forget what I actually set them to, but it's absolutely less than the numbers you quoted - I'm almost certain it's not even above 300 per train.

    I'm aiming for the cars to be in line with the stock MoM cars, which I believe I made to be 6 cars holding 50 people each, for exactly 300. It might be even lower, who knows.

     

    Yes - the subway bullets are set to be line colors (and the front red faces on the R142 are also color mapped)!

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections