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Public Transit Addendum  

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



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What about train acceleration? I hate how trains stop and accelerate so fast. I usually just decrease overall train speed so it does look more realistic, but then people stop using it.

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23 minutes ago, haus5 said:

What about train acceleration? I hate how trains stop and accelerate so fast. I usually just decrease overall train speed so it does look more realistic, but then people stop using it.

Use Advanced Vehicle Editor mod

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ekCYJKD.pngTim The Terrible's Steam Workshop

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On 9/12/2016 at 11:09 PM, andreharv said:

OK guys...READ cuz this is an alpha (not a beta) still some bugs I will list a few.  Yell at me about rest.

  •  Please please please do not throw this into your favorite save game.  If you want to use a saved game, save a new copy of it first.
  • As I said, keep in mind this is an alpha so if you see any visual bugs, feel free to mention them here.  Larger bugs (something's not working) I will try to get that fixed asap.
  • As stuff is reported I will be putting out new copies of the build.  I will notify when I do.
  • Copy the MetroOverhaul folder to C:\Users\username\AppData\Local\Colossal Order\Cities_Skylines\Addons\Mods
  • Copy all of the .crp files to C:\Users\username\AppData\Local\Colossal Order\Cities_Skylines\Addons\Assets
  • When this mod comes out, be sure to go back to that folder and delete the alpha build so there are no conflicts.

Known issues (I'll try to fix soon)

  • Subway station looks like crap on this inside.  Just threw together some chunks to get it functional...you may have to use your imagination for a while.
  • Route lines don't show up above ground and may not work for ground stations.  That will be on my agenda next.
  • Clipping may be apparent on sharp turns.  The train I am using here seems pretty long but it may just be more realistic than what the game expects.
  • When laying metro underground it will tend to try to surface...probably some bad variable. Should sort that out soon...If you make your segments short or go to -24m that tends to help.

Some usage instruction stuff

  • You need metro unlocked (either unlock everything or get enough people)
  • Once you place your network, make sure to drop a subway depot to start spawning subway cars.
  • Use the default station (as that is the one I modded) and for tracks, use the train track icon (not the metro...I will merge all this later).
  • First Person Camera Mod nice for looking inside tunnels and stuff!!1!1  Will probably emphasize this more in final release.

Last but not least, you may still need to enable the mod in game...don't forget.  

 

(in dropbox, rightclick the folder and hit download)

***Latest Build***

11/23/16 03:48 Added UI for choosing concrete/steel styles, added steel ground and elevated, added rendered tunnel stations

10/07/16 01:22 Created a UI that allows for placement of station tracks up to 144m long and 36m deep

9/20/16 02:27 Dynamically modified all placed stations with vanilla metro station tracks to dip to -12m.  Will expand on this concept later.

9/13/16 22:50 Minor bug fix caused by last update (tunnel station clipping terrain)

9/13/16 17:50 Reverted existing stations back to original settings to fix model issues and other incompatibilities.

9/13/16 01:57  Fixed issue with underground tracks trying to climb and intersect at ground level with networks and buildings.

9/13/16 00:20  Added missing crp files and fixed goofy elevated station track texture mapping.

Thanks guys for your willingness to pitch in.  Enjoy...

When the Metro Overhaul Mod is finally released, will there be a video showcasing the mod?

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3 hours ago, j4lambert said:

When the Metro Overhaul Mod is finally released, will there be a video showcasing the mod?

No. No video is allowed of this mod. We have enforcement mechanisms, trust us.

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3 hours ago, donoteat said:

No. No video is allowed of this mod. We have enforcement mechanisms, trust us.

We have Authorities

huehuehueheugetithuehuehuehue

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OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

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I gonna report issues as if I can even start some new game - lol

(1139 things in my game including 89 mods seem to lead to some errors right after that update!)

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I can't even load up asset editor, I will probably unsub everything including assets and roll on a fresh game.. 

 

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I get this error

The Mod C:\Users\PC\AppData\Local\Colossal Order\Cities_Skylines\Addons\Mods\MetroOverhaul [MetroOverhaul.dll] has caused an error [ModException]

Details:
System.TypeLoadException: Could not load type 'ColossalFramework.Steamworks.PublishedFileId' from assembly 'ColossalManaged, Version=0.3.0.0, Culture=neutral, PublicKeyToken=null'.
  at MetroOverhaul.InitializationSteps.LateBuildUp.BuildUp (.NetInfo prefab, NetInfoVersion version) [0x00000] in <filename unknown>:0 
  at MetroOverhaul.Initializer+<>c__DisplayClass2_0.<CreateConcreteTracks>b__1 () [0x00000] in <filename unknown>:0 
  at MetroOverhaul.LoadingExtension.OnLevelLoaded (LoadMode mode) [0x00000] in <filename unknown>:0 
  at LoadingWrapper.OnLevelLoaded (UpdateMode mode) [0x00000] in <filename unknown>:0 

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23 minutes ago, R3V0 said:

I can't even load up asset editor, I will probably unsub everything including assets and roll on a fresh game.. 

 

Think that your quote was the wrong one ;)

 

Well, I can tell, that you don't need to roll back entirely - just deactivate all your mods. Had the same problem before and now I'm in the process of finding the mod which causes a new game not to start properly.

If some of you used "Don't Crash" - it seems like CO fixed the issue which caused the "crash at Paradox screen". Also I'm able to exit a game TO THE MENU! Yay!

Somehow I think "Dynamic Resolution" causes some problems on loading a savegame.

I can confirm that the most of BloodyPenguins mods are running fine by now :)

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Is the Prefab Hook still needed? I'm doing some testing now, loadind only Train Converter and Metro Overhault with ALL the assets disabled (including all stations).

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1 hour ago, wojtason said:

Is the Prefab Hook still needed? I'm doing some testing now, loadind only Train Converter and Metro Overhault with ALL the assets disabled (including all stations).

Yes, some mods still need Prefab Hook, but that's working too ;)

Sub-Buildings Enabler isn't needed anymore :)

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7 hours ago, andreharv said:

Yeah let me know if stuff is broken.  Here is a little something I've been screwing with while looking about other compatibility issues...

88A3B78A24EF7501C249D84AC17EBAC1D030AD05 (1920×1080)

Nice! Much better than the default truss.

One thing -- your gusset plate for the I-sections above and perpendicular to the tracks isn't terribly accurate. I think you ought to try a beam connection something more like this:
 

GUID-4B1C9D7B-9A8D-4B34-A7EC-1AE57192BD1

The perpendicular members of a truss bridge like that, at the top chord, are more for rigidity than they are for load-bearing capacity, so you can reasonably get by with a much smaller connection.

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8 hours ago, andreharv said:

Yeah let me know if stuff is broken.  Here is a little something I've been screwing with while looking about other compatibility issues...

88A3B78A24EF7501C249D84AC17EBAC1D030AD05 (1920×1080)

Really nice! Just one thing...can you make the guard rails shorter by half? It's usually around 3-4 feet high for the track workers. They are almost as tall as the trains (see images below). Other than that you're doing an AWESOME job!

 

BneZCEP.jpg

 

rXMuDmM.jpg

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    @donoteat: Thank you for the advice!  This bridge somewhat based on the manhattan bridge (obviously just the subway portion).  I will take a closer examination at structural accuracy. **EDIT** forgot to mention that like the manhattan bridge, I also wanted to make this look somewhat reasonable for stacking other roads on top.  Obviously this would be up to the player to accomplish but I wanted it to look somewhat reasonable when they did (which potentially would make the ceiling load bearing).  

    @Mr_Maison: Yes!  I kinda realized that recently.  As you suggest, I will cut it in half...no taller than 3 feet/1m  I just need to go through each mesh and retrofit.  Thanks for the feedback.

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    @andreharv if you want to do that, you need a connection which'll be a. beefier than a gusset plate and b. actually allow the beams on the top chord to be in contact with the structural members of the bridge deck above. (not so great structurally if the girder doesn't connect directly with the rest of the truss system at a node, either...)

    beam+connections.jpg

     

    I'd try something like "D", except with a flange on the corbel plate -- like this guy except beefier:

    structural%20steel%20cxn2.jpg

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    15 minutes ago, KnightSentry said:

    Where i do put Texture, Meshes and ObjUnity3D.dll filies?

     

    And also hi everyone. New here :D 

     

    Those stay in the "MetroOverhaul" folder you put into the "Mods" folder - only "Assets" belong in "Assets" :D

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    3 hours ago, KnightSentry said:

    Where i do put Texture, Meshes and ObjUnity3D.dll filies?

     

    And also hi everyone. New here :D 

    Welcome! :party:  Delta2k5 answered correctly.

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    @andreharv: Is it intended that the depth slider for subway stations starts at -15m now? Seems like -12m is lost in translation (to disasters) ;)

    Also still that texture flickering bug is present in my case :)

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    12 hours ago, Mr_Maison said:

    Welcome! :party:  Delta2k5 answered correctly.

    16 hours ago, Delta2k5 said:

     

    Those stay in the "MetroOverhaul" folder you put into the "Mods" folder - only "Assets" belong in "Assets" :D

    Wow thank you Delta2k5 !

    And thank you Mr_Maison for those words :D

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    Have one issue with MoM.

    I have build a metro version of a modular multi track station (Modular European Main Station). The used track layout is "Metro1-Metro2-Train1-Train2".

    Now I have the issue that I can not start a line from "Metro2" as long there is Metro1 track. When I delete Metro1, build the line and the add Metro1 again everythink works fine.

    I have multi track enabled and train lines can start on any track (Train1 or Train2 - I have even rebuild the same station and replaced metro with train tracks and all works fine) so that this is most likely related to MoM.

    Modular European Main Station

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    Here is a screenshot from a the station with 2 Metro and 4 train tracks (Vehicles: M5 and S1 Metro and Dutch Sprinter trains from @accessviolation) The metro lines was created by deleting the metrotrack1 (On the screenshot the empty one) and replacing after line was build on metrotrack2. Metrotrack2 is directly connected to a depot - Metrotrack1 is currently not connected to a depot.

     

    Screenshot.jpg

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    2 hours ago, andreharv said:

    @Delta2k5:I will be sure to look into the sliders.  Could you explain where you see texture flickering?

    Gonna record a video to show it ;)

    It might only happen with non-vanilla terrain themes, somehow the dark basalt textures on ground tracks and the "vanilla basalt textures" (which are modified by themes) seem to be on the same height - so those alternate when rotating the camera. As said, I'll add some video about that issue which will explain that problem better ;) 

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