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

  • Original Poster
  • Posted:
    Last Online:  
     

    @JerenableEventually, yes.

    @Tim The TerribleThey are dark metal plates :P...IRL they are used to deter people from venturing to the third rail...Otherwise I would have to program in animations of them cooking every time they decide kill themselves and I just don't have time.

     

    • Like 3

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    48 minutes ago, andreharv said:

    They are dark metal plates :P...IRL they are used to deter people from venturing to the third rail...Otherwise I would have to program in animations of them cooking every time they decide kill themselves and I just don't have time.

    Thanks for the explaination, really nice that you included that! They should remove them and let natural selection do it's job :P 

    • Like 3

    ekCYJKD.pngTim The Terrible's Steam Workshop

    Share this post


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

    @andreharv I absolutely love the track models! Quick question: what subway is going to be included in the first release? I'm assuming something along the lines of a European metro as seen in the pictures.


    OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

    Share this post


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

    The train will be the Helsinki metro trains, as stated on a thread on reddit.com/r/CitiesSkylines a long time ago, although Russian and Japanese trains have also been made by asset authors and should be ready for release just after the mod itself.

    Why are the track styles categorised as US and European? Clean concrete isn't very European. Paris and London have a lot of old, gritty, steel-constructed elevated railway, while Berlin has both that and brick viaducts. I've also seen plenty of pictures of clean concrete elevated railways from the US.

    IMO, it would be more accurate to call it Traditional and Modern instead.


    When do we get underground tram stations? CO pls.

    Share this post


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

    @wasmic: To be clear, the US Euro categorization is not really the official name (I haven't come up with one yet). Think of them as 'Codename US' and 'Codename Euro'.  US/Euro contrast was just my inspiration to create two versions in the first place.  The US version will be for those who want to emulate gritty NYC or Chicago systems.  TBH, the 'Euro' version started out being an emulation of cleaner and greener European cities but in the end was actually based more on Asian systems than European, though the name just stuck (for now).  Toward release, I will formally name the styles, most likely 'Concrete' and 'Steel'...I may consider your suggestion as well.

    @ancellim: I see we are in good hands.  Very exciting.  I gotta hurry up and get this done so I can play!

    • Like 1

    Share this post


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

    I may consider your suggestion as well.

    I suggest like you say: NYC/Chicago (US), Dirty & Old (EU), Concrete & New (Worldwide & Asia). I say worldwide because anyone can build new metro systems, and Asia because they seem to have the newest metro systems, but you get the point :) 

    And I love the look of that Moscow Metro! :O 

    • Like 1

    ekCYJKD.pngTim The Terrible's Steam Workshop

    Share this post


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

    @R3V0 Jesus, that's an amazing model! Hope that you'll release it for the mod!

    • Like 1

    OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    3 hours ago, TransitAuthority said:

    @R3V0 Jesus, that's an amazing model! Hope that you'll release it for the mod!

    If i can boot up the game, sure. Each time I select the model, game simply crashes in asset editor. 

    Update: I disabled all assets and it works fine. However, I wanted to use some flowers and other assets seems, it's not gonna work. (Or I have to enable them indivially during the creation.)

    Since I dont have tracks, here's how it looks so far: (Just booted CS, picked default train station and that's it):

    TO-DO:

    Find a way to 'sink' underground tunnels (seems ground 'passes' through them) 

    Find a way to move the asset around tracks, since i can build tracks anwhere but within tiles

     

     

    tooltip 2.png

    snapshot.png

    tooltip 1.png

    2016-09-09 (6).png

    • Like 3

    Share this post


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

    @R3V0 That's awesome! If you need help, I'd ask @BadPeanut. He's an expert when it comes to train stations. Hell, he's even making a station upon my request! Quite an awesome guy.


    OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

    Share this post


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

    Release sometime this or next week? The hype metro has left the station!
    As for metro trains, I also have this Amsterdam M5 pretty much ready, just not as a metro yet.

    luuFm8c.jpg

    On a side note, what are good values for passenger counts on a 6 car metro like this? In real life it's 900, but that seems a bit high for the game.
     

    • Like 5

    Share this post


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

    @Acc3ssViolation I would just keep it 900, ideal for busy lines (yes they exist). Lowering it means you leave Cims at the station and keeping it 900 means everyone on a minor station can get on: everyone happy :D 

    @R3V0You can make the tunnels visible by using the Clip Ground tool, you can find it in the Ground Textures Tab (Concrete, Gravel etc.)

    You can move and stretch the tracks by using this script. Find the segment ID using Mod Tools, and edit the x, y, z values (play with each to find out what happens)  

    // specify the id of the segment you want to edit (search with the other script)
    var segmentId = 4927;
                
    // 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(0, 0, 0);
    var moveEnd = new Vector3(0, 0, 0);
    
    // Here you can change the network type (e.g. from ground train track to elevated train track)
    var changeNetTypeTo = "Rail1LStation";
    
    // --- 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)!");
    }
    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...");
    }

    Credits to @boformer

     

    • Like 1

    ekCYJKD.pngTim The Terrible's Steam Workshop

    Share this post


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

    @Acc3ssViolation I would just keep it 900, ideal for busy lines (yes they exist). Lowering it means you leave Cims at the station and keeping it 900 means everyone on a minor station can get on: everyone happy :D 

    @R3V0You can make the tunnels visible by using the Clip Ground tool, you can find it in the Ground Textures Tab (Concrete, Gravel etc.)

    You can move and stretch the tracks by using this script. Find the segment ID using Mod Tools, and edit the x, y, z values (play with each to find out what happens)  

    
    // specify the id of the segment you want to edit (search with the other script)
    var segmentId = 4927;
                
    // 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(0, 0, 0);
    var moveEnd = new Vector3(0, 0, 0);
    
    // Here you can change the network type (e.g. from ground train track to elevated train track)
    var changeNetTypeTo = "Rail1LStation";
    
    // --- 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)!");
    }
    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...");
    }

    Credits to @boformer

     

    don't stretch station tracks beyond the default length! when i originally uploaded modern central I had stretched them, but they created issues in a very small but nonetheless definite way. when i reverted back to the original length, it resolved the problems

    • Like 3

    Come follow me on Twitter @CS_badpeanut 🥜 or Facebook!

    Share this post


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

    don't stretch station tracks beyond the default length! when i originally uploaded modern central I had stretched them, but they created issues in a very small but nonetheless definite way. when i reverted back to the original length, it resolved the problems

    Can't move the station though ? I know 2 way tracks take 16m of width, they're not properly aligned with the station itself. What I'm doing right now, is remodeling the station around thise idea. (Scaled blender to 8x8m, made some cubes immitating tracks and realigning the station in blender, not in-game). It takes time and I need rexture everything. 

    Also, as a part modular transfer station, the second peron is 8m width. Which means, it's gonna take half of 2 tiles, leaving end-tile half occupied. I'm wondering, if extensions can fill that half filled tile, while anarchy is on ? (So extension peron will use half of the tile + 2 way track (2tiles) + other side of peron (1/2tile)

    It probably doesn't make sense, here's the photo: each square on the grid is 8m:

     

     
    Thanks for the help regardless, much appreciated 

    2016-09-09 (12).png

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    10 minutes ago, R3V0 said:

    Can't move the station though ? I know 2 way tracks take 16m of width, they're not properly aligned with the station itself. What I'm doing right now, is remodeling the station around thise idea. (Scaled blender to 8x8m, made some cubes immitating tracks and realigning the station in blender, not in-game). It takes time and I need rexture everything. 

    Also, as a part modular transfer station, the second peron is 8m width. Which means, it's gonna take half of 2 tiles, leaving end-tile half occupied. I'm wondering, if extensions can fill that half filled tile, while anarchy is on ? (So extension peron will use half of the tile + 2 way track (2tiles) + other side of peron (1/2tile)

    It probably doesn't make sense, here's the photo: each square on the grid is 8m:

     

     
    Thanks for the help regardless, much appreciated 

    2016-09-09 (12).png

    you can change the position of the station track, just don't change it's default length and width (16m is correct as width i forget the length - i think it's 144) if you want modularity you'll need to have the module being at least 2 cells wide, if you're achieving it via the same means as my modular stations...


    Come follow me on Twitter @CS_badpeanut 🥜 or Facebook!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    6 minutes ago, Bad Peanut said:

    you can change the position of the station track, just don't change it's default length and width (16m is correct as width i forget the length - i think it's 144) if you want modularity you'll need to have the module being at least 2 cells wide, if you're achieving it via the same means as my modular stations...

    1. Any idea how to change position of the track ? (Dumb question I know)

    2. 2 cells, understood. So no 1/2 cell from sides and 1 center cell for one way track then. 

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    Just now, R3V0 said:

    1. Any idea how to change position of the track ? (Dumb question I know)

    2. 2 cells, understood. So no 1/2 cell from sides and 1 center cell for one way track then. 

    use the code supplied above:

    1 hour ago, Tim The Terrible said:

    @Acc3ssViolation I would just keep it 900, ideal for busy lines (yes they exist). Lowering it means you leave Cims at the station and keeping it 900 means everyone on a minor station can get on: everyone happy :D 

    @R3V0You can make the tunnels visible by using the Clip Ground tool, you can find it in the Ground Textures Tab (Concrete, Gravel etc.)

    You can move and stretch the tracks by using this script. Find the segment ID using Mod Tools, and edit the x, y, z values (play with each to find out what happens)  

    
    // specify the id of the segment you want to edit (search with the other script)
    var segmentId = 4927;
                
    // 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(0, 0, 0);
    var moveEnd = new Vector3(0, 0, 0);
    
    // Here you can change the network type (e.g. from ground train track to elevated train track)
    var changeNetTypeTo = "Rail1LStation";
    
    // --- 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)!");
    }
    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...");
    }

    Credits to @boformer

     

    where it says

    var moveStart = new Vector3(0, 0, 0);
    var moveEnd = new Vector3(0, 0, 0);

     

    change the 0s to + or - whatever measurement you need. the top line (movestart) is one end of the segment - the node

    the bottom line )moveend) is the other end of the segment, you'll need to change both nodes to keep the track the same length

    • Like 1

    Come follow me on Twitter @CS_badpeanut 🥜 or Facebook!

    Share this post


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

    @Tim the Terrible, @Bad Peanut, @andreharv

    First and foremost thank you all (and all others) for their help. I can say, i think, that I've finished the ground metro station and waiting final station tracks for metro. 

    (There are issues with the asset editor, however I mentioned them in my thread in order to keep this one clean). So here are some shots: 

     

    2016-09-10 (3).jpg

    2016-09-10 (4).jpg

    2016-09-10 (5).jpg

    • Like 5

    Share this post


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

    @R3V0 From what I can see on the screenshots you didn't place the tracks correctly. You should place one small segment (max 10 cells long) and use the script to make it longer. If you do it correctly, you should not end up with 4 catenarys and a crossing at both ends.

    EDIT: I just realized these aren't the final tracks, but I just want to make sure you get it right :) 

    • Like 2

    ekCYJKD.pngTim The Terrible's Steam Workshop

    Share this post


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

    @R3V0 Oh my, it's absolutely stunning! I love the modern look of the building, and it just looks great overall! I would make the textures a bit more high res, but other than that - it's great! :thumb:

     

    EDIT: Here's some textures I found that you could use:

    Here's a roof texture

    Modern-gray-metal-panel-1.jpg

    Here's a pretty good concrete platform texture

    concrete_3_20120516_1358803153.jpg

    concrete_3_20120516_1358803153.jpg


      Edited by TransitAuthority  

    Duplicate textures
    • Like 3

    OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

    Share this post


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

    @R3V0 From what I can see on the screenshots you didn't place the tracks correctly. You should place one small segment (max 10 cells long) and use the script to make it longer. If you do it correctly, you should not end up with 4 catenarys and a crossing at both ends.

    EDIT: I just realized these aren't the final tracks, but I just want to make sure you get it right :) 

    How to find segment though ? Couldn't locate it in the list in scener explorer *sad face followed by head slam to the desk*

    17 minutes ago, TransitAuthority said:

    @R3V0 Oh my, it's absolutely stunning! I love the modern look of the building, and it just looks great overall! I would make the textures a bit more high res, but other than that - it's great! :thumb:

     

    Texture is peasantry 1024 this time, I actually used nice pavement texture but of course it doesn't show up. I'll swap concrete with pavements see how it goes. Roof is supposed to be all white-ish

    • Like 1

    Share this post


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

    @R3V0 Oh, okay! :) I thought that maybe you just couldn't find a roof texture. No worries!


    OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    4 minutes ago, TransitAuthority said:

    @R3V0 Oh, okay! :) I thought that maybe you just couldn't find a roof texture. No worries!

    I'll will use them on something else though... oh yes... I will *flashing of more station designs*

    Need to release a proper asset first LOL

    Share this post


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

    Guy, we should stop talking about R3V0's staion in this thread and continue in the dedicated thread. Might be nice to delete some of your comments about the station that are not relevant to this thread. Let's keep it clean and organized :)  (Once that's done I'll remove this comment too)

    • Like 1

    ekCYJKD.pngTim The Terrible's Steam Workshop

    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