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I was wondering if there is any way to change a vehicle type.  In the futuristic city I was working on I wanted to make an elevated pod expressway similar to what is in the movie Minority Report.

I was using this mod http://steamcommunity.com/sharedfiles/filedetails/?id=723272626&searchtext=pod as a bus and had many different routes and created elevated bus only highways with no speed limit.  However, I got huge backups in my city wherever multiple routes came together.  I believe that in a previous patch they made the transport vehicles wait longer at stops so each pod would stop for like 3-5 seconds for only 10 people!  Since they're capacity is so low you obviously have to have many vehicles.  The only way I could think to clear up the jams is to have 30+ routes.  I had planned to have many routes to begin with but with 10 routes and about 200 pods I had huge issues.  Even with IPT it would be hell to have dozens and dozens of routes.  It would get impossible to manage and would either waste a TON of money or have people wait forever as it would get cumbersome to micromanage so many different routes.  

The solution to this is to have the pods be taxis, or buses and taxis. Then the spread out traffic could still ride in the pods and using the bus pods one could make routes between critical points to move more people.  Then you could still build elevated expressways and simply allow buses and taxis only (or anything else you want like garbage or freight).  I found that the highways with the pods looked really cool and were very efficient and fast, as well as it being possible to do near vertical sections and not having issues with functionality and looks.  The only problem is when the pods get off the highway and need to pick up people, they jam up in huge lines and actually made the traffic worse!

Is there any way using a mod to change the vehicle type or make a duplicate?  Would it be simple to mod it on my own?  I have done A TON of modding for other games but not much for CS.  I absolutely hate to make a request (since I know the work that goes into modding) but if somebody could make some cool looking pods that are taxis and buses that would be great!  It would be a super useful mod since with only basic testing I found that elevated unlimited speed bus-ways worked really really well,  for the most part I didn't even need more than one lane, even though I was moving thousands of people.  Also since near vertical sections are possible, these expressways are versatile and flexible as well as cost effective.

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I see 2 approaches to make the bus into a taxi:

One would be to export the bus with mod tools or crp parser, reassemble the textures and the model into usable files and reimport the asset using the taxi template.

The other would be to import a completely unrelated asset both as a bus and a taxi, then open them with a hex editor and see what the difference is, maybe it just changes a small part so you could figure out what to change for the actual bus asset to make it a taxi.

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  • Original Poster
  • ok I will look into it with the hex editor and see what I can do.  I am pretty proficient with Hex, but I've never used it on CS mods.  It would be great if somebody just made a quick and dirty mod.  I am telling you these pod highways are super efficient, to the point that I might not even have trams or trains exept for absolutely critical points that move way to many people for pods.  I will see if I can find a good model and maybe make an release one that looks cool, it probably won't be very good though haha

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  • Original Poster
  • ok awesome I will try it, is there any way I could make a duplicate with said tools?  By the way I did more testing and the pod highway looks very, very cool, especially when you set the speed to over 200 mph and do vertical sections, I wish I could bank the turns and do like a sideways turn for interchanges. If you could run the roads tilted 90 degrees you could weave them in between buildings without creating super sharp turns.

    I did some research and there is a mod called assetchanger and uiassetchanger that should work, unless recent patches have screwed things up, I will try it tomorrow.  In the comments people are complaining that their changed assets do not spawn, so we'll see.  My city right now isn't very good or very large so maybe when its bigger and I have a pod highway that isn't just a test version I can show you guys, but I encourage you to try it out.  I am going to see if I can create a system so good my city won't need much public transit or cars and ill just make most of the city pedestrian boulevards.

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  • Original Poster
  • I tried the aforementioned mod and all it did was cause huge glitches when the vehicle tried to spawn.  I did some tests with regular cabs and found that building a large expressway system for cabs/busses would only be needed if your city was really big like 200k+ cims.  Does anybody know of a mod that reduces transit vehicle wait times?

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    On 20.10.2016 at 10:33 PM, droidhacker said:

    I tried the aforementioned mod and all it did was cause huge glitches when the vehicle tried to spawn.  I did some tests with regular cabs and found that building a large expressway system for cabs/busses would only be needed if your city was really big like 200k+ cims.  Does anybody know of a mod that reduces transit vehicle wait times?

    Just use this Mod. With this mod you can adjust the amount of vehicles serving the line manually and thus reduce or increase the distance as well as waiting time between vehicles.

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  • Original Poster
  • I use IPT and I think its vehicle unbunching could be what is causing the long wait times.  If I end up making the system for real in my city (not just tests) I am going to really split up the lines and build multi lane stops similar to a bus hub and connect them directly to the expressway. Since near vertical sections are possible there is no worrying about taking up too much space with a larger hub.

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    • Similar Content

      • By T Wrecks
        MAXIS TREE HD REPLACEMENT MOD
         
        1 - INTRODUCTION/OVERVIEW
         
        Hey folks, you might not be aware of this, but this file actually marks my 100th STEX upload!! I think this justifies a little interruption of the usual IRM fare.
        I've been tinkering with such a mod for at least 2 years, but up until recently I had always run into a brick wall because there were simply not enough suitable tree models available. This is really harder than you might think because a tree must have the following characteristics to replace its Maxis counterpart:
        similar height (so it covers about as much as a Maxis tree would, but doesn't interfere with anything) similar diameter (so it doesn't cut into adjacent structures and will fit wherever the corresponding Maxis tree fits) LOD centered on the trunk and not the crown (so the trunk isn't off center and ends up next to a planter, bed, or dirt circle instead of right inside) lack of branches near the ground (so it won't cover entrances, benches and other stuff that's supposed to be under the tree crowns and not buried under twigs and leaves) Finding trees that fit the bill is really hard, but I'm positive that I finally did it. While this choice may not be perfect, I'm confident it's one of the best options available while I'm writing this. To my knowledge, while there have been noteworthy and admirable mods in the past, this is the first one that replaces all Maxis trees on lots and along streetsides/roadsides with 100% HD flora made by girafe and Orange_o_, two BAT masters whose flora props raised the bar considerably and set the standard these days IMO. It bugged me that so many Maxis trees - SD at 2003 quality level - were still to be seen everywhere when we already had modern, crisply rendered, high-definition flora for pretty much everything else. Well, not any more!
        This upload consists of three components - the base pack and two optional bonus packs. Here's a breakdown of these three components and what they'll do:
        --------------------
        THE BASE PACK - this is the actual mod. The bonus packs work as extensions of this mod, i.e. they require this base pack as a dependency. It does the following:
        It will replace all Maxis trees on lots with beautiful HD trees. Lots already existing in your city will automatically switch to the new trees. Whatever grows or is plopped subsequently will show the new trees in place of the old Maxis ones. Besides, it will replace roadside trees that occasionally show up at the sides of streets and roads (T21's for the tech-savvy among you). All Mayor Mode and God Mode flora in the city map will remain unaffected. However, the Mayor Mode tools (menu icons) for setting Maxis trees are removed. Why? Well, if you use this mod, the tools will actually plant the new HD replacements for the Maxis trees. This is superfluous because you need the corresponding tree packages as dependencies anyway, and these come with far superior and more flexible Mayor Mode tools, which will show up in your menu instead. For those of you who don't like palm trees, the pack contains an optional palm tree override. If you decide to use it, all Maxis palms will not revert to better HD palms, but to cypress trees instead. They are similar in terms of dimension, and I think they also offer a nice flair that conveys the same feeling as the palms did - a wealthier area, warm climate... If you still don't like that, I'm afraid you'll have to pretend those tall and slender trees are actually poplars. I won't tell anyone, and I don't judge you.^^ The growing lot flora will also be replaced, but with full-grown trees. It would have been possible to recreate the effect of flora growing taller over time (just like the Maxis flora does), but unfortunately, the game will only display the shadow for the first, smallest version. Hence, as the tree grows to full size, the shadow of the sapling will remain. Apparently this is a game limitation. ______________
        BONUS PACK 1, A PLUGIN FOR THE SFBT STREET TREE MOD - this is the first bonus pack intended for those of you who use SFBT's Street Tree Mod. For those of you who are unfamiliar with that mod, it adds streetside parking and streetside trees, and it is highly modular and versatile. Several tree sets come with the mod (e.g. for Maxis and for Cycledogg trees), and depending on which of these tree sets you keep, the corresponding trees will appear. You can mix and match freely, use either set, any combination, or even all of them at the same time.
        This is what the bonus pack included in this upload will do:
        When used in conjunction with the SFBT Street Tree Mod, the contained files should replace the original files that made Maxis trees appear. Maxis_Street_Deciduous_Trees_HD_Replacement.dat - replaces the file "SFBT_Maxis_Street_Deciduous_Trees.dat" and ensures that HD trees will grow instead of Maxis deciduous trees. Maxis_Street_Pine_Trees_HD_Replacement.dat - replaces the file "SFBT_Maxis_Street_Pine_Trees.dat" and ensures that HD trees will grow instead of Maxis pine trees. Maxis_Street_Palm_Trees_HD_Replacement.dat - replaces the file "SFBT_Maxis_Street_Palm_Trees.dat" and ensures that HD palms will grow instead of Maxis palm trees. Like the originals they are based on, these files can be mixed and matched freely. For example, if you select pine trees and palm trees, you'll get a mix of pines (well, their replacements) and palms. If you only use the files for deciduous trees and pine trees, you'll get all kinds of trees, but no palms. (This is independent from your selection for the main mod!) ___________
        BONUS PACK 2, AN OVERRIDE FOR SITHLRD98's T21 MOD - this second bonus pack is intended for those of you who may use the WideRadius Curves T21 Mod by Sithlrd98. These add sidewalk pavement, streetlights and trees alonside many smooth road & avenue curves as well as FA (fractional angle) road sections.
        This is what the bonus pack will do:
        All trees will be replaced with HD versions from this mod Instead of the single tree that was used repetitively, randomised trees will now appear for a more varied appearance ___________
        Each of the three packs is in a separate download because most of you probably won't use all of the stuff mentioned here.

        2 - USE
         
        2.1 - BASE PACK
        2.1.1 - Installation
        Simply drop the files into your plugins folder. By default, they will unzip into a sub-folder called \Maxis Tree HD Replacement\. However, you can change this to pretty much anything you like. (It's a simple override of the default files, and anything anywhere in your plugins folder will override the game files because plugins load after the game itself).
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        2.1.2 - Deinstallation
        Simply remove the file again. All affected trees will revert back to Maxis trees again, and the corresponding menu icons will no longer be blocked from your menu. No need to bulldoze anything.
        2.2 - BONUS PACK 1 (for SFBT Street Tree Mod)
        2.2.1 - Installation
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        SFBT_Maxis_Street_Deciduous_Trees.dat SFBT_Maxis_Street_Palm_Trees.dat SFBT_Maxis_Street_Pine_Trees.dat Then copy any one, two or all of the following files from Bonus Pack 1 into the aforementioned folder:
        Maxis_Street_Deciduous_Trees_HD_Replacement.dat (for HD deciduous tree replacements) Maxis_Street_Palm_Trees_HD_Replacement.dat (for HD palm tree replacements) Maxis_Street_Pine_Trees_HD_Replacement.dat (for HD pine tree replacements) You can leave the non-Maxis tree packs in there if you want. In this case, you may get a mixture of SD trees by Pegasus and/or Cycledogg and these HD trees, depending on what combination of packs you left in there.
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        2.3 - BONUS PACK 2 (for Sithlrd98's T21 mod)
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        Sithlrd98 Road Curves SAP v2 2 (road curves / FA road sections Portuguese textures (matching the Portuguese texture set 1 by gn_leugim):
        Sithlrd98 Avenue Curves Gn leugim Portuguese Texture (avenue curves)
        Sithlrd98 Road Curves Gn leugim v2 (road curves / FA road sections JRJ sidewalk textures (matching the JRJ Sidewalks Mod (v1.0) by jeronij):
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        RECOMMENDED DOWNLOADS
        That's simple this time: If you like those HD trees that you see and you are not familiar with girafe's and Orange's entire portfolio, just go over to www.sc4devotion.com, access the BSC File Exchange, and use the power search feature to display all of their stuff. Voila, tons of great flora mods - from small flowers to towering trees - right at your fingertips!  
        4 - FINAL WORDS
         
        I'd like to dedicate this upload to the SimCity community as a whole. We all have been learning from one another, inspiring each other, and helping each other out for almost 15 years now. Whatever we do now benefits from stuff other people have done before us. We are really standing on the shoulders of giants these days, and I'm no exception in this respect. Just look at this upload:
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        That being said, extra kudos to flora masters girafe and Orange_o_ as well as T21 mod authors Andreas Roth and Sithlrd98 once again. You guys are awesome!
         
        T Wrecks, August 8, 2017
        _________________________
        NOTE FOR DOWNLOADERS WHO USE THE CASCADIA TREE CONTROLLER: @PaulSawyer kindly reported that he had problems with Maxis palms on roadsides not being replaced as they should by this mod. Apparently this problem could be fixed by changing the loading order. So if you use both the Cascadia Tree Controller and this Maxis HD Tree Replacement Mod and run into the same problem, try changing the order in which both mods load.
        If you don't know in which order the game loads plugins and/or need help changing the load order, you will find information on that with a little forum search. If you don't find anything, don't hesitate to ask on the forums or send a PM my way.
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