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dshp01

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About dshp01

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  1. Yes, I'm interested in exactly what you describe - a series of collections of very carefully curated, grim/realistic British buildings from the 18th century to the present day would be a great addition to this game. Perhaps broadly: 18th century (Georgian) 19th century (Victorian) Edwardian and Interwar (1920-39) Festival of Britain (1945-59) Then approx 1960-1979 1990-2009 2010-2025 (yes this can be predicted) I feel there will need to be a very limited selection of building models, for terraces for example, only one basic model per density per level, but with different textures or addons for how the buildings have been 'abused', for example the horrific pebbledash craze, porches, extensions, drives. Otherwise you will just get a disjointed mess spawning! Certainly something I'm interested in and I have the skills to do, if not the time until the autumn. So very happy to collaborate if you like. Please get in touch. However the problem with all this at present is that there doesn't appear to be a way for modders to create, for example, new specialisations or city planning ordinances on districts to force the spawning of only buildings tagged in a particular way (for example "Interwar Britain" or "Colossal Order"). I'm waiting on that!! I'm sure CO can be persuaded to do this if it is a problem their end, after all it is the single biggest thing they need to do to unlock the financial potential of their platform (plus allowing asset packs to be developed by third parties as payware and published on Steam, as with Train Simulator) If the modders don't succeed in doing the above, would anyone else be interested in doing some modeling of suitable buildings, and then help me create a two/three page 'product/mod' brochure, to send to Mariina soon, while they have the patching mindset? FYI: I'm an architect and I work at Allies and Morrison, live in Croydon (abused semi/terrace central!). I've studied at the Martin Centre in Cambridge and have a deep interest in the UK built environment. Our practice actually does what you can do in Skylines in real life, for example the Kings Cross and Olympic Masterplans. But also the buildings . Playing SC4 was a defining moment in my life that led me to where I am now. Skylines will do the same for another generation! First game since SC4 with that potential. Not sure about the date of your semi. Definitely Interwar, not quite sure when exactly. Do you know?
  2. High Speed Rail Project

    If someone could release different variations of the HSRP hub station transit wise it would be great. The existing one is excellent in modelling and architectural terms, it looks just right (bland, generic and modern) and is remarkably similar to Ebbsfleet or Stratford, and to Rogers' Heathrow Terminal 5 amongst other examples built AFTER the HSRP hub. Whoever at Maxis came up with the building style 'euro contemporary' understands design trends more than a lot of architects, the same goes for 3ddz in designing the station and interpreting the Maxis designers' intent. However I think it is lacking conceptually in terms of how it behaves in the game - why are there two HSR tracks? The HSR has a very high capacity, so I take it they are 'eye candy', there for realism reasons. I use the station to connect with elevated rail and heavy rail, a typical journey on HSR would be foot---elevatedrail/subway---HSR---el/sub---foot. Having only two access routes for elevated rail is very restrictive... 2x4000(?) total capacity for the elevated rail access routes vs 4x 10000 (or more?) on the HSR. Where are all the passengers using the HSR going to come from? I have found that the result is massive overcrowding on the el approaches to the HSR, limiting its use, and requiring additional el or subway stations around the HSR station. Having two el approaches and one HSR would even out the capacity. Having an HSR track at each edge of the station also means that elevated rail access from one side of the station has to be via subway transitions as the el can't cross the HSR (at least at grade or close to the station). This looks a real mess visually and surely overpowers the 'eye candy' of a dual HSR approach. Sandwiching the HSR between two el tracks would make more sense. How easy would it be to release a version of the station with this feature? Can the .3ds, .max or .gmax model for the station be made available to download, as the textures/materials would need to be redone surely? It seems like 3ddz hasn't released them. As you can probably tell I have little experience of the BAT (though I am experienced with 3dsmax) and only use the Reader very occasionally. I have no idea how to work with transit enabled lots, so my apologies. If it is simple then I will have a look myself but I don't imagine it is. I think these changes would allow me and others to fully enjoy what is one of the most perfectly judged models i have seen in SC4. I see no reason why there couldn't be two or more 'identical' stations to choose from when building the network. One more thing the fix for the left hand drive (UK) HSRP corner problems didn't work for me. If the track turns left the trains still seem to want to turn right as the corner begins and vice versa. I have a right hand version of the game as well so I just installed that instead and deleted the left hand NAM plugin. It's also nice for the traffic lights to face the traffic!
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