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It's intresting how the custom plop super sky scrapers are always so prominent everywhere. Hope you finish this project.
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What are the specs for different transit tiles?
dare0021 replied to dare0021's topic in SC4 Bugs & Technical Issues
Ooops. Thanks -
Check Point 1: Lets get in to some custom terminology here first. By looking at my last screen shot, you should see my city is degined like this. | | | | | | ---------------------------------------- | | | | | | ---------------------------------------- | | | | | | When you only draw the monorail. Since the monorail was placed so that each line was placed at 1/3 the map (approx), I decided I'd call each of the secluded plots of land "sectors". Now, the plan is this. | | Ind | Res | Com | | ---------------------------------------- | | Res | Com | Res | | ---------------------------------------- | | Com | Res | Com | | Now, with 3 of the 9 sectors finished (the blue ones are finished), I decided to run the city, resulting in the screen shot in my previous post. The reason for this was to see if there were any flaws in my city degine, which I found and corrected. (Incase you are intrested, I found that the plots with access to the blockade tiles get the "no access zots", and I need Delux Police Stations to provide jail cells. I considered just plain old fasioned jails, but decided against it because of the increased crime rate it would cause, while an extra big police station should have the opposite effect.) Now, lets see exactly what I did. I basically laid down the rail way system so that any Sim can walk there. To reduce the use of cars to get to civic posts, I erected the blockades everywhere. (you can see them in the blue boxes.) For hard to reach monorail stations, I placed short subway routes. (red boxes) Afterwards, I found that the monorail system was quite congested (peak 350% usage), so I linked the subway stations too, as you will see below. As you can see, you can't go anywhere much with your car, and so my Sims are forced to use trains of any sort. (Rail,Subway, Monorail) What car traffic there is is due to sims driving to rail way stations. Apparantly, DK1 rail stations have parking lots for the customers as well. On the congestion map, you can see that the monorail stations and rail stations are quite congested. Oh well. As for fire coverage, I used the fire station landing strips since planes can get past road blocks. I placed one in each sector for best performance. For crime control, I placed a Police Kiosk in every block, so you probably can't make out the map. So I put the graph up there. According to the graph, there is no crime going unpunished in our fair city. Nice. If you see the above screen shot closly, you'll see there is a clinic across the street to the Police Kiosk. I placed them there so they are also omni-present, and everyone can get medical attention. Since that means another meaningless aqua colored map, I just got the graph. Looks like they're doing well. I hope I can live to be 85. For education, I ploped a random education building on each block. This has, apparently, been partially succesful, according to the map. From now on, all the stats will be compared with my other more conventional town. This is the one I originally created to play U-Drive-It missions on, so it's also a cheat city, which should be better than non-cheat cities. Here's the region photo. The name of Yours Trully has been blured. We'll be using the big city since it's the only city with all 3 growable types. HT City is an industrial job providing city, and Restown is a residential job draining city. The background, and the graph on the bottom right corner are the conventional city's. You can clearly see the air pollution along the grided roads, especially along my improvised express overpass. Neplaustropolis, on the other hand, shows minimal pollution. Same deal here again. If you look at the conventional city graph, the current commune time is somewhere around 30 mins, rising after a plunge to 20mins from 35mins. But if you look at the Neplaustropolis graph, the current commune time is 2 mins! Monorail really is the fastest tansport! BTW, the conventional city has the best transport system (of unplanned conventional cities) I built, thanks to the money cheat. It has bus and subway systems that can get you anywhere from anywhere, as well as a less comprehensive monorail and rail way system. BTW, the roads are empty because I set the "no of cars and Sims" setting to low, and have the "day/night auto change" option on. On rush hours, the traffic really piles up... especially on the express overpass. And finally, here's the comparison for the modes of transport. Although there are still about 5000 car traffic in Neplaustropolis, it's nothing compared to the30,000 cars in my comventional city. Next update, as always, is next week.
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All growable plots in the city actually has access to roads. Its just that there's too much road blocks for them to go anywhere with cars.
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Teaser- Here's an aerial view of the area. No specifics untill the update, though. I did find a very interesting thing, though. Every time I got unemployment, I ploped another NDEX Mid Rise Hi Spec Office Building, which provides 2500 jobs. (I think) Every time I plop one of these NDEX buildings, business starts going up as well, and the housing getts taller. So every time I plop a NDEX building, I end up with as much unemployment as before.
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What are the specs for different transit tiles?
dare0021 replied to dare0021's topic in SC4 Bugs & Technical Issues
Thanks. Now anyone know the speed specs? -
What are the specs for different transit tiles?
dare0021 replied to dare0021's topic in SC4 Bugs & Technical Issues
err... can you give me a source or something rather than vague figures? -
I don't know about you people, but for me, farm lands are just eye candy. All my farms are as wide as possible, zoning again and again to prevent the "Zone too large" thing. Not very profitable, but looks good.
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After getting BigRedFish's BRF Traffic Control Set ver 1.2 based on the work by Urban Legend, I got an idea. I noticed that the Traffic Control Set (Which I call TC Mod), which included road blocks, I could make a map with almost no road traffic what so ever. All I have to do is; 1) Place road blocks practically everywhere. 2) Build a rail way system, as seen in SC3K's Maxis map, "Roadless Paradise", which was even more so since it had no road at all, not just road traffic. Ofcourse, to do this, I will use money cheat lots. (Money Plant Lots by ???.) Also, I will be using DK1's DK1 Rail Platforms, as they are cheaper and smaller, despite being less capacitated. Actually, now that I think of it, I may be using alot of plug-ins. NAM Jan 2007 Bridge Heigt Mod by every modders at Simtropolis, especially stradog13 (According to the readme) Hole Digger Lots V2 by ??? Less Abandonment Mod by Bones1 Air Purification Plant by ??? Black Hole Waste Management V2 by ??? Black Hole Water Works V2 by ??? Black Hole Power Company V2 by ??? NDEX Mid Rise Hi Spec Office Building by NDEX If your name should be there in place of ???, PM me with the link to your file on STEX. My updates will be posted every week, on a random day as I please. (Starting next week) PS The name means "no cart" city in Latin. Ditto that "polis" is "city" in Greek.
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What are the specs for different transit tiles?
dare0021 replied to dare0021's topic in SC4 Bugs & Technical Issues
I was thinking of more specific specs like the spec for...was it ANT or RHW? was; Ped-0 Car-100 Bus-60 Truck-40 or something like it. So I was intrested to get the full specs for transittiles for everything, including pedmalls, RHW, Ferry, Rail, etc. PS, I do have NAM and RHW. -
I may have an answer. I found that neighbor deals are enabled when the line/pipe/road is connected on both sides to a provider and a consumer. (ie power lines to generator/zoned area, roads to landfills, pipes to water pumps)
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What are the specs for different transit tiles?
dare0021 posted a topic in SC4 Bugs & Technical Issues
What are the different specs for different transit tiles? With SC4, all I can see is their construction/demolition/maintenence costs. But what are their traffic capacities and the speed specs for different viechles? (ie cars, busses, trucks, peds, etc) -
Originally posted by: tungston Make sure when you select the grayscale, that the file name shows in the box below the list. Otherwise you didn't get it selected, you may need to type the name in the box.quote> OK, now it works. Took about 10mins to calculate the altitudes though, not 15mins. Thanks
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I got everything in order in the Regions folder (the My Documents one) with the config.bmp in the folder, which I created. I load the region in SC4, press Ctrl+Alt+Shift+r to get the half finished open menu, get the grayscale in my C drive (.jpg file) , click OK, and SC4 acts as if I did nothing. The clouds just keep rolling by, and I have full access to all menus, which isnt according to Omnibus which said itll take about 15 to 20 mins to calculate a region. I waited still, and the region is still a flat poece of land after 30mins.
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