-
Content Count
303 -
Joined
-
Last Visited
-
Most Liked
2
Content Type
Profiles
Forums
Omnibus
News
Features
Downloads
City Journals
Calendar
Gallery
Everything posted by Roadman20
-
Seattle, Washington, USA (Update 19: Seattle Municipal Tower)
Roadman20 replied to Roadman20's topic in Cities: Skylines City Journals
Yeah, I lived about 90 minutes north of Seattle for about 15 years, so I followed Seattle events all the time. I still do, but not as much these days. Where I use to live is not in the Sound Transit taxing district, but I disagree with parts of ST3 planning, especially their plan on the future Ballard line if they don't tunnel under the ship canal. I do agree the chokepoints is great for ridership, but it's completely terrible for routing interstate commerce. I'm glad they are pushing the infrastructure out, but the price tag of $50 billion with a timeline to reach Tacoma and Everett by 2040 is so far out in the future. Although, after living in Europe and Japan for some years now, I think Seattle's approach to a full light rail network isn't future proof, also I've seen the proposed travel times with LRT from Everett to Seattle isn't much different than a normal commute on I-5. Honestly, Seattle needs a denser core overall to address concerns, but also an investment in a re-routed heavy commuter rail line that is not on BNSF alignment with high-speed capabilities for a vastly improved Amtrak Cascades (160 kph to 200 kph) from Olympia to Everett/Marysville would be a better longer-term investment for intercity travel. I envisioned BRT/trams on major east/west corridors with LRT serving major north/south corridors. ________________________________________________________________________________________________ In other news, there will not be any further work done on Seattle probably until summer because I'm away from my desktop for a very extended period of time.- 194 Replies
-
- city journal
- realism
-
(and 2 more)
Tagged with:
-
Seattle, Washington, USA (Update 19: Seattle Municipal Tower)
Roadman20 replied to Roadman20's topic in Cities: Skylines City Journals
Yeah, that is problem with Seattle when it comes to transportation, it smacks up against the very geography it's built on. Over the years of Seattle's development, city engineers have taken liberty to "manhandle" the geography of the city to it's benefit. One of these projects was the construction of the Lake Washington Ship Canal between 1911 to 1934 by the US Corps of Engineers. The US Navy was interested in building a major naval shipyard on Lake Washington, but delays in planning lead to the US Navy build the shipyard in Bremerton, Washington, west across Puget Sound. So the northern approach of the city has six cross-water approaches; however, two of these approaches are high enough to not be drawbridges, which is the SR 99/Aurora Ave Bridge and the Interstate 5 Ship Canal Bridge. Modifying the geography has been forever linked to the development of Seattle, through the Regrades and the Lake Washington Ship Canal Ballard (15th Ave) Bridge, the second bascule bridge to open when the ship canal was finished in 1917. Fremont Ave Bridge, the first bascule bridge opened when the Lake Washington Ship Canal opened in 1917. It has the lowest vessel clearance of 30 feet (9.1 m) out of all the LWSC bascule bridges. It opens an average of 35 times a day, the most frequently opened drawbridge in the United States. University Bridge, opened in 1919. Montlake Bridge, the last of the ship canal bridges to open in 1925. Aurora Bridge was the first bridge over the ship canal to be built with enough clearance to not require a drawbridge, completed in 1932. This was the last link to completing the Pacific Highway, US Highway 99. US Route 99 was the main US West Coast highway route before Interstate 5 was built. It's a cantilever and truss bridge combination, there's a 150 ft (46 m) truss connection between the two cantilevers. It sits 167 ft (51 m) above the ground. Then the Interstate 5 double-decked truss bridge completed in 1962. As you can see, water is a big challenge to Seattle and it's engineers since it presents the city with a host of natural choke points. Probably one of the biggest challenges has been bridging Lake Washington since the average depth of the lake is 108 ft (33m) deep which makes a more conventional bridge type or causeway bridge impossible to build financially. It's why Highway 520 and Interstate 90 are floating bridges, and why Washington State hosts the top three floating bridges of the world. New Highway 520 Floating Bridge in 2016 compared to the old one next to it.- 194 Replies
-
- city journal
- realism
-
(and 2 more)
Tagged with:
-
Seattle, Washington, USA (Update 19: Seattle Municipal Tower)
Roadman20 replied to Roadman20's topic in Cities: Skylines City Journals
After a few attempts of trying to align the various grids of Seattle, I've finally settled on measurements close enough to the real layout. Should be developing everything east of the CBD shortly. Still need to work on terrain refinement and the curvy roads that currently absent from the layout. As for zoning blocks, I'm just below 40,000.- 194 Replies
-
- 6
-
-
- city journal
- realism
-
(and 2 more)
Tagged with:
-
Look for some of the bridges by Jerenable. He has a nice array of bridges to choose from here: http://steamcommunity.com/workshop/filedetails/?id=743947126 Good luck on the build, also I enjoyed Melbourne a lot.
-
Frontier City (Update 4.9 - Current Projects)
Roadman20 replied to whiteshark365's topic in Cities: Skylines City Journals
Impressive detailing , keep up with the great work!- 15 Replies
-
- 1
-
-
- cities skylines
- mountain town
-
(and 2 more)
Tagged with:
-
Seattle, Washington, USA (Update 19: Seattle Municipal Tower)
Roadman20 replied to Roadman20's topic in Cities: Skylines City Journals
When certain features are not available in Cities:Skylines, you have to improvise. This is going to be the future of the "Seattle Monorail" by using Metro Overhaul Mod. The street alignment below is an accurate reflection of what you would experience in Seattle if you visited it. I thought about going with a two-lane one-way street with a one-cell one-way street paralleling each other, but then I figured, "Why not a four-lane one-way street and use Traffic President to close all traffic on third lane?" Thus, this challenge was resolved. Sidenote: I've grown to dislike building and rebuilding the downtown's three grids and trying to line up streets on both side of Interstate 5 has been a huge pain.- 194 Replies
-
- 2
-
-
- city journal
- realism
-
(and 2 more)
Tagged with:
-
Thinking about city journal
Roadman20 replied to Matthias King's topic in Cities: Skylines City Journals
Don't worry about how fast you build, it's more about what you think looks good and putting a narrative behind it. Everyone's CJ is a bit different and is a source of inspiration for others to pick from. I've been building on the same map for over a year and I find that pretty slow for my CJ. -
Network Extensions Project
Roadman20 replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
Well, the biggest problem is that CO has already gone down a different network design path from CiM2 that is relatively not worth their time to redo things. The biggest issue I see is how they do network nodes. Modders had to build MOM, one tile train tracks, etc. CO has literally chosen their network design to the bare basics at every turn, and this can be seen through the full spectrum of all transport options from roads, rail, metro, airport, and sea. It is a tall order when the subreddit is pretty blind on their demands for disasters and seasons tbh...- 813 Replies
-
- 1
-
-
- network extensions
- road mod
-
(and 1 more)
Tagged with:
-
Oooo, do want.
-
Network Extensions Project
Roadman20 replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
That's because CIM2 has a better looking road system for the most ironic reasons. If they slapped just about all the network and road features of CIM2 with the zoning capabilities of C:SL we would be going places without lingering in the mod desert for an undetermined time. EDIT: Also the traffic jams are a real deal across the full spectrum of CIM2 road network with a functional rush hour... *shrugs* EDIT2: At least leave behind CIM2 UI because that UI is terrible beyond terrible.- 813 Replies
-
- 1
-
-
- network extensions
- road mod
-
(and 1 more)
Tagged with:
-
Additional Public Transit
Roadman20 replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
I second this, the transport related mods do not go away if you just disable them, they must be unsubscribed. Make sure Steam uninstalls it before restarting the game.- 1,259 Replies
-
- public transit
- mod
-
(and 2 more)
Tagged with:
-
Additional Public Transit
Roadman20 replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
I believe that is an issue between IPT and TLM if you have them subbed together regardless of being active or not. I've heard and seen both mods slowly becoming incompatible with each other. If it is not that, then ignore this response.- 1,259 Replies
-
- public transit
- mod
-
(and 2 more)
Tagged with:
-
Looking mighty good here!
- 443 Replies
-
- city journal
- harbor
-
(and 2 more)
Tagged with:
-
Starting Over
Roadman20 replied to Matthias King's topic in Cities: Skylines Modding - Open Discussion
Yes it is. Gives inspiration to people when they sub and be like "Whoa, I can build this with mods?!?" The thumbnail is a different story with the image of the LOD toggler with the trollface with the PC on fire. Subbing to all these mods does have its consequences... EDIT: I almost forgot all the support mods/buildings required for MOM, I had to throw those in there as essential equipment. -
Starting Over
Roadman20 replied to Matthias King's topic in Cities: Skylines Modding - Open Discussion
I've made this collection work in my Seattle saves since 1.6 release, refined over this weekend. http://steamcommunity.com/sharedfiles/filedetails/?id=816886190 -
We need new Time Warp mod
Roadman20 replied to ImpactUHD's topic in Cities: Skylines Modding - Open Discussion
On the vanilla sun/moon with the world in the middle where one usually clicks to buy land, you can right-click to change time to whatever you want. The third image on Extended Info Panel workshop page explains everything you need to how to read and use the mod. See top right of this image in particular, it has the feature you need. Ignorance is through not going through everything that has been made available but refuse to look in depth. -
We need new Time Warp mod
Roadman20 replied to ImpactUHD's topic in Cities: Skylines Modding - Open Discussion
You can use Ultimate Eyecandy to set sun lat/lng and use Extended InfoPanel for time of day setting. -
Network Extensions Project
Roadman20 replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
In BloodyPenguin's defense, the sheer amount of mods under his wing is by and far a significant majority of people's mod library.- 813 Replies
-
- 3
-
-
- network extensions
- road mod
-
(and 1 more)
Tagged with:
-
Mods and Natural Disasters
Roadman20 replied to simfanheatermayor's topic in Cities: Skylines Modding - Open Discussion
If that was a placebo, then it strangely worked... haha.- 66 Replies
-
- mods
- natural disasters
-
(and 1 more)
Tagged with:
-
Mods and Natural Disasters
Roadman20 replied to simfanheatermayor's topic in Cities: Skylines Modding - Open Discussion
I've shutdown IPT since there is some lingering incompatibility with TLM. I'm error-free now as Ultimate Eyecandy is updated. Working on removing the semitrucks for now, RIP.- 66 Replies
-
- 1
-
-
- mods
- natural disasters
-
(and 1 more)
Tagged with:
-
Mods and Natural Disasters
Roadman20 replied to simfanheatermayor's topic in Cities: Skylines Modding - Open Discussion
I've loaded the following 100 mods together to test compatibility since BloodyPenguin updated 81 Tiles. I did this into one of three of my recent Seattle saves from Nov 27th. Takes me about 10 minutes to complete loading. I still need to unsub from Shroomblaze's semi-trucks as that looks like to be the problem of crazy vehicles roaming about. Control Building Level Up v0.4 Ploppable RICO Testing (Old RICO can load as well, but will be an error upon completion of the load, no freeze or crash) Decal Hover Area Cinematic Camera Extended Improved Assets Panel (Even though it doesn't work officially) No Questions Asked Chirpy Exterminator Sharp Textures Advanced Building Editor (Alpha) Extended InfoPanel Advanced Toolbar Touch This! 1.1 No Deathcare Fine Road Anarchy Prop Precision Prop Snapping Service Radius Adjuster Theme Mixer 1.0 Ultimate Eyecandy (Still pops in an error once load completed) American Road Signs Remove Need For Power Lines Enhanced Zoom Continued 81 Tiles Phantom Lane Remover CSL Show More Limits Force Level Up Transport Line Manager 5.5 (Enable IPT Compatibility and restart or you'll get errors, not on by default) Network Extensions Project Unlimited Tree Mod Traffic Manager: President Edition Building Themes Network Skins Random Tree Rotation Prop Line Tool [PLT](vAlpha) Remove Need for Pipes Roads United: Core+ Rush Hour Infinite Oil and Ore Redux No Radioactive Desert and More! One-Way Train Tracks CSL Service Reserve No Seagulls Improved Public Transport 3.8.10 Move It! Fine Road Tool Fine Road Anarchy Mesh Info Advanced Vehicle Options (AVO) Environment Changer Extra Landscaping Tools ModTools Adaptive Prop Visibility Distance Daylight Classic Prefab Hook Catenary Replacer More Network Stuff Surface Painter Prop And Tree Anarchy Demand Master Airport Roads One-Way Street Arrows Automatic Bulldozer v2 Decal Prop Fix Roads United: North America PLUS Roads United: US Edition Extra Train Station Tracks Service Vehicle Selector 2.2.1 Better Bulldozer Slope Limits (WtM) Multi-Track Station Enabler 1.2.0 American Traffic Lights Barrier Placer Quay Anarchy Roads United: Germany Cimtographer Clouds and Fog Toggler Crossings Precision Engineering More Beautification Softer Shadows Cross The Line Sub-Building Tabs Unlock All Roads Elevated Stops Enabler More Train Tracks v0.4.1 Zoning toolset (toggle + upgrade tool) [Did not test functionality] TotalyFree Camera Unlimited Outside Connections NoPillars LOD Toggler Search Box Mod Prop Remover No Tree Brush Slope Limit Remove Decoration Sprites City Vitals Watch Building Eyedropper Tool Shadow Strength Adjuster Toggleable Whiteness Hide Problems Transport Line Rendering Fix- 66 Replies
-
- mods
- natural disasters
-
(and 1 more)
Tagged with:
-
Mods and Natural Disasters
Roadman20 replied to simfanheatermayor's topic in Cities: Skylines Modding - Open Discussion
Check over on Reddit for a list of broken mods that you'll need to unsub to get things working.- 66 Replies
-
- mods
- natural disasters
-
(and 1 more)
Tagged with:
-
Mods and Natural Disasters
Roadman20 replied to simfanheatermayor's topic in Cities: Skylines Modding - Open Discussion
Yeah, that's the sound. I've been looking around for a fire to see if AutomaticBulldozer v2 works. Also, the West Seattle Freeway is backed up from West Seattle to I-5... oh lord. EDIT: AutomaticBulldozer v2 works, found my fire.- 66 Replies
-
- mods
- natural disasters
-
(and 1 more)
Tagged with:
-
Mods and Natural Disasters
Roadman20 replied to simfanheatermayor's topic in Cities: Skylines Modding - Open Discussion
I've successfully load one of three my most recent Seattle saves with 100 mods. It makes some weird noises right before finishing the load though... Fun times, lol- 66 Replies
-
- mods
- natural disasters
-
(and 1 more)
Tagged with:
-
Mods and Natural Disasters
Roadman20 replied to simfanheatermayor's topic in Cities: Skylines Modding - Open Discussion
I'm browsing though the list for the list on Reddit. The majority of it is my own subscriptions, but I've been adding on as things go along. I've whittled myself down to 100 mods with 95 active and no longer having any errors on the main page. I still have to wait on 81 tiles before I start the real work on actually loading a save.- 66 Replies
-
- mods
- natural disasters
-
(and 1 more)
Tagged with:
