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0 Clean SlateAbout idgarad
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I have a region in which I am planning on developing the coast line in two themes. The southern most region I plan for a conventional seaport with military and the northern cove to be more of a resort town feel. I have yet to start on the northern region rather wanting to develop the seaport first. The first problem is getting the seawalls working (using JRJ). The problem I am running into is which pieces to use and I keep running into situations in which I can seem to get the pieces to fit right. Usually with an series of angles. Lord I wish I could show it some how with some simplicity... Or better yet anyone have a good reference guide on how to use the various pieces and in what situation they should be use? The second problem is I was planning on developing a seaport using some of the PEG seaport components. Double whammy here, A: I can find no simple solution in terraforming land for the land based ploppables and B: Holy crap dropping a Pier One is fine but trying to get the water ploppables to line up is a crap shoot and a half. Is there an effective 1 tile leveling solution much like plopping single roads to extend tracks of land into the water? Suggestions?
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I have narrowed down the problem and found a workaround for those who are affected. There appears to be one of two issues that cause it, one, that the download rate (avereaging 12kbps) stalls and times out. Since the issue is coming from a variety of sources from the USA the choke point might be near the ISP that hosts Simtropolis or possibly the web server itself. The other is a reset packet that gets sent resulting in the download prematurely finishing (e.g. a 6mb file finishes only after 2mb is sent). Without looking at configs or even knowing one platform Simtropolis is running that is the best info I can find. The solution I found is using GetRight with multi-segmented downloading. By establishing two or more download connections to a single file it appears to keep the connection stable enough where as a single file download stalls and fails. I have no clue why that would be, but the solution is consistent as a fix. It would appear that download rates are throttled on a per-connection basis since three of us downloaded the same file (I have DSL, the other two have cable) but both got exactly 16k download rates. This throttling may or may not be at Simtropolis (Where is that Net Neutrality bill when I need it...) but could be at any point between users and the server. If that is the case and there is HTB, SFQ, CFQ, etc... like throttling then it is possible that the delay is causing the downloads to disconnect. Regardless of root cause, using a download manager of some sort, and using the multi-segment download option appears to remedy this. Please note that a multi-segment download will not circumvent the maximum number of concurrent connections to the web server so setting it higher then 2 (say 4 for instance) will likely do nothing more then download it faster at the expense of not being able to connected to the web server to browse, post, etc. Simtropolis appears to have the default setting of 4 concurrent connections and if you use all those up to download faster, you can't navigate the web site till those 4 connections are freed up. An additional bonus to using a download manager is you can queue up a substantial number of pending downloads (between sc4devotion, simpeg, simtropolis, etc.) and schedule them to download during non-peak times for the web server. GetRight also has a nice feature to store downloaded files sorted by top level domain so I can quickly see where I downloaded files from (i.e. Download\Simtropolis.com\, Downloads\Simpeg.com, etc.) All is working well now with the files I was having trouble with.
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Attempting to download a few mods and the archives seem corrupt: for example PEG PPond Culverts ACB-VLT Terminals & Jets SEries 1 Part 1 Cobb 5th Avenue Columbus Tower ... JPN WAlls Set by MAS71 with MML PEG PondKit-Deluxe PorkiesProps-Vol1 MAPP Coasters Somy Microwave Rectenna Plant Yey hundreds of others work just fine. Tried other browsers too (Google, Firefox, IE, and Opera). Anyone else run into this?
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tutorial on how to make realistic farms and suburbs
idgarad replied to Adnan88's topic in SimCity 4 General Discussion
Quick tutorial on "better" looking farms. 1: Ignoring terrain click and drag a crap load of farms. Square, let the roads lie where they may, etc. 2: Hit Pause 3: Take the roads and adjust them so they conform to the terrain. Feel free to chop the crap outta the various big lots. 4: Touch up and unzoned areas. 5: Hit start and wait till they all "pop" 6: Hit pause 7: Anywhere the terrain doesn't make sense or doesn't looking uniform, dezone those spots. 8: Plant trees in the empty lots 9e-zone arbitrary corners and plant trees there too. 10: Enjoy the new look 11: (Optional) I tend to plop a low-density residential plot at farm land intersections and\or a few squares "up the road". Farmers do tend to live on their farms. -
Official Mapping Community Requests - Take Two
idgarad replied to tungston's topic in Mapping Community Room
I would love any rendition of any of the following scale accurate locations in the US (If map makers are looking for inspiration). These areas seem geologically interesting for city building. in MN: Minneapolis, Saint Paul, Duluth, or Stillwater\Hudson area, Afton area, Hastings, Red Wing WI: Green Bay, Door County Region (North Bay area perhaps?), Oshgosh, Chippewa Falls, Port Washington\Cedarburg Area, Winter\Ladysmith, Chetek
