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Everything posted by Moonraker0
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Chemeketa: McCabe Street Extension
Moonraker0 commented on Tarkus's City Journal Entry in Tarkusian Cities
Cool update! Your street grid layout looks really realistic, judging by the map. Is that the Signage Piece Mod I see in some of those images? The last picture of the SPM I saw lacked sidewalks, so it's good to see that they have been added now.[img]https://www.simtropolis.com/forum/public/style_emoticons/default/44.gif[/img] -
Here's one from a while back which I think turned out well.
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Chemeketa: 52nd Avenue NE Widening Project, Phase 1
Moonraker0 commented on Tarkus's City Journal Entry in Tarkusian Cities
Actually, [b]Exla357[/b], if you look closely the through/left turn lanes do align throughout the intersection. It just might look otherwise because the right turn-only lanes are added where the sidewalks would otherwise be. Anyway, I'm looking forward to those new TuLEPs and, of course, the awesome AVE-6. I concur with [b]ImVhOzzi[/b] since I don't have the knowledge of how to add median T21s to AVE-6; it would be cool if a mod like the pictures was released separately. [b]Ivo_su[/b], the emergency lanes/shoulders are probably present in AVE-6 and MAVE-4 because there is enough space on the two or three tiles to add them, and without them the sidewalks would be quite wide. MAVE-6 and AVE-4 don't have enough space for such shoulders. Well, nice update, [b]Tarkus[/b]; I always love to see NAM-type teaser images. -
Here is a partially unraveled cloverleaf/cloverfold interchange between an elevated freeway, an 8-lane freeway, and an avenue.
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Great; those do look like the right ones. Thanks, Yunxiang!
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- simcity 4
- custom content
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I usually post in V2 of this thread, but I'm not sure where it's gone to, so I guess I'll use this one. I just saw some Hong Kong (style) buildings that I don't have in a city journal. Does anyone know where I can get these low rise buildings with the red, green, brown, and white roofs?
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NAM Traffic Simulator and Data View Support Thread
Moonraker0 replied to z1's topic in NAM & Transit Networks
Alright Z, I followed your suggestion of adding rapid transit (the education levels seemed to be correct according to the linked chart), and it seems that the problem has gone away. It's strange because I had previously added a temporary test monorail line between the two zones and it had no usage after I waited several months. However, now that the city's monrail lines are extended throughout the city tile, there are sims from all over riding to the industrial zone, and the RHW leading there is also getting significant usage.- 336 Replies
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NAM Traffic Simulator and Data View Support Thread
Moonraker0 replied to z1's topic in NAM & Transit Networks
I am experiencing trouble with a feature of the traffic simulator. Sims will not drive as far as necessary to reach jobs, instead choosing to abandon their homes. I have a residential zone on one edge of the large city tile, and an industrial zone on the other (both within the tile). There are manufacturing jobs in the industrial zone and low-wealth and medium-wealth sims in the residential zone, so I don't think that the wealth of the jobs and sims not matching is the problem. There used to be no traffic at all on the avenue leading to the industrial zone, but now there are some homes that are closer to the industrial jobs than the original ones, and there are a few commuters from that zone traveling to the outer rim of the industrial zone. I tried putting homes directly bordering the industrial zone, and they had no problem taking the jobs there. This all makes it really seem like there is a low cap on how far sims can drive to commute. I don't understand why the distance is a factor entirely keeping them from having jobs.- 336 Replies
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Street Lights for Elevated and Diagonal RHW-4 and MIS
Moonraker0 commented on Biriali's file in Transportation
This is a great mod for having more complete lighting on all RHWs. Unfortunately, it seems that it is nullifying the effect of Blue Lightning's [url="https://www.simtropolis.com/forum/files/file/25065-erhw-inline-support-mod-v1-0/"]ERHW Inline Supports[/url] mod. If you made a compatibility patch, that would be great. Anyway, thanks for making this. -
Here is an overview picture of the city Ternes.
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I have one new picture of the newly-built main rail terminus for my latest city. As you can see, an elevated metro line also enters the station, in addition to commuter rail from the northeast portion of the city.
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Here is a suburban area to the south of my latest city. Past the border of the city tile, they continue to expand... And expand... Here is the a screenshot from right before the game crashed (although, fortunately, I saved after all the plopping and zoning so I just have to watch it grow again). This is the most distant and most recently developed suburb of Ternes, my latest city.
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I really have no idea how to view the CJ's I've favorited...
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Here is a picture of a relatively new industrial area with a freight railroad running through it, as well as a sunken passenger line to the north.
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Here is one I just made, a trumpet interchange: Also, here is a picture of a diamond interchange with RHW-6C and 8C, with separate exits for right and left turns.
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The ST 6.0 Department of Technical Affairs
Moonraker0 replied to Craig-Abcvs's topic in Simtropolis Related
Now I am having a problem uploading to the STEX; it says that both of my images are "Missing or invalid", even though they are .jpg images (and not .jpeg). I thought that there might be some hidden size limit, so I scaled them down from 1280x1024 to 750x600, but it still said the error message when I clicked "proceed" to upload. Why is this happening? -
Yes, you can build subway networks with stops underground. The trains are usually underground, as there are currently no stops for ground-level or elevated rail, unfortunately.
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Maarten's New USA Road Set (for CitiesXL 2011)
Moonraker0 commented on MandelSoft's file in CXL Mods & Tools
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Hi. I have just acquired a second monitor, and I am really hoping that I can get SC4 to be spanned across both monitors I have, so that the viewing area is greatly increased. This is usually accomplished by running a game in windowed mode at the combined resolution of both monitors and positioning the window so that it's spanning both monitors, which has worked for all the other games I have tried running so far. However, with SimCity 4 there seems to be a problem with having such a high and non-standard resolution in windowed mode. I've tried a multitude of resolutions, mostly the ones listed here, and for each of them one of the following four things has happened: The game runs in full screen mode at my primary monitor's native resolution of 1600x1200 on that monitor. (In the case of 1440x900) the game starts, switching my primary monitor to a resolution it's not meant to display (which I doubt is good for it). Nothing happens after the disc-checking image disappears, when the game would normally load. I have confirmed in the task manager/processes tab that the game exe is no longer running at that point, but there is no crash/error message. The game runs as it should in windowed mode, but this has only happened for 1360x768, which is not large enough to provide me any advantage with my two monitors. If it is not possible to run the game in windowed mode at 3520x1200, perhaps someone could point out to me if there is a way to span the game in full screen between the two monitors? A third party utility, perhaps; I already use UltraMon, but that doesn't appear to have such a spanning option. The methods for running the game in windowed mode that I have tried are those of editing the shortcut to include -CustomResolution:enable -r3520x1200 at the end (I use SimCity 4 Startup Manager with the windowed mode checkbox checked, and I click the "SimCity 4 shortcut..." button in order to edit the launch parameters) and also, in addition to that, editing Graphics Rules.sgr and SimCity 4.cfg to have the resolution I am trying to achieve. The information about my PC is as follows: Video card: Nvidia GeForce GTX 280 Primary monitor: Dell Trinitron P1110, 1600x1200 pixels Secondary monitor: Samsung SyncMaster 245BW, 1920x1200 pixels Operating system: Windows Vista Ultimate 64-bit
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I just took this after seeing how this area I mostly plopped looked at night, and thought it would be ideal for this thread. Click for full size.
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Oh..."new year's effect"! Now I finally understand the reason it doesn't appear instantly; at first I thought it was modded incorrectly, but after looking at the pictures more closely I see that there is a difference. I think it's a cool idea, having different building models for different times of the year. Very nice BAT!
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I need Sims to commute across an entire large tile.
Moonraker0 posted a topic in SC4 Bugs & Technical Issues
I need to have sims commute from a residential/commercial city, cross through an empty city tile (empty except for transportation networks), and traverse the majority of a third tile to get to an industrial zone there. Naturally, they won't do this, and they just sit there and show no job zots. Is this at all possible? I was once told that they would go as far as necessary to get to jobs with Simulator Z, but clearly this is not the case; did the NAM team remove this feature from the Unified Traffic Simulator or something? The methods of transport currently available to them are a two-tile rail line and a multi-RHW-16. The only jobs they're taking are those at the rail stations. As a restatement, I'm using the latest NAM. -
I need Sims to commute across an entire large tile.
Moonraker0 replied to Moonraker0's topic in SC4 Bugs & Technical Issues
Yes, I do have these, it's just that the RHW is mostly squarish in its path through the city, whereas the rail line goes diagonal through the first/residential city and is a more direct route. Probably, when there is a high enough population, Sims will use the RHW, or when I zone residential in an area where the onramp is more convenient to them than the station.
