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Everything posted by jduffett
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Project: Darlington Nuclear Generating Station
jduffett replied to why's topic in Cities: Skylines Modding - Open Discussion
And to make up for misleading you... I believe on the left side you see three generator step-up transformers, while on the right are the auxiliary transformers. The low voltage connection from the generators to the transformers appear to be called isolated phase bus ducts. I couldn't find much in the way of good images of Darlington or Bruce transformers, but those search terms should give you something close enough to work with. -
Project: Darlington Nuclear Generating Station
jduffett replied to why's topic in Cities: Skylines Modding - Open Discussion
Actually, I think I'm (partly) spreading misinformation... I believe what look like large pipes are actually the electrical connection from the plant to the transformers, and they'd be self-contained as far as cooling goes. -
Project: Darlington Nuclear Generating Station
jduffett replied to why's topic in Cities: Skylines Modding - Open Discussion
Those are transformers down at ground level on rails. The fluid connections are cooling for the transformers. Suspended above, the wires connecting the transformers to the switchyard. -
Draw Bridge Mod (WIP)
jduffett replied to boformer's topic in Cities: Skylines Modding - Open Discussion
Pretty damn cool. The barges that pass under, is that based on the height of the bridge and the height of the ship, or something else? If I understand how this works (invisible road + animation + traffic lights), it cannot be used to make functional locks, correct?- 5 Replies
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New and improved dam:
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Catenary Replacer
jduffett replied to Tim The Terrible's topic in Cities: Skylines Modding - Open Discussion
I have this problem too. I am using the Loading Screen Mod, and I do have ND. -
pauliaxz's modding projects (Škoda Yeti [WiP])
jduffett replied to pauliaxz's topic in Cities: Skylines Modding - Open Discussion
Nice! Any chance you'll do this as a wagon too?- 81 Replies
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So, I started laying out this massive rail yard... Single hump with 24 classification tracks, 6 tracks each in the receiving and departure yards. And then I started thinking... What if I mirrored it? Too much?
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Jeren's asset creation endeavors
jduffett replied to Jerenable's topic in Cities: Skylines Modding - Open Discussion
@Jerenable, not sure if you're interested in doing more bridges, but if you've seen @Roadman20's latest post (https://community.simtropolis.com/forums/topic/69231-seattle-washington-usa-seattle-monorail-concept/?do=findComment&comment=1651256), it sure looks like he could use some! -
Jeren's asset creation endeavors
jduffett replied to Jerenable's topic in Cities: Skylines Modding - Open Discussion
Loving that bridge! -
Avanya's buildings (Update 7/1: Cargo rail stations released)
jduffett replied to Avanya's topic in Cities: Skylines Modding - Open Discussion
Ahh! It's amazing what the right search terms will do for you! Stackers and Reclaimers appear to the general terms.- 800 Replies
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Avanya's buildings (Update 7/1: Cargo rail stations released)
jduffett replied to Avanya's topic in Cities: Skylines Modding - Open Discussion
So the conveyor going lengthwise down the side of the pile feeds the movable a-frame conveyor on rails, which drops coal on the top of the pile, and is height adjustable, yes? What does the opposing conveyor do, or how is it fed? I see a lot of bits and pieces in this that could be useful for a bulk terminal/ship loader...- 800 Replies
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Jeren's asset creation endeavors
jduffett replied to Jerenable's topic in Cities: Skylines Modding - Open Discussion
Bridge looks great! I have a steep river valley that would be perfect for a bridge like this. Now that I see the name, it is obvious to me (it's about an hour from my house). -
Shadow flickers, blocking textures, thin interference lines
jduffett replied to bbenji09's topic in Cities: Skylines Technical Help Q&A
I can't offer much help, but I have the same thing on my iMac (Retina 5K, 27-inch, Late 2014). 3.5 i5 / 24GB / Radeon R9 M290X 2048. I've been running it on this machine for a while, and it is only in the past month or two that it has started doing this. -
I scrapped mine, but here's the general approach I was using:
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Additional Public Transit
jduffett replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
I'm having a problem where I have a whole tile in my map that the terrain gets flattened in on load. If I do some terraforming, the terrain comes back to it's original height, but save and reload causes the same flattening again. Going back through my save games, I found one that loads without this occurring. I'm making an assumption here that it is related to something within the affected tile and not somewhere else on the map. There's not much in that tile other than a bridge, train tracks, and MOM tracks (ground, elevated, and underground). One major difference between the affected and unaffected save is the addition of European Main Station. This is an asset I have used before, and I know for sure that it was not causing this issue for some time after placing it here, so it seems like something that has happened in the past couple of days that is retroactive upon loading older saves. Maybe I'm grasping at straws, but I'm posting here based on the similarity of terrain problem that can be fixed, saved, and returns on re-load. Is there something about placing this asset with MOM that could be causing this?- 1,259 Replies
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Nice! I was trying to make a ferry terminal something like this, but ended up abandoning it. This makes me want to give it another go... I'd sure like to have some proper RoRo ferries and ramps though!
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Neat! Reminds me of the Red River Floodway. I had to do a fair bit of tweaking to optimize power output and downstream water flow... Adding water sources above the dam, playing the position, strength and height of the water source. I tried some variations on the flow dividers to try to balance power between the turbines too, but in the end that didn't work out that well. Even in the screen shots I posted, you can see I have less flow through the centre. Believe it or not, the water pumping stations play a surprisingly significant role in the flow balance. Once I had a water source that I felt was generating enough power to justify the triple turbine dam, I too was having problems with downstream flooding. I ended up "cheating" it by placing a very low water sources (well, water sink, I guess is what they become) at the base of the spillways to remove some of the flow and make it look more realistic. I've actually revised my map and built a similar dam from scratch, and I used a sink on each spillway, and it looks a lot better. Your solution would have been easier, in a sense, but I don't really have a good place to route a floodway or diversion channel.
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I'm working on a hydro project. Well, I think I'm done at this point really, though if I was to start again I'd probably do it a little differently.
