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0 Clean SlateAbout kirgam
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So this project died at ... what ... 90 % completion? Come on! Or does it hide behind one of those half a dozen new abbreviations that I actually have no clue what they are (like FLUP e.g.)? (Just checked back after almost one year of abstinence ... )
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Incredible stuff! Can't wait to use it ... But again one question: Could in general this starter piece thing be applied to practically any transportation network, eventually making all additions (like e.g. dirt roads, trails, ped malls, road/el-rail double-decker pieces etc,) draggable? Nevertheless, I'm still waiting for fukuda to finally release the electric bus system somewhen which he made together with Yoman and as I understand it, uses starter pieces as well.
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Erm ... I don't mean to push anything, but: didn't you say, it was almost finished and that it just depended on some minor stuff fukuda still wanted to do? Well, he seems to be around and quite active (his double decker highway thing looks awesome!). So, can we expect the release of this cool improvement soon?
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Originally posted by: Meastro444 it is the ELECTRIC TROLLEY BUS project, not tram. @kirgam, i do understand what you mean, but i dont think it will be possible. form my knowledge gathered here: not possible to add transit networks, so new automata for this (new automata for the standard transitnetworks ARE possible, in fact, im working on some) are impossble i think. articulated busses, i think this is controled by the .exe, so, only buggi can change it. buses will be based on standard bus automata or rather on train automataquote> if you replace the trains, all the trains will be trolleybusses, same for bus. or, based of, as i said earlier, this isnt possible. ( a side note, there is a line in the NAM RUL file, or a simcity*.dat file wich sais how many cars the train, monorail, eltrain, freight train, and underground/subway/metro, and controls the max. and min. amount of cars. so if you change that, you would change every rail based network) i might have been mistaken, but im sure it isnt. hope this helps quote> Yes, it did, thanks. But that's what I was afraid of. Anyway, if articulated busses are possible that would be cool. And I'd be willing to sacrifice standard busses for them, since I want to do express bus systems (no matter whether electric or standard) and they practically all run on articulated (or even bi-articulated) busses. Though I'm still looking for an easy way (since I have only little time and am more a dilletant at modding) to transit-enable stations for RHW, since that is what I want to use for the lines. @dogscarletnyc: But you do know, that there is something called GLR (Ground Light Rail) which can be used for street cars? It's included in NAM and the respective automata can be found on the STEX. I'm actually using it in most of my cities right now. And I saw something recently somewhere round here that looked like somebody was trying to mod GLR on roads which would actually allow to have 100% street car feeling! Unfortunately I haven't seen any recent updates about it. Hope it's still in development. @Yoman3: So Fukuda's really busy at the moment with other stuff, right? Well, no problem, as long as it will come out somewhen (hopefully this year? )
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Originally posted by: dogscarletnyc nope Just Trams and Trolley buses.quote> Erm ... those ARE trolley busses. Only one of them has an extra carriage attached to it and the other one is extra long and bi-articulated. And, obviously, standard bus automata don't allow for either feature (or do they?). So my question was, whether the automata for the trolley busses will be based on standard bus automata or rather on train automata, which would of course allow for both an extra carriage and/or the automata being bi-articualte. Btw. - something a little off topic: If standard bus automata do allow for having extra carriages or being articulated, would somebody care to mod something like it? I would - if I could or, even more important, had the time.
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I have a question about the automata you will use. I was wondering wether you will use standard length busses probably based on bus automata or also articulated busses or even bus trains, probably based on train automata?
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I tried the heliport with swamper77's file and deleting the other 2 old ones before. Well, it didn't crash the game - but the Heliport got NO capacity at all (but still pollutes at 35). The other airports are still working (SWAP 2.2). What did I do wrong? Or to be more precise: why do I have neither crashes nor does it run properly?
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As I have suggested before in the general thread: Suspension Rail! That's how I call something that is currently promoted by Houston based firm Aerobus ( www.aerobus.com - but try and google for Aerobus to get more info from other (probably less biased) sources, too) and actually build in the chinese Coastal city of Weihai (there are other ones projected but they lack funding). It was also in use in my hometown (Mannheim) during a six-month garden show in 1975. I recently saw an exhibition about that one - and I was surprised to see, that during the mid 70s there was a delegation from almost every metropolis from New York to Buenos Aires and from London to Shanghai coming here to take a look at it. It's a little bit like a mixture of inverse monorails like the one in Wuppertal (also Germany), which are hanging from the rail rather than going on it, and ski gondolas. If you take a look at the pictures in the history or the news section, you'll get some idea, how it works. And also why it is cheaper to construct than normal light rail: There's only the pylons at an average distance of 300 m and the aluminium cables. You can easily cross rivers and other obstacles. It must have been (from what I heard) a little bit shaky when winds got stronger than Beaufort 4 and the busses only went at 40 kph. But since then, the wind problem was dealt with and recent models can go 70 kph cruising speed. So, I'd really like to see something like it in the game.
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Date: 1/29/2006 4:41:18 PM Author: GoaSkin Transit-Enabled canals can be done in a tricky way. For example, if we regard Oppies canal set, we can use the pure water tile. We have to transit-enable the tiles for the monorail system. We have to add monorail paths with a negative Z-value, so the monorail vehicles won't be seen anyhow. Additionally, we have to add train paths on ground levels. Trains won't appear because the tiles are transit-enabled for monorail only. At last, we need a LOT spawning LUA-generated vehicles using train paths (like track-checkers). These vehicles should be looking like a boat. The boats will start on the stations (using a custom Occupant Group) and follow the train paths on the water tiles because it does not matter for them if the tiles are not transit-enabled for that vehicle type. The (hidden) monorail paths are only needed as carrier for the simulated commuting. Each tile should have the paths of a * intersection and can be copied from the GLR intersection. The same way any custom vehicle can be realized (gondolas, rack railways, funiculars etc.) Just the query tool shows an usage of one existing vehicle type. quote> [DE]: Cool, das war's, was ich mit Monorail meinte - Seilbahnen, Standseilbahnen und Aerobusse / Wuppertaler Schwebebahn. Ich nehme an, O-Busse (Stra
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Date: 1/21/2006 11:08:10 AM Author: qurlix Buggi: Theoretically, those are all possible. But each one of these systems requires tons of work, not to mention the chances are nil that non-transport stuff gets into the NAM. Oil pipelines and canals sure would be fun, though. -qurlixquote> First of all: congratulations to all who have been pushing this new great approach forward. I guess with the way, the RHW works, it was just a matter of time till someone found out about all these great possibilities. I had the idea myself about two months ago, but since I'm not into coding and didn't have time, I hoped someone would bring it up, and so it happened. Even using this for canals got brought up, as I see. However, I wouldn't refer to canals as non-transportation. On the contrary, I have given this some thought, but being no coder I can't really tell, if this might work: 1) There should be enough models around from the many canal sets that are available on the STEX (Though I'd prefer the one's from PEG), so not much more work would be necessary here (except for intersections maybe). 2) It seems, all traffic networks have at least one alternative now, except heavy rail and monorail (I didn't look too deeply, so forgive me, if I've missed something). So, my suggestion would be, to use heavy rail for transit enabled canals. I don't know if this would interfere with the GLR, but you could use those little green track testers to simulate ships going on the canals by attaching them to harbors (which would in reality be stations), just like some of them are attached to GLR stations. Of course you'd have to block off normal freight and passenger trains (though only their models, not traffic itself). Could this work? I had another idea (about monorails) as well, but that's for my next posting, gotta go to dinner now.
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hkabat-forum-threads Massively Gigantic Japanese BAT Gallery
kirgam replied to Odainsaker's topic in SC4 - Custom Content
Date: 11/23/2005 10:08:05 AM Author: pnorrell Date: 11/22/2005 7:49:39 PM Author: kirgam Ever since I've been using NOB's GLR tram set his Astrum EL-Rail train has vanished. Has anyone else had a similar problem? Is it intentional? The trams from the BSC SFBT tram set still appear. And about his avenue service lanes - how do I connect them as in the pictures above (p52)? I've tried roads, avenues and and one way roads, but nothing worked. GLR is an adaptation of the el-train network and the game sees them the same. You can really only use GLR and el-train together in your cities if you can find a compromise train skin that looks good on both networks. In this case, NOB's trams are overriding the Astrum Line as the vehicle the game recognizes for the GLR/elevated rail network. The SFBT set still show because those vehicles are based on the little green track checker automata, rather than the elevated train engine and car, and do not conflict with NOB's tram set. Unlike NOB's trams or the Astrum Line, the SFBT trams are not generated according to network usage but are simply spawned at random by the stations to which they're attached. As for the avenue service lanes, you need two things to get them to look exactly like NOB's pictures - the NAM and the euro-road textures mod. The lanes are transit enabled for roads only. The euro-road textures mod replaces the US-style yellow divider on roads with a white one, as you see in the pic. Run the road two tiles beyond each end of the ploppable lane and, from the second tile, connect the road to the avenue. The NAM makes this kind of diagonal intersection possible. That said, I haven't actually tried this, so if I'm wrong, let me know... EDIT: Yeah, it works. Do the roads first. You may have to bulldoze back one tile to get them the length you want. Then run the avenue through. Note - I do not use the euro-road textures mod. Don't know why he did them for roads and not one-way streets. You do get some traffic going the wrong way on the diagonals, as a result. quote> Thanks! Well, I had thought that maybe since the pack includes several different trams that don't interfere with each other, maybe they wouldn't interfere with the Astrum neither. Especially since they're all made by the same person. Well, guess I'll have to stick to the SFBT ones then. About the service lane - I could have sworn I had tried roads as well. Anyway - it works now (althought it's a little complicated ...), so nevermind. -
hkabat-forum-threads Massively Gigantic Japanese BAT Gallery
kirgam replied to Odainsaker's topic in SC4 - Custom Content
Ever since I've been using NOB's GLR tram set his Astrum EL-Rail train has vanished. Has anyone else had a similar problem? Is it intentional? The trams from the BSC SFBT tram set still appear. And about his avenue service lanes - how do I connect them as in the pictures above (p52)? I've tried roads, avenues and and one way roads, but nothing worked. -
hkabat-forum-threads Massively Gigantic Japanese BAT Gallery
kirgam replied to Odainsaker's topic in SC4 - Custom Content
Date: 11/2/2005 1:49:32 AM Author: pnorrell - file switching - NOB's set works and looks best with his cement under rail mod, which only looks good in downtown, urban areas. If you want freight rail serving smaller farming communities, you have to take the mod out when you play those cities. The more mods you have, the more cases like this there are. I do the same thing with the 'unidensity streets' mod and a few others. It's not too bad - I just have a folder of city-specific mods that I put in or take out of my plugins depending on which city I'm playing. Still kind of a pain though. quote> I think you can expect a solution to your pains soon. There is currently a hot topic on simforum.de about a startup-manager, allowing for region-specific plugin-folders (as far as I understood it, maybe even city-specific within a region). I have the current beta-version myself, but I didn't have the time yet to work through it, since at he moment it can not really be referred to as intuitive and there's no documentation yet. But when it'll move beyond beta (and after a translation, since it's in german at the moment), I'm sure it will find its way to the STEX as well. -
