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2 RecognisedAbout jabl0me
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Great stuff as always - but could you address the missing models in MP rowhouse pack 2 or even acknowledge if there is a problem or not with them? I believe 8 and 10 are missing their building, others have commented on this as well on that bats comments section - can't complain too much considering your average, just curious is all - keep up the great work!
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I just started experiencing this same problem. Only some sounds are missing when you query buildings. The knock knock when you query a residential is missing, the champagne popping on the mayor query is not there, the sound is also missing when I plop anything. The sounds are there during demolition, you can here the road construction crews at work, the fire station siren query works, police doesn't, school doesn't, hospital doesn't. The church chimes when I query it. I'm totally baffled as to why some are there and others are not. edit: FIXED - it was a DX issue, upgraded that and all is fine now
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I don't mind all the dependencies, the only thing I absolutely hate is having to run an installer first to see if I can even locate all the dependencies listed in the first place. IMO the readme should NEVER be nested inside of the installer. I want to see if I already have, or what I may need BEFORE I decide on actually installing new items.
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I've been updating and working on my airport a little bit here and there. I'm my own worst critic because nothing ever turns out the way I envision it. Plus there are just too many restrictions and a lot of the CJ's have me jaded I suppose. I demolish and rebuild so much after working on things, it's a wonder I get anything done. Anyway I've hosted it at my comcrap account just to make things a little easier to keep track of, have a look, comments welcome and appreciated as always. Big thanx and kudos to all the batters and prop masters!!! http://home.comcast.net/~nascarnut20/SC4airport.html
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Sim City Aviation Group: REQUESTS
jabl0me replied to pilotdaryl's topic in SC4 Modding - Open Discussion
Don't know if this can be done, but it bugs me to no end to see planes landing and taking off only using 10 tiles of a 150-200 tile runway, and they turn 90 degrees and fly right over the terminal and the other runway. I know it's just picky realism stuff but it would be a really cool mod fix if a runway piece or something could be made so planes would take off and approach on direct paths to the runway and use about 100 tiles of the runway. Also, restricted air space around the airport to keep planes from flying in from all directions would be great. Plane requests: (if these are out there sue me now, I can't remember which ones are available yet or not ;-) ATA - http://www.ata.com/about_ata/company_information/charter_fleet.html Frontier - http://www.frontierairlines.com/frontier/fun-stuff/animal-tales.do Southwest - http://southwest.com/images/photo_gallery/spirit1.jpg Midwest - http://content.answers.com/main/content/wp/en/4/4c/Midwest.arp.750pix.jpg Keep up all the magnificent work people, thanx! -
Originally posted by: superchad jabl0me, that does look like what indianapolis international will look like when its done 36-18 (32-14) should be further apart from the ends of 27R/9L (23R/5L) and 27L/9R (23L/5R) which would also need modification of the taxiways in that area to make it look more like indy, but good looking airport.quote> thanx, if I were to do it all to scale it would run off to the next city region, had to make concessions some where, my first build actually was a little more realistic when I realized it wouldn't fit unless I made the runways way too small, so started over to what it is now... update: lengthened the runways as much as possible within the planned layout, enlarged and rebuilt the parking area (who knows where can I get the cross overs from the garage to terminal I've seen else where?), and added the FedEx apron (have to find some huge warehouses that will look right to go with it) here's a zoom of the terminal and the newly added 737s thanx to mike_oxlong
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Originally posted by: The_Hutt jabl0me - That's an excellent terminal layout there. You might want to lengthen those runways by just a little bit, though.quote> thanx, it's loosely based on the new IND being built. http://www.newindianapolisairport.com/ You're right about lengthening the runways, the single 36-18 at the top is only one to scale at 7280ft or 140 tiles based on 1=16m scale, 27L is supposed to be 11,200ft and 27R is 10,000ft. They won't fit properly at 213 and 190 tiles with the SSALS, plus the interstate is supposed to cirlce in from the bottom right side. I suppose I could bring it in from the bottom, only problem with that is that I will be transporting this tile into an existing region that happens to sit on that edge of the map and would then render the interstate non-functional, unless someone knows a trick to flip a city :-) I suppose third time is a charm, my first build was too close to the edge after I finished the terminal, lengthening the runways a little more will be a piece of cake.
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Overview of my airport, just need to detail now with cargo area, and filler stuff, etc.... Kudos to the creators for this and all bats on all their hard work, I appreciate it immensely because I don't have the patience for it: Is it possible to make the planes landing and taking off longer, it looks weird having them take off and land within 10 tiles when your runway is 150 tiles long also, would be way cool if someone figured how to create "restricted air space" around the airport, you never see planes flying across runways or the terminal, lol, oh and have the planes approach from the end of the runway and not turn 90 degrees and land right in the middle, I know it's picky realism stuff, but it would be a totally cool fix p.s. whoever made the "road access" that crosses taxiways, they do not let emergency vehicles pass, they can cross just riding around but if you send them on disaster runs they can't cross, no big deal just an FYI since I haven't seen it mentioned
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ok, is there a list of parameters some where for each of the cheats, like what's typed after the cheat needs to be in quotes or not, numeric forms 0-100 or whatever on some of them and how to turn them off? example: SimDate: I see some where else in this thread that somebody else was having no luck with this, I have tried everything and it seems to be some sort of numeric arrangement, only thing I get to work is 01 01 01 and the last 01 sets the year to like 9500, then I type 01 01 -9600 and it goes to 01/01/11, but I can't figure how to get it back to day one, any other negative number sets it to 100+ or 9500+? I'm thinking to set the date is some numeric string for dates or a serial date which I haven't tried yet come to think of it, one try I got 01/01/4394273947239129347 some ridiculous year number, maybe it's just [-amountofdays] you want to go back, like 10 years would be -3650, don't know, just thinking out loud here... what does FPS do? I know it's frames per second but nothing shows up on my screen, does it change the FPS or is it supposed to show it somewhere? and the drawpaths, how do you turn it off?
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plugins directory on separate drive
jabl0me replied to jabl0me's topic in SimCity 4 General Discussion
I just may have to do that. I managed a work around for the plugins but now I can't get my regions to load. The only problem with a reinstall is that for some reason this time it took about a dozen tries to get the autorun for Rush Hour to load and first time it locked up at about 51% then after another dozen tries to get the autorun screen up, it finally installed completely. Thanx for the help! -
plugins directory on separate drive
jabl0me replied to jabl0me's topic in SimCity 4 General Discussion
yes it did, I changed the default location of mydocs back to the D drive but for some reason the game will not look there for the plugins, when I start the game none of the plugins get installed. It takes forever for the game to load like before because of all the plugins I have but they're not there when I play -
I had unfortunate incident and had to reinstall windows and the game. My previous install was on "drive C" but I used mydocuments\simcity4\plugins on "drive D". I can't get the game now to look on "drive D" for my plugins. I know its possible, just cant remember how to set it up.
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Thanx, Jason They seem to work, I tried and tested in another city to make sure there was ferry traffic before proceeding in the current city. But still, when I used to plop a ferry I could draw the roads from or to and through it, now it seems that the road has to be placed first then plop the ferry, once I plop it I get RED zone if I start my road at ferry or away from it and draw to it, could this be something with the NAM, I just recently installed that?!?!?!.
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I found the right topic, but not my answer, so here it goes: I plopped some PEG ferrys next to each other, made road connections and went to another area to build, when I came back I decided to change the roads around the ferry, but now they won't allow me road access to the ferry, drawing road to or from the ferry gives me the RED zone, I demolished, dezoned and everything else I can think of, how do I get my road access back to these ferrys?
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