Jump to content

borskie55

Member
  • Content Count

    3
  • Joined

  • Last Visited

Community Reputation

0 Clean Slate

About borskie55

  • Rank
    Freshman
  1. Hover cars

    That still might make it look kinda buggy . Maybe create the hover cars based on what the drones do and/or look like? Couldn't you achieve the same effect by "remodeling" the cars to have a space under them? Would that make them higher than before? If that is possible, it would still make it look buggy in the sense that the cars would look like they were simply hovering in the air (which sounds like what you want, but wouldn't actually BE what you want) . I agree with CapTon, in that not every car should hover. If the cars were remodeled with space under them then that's exactly what would happen. But, CapTon, I don't think that you can base hover cars on drones. You would have to specify which cars would behave like drones. For instance, (maybe) police cars or fire trucks or ambulances could be designated as "drone cars" but that doesn't give you the sort of traffic that would make a hover car mod look cool, and I doubt that you could designate civilian cars as "drone cars" because not every car should hover, and because they need to go from point A (on the ground) to B (on the ground) and that's not what drones actually do - i.e., drones will not park at a building's parking lot. Still, could you explain why an invisible skybridge might look buggy? Is it that they would appear to roll through the air, not hover? - I'm ok with that. And thanks, CapTon, for the links - I'll look at them this weekend when I've got time.
  2. Bi-level Streets Pack

    I've been going through my mods, and I have found (with either Bi-level 2.0 or WSV Bi-level) that these mods (so far) cause the non-bulldozable El-train problem: OFFLINE-ONLY_MaglevAsSubway.package 003_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140814_2_0_PedestrianPath.package 002_OFFLINE_DLC_UI_O_ECTS_SUGC_TEAM1_20_0716_1_0_RegionalBridgeAndTunnelSidewalk.package 000 - OFFLINE - Roads -  Roads With No Traffic Lights - 1.5 - MaxvSk - 20140823.package (and regional Roads With No Traffic Lights, and udon Roads With No Traffic Lights) (although these Roads With No Traffic Lights mods cause that problem with or without Bi-level) When I remove them from SimCityData then Bi-level 2.0 (or WSV) works fine.
  3. Hover cars

    Yep, for instance - if the car's undercarriage isn't modelled than it wouldn't look right. I don't know enough about modding SC so... I've tried to use SimCityPak, but it doesn't like me. I've even viewed some youtube tuts but I can;t seem to do the things that are demonstrated. I can't even manipulate simple values. I don't know why.
  4. When I think of a city of tomorrow, I dream of cars that can hover. Movies like Fifth Element, StarWars, et al inspire these dreams. I wonder if it is possible to make the skybridge and/or bi-level streets invisible, the textures transparent? It would be ideal if there were two tools, one regular and visible, and one for new transparent streets. So that it would be easy to work with, perhaps they could be visible while the tool used to create them is selected and then when deslected these types of streets would disappear? It might just look goofy and not cool at all but I thought that it won't hurt to ask, so I'm asking - Can someone give it a shot? Thanks.
  5. Bi-Level Udon One Way Street

    For a while I thought I had a conflicting mod or that your mod was broken - I didn't think to look for the one-way bi-level streets in the Custom roads sub-menu. Logically, I expected them to be in the Street level sub-menu or in the Udon menu. Also, I have no compatibility issues whatsoever in using this mod with the Bridge & Tunnel mod. None. I don't use the other mods that you mention, so I can't speak about them.
  6. Bi-level Streets Pack

    So far, I've got road problems within the megatowers. The textures (or possibly polys) are trying to occupy the same space at intersections (I can see textures flickering.) On a new city, when connecting a Bi-level street with a Bi-level avenue, the intersection looks like a street to street intersection, not street to avenue. On an existing city, where I changed out an old Bi-level street with new Beta-Bi-level avenue, the street to avenue intersections look much better (closer to what you would see on the ground.)   Transitions from the side of a Bi-level avenue look fine, but from the end there is more texture flickering. I've found a work around for transitions, I use Bridge & Tunnel mod. From an end of Bi-level street, I'll add a small piece of 20m bridge and then street to the ground. It works perfectly. Works with new Beta-Bi-level avenues as well. If I had to choose only two mods to use, this mod with the Bridge & Tunnel mod for transitions would be all I need.
  7. Central Train Station

    It happens to me too. And it seems to function fine, except that the old station's building model is sitting on the new model's model-footprint (I guesss that's 2 separate objects).
  8. Blackkatt is right - For me, Maglev works fine with this mod without the El-train mod.
  9. Bi-level Streets Pack

    Really cool mod. If I could ask for one thing - I would like a 2-way 4-lane transitional ramp. I've used Udon's 1-way 4-lane transitional highway (but then I have to add a little bit of 1-way 4-lane high-density street to connect to regular high density streets) and I think it looks and functions better than how a 1-way 2-lane ramp bottlenecks.
  10. @MaxvSk - I've tried each combination: "Roads With No Traffic Lights" with "Roads With No Traffic Lights (Regional)", and "Roads With No Traffic Lights" without "Roads With No Traffic Lights (Regional)", and each separately without the other. No joy. FYI - I also looked at Udon and Bi-Level streets (which use that blue-line, blue and green circle Maglev device for connections (I'm sure there's a technical name for it but I don't know what it is)) - there's no conflict between your mod and their's, as far as I can tell, it's only between your's and the Maglev and El-train.
  11. Where I've indicated that it is good is without your mod.   I can't connect the rail to the station. It won't snap to the connection. And like the others, the rail won't bulldoze after it's been placed. Other than that, I really like your mod - it is great at solving traffic problems, and I don't want to play without it.   I hope you can figure this out. And thanks for your hard work.
×