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  1. As always, that's wonderful, and I can't wait to discover other versions (Neuchâtel ... Montmartre, Lyon-Fourvière?). I nevertheless encountered some problems: - junctions between the Basic, Elevated and Bridge segments isn't always straight. => I corrected this problem by disabling the parameter "Flat Junctions" in the 3 elevations. - in some cases, the "pavement" texture covers the track on the ground. => I corrected this problem by modifying 3 parameters (of Basic): Follow Terrain : o Clip Terrain : x Lower Terrain : x This solution has some disadvantages: - the terrain is excavated when built on flat ground (personally, I don't find that serious since there are few flat portions in a funicular track). - junction with the elevated parts floats a little. To correct that, I added the meshe of the standard quay to the Basic: I find the result interesting. This meshe isn't suitable because it covers tracks and it isn't closed at the ends: it must be repositioned under the meshe of the track and, either integrate the meshe of the quay-end, or adapt the latter (which I do not know how to do...). But, it creates perfectly a wall of support to the tracks, usable also for tracks on side of mountain. I'm far from having your skills or those of Ronyx69, but I also wonder if the proposed changes to Basic parameters (probably supplemented by other options like "Max Slope" set at 0.35 for all elevations and down to 0.2 for Tunnel, not to mention the deactivation of "Flat Junctions") could not solve the untimely use of tunnels. I also think that a higher "Max Slope" for the Slope segments would reduce the length of the meshe for more "vertical" entrances. It's imperative to solve this problem of tunnels, especially if you have to develop "historical" versions. 2 remarks to finish: - in Bridge, Middle Pillar is not defined; - would there not be a way for Station Tracks to appear only in the editor? Thanks again for this great addition to C:S (and for all of your work). PS: I know it comes out of your favourite field, but I think that what you have developed for the funicular could be transposed for an oil pipeline.
  2. In fact, it's used more for freight than for passenger... even though the 26072 (still in use) is towing an "InterCité": https://fr.wikipedia.org/wiki/Liste_des_BB_26000
  3. Good job, again. But, are you sure it's Raw Products? The description of the recycling center in Let's Try - Cities: Skylines - Green Cities [From Gamescom!] (22:07) indicates: "Center produces small amount of raw materials from the waste". But, in her commentary, Sandra talks about "Goods". In Cities: Skylines - Green Cities - Dev Diary #4: New City Services the recycling centers "create valuable goods that can be transported to Commercial buildings". They changed option during development, probably without updating the label of the property that remained "Material Production" in the editor. (I don't have Green Cities and I don't know if they modified the description in game.) TBH, I don't know how to check. Karoliina uses "that can" and not "that must transported". In CO language, it means that the player does not have to worry about the transport of these goods: there are no delivery vehicles. Regardless of the tremendous opportunities it would have offered in the supply chain, I don't see how to determine the buildings supplied (and therefore the type of products) without vehicle.
  4. @j4lambert Replacement for Multi-Track Station Enabler is Spawn Points Fix.
  5. Excuse me, would you have any news about the Coastguard Station? I appreciate very much all your creations but I confess I can't wait to use it.
  6. Indeed, we can't continue indefinitely to add road models: we see in discussions (here or on the workshop) the difficulty of finding consensus on the models, and 10 years of work will not cover all the possibilities... Ultimately, the only solution seems to me to be the modularity of the roads in-game (I'm not very confident in the road editor evoked by CO: as Avanya, I think it will only be accessible off-game). I had put a lot of hope in the possibilities described by boformer for the undeveloped version of Network Skins (link). He indicated the fully possibility of defining (model, location, spacing, orientation, quantity...), by segment: props, trees, pillars, textures, meshes... He doesn't have time to develop his mod, but I think he would willingly share his research with you (if not already done...). Will the Road Customization Tool integrate current or planned NS functionality to eventually replace it? One of the big advantages in the NS system is the ability to use different sources: it would increase the number of models available without adding to your workload... For greater modularity, do you think it would be possible to individualize the meshes of the edges of roads (side-walks, barriers, public transport...)? It would create asymmetric roads, roads on the mountainside...
  7. I think, like BloodyPenguin, you should specify that your mods on the workshop are for modders...
  8. Mas'71 also created a staircase for its walls: http://steamcommunity.com/workshop/filedetails/?id=549405762 Can I suggest another approach? Using "Straight slope" and "Anarchy" properties of Fine Road Tool, it would be possible to construct a zonable pedestrian track with a constant vertical drop (using Network Extensions 2). A sub-building that conforms to the terrain could cover the track between 2 horizontal platforms, upper and lower. In my opinion, the construction would be simpler (no terraforming) and more modular (length, height differences...), the staircase being functional and even lighted.
  9. @Klyte45 Thanks. That's what I imagined. In the last update, was a similar setting added?
  10. @rovapasi1 If I am not mistaken, there are no depots for trains... What does it mean for metro or buses?
  11. @Klyte45 I have a question: In How the game calculates the line vehicles quantity? You explain that the formula is: OverallBudget x PrefixBudget x LineLength / VehiclesMaxGap = Vehicle Count Where: OverallBudget: the budget set on city budget panel. PrefixBudget: It's the prefix budget setted in TLM's asterisk tab, budget tab. LineLength: the line lenght, in meters. VehiclesMaxGap: the max gap between two vehicles in the line with: 750m for Buses and Trams; 1000m for Metros, Ships and Airplanes; 1500m for Trains. Is this formula and its parameters part of the base of the game or have you added parameters? If yes, which ones?
  12. It seems to me that, with the exception of possible props specific to each use (and I did not find much...), the same building can be used in both contexts, without modification. On the basis of the game, without any mod, most buildings would be Unique Building. 1 or 2 buildings only would be "education" and would require a "health" version for the hospital. Using Ploppable RICO, you can extend the functionality of the Unique Building by adding definitions. Let us note that, again, it would have little impact on creative work. In my opinion, the only building requiring a specific design would be the Research Laboratory which could be multi-function (with a sub-building connected to the tracks). By doing a little more foresight (but, in this case, I admit that it is outside the scope of your project), it would be possible to further increase the functionalities of certain buildings. Here is a proposal of what the project could be, with limited additional investment. Building 1 Administration building (university & hospital) => office* Building 2 Research Laboratory (university) => education and office* Research Laboratory (hospital) => health and office* Building 3 Classrooms (university) => education Trauma center, Cancer center, Children's hospital – Maternity hospital or Rehabilitation hospital (hospital) => health Funerarium (hospital) => dealth Building 4 University residences / Dormitories (university) => residential**** Seniors' (geriatric) hospital (hospital) => residential*** Building 5 Restaurants / Shops (university & hospital) => commercial* Building 6 Sports fields / Gym / Swimming pool (university) => parks and health** Building 7 Documentation Center / Library (university) => education**** * with Ploppable RICO ** Snowfall DLC (Sauna template): the sauna offers the interest of improving the health of its visitors (unlike other health buildings that only accommodate sick cims). *** With Functional Nursing Homes for Senior Citizens (BoostHungry's mod): http://steamcommunity.com/sharedfiles/filedetails/?id=554232266 **** With mods to develop... If modders read these lines and are interested in this project, here is the detail of the developments. Mod on the Sauna system, without Snowfall DLC: 1/ The level of health increases for the Cims who practice sports activities. 2/ The level of education increases for the Cims who visit libraries, museums, theatres... Mod based on Functional Nursing Homes: the same functionality for students (Source: https://github.com/BoostHungry/SeniorCitizenCenterMod).
  13. Proposal: create the bridge in sub-building. It could maybe function as a ground building.
  14. It sure would! But it would take the same amount of effort to do as the university. That's true. However, there is a great deal of commonality between the buildings of a university and those of a hospital... Maybe simply propose 2 versions of the same buildings. https://www.google.fr/search?q=architecture+hospital&client=firefox-b&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwjmjJa3zu3TAhUKfRoKHRMkAv8QsAQIKA&biw=1530&bih=971#tbm=isch&q=hospital+architecture https://www.google.fr/search?q=university+architecture&client=firefox-b&source=lnms&tbm=isch&sa=X&ved=0ahUKEwiE_5nazu3TAhWCVhoKHXBPCLEQ_AUICigB&biw=1530&bih=971 https://www.google.fr/search?q=hospital+architecture+history&client=firefox-b&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjtleP6zu3TAhWG2RoKHZXzBPAQ_AUICigB&biw=1530&bih=971 https://www.google.fr/search?q=university+architecture+history&client=firefox-b&source=lnms&tbm=isch&sa=X&ved=0ahUKEwivn_iRz-3TAhXE6xoKHboqDuIQ_AUICigB&biw=1530&bih=971