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wasmic

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About wasmic

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  1. In the meantime, I recommend you check out the Stupid Condos and Stupid Duplexes on the steam workshop. They're perhaps the best contemporary buildings I've seen for this game.
  2. Well, if you're taking suggestions, one thing that I've found myself missing for a long while is an elevated train station at a height somewhere between 18 and 21 meters. That would make it much easier to do elevated networks. Extra points if it's raised on pillars (rather than a solid structure all the way down) so that it can straddle a road (or a lower elevated railway).
  3. A bit late to it - but does this mean that you're modifying the pathfinding algorithm? As far as I know, the base game does not include dwell time at stations when calculating which path is quickest.
  4. I can confirm that I've also had the same bug, with underground tracks going above ground. Reloading the city usually fixes it, though. Usually. I tried rebuilding some of my metro lines, and by using shorter platforms and getting the tunnels closer to ground level, I was able to increase usage of the lines. Also, one question - I really enjoy elevated metros, but I find it hard to have two elevated lines cross each other. Does anyone know if there are any elevated stations at 18, 21 or 24 meters of elevation? I haven't found any.
  5. Wow, that's a pretty building! Can't help you, though...
  6. Last I heard, the game prioritizes shortest time, not distance. This can easily be seen by setting up two parallel transit lines, where one takes a slightly longer route but is at a much higher speed. The cims will always take the one with the higher speed. However, it probably does have something to do with the longer pedestrian paths. It might suddenly be faster to just walk to another station and take the train/whatever from there. However, I don't think that's the whole explanation. I've had metro stations where lots of cims would alight, but none would board the trains. It wasn't a terminal station. If the pedestrian paths allow the cims to get away from the platforms, they should also allow them to get down to the platforms, at least to my understanding. I'll try playing around with it a bit more.
  7. Regarding the decreased ridership, that's something I've certainly felt. The weird thing, though, is that it seems to affect some lines worse than others, even when all the lines I'm looking at are entirely underground. One line I built basically got no riders at all, while another had a reasonable, if somewhat low, number of riders. Both of them went through all types of zoning, but the nearly unused line did have deeper stations on average - that might have something to do with it. Some of the stations on that line had no riders at all, and that was just with the standard vanilla metro station (autoconverted by MOM). Either way, great to hear that a fix is coming.
  8. Actually, there's a tram track on the workshop that has the tracks at the same height that train/metro tracks use! I believe it actually reuses the track model from this mod, and then removes the third rail and adds a catenary instead. It looks and works great, except that since there are no custom intersections, any intersection between this 'light rail' track and normal tram tracks cause a void hole in the terrain, and if you attempt to make intersections between 3+ sections of this tram track, the intersection will just look like the vanilla tram-only track. But, if proper custom intersections were added (and transitions from this track to the normal tram track), it would look quite good. Here's a link: https://steamcommunity.com/sharedfiles/filedetails/?id=1280918635 But yeah, intersections with train/metro lines will still look tacky since there's no custom intersection.
  9. Wow, that's cool! I'm stoked.
  10. I haven't tried parallelroadtool, but I can confirm that using anarchy, it's easy to build an elevated over-road network. Actually, I prefer using anarchy to place monorail tracks over roads, rather than using the roads with built-in track. It's so much more flexible, and doesn't cause graphical bugs on transitions.
  11. An O-Bahn would basically just be a differently modeled road, right? For now, it can be approximated by simply using roads, set to only allow buses using TM:PE. It won't look right, but it'll act the same way. It always confused me that a transport system in Australia would have a German name, though. I guess the O stands for 'omnibus'?
  12. If you're going to update the mod anyways, would it be possible to also make it possible to change the monorail pillars? I see that this was also asked some time ago, and you said it would be simple, but last time I tried (a week or two ago), it still wasn't possible to change monorail pillars. Did you run into trouble?
  13. It's certainly possible! This asset does it: https://steamcommunity.com/sharedfiles/filedetails/?id=1351881090 Actually, you can just use TM:PE to link the fast lane to the other side's fast lane. It might look weird if the road isn't made to support it, though, or you may need to use some props to make it look good.
  14. So, I'm trying my hand at creating some station assets. However, I've realized that I have no idea how far the platforms should be apart. I distinctly remember seeing a thread somewhere a long time ago that had informations on this, including information on how far above the tracks the platforms should be, but I can't seem to find it again. Can anybody give me some pointers? I'd like to know how far apart the platforms should be on train stations and on monorail stations.
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