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simster007

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Everything posted by simster007

  1. Show us your City's Details/Close-ups!

    love my newest addon: sideway parking (urbanstreets), don't love the weird w2w combinations, I always try not to plop everything....
  2. Show us your Overview of your City/Town

    WIP, please don't rate my mmp skills
  3. Entry 24: Birkenhang

    Very nice looking small town, lots of green surroundings, so diversified... I also like the way you integrate the good old maxis lots, especially all the so often dissed contemporary ones. Maybe because I´m European? Keep us updated, scrolling through the pics is really sort of inspiring!
  4. Urban Streets

    Thx for the message, so it seems that" UrbanStreets_TrafficTextures_Network.dat" is making trouble. I suspected that already, will give it a try. UPDATE: Problem solved, thx again!
  5. Urban Streets

    Great idea! Should a touch of realism to my cities,
  6. Urban Streets

    Great I upload, I like these bays very much, but I have an issue: Do I understand the readme right that it should be possible to use just puzzle pieces in locations where I want the parking bays to appear? That´s what I prefer so I just installed these files: UrbanStreets_T21_PuzzlePiece_RHD_Seasonal.dat UrbanStreets_TrafficTextures_PuzzlePiece_MaxisSidewalk.dat UrbanStreets_Props.dat UrbanStreets_TrafficTextures_Network.dat But all my streets in med/ dense areas are still automatically overriden with parking bays. Do you have an idea what went wrong?
  7. Embankment roads - are they possible at all?

    There is something similar in this pack:
  8. jes_ResourcePack_Vol27 v6

    It looks the same in my game as long as I don´t add this pack to my plugins, after installing it the ground textures are gone. Edit: Tried it in a sandbox region with limited Plugin Folder, this is what it looks like after adding this pack. I'll go back to my normal plugins and region, I think there was at least one more of your lots showing the same issue. edit 2: it´s just the automotive factory missing the textures Thx for your replies anyway!
  9. jes_ResourcePack_Vol27 v6

    It´s a while ago but the issue still exists. I have these files in my plugins and tried afaik everything to get the VW textures back. Installing this pack lead to missing ground textures on the VW lot.... Do you have any idea why? Thx
  10. jes_ResourcePack_Vol27 v6

    I recently installed this pack due to some missing textures (willis nuts+bold). That worked, but now there´s an issue with ground textures in the old vw automotive lot not showing up. Does anybody know a solution?
  11. There are no stations GLR on/in road as part of the RTMT (AFAIK...). You have to look inside the misc transport menu for SFBT Tram Stations.
  12. JDatPacker Errors

    I recently switched from mac os to windows (windows 10 64bit via bootcamp) and now datpacking is making trouble, jdatpacker skips a lot of files announcing these errors: FILE IGNORED: C:\Users\rs\Desktop\JDat packen\JS_Greenhouse plp cs TE\._JS_Greenhouse.dat REASON: File is not a DBPF formatted file according to magic number: C:\Users\rs\Desktop\JDat packen\JS_Greenhouse plp cs TE\._JS_Greenhouse.dat FILE IGNORED: C:\Users\rs\Desktop\JDat packen\JS_Greenhouse plp cs TE\._JS_4x3_Agriculture_Greenhouses_3920b920.SC4Lot REASON: File is not a DBPF formatted file according to magic number: C:\Users\rs\Desktop\JDat packen\JS_Greenhouse plp cs TE\._JS_4x3_Agriculture_Greenhouses_3920b920.SC4Lot Does anybody have an idea?
  13. JDatPacker Errors

    Thx for the hint, i didn't relize the "._". Do I understand right: there are a lot of these ._files created by mac os, transferred via USB to Bootcamp and not visible in windows, which cause JDat Packer to crate the error warnings? EDIT: Got it, sorry for making trouble
  14. JDatPacker Errors

    There are so many errors in so many files that i doubt faulty data - the greenhouse was a just an example. I just tried to ignore the error messages and loaded my first city with the new dat file: as far as i could check there is nothing lost......the greenhouse as an example works fine.
  15. I had to reinstall windows and actually have an issue when plopping lots: All lots snap back to roads so quickly that their orientation is nearly uncontrollable. I know that there is a solution (had the same problem in the past) but can't remember it. Does anybody have an idea?
  16. Rotating Issue when plopping Lots

    Hi Kelis, thx, you made my day! I could not test it actually but I´m sure that unchecking the mouse capture did solve my problem last year and will do it again. I just haven´t saved the linky (what i did now...) and could not find it in this next trouble shooting research. it was driving me crazy as...
  17. Rotating Issue when plopping Lots

    It´s not on mouse - handling side, had the same problem last year and the solution was to change a setting, probably driver?
  18. Submenus DLL

    Yes, I found these infos yesterday during my fiddling with the menus. Thx for the info! Don´t worry about that. Your answer gave me the important hint. All in all: my problem is solved! Thank you
  19. Submenus DLL

    Thx, I'll give that a try. Can I find somewhere a list of these ID's?
  20. Submenus DLL

    Short question: How can I change the menu position of existing submenus, like from parks to landmarks?
  21. I don't use CAM and have never used functional airports. But when using BSC functional seaports in an early stage of development they raise the industry demand caps to 100%, so the city tiles are losing their industrial demands as you described it. Maybe that is the same issue. I think that was mentioned in some other topics already, but never been discussed in detail (as far as I noticed). Same was described on a YT Channel in these days (Wibb´s Builds). Don't know if that is a bug or just "normal"? Is there anybody around from the BSC development team who maybe can explain this effect? Just in Case: I´m running the MAC Version of SC, don´t know if that has an effect on the seaport controllers.
  22. I got very often annoying sound loops when playing different city tiles. This issue seems to get worse related to the growth of the city. This could be something like traffic or machinery noise, an extremely annoying snoring sound etc.. One solution ist to save, leave and restart the tile, sometimes even that doesn´t work. I know that I could I can switch off or reduce the sound in the settings but I don´t like that. Is that a game´s bug? Is my computer in overload? Is there something around like the "helicopter silencer mod"? Just in case: I`m on the the mac version of the game.
  23. I´m pretty sure you´re fighting the phantom slider bug, can happen to lots containing a budget slider: This
  24. I think it is very common to use the old viaduct puzzle pices to create fake entrances to non TE lots like this: delete the left part and you get an isolated street stub without endings With NAM 48 the remaining street stub is a rrw crossing: The rrw can be deleted by extending it to left/right an deleting these tiles. No good solution at street corners whith any grown lots there that should survive. Can I change anything in the installation to keep it like it was before? Or is there any other workaround to get the same results? Don't take it to serious (puzzle pieces are legacy content, not longer supported, right?) - it's just a minor issue, competely acceptable, but a pity that this little workaround has now one more limit....
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