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Everything posted by Voltaire
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Version 1.0
72,181 Downloads
RMIP-2: Not Just For Runways! The goal of RMIP-2 is to increase the realism of all paved areas in SimCity 4 airports. This edition contains runway, taxiway, and apron Lots suitable for landing strips and municipal airports. Future volumes and editions will have wider runways and curves appropriate for large aircraft. This release features: - Updated asphalt runways with new shoulders and lighting - Taxiways with authentic shoulders, markings, and lighting - True-scale Approach Lighting Systems - Signs for runways and taxiways - All lots made acessible to U-Drive-It Aircraft - and much more! These Lots will appear toward the bottom of the Airports menu. I've modded them with custom names, icons, and captions. For placement instructions and further details, please consult the included readme file. There are no external dependencies. -
Version 1.0
1,929 Downloads
Douglas DC-7C "Seven Seas" United Airlines c. 1956 This file overrides the in-game generic "midprop" automata, replacing it with a Douglas DC-7C in the mid '50s livery of United Airlines. This release features brand-new wing and elevator skins -- the shape of the airfoil is now more apparent, and the wing surface replicates the look of shiny, unpainted metal much better than before. Check out this screenshot for a better look. There are no dependencies. Fixes & Features - Re-shaped nose section, forward fuselage, tail, elevators, and wingtips - Airline and livery appropriate to the age of the aircraft - Authentic coloration and weathering of wings, engines, and control surfaces - Precision-aligned skin components eliminate seams and distortion Real Aircraft History The DC-7C is the world's fastest piston-prop airliner, and the first able to make non-stop transatlantic flights. The DC-7A first flew in 1953; the stretched DC-7C variant in 1956. Production continued until 1958, when demand dropped sharply because of airlines switching to first-generation jetliners like the DC-8 and 707. Real Aircraft Particulars Class: Prop-driven long-haul civil airliner Powerplants: four Wright 3400-hp R3350 radial piston engines Dimensions: 112 ft. (34.2m) long; 128 ft. (39.8m) wingspan; 32 ft. (9.6m) high Cruising Speed: 300kt (555km/h) Max Takeoff Weight: 143,000 lbs. (64,864kg) Range (with max. payload): 3135nm (5810km) Accommodation: up to 105 in single-class cabin configuration Ground Turning Radius: 81 ft. (25m) FAA Airplane Design Group IV, Approach Category C ICAO Aeroplane Design Group D Further Information Douglas DC-7 articles on Airliners.net and Wikipedia United Airlines Wikipedia article and company history on their Official Website -
Version 1.0
4,655 Downloads
Boeing 707-027 Multi-Pack Braniff International Airways c. 1967 These files override the game-default 707 jetliner automata, replacing it with the Boeing 720 in one of several mid-'60s liveries of Braniff International Airways. As before, only one livery will be used by the game at a time. The entire aircraft has been remodeled, from nose to tail and everything in-between. Check out this screenshot and more pics in my RMIP-2 thread for some nice close-ups. There are no dependencies. Fixes & Features - wings leveled & remade with accurate trailing-edge shape - elevators & tail re-sized and correctly positioned on fuselage - engine nacelles & pylons moved forward, resized, and reshaped - previously undersize fuselage widened and lengthened - high-quality skin with polished metal, bare metal, and painted surfaces - horizon and sky reflections on the engines and fuselage - doors now line up with the jetways of ace_bovenopdeberg's terminal pack Real Aircraft History The Boeing 707-020 series (720 for short) are shorter, lighter versions of the original 707-120. They were used on lower-density routes previously served by prop airliners, and flew into airports which had not yet upgraded their facilities for larger jets. Production began in 1959 but ended just eight years later, with 154 built, because airlines grew to prefer the more fuel-efficient 727. Braniff used eight 720s for US domestic service and short international routes to Mexico and Panama. Real Aircraft Particulars Class: Narrowbody medium-range civil jetliner Powerplants: four Pratt & Whitney JT3C-7 turbojets Dimensions: 137 ft. (41.7m) long; 131 ft. (39.8m) wingspan; 41 ft. (12.6m) high Cruising Speed: 528kt (978 km/h) Max Takeoff Weight: 229,300 lbs. (104,009kg) Range (with max. payload): 3571nm (6614km) Accomodation: 106 in single-class cabin Turning Radius: 102 ft. (31.2m) FAA Airplane Design Group IV, Approach Category D ICAO Aeroplane Design Group D Further Information Boeing 720 article at Airliners.net Braniff articles at Wikipedia and the company's Historical Site An ACAircraft Release January 13th 2007 Thanks to RG59061 for providing "fabulous" background information! -
Version 1.0
65,644 Downloads
Reuploaded 29 July 2011 Original Upload 29 May 2006 This package extends the RMIP-2 airport pavement set with aircraft parking and several accessory lots. Aircraft stands on turf, asphalt, and concrete are included, plus alleyway markings, fillers, and taxiway junctions. This package pre-dates BATed aircraft -- the MAXIS regional jet, four-prop, bizjet, and single-prop are used on these stands. Other lots/props included in this package: - prefab U-Drive-It airfield - small aircraft hangars - VOR and compass calibration pads - windsock and tetrahedron props - jetbridge for MAXIS regional jet This upload is provided as a plain ZIP file, just like the original. No dependencies. For issues with this file, and to check out (much newer) airport stuff see the AC Team boards over here. -
Why Didn't Simtropolis Try Better To Save Stuff?
Voltaire replied to Kifflom112's topic in Simtropolis Related
Nice to see this 5-year old pack still generating interest I've just re-uploaded RMIP-2 SAE Volume 2 here: https://www.simtropolis.com/forum/files/file/26571-rmip-2-sae-vol-2/ It's odd though, because this file did survive the upgrade... I updated its catalog link (along with the others) months ago. This disappearing act is post-upgrade. As noted above, Ace's packages are still here, but the URLs have changed. -
@titanicbuff: Not sure why it's missing but I've re-uploaded it today:
http://www.simtropolis.com/forum/files/file/26571-rmip-2-sae-vol-2/
@alvinheriadi: the link has changed since the upgrade, it's now here:
http://www.simtropolis.com/forum/files/file/14024-swap-simwings-airport-pack-v22/
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It is indeed... and it's been expanded on several times. For anyone looking for updates, we now operate the Aerospace Consortium over here. You can find our complete release list in here (scroll down a bit). Aside from this pack and its expansions, we also do functional airports; a large collection was released earlier this year. - V
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If you're looking for the ultimate in SimCity 4 airport design, search no further! RMIP-2 gives you the power to shape your airside pavement like never before. This series of detailed, real-scale, modular pieces fits together seamlessly to create custom airports of any size. And because all the pieces are U-Drive-It compatible, you can fly planes from your airport when it's finished! Originally released as a small set of runway markings in late 2005, RMIP-2 has grown into a complete airport pavement system, composed of five main groups: Runways - precision, non-precision and visual runways, navaids, and approach lighting Taxiways - diagonals and orthogonals, with many intersection types and seamless transitions to ramps & aprons Aprons - parking for small jets and planes, hangars for light aircraft, and taxi lanes Ramps - passenger gates with jetways or air stairs, passenger walkways, and lead-in lines Grounds - taxiway signs, green chain-link fence with rounded corners, and plain grass filler Due to its size and complexity (over 200 Lots so far), RMIP-2 is recommended for aviation enthusiasts wanting to spend time building a realistic airport. Browse through the thread and see the project from its beginning -- there are many pics in here that never get posted in the STEX files or readme! MAC and GNU/Linux Users, get your manual-install ZIP Files here BAT & Lot Downloads RMIP-2 Small Airport Edition Vol 3 RMIP-2 Small Airport Edition Vol 4 Automata & Prop Downloads DC-7 Automata (all four) Braniff 707 Automata (all five) Original Text of First Post Hello again, airport fans! Just wanted to let everyone know I am still working on further improvements in SC4 airport realism, mainly in the area of Lot textures, but also a little BAT work. Here is a sample of what I've been working on lately: These taxiways and a makeover of the small runways will occupy me in the near term, but I would like to extend the scope of my work to custom props for taxiway signage, and some tarmac-to-apron transitions. Given time (weeks-months) I would like to completely re-make the light props, because I am tired of the sea of flashing lights which the taxiways turn into at night. My BAT skills are definitely novice-level, but I'm learning fast with the help of some great tutorials in the Omnibus. I will keep posting updates whenever I have a nice pic to show, and I may even release some lots in a few weeks. Please leave comments - a high level of interest in these lots will definitely speed up production!
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Version 1.0
8,916 Downloads
Aerospace Consortium present the Boeing 737NG Series, latest versions of the world's most popular airliner. This pack provides highly realistic aircraft gates for custom-made airports. The ground textures and jetway positions are designed to work seamlessly with ACB-VLT Terminals, and RMIP-2 pavement systems. Each gate features safety-area markings, an integrated jetway, and ground service vehicles -- including the new conveyor-belt loader by Voltaire. Accessory lots are included, for connecting vehicle safety-area markings between gates. Placement helpers are included on the Random Airline lots, to show orientation while plopping. Dependencies (see Readme for links) AC MEGA Props Vol02 AC MEGA Props Vol05 BSCMegaProps JES Vol01 BSCMegaProps jestarr Vol02 BSC MEGA Props - SG Vol 01 Cleanitol file to check dependencies is included. Please direct comments and issues to the AC Team. -
Thanks King Titan and teddyb. hamsterTK the 737 project has a bit of a setback (see below) but it'll be up and running again soon, after I reconstruct some things. teddyb we're working in that direction; in addition to the new control tower ace has recently done new ground vehicles, including a conveyor truck. Once my gmax is back on its feet, that side of the project should start rolling again. now I have an Announcement: Two weeks ago, in an attempt to restore stability and performance to my computer, I reloaded the system from scratch. The procedure was very successful from a performance standpoint. But when I used my data backups, I found widespread corruption in the DVDs containing my SC4 library. In many cases, restoration of the master texture and model files is impossible. Due to the fact I cannot commit to the enormous amount of time needed to recreate those materials, I'm forced to shut down RMIP. It seems as good a time to conclude this project as ever, considering I've met and surpassed the goals I set in the beginning -- bringing realism and true layout flexibility to SimCity airports. I'll still be around, making new airport content with the Aerospace Consortium, but not pavement systems. MANY THANKS to all who downloaded, contributed, and commented over the last two years. This was one of the most-read, largest, and consistently-active projects on Simtropolis due to your interest and continued support. At times the work was tedious and no fun at all -- but your kind words and enthusiasm kept me going back for more. Thank You and Happy Flying! by Voltaire November 28th 2007
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ccecill, the Lot you're looking for is in RMIP-2 SAE Volume 4, which was released separate from our main T&J pack due to upload size limits. It appears along with the other 747 Gate fillers here: Wade11, you can delete and re-install without FileJuicer using the .zip link, at the first page of this thread. It's the first time I've heard of that problem, anyone else have experience solving it? Thanks ShadeSlayer, The_Hutt , Duvad, colton, Seahawk_fan, Godzillaman Other AC members are working on more liveries and aircraft, some of which are un-announced, due to the fact they are very early in development. The scenery package is just for FS9 (so far), with about 30% completed over the course of two months. It's quite a change from SC4 -- there's no grid, so designing compound-curves and angles, is easy and straightforward. No restrictions on building/prop placement either. To make it right takes time though -- so it'll be awhile before I return to creating for SimCity.
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Been working on this a bit: But not much progress in the RMIP department. Usual reasons... RLS etc etc plus right now I am building a rather complex scenery package for Flight Simulator.
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wings, tail and etc. already been taken care of... droopie, the way I do it is separate the tail into halves, including the leading edge with the rest. Then I do a planar uvw map on each side, and make images to fit.
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no need for the drama. Like xiziz said, your port wing needs to be raised to match the starbord one. The uppermost edge of the wing should meet the top corner bevel of the fuselage fairing (center tank). To make sure everything matches up side-to-side, write down the starboard wing's coordinates and rotation angles, then make sure the port wing matches them (Magnitude only, leave the positive/negative signs as they are). edit: never mind the rotation angles, the pic shows they are ok. just drag it upwards along with anything else that needs to move (engines, pylon, flap extenders, can't see them in the pic so can't tell if they've moved too).
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not really. I am making the 737, and a couple non-SC4 projects. Just to clarify: my runway design study was finalized earlier this year and won't be reconsidered. Others are working on well-made smaller sizes, so I see no need to develop them myself. There are advantages in modularity to be gained by separating the markings from the centerline and taxiways, not the least of which is fewer pieces to texture/Lot/Modd.
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ACAircraft Modd Shop Boeing C.A. 777-300 commissioned by Pilotdaryl [note this is not the ER model, it doesn't have the raked wingtips] CHANGE LOG -- PLEASE READ CAREFULLY TO AVOID MISUNDERSTANDINGS The aircraft model is now as accurate as I can make it, based on official Boeing scale drawings imported into gmax. - Horizontal stabilizers: lengthened forward. Top surface pulled upward to create airfoil shape. - Vertical stabilizer: Moved forward, cut in half, re-contoured to create airfoil shape. Base widened to create symmetrical tapered shape. Exaggerated height while maintaining sweep angle, for proper appearance in SC4 orthographic views. Cloned and mirrored to provide independent sides for livery skins. - Wings: dihedral, chord, and root cross section corrected. Top surface pulled upward to create airfoil shape. Leading and trailing edges straightened. - Center tank: Completely recontoured. This section defines much of the overall look of the aircraft so it's critical to get it right. In a nutshell, the sides were stretched and flattened to form a rounded rectangle, rather than a squashed sphere. The extra intrior vertices were pulled outwards to define the shape of the tank against the fuselage. - Fuselage: wholesale replacement. This was done for the sake of time; it was faster to just donate my own 777 fuselage which I never released. My fuselage is higher in polys, to avoid faceting on the nose and tail. It's also longer, wider, and has no dimples or overstretched areas. - Landing gear: increased tire/wheel diameter and width. Nose gear moved aft to correct position. Main gear moved outboard to correct positions. - Engines: Enlarged in all directions. Rear cone assemby widened and moved back. You may wish to modify the horizontal stablilizers. If this were my own release, I'd delete them and start over, because the mesh I recieved was irreparably twisted up and will cause odd shadows during rendering. SKIN COMPONENTS -- PLEASE READ CAREFULLY TO ENABLE QUICK PRODUCTION STARTUP Several sections have UVW maps and Materials applied. These are already set to reference the correct images. To create skins just use the Templates provided. The dimensions of the Templates were specifically chosen to eliminate distortion. Solid colors -- for the simple stuff like tyres, gear struts, flap extenders, etc. which do fine without details applied. Horizontal Tail -- covers the port elevator. UVW maps will mirror & copy it automatically to the other. Vertical Tail (port and starboard) -- covers one side of the tail each. They need to be separated like this to avoid backwards text. Wing -- covers the port wing. UVW maps will mirror & copy it automatically to the other. Center Tank -- allows the tank to be painted, on liveries that need it. Singapore Airlines for example would need the stripes to continue along the tank. Engine -- for the engine cowling only. Copied automatically to each side of both engines. Nosecone -- this small image allows distortion-free designs on the nose (as opposed to extending the fuselage template). Fuselage -- large image, shows both sides of the aircraft at once. Placed around the model using Cylindrical mapping, which avoids backward text and many other problems. The drawback to Cylindrical is features near the ends of the aircraft get distorted, which must be compensated for. The c0ckpit windows for example are not straight in the template, they curve almost 90 degrees. The nosecone is separate for this reason. The templates are all in Photoshop format with layers and transparency. For correct Material brightness in BAT renders, and to mitigate black jaggies, set your Viewport Background to [147,156,174] and Ambient Light to [110,110,110]. Sourcing Blue - Unmodified Gold - Pilotdaryl mesh, heavily modified (geometry changed) Green - Pilotdaryl mesh, slightly modified (scaled) Violet - Voltaire, from scratch Previews -- Before & After GMAX viewport screenies I expect credit for Modeling and Livery Templates in all releases based on this content. Do not sell or rent my work without permission. Free redistribution is allowed, so long as I am given credit. I prefer to deliver by e-mail; the zip file is only 260K so it can go anywhere. Have fun with it supla007! ::edit - formatting ::
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filasimo has a small team working on that I believe.
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Different airlines paint their planes differently - and not just the stripes and logos. Just take a look around any of the major aircraft-spotter sites. Of course, I could have used the same wing and stabilizer skins over and over, but can you imagine a row of these giant wings all lined up together, all the same? Boring Boring Boring, Not a good idea. I went the extra mile (10 miles really, by the time I was done) and your concourses will look 1000% better for it. Just because I did not use the same shade of magenta-red as the 767 skin... does not mean it's wrong. After 1500 hours using BAT, LE and Reader in the last 2 years, I know a lot about choosing colors that look good in SC4. Here's the science behind choosing this color, which btw is also used on the Virgin Atlantic, Jazz, and TWA jets: - it keeps on looking red even in the violet-blue SC4 night environment. - it does not shout for attention the way a pure RGB red would. Colors that distract from their surroundings are not a good thing, I feel they show a lack of concern for users who will need to view them repeatedly in their cities. - at higher zoom levels this color is still unobtrusive, even with SC4's habit of over-concentrating and brightening colors at a distance.
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Volume 4 is live on the STEX
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The RMIP release is going live.... NOW. @jayo: Yes, there is a BA plane, a 747-100 with the '90s livery. There's a preview of it some pages back but you won't have to wait long to get the real thing. @bearmans: we would have released a month ago if not for the nightlighting... worth the wait, I say! Don't worry, by the time you get back I'll have the MML lots redone too
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Version 1.0
41,182 Downloads
RMIP-2: Not Just For Runways! The goal of RMIP-2 is to increase the realism of all paved areas in SimCity 4 airports. This special follow-up release of the Small Airport Edition features: - Ortho & Diagonal Taxiways compatible with ace_bovenopdeberg's new pack - Extra runway designators for large airports - All lots made accessible to U-Drive-It Aircraft - Placement helpers show which direction the lot should face, before you plop Dependencies RMIP-2 Small Airport Edition Volume 1 RMIP-2 Small Airport Edition Volume 2 RMIP-2 Small Airport Edition Volume 3 These Lots will appear toward the bottom of the Airports menu, interspersed with icons from the previous RMIP-2 releases. I've modded them with custom names, icons, and captions. For placement instructions and further details, please consult the included readme file. -
Moar Features! Placement helpers have been installed on all the Ramp & Taxiway lots, showing the centerline in most cases (see RMIP thread for pics). The single-airline 747 and CRJ gates already have the planes set to "previewable", so helpers were unnecessary there... but the random-plane Lots (did we mention those yet?) do have centerlines marked out. Random Airline Lots are included for each aircraft type (CRJ-200, -700, -900, 747-100, -400). So if you don't care about specific airlines you can plop a few of these babies and create a councourse in seconds. There's also vacant jetway lots for each airbridge type, one small and two large. Your concourses will look much more realistic with a few vacant positions. Night lighting has been applied to all aircraft and jetway models. I showed you a couple tight-in shots before, here's what a nicely done concourse looks like.
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Release planned for tomorrow, RMIP-2 Small Airport Edition Vol. 4. The main attraction is compatibilty with the new pavement style I've put on Ace_bovenopdeberg's 747 passenger gates. - The six lots in the lower left of this formation are additions to Volume 3 which were never released. They provide a continuous centerline for a diagonal taxiway crossing an orthogonal. The new ortho-diagonal set includes these markings as well. - Placement helpers are here! Now you can build terminals faster and better than ever before, with no guess work about which direction the Lot is supposed to face. - New designators are included, for RMIP-2 asphalt runways (previously released but not on the stex) to provide variety in your runway names. The helper for each one is simply an "R" facing the same direction as the numbers. - Thanks to updated modding techniques, multiple instances of each Lot are combined into one line on the budget panel. The same modd allows you to permanently rename each lot if you so desire. As always, each lot is game-engine neutral except for slight landmark effect, and maintenance costs. By the way... you can make up a lot of those costs with Ace's 747 gates... along with the terminals, they should go a long ways toward balancing your budget. Unless of course, you build 6 runways, 30 taxiways, and a 10-gate terminal @Shukie: These lots have a small landmark effect which only gives a slight boost to local commecial demand. It has to be that way -- because I have no way to know if someone will use these to make a 100-piece landing strip, or a 3000-piece mega-airport. If each Lot were powerful enough to really affect demand, and someone built a ton of them, it would wreck the simulation parameters across the whole region. @ShadeSlayer: yeah, "a while" covers it pretty well... honestly I don't know when I'll get to it because SNM and Ace's 737 will compete for my attention too.
