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Found 30 results

  1. Show us your bridges!

    I'm not surprised this hasn't come up yet seeing as there aren't too many bridges out there! I hope to see more of them. They require some creativity but can get pretty amazing results with a bit of work! Here's my contribution. The Morningstar Bridge! Enjoy! PS: I haven't figured out yet how to disable the default bridges, only remove the pillars :/
  2. Continuing on from where I left off last time, City overview: A - Broadcast Hill B - The Trueno River & related tunnels C - Guardians Gate Bridge D - Port of Isuzu, Supra River & Isuzu (Rail)Jct. E - Highway 709/Astel Rd. Interchange F - Kewston(neighborhood) G - Highway 709/Malkin Blvd. Interchange H - Cagalli (Rail)Jct. I - Downtown J - Highway 709/Crosby Ave. Interchange K - O'Leary Peak L - Fastraxx Cisco Bay M - Highway 700/709 Interchange N - Cisco Bay Beach O - Highway 700/Malkin Blvd. Interchange P - Great Western Mall, & Richview(neighborhood) Q - Great Western Tower R - The Skybridge G & H - Highway 709/Malkin Blvd. Interchange & Cagalli (Rail)Jct. This interchange connects downtown Cisco Bay with vehicular traffic originating from the east. There is no westbound access onto the 709 here. For that direction of travel drivers must make there way to the nearby Crosby Ave/709 interchange. I've made numerous changes over the years to this interchange, but it never seem to look quite to my liking. This is largely because of the difficulties in making the a realistic looking connection to a diagonal highway in SC4. Even the RHW mod or project symphony for the matter don't fully resolve this issue. The other problem at this location is the lack of space due to nearby rail lines crossing over the highway. In order to maintain smooth curves, both horizontally & vertically I finally settled on a tunnel solution: Transformation of the interchange over time: The next few paragraphs deals with trains & grades So it may be a long read to some - you have been forewarned The horizontal curves are the 45 degree highway & rail pieces, I placed the highway and rail lines as close as physically possible while still enabling the use of these curves. The vertical curvature I'm referring to is for the rail lines. I use a slope mod, which is good enough for roads but not for the rail lines. For those I manually smooth out the height difference one zone at a time. GWR's Almera sub for instance(the rail line on the top of the image) drops 91.5ft/27.9 over a distance of 1890ft/576m(40ft over 16 spaces in the image above) or or more plainly it drops about 2 spaces of height over 36 spaces. This equates to a 4.8% grade. I didn't pre-plan that out before hand or anything, its just what it ended up being. Anything over 1.5% is considered not desirable for freight trains and over 2%(or 2.2% in some areas) is considered "mountain grade". The biggest reason why freight trains can only handle such small grades is because rail companies try to make their mainline trains as long as possible while needing a few locomotives as possible. This of course reduces expenses and increases profit. But it can cause problems on lines with steep grades. A quick goggle search indicates the largest grade in the US was 4.7%. Here's an excerpt on what it's like for a train to operate on a very steep grade; "Operating conditions on the original mainline through Kicking Horse and Rogers passes were proving to be something of a nightmare. Between Field and Hector, on a four mile stretch known as the Big Hill, stretches of grade up to 4.5 per cent meant that eastbound trains climbing up to the pass had to be divided into sections for the assent. Freight trains working down the hill were restricted to SIX miles per hour, and four steeply graded safety tracks were insurance against runaways." Thankfully while I'm certainly much more attentive to this than your average SC4 player or perhaps almost any player for that matter, I'm not completely anal about it. I don't spend my days trying to make every rail line is SC4 under 2 or 3% thank god lol. There's no point to that. As I said before, I don't measure or preplan the grade. My goal is simply to make the slope relatively unnoticeable. I'm guessing most of my rail grades are probably around 4 to 6%, which certainly appears to be a very smooth grade in game. IRL freight trains would struggle mighty with even that. But on planet Azura, where my city is located in, one consequence of the overall population being far lower(mentioned in the first entry of this CJ) is that things like freight trains can be and are indeed far shorter. Instead of the monster 2 mile long freight trains that many companies run today(http://en.wikipedia.org/wiki/Longest_trains), the longest trains on Azura would be at most half a mile long. This also means that the freight yards need not be 2 miles long either, otherwise I'd have to build my freight yards as big as a medium sized city! Therefore the trains are much lighter while at the same time the number of locomotives remains the same. On top of that the length of most of the grade changes are relatively short, probably a km long at most. So even the 6% grades are not that problematic. Now back to the interchange. Here's how it actually functions: Cagalli Jct. is nearby to the interchange: As with Isuzu Jct, the sole purpose of this junction is to serve as an interchange point. An interchange point is a location where freight traffic can be transferred from one company to another. Even though these companies are in direct completion with one another they will allow each other to use their lines to reach specific customers that they otherwise wouldn't have access to. This is at steep cost of course. This junction in particular is used by eastbound trains coming off GWR onto ICR's track or conversely southbound trains coming off the ICR(Lakeridge spur) and onto GWR track. The power line/hydro corridor seen in the foreground is the Hardack hydro corridor. This line connects the largest power plant in the region, located in the South Shore borough, to the more denser areas of the Central borough. It's a vital piece of infrastructure that at this spot carries up to 2000MW of power. 2000MW is enough power to supply the needs of over a million people during the mid day summer peak. Electrical usage peaks on both a season & daily basis. Seasonally, summer and/or winter, deepening on the climate of a region, is when power usage is at its highest due to power intensive applications like heating and cooling. On a daily basis the peak threads to happen early in the more and late in the afternoon and then drops at its lowest in the middle of the night. The 1MW to 500 people ratio is derived from my real life numbers. The record summer peak demand for the region I live in is 26,000MW for a total of 13 million people. What can I say, we're power hogs over here Though power conservation measures have slowly begun to decrease our usage over the last couple of years. The power usage in the city itself is 112MW, which puts it in the mid-range of nearby cities: 285MW Lexenborg 134MW Lindin City 112MW Cisco Bay 85MW Halon 72MW Mayfield 14MW Mount Prominence 13.9MW Gravenhurst Here's one last overhead shot of Cagalli Jct & the Malkin-709 interchange before moving on: I - Downtown Cisco Bay There's been plenty of pictures of this area in previous entries so won't to spam any more, well maybe one more, For the record, the Cardiff Capital Tower built in 1979 is the tallest building in the city: List of the 10 tallest buildings in Cisco Bay: More or less about what you'd expect from a mid-sized city of 40,000. Following the construction of the Cardiff tower in 1979, the city slapped a 17 story height limit on all future buildings(quite obvious yes?). They did not want the downtown area to be overwhelmed with highrise buildings like other area's of the region. Their primary reason was out of concern about overwhelming the transportation network of the city with too much density. While the city had a well integrated highway network there were a few problematic areas(eg. item R). Higher capacity subway lines do not run into Cisco Bay. While the L line runs a fairly frequent commuter train service it would not be sufficient if population densities were to increase any further. Aside from the train station there are only a couple of low frequency bus routes that operate through the city. The height limit originally only covered the downtown area but was later extended to cover the entire city after condo's started popping in Richview. It remains in place to this day. IRL many cities across the world have height limits in place either localize or across the entire city for a myriad of reasons. Here's a few IRL examples: Airport/FAA restrictions: Miami Edmonton until 2014, 492ft/150m San Jose 300ft/92m Historical precedents: Philadelphia 1894 to 1984, 548ft/167m Saint Petersburg Street widths: Washington View cones/corridors(for scenic reasons): Vancouver There is one other city Pretoria metropolitan area that has a height limit, that being Calgon with an absolute limit of 675ft/206m. However unlike Cisco Bay, the restriction in Calgon is likely to be lifted soon as developers are mounting increasing pressure to built taller. J - Highway 709/Crosby Ave. Interchange The interchange that connects downtown CB with vehicular traffic originating from the west: As with the 709/Malkin interchange, there were numerous early versions of this one as well: From the beginning, 2005: Could never get that connection between the highway ramp and the road to look natural. So in the end I separated the two and incorporated a tunnel instead. The pre-RHW/Project Symphony/CJ version: And today's version: The rail line(ICR's Lakeridge sub) limits the type of ramp that could be placed here, hence the 'stub' ramp that goes underneath the viaduct and connects to Michigan rd. on the south side/side opposite of downtown. While not an ideal solution its the best that could be done to maintain connectivity. Needless to say the speed limit for the ramp off the 709 is quite low and is strictly enforced by photo radar - something my sims aren't too happy about... K & L - O'Leary Peak & Fastraxx Cisco Bay More or less just denoting the location of each in the aerial shot. The Fastraxx commuter station was seen in last update. O'Leary 'peak' meanwhile is the highest point(elevation-wise) in the city, by a dozen or so feet from the hills to the east but there's nothing to look at there. I've yet to do any mmp work on the hillside, other than planting trees that is. In truth I'm contemplating removing it altogether so as to expand the suburban area of town. M - Highway 700/709 Interchange One of the "Big 9" interchanges in the region. Though its so small calling it big in any respect is a bit of an oxymoron. However that was always the idea, I wanted it to take up as little space as possible, as at first I wanted more space for development to increase the population. And later I wanted to maintain the existing development in the area. But I also wanted it to be a custom interchange rather then just the standard maxis or later on, the project symphony 3-way. Plus I never liked the maxis 3-way to begin with, urgh: So work started on a new custom version, once the NAM become advanced enough: The original version was completed sometime around 2006-07. a few minor modifications were then incorporated over time: Traffic paths: I was actually quite fond of the unique appearance of this interchange, so much so that for nostalgic reasons I really didn't want to rebuild it for the CJ. Alas seeing as how I was rebuilding the entire freeway system, it had to be modernized as well. As with many other interchanges both in this city and around the region, the available space for ramps and transitions that could be used was limited by a near-by rail line, curse you GWR!. But as difficult as building a RHW interchange is a small space can be, its easier than rebuilding an entire rail line and the portion of the city it cuts through. Originally this is what I came up with: However I needed the northbound 700 to be elevated so that I could get rid of the slope before the Skybridge. Otherwise I couldn't place any ramps there(item O). This is end result of that modernization: Interchange rank of the "BIG 9" Size in terms of total space - 9 of 9 easily the most compact. Size in terms of ramps - (4) tied 8 of 9 Size in terms of entry lanes - (12) tied 8 of 9 Comparison: Traffic Paths: N - Cisco Bay Beach Where sims in Cisco Bay go to relax. Using the name of the city & bay for the beach is the not most original name I know, but currently there is only one beach on the shoreline of Cisco Bay - the shoreline is predominately industrial. So its only logical to name it so. The beach officially ends at the chained link fence, property beyond which is owned by the railway(GWR). Though that hasn't stopped trespassers from frequenting the area occasionally playing chicken with trains O - Highway 700/Malkin Blvd. Interchange And we've reached the last interchange in the city. As with the other four this one has gone through a ridiculous number of revisions over the years. Earlier changes: Aside from the fact that I switched over to Project symphony, the road underpass/tunnel was causing some strange behavior as sims refused to use the ramp and would rather just drive right off the highway and straight into the tunnel, somehow miraculous managing to survive the trip home: The difficulty here was adding access ramps to a diagonal highway. The location of the ramps couldn't be moved much since the whole idea is to connect the highway with Malkin Blvd. The highway had to curve in this location because of where the connection was to Lindin City on the other side of the bridge. The problem with diagonal ramps is the lack of an acceleration/merging lane, but diagonal ramps are not even an option with project symphony anyways. So I had to get rid of the slope leading up to the Skybridge and use that location for the ramps. The merging lane issue was dealt with by increasing the width of the bridge from 4 lanes to 6 lanes. The highway also had to be elevated here to maintain the bridge clearance for ships heading to the Port of Isuzu as well as ports further up river. While these ships aren't large and don't require huge clearances, 20-odd feet doesn't quite cut it. The final change: Overview of the approach to the Skybridge: P - Great Western Mall, & Richview The Great Western Mall doesn't quite live up to its name. For starters its the second oldest mall in the region having been built in 1969, its not a very refined mall at all compared to its newer contemporaries. It's also the smallest official mall in the region with a mere 75,000 sq/ft of retail space and just 200 surface parking spots. The mall contains large grocery store, a well known discount clothing realtor and has space for a dozen other small shops on 2 levels. Really the only reason why its called 'great' is because the GWR - Great Western Railway purchased the naming rights to the mall and promptly named it after themselves back in '69. Richview is a nearby highrise luxury condo community. While not entirely gated, it is walled in and heavily patrolled by private security. A total of 1,447 residents live in the 5 building complex. 4 of the 5 buildings in the complex are built out to the maximum 17 story limit. Amenities include outdoor and indoors swimming pools, tennis courts, a rock garden and mini golf putting green. The mayors house/office is also conveniently located nearby for the rich locals to voice their concerns to. Q - Great Western Tower The Great Western Tower is a 559ft tall freestanding reinforced concrete structure built in 1967. At that time it was the tallest structure in not only the city but all of the South Shore borough. List of the 10 tallest structures in Cisco Bay: (Measurement information in most cases is gotten directly from occupant size exemplar, otherwise I measured it on screen using a ruler 1cm=2.25ft in the 2nd closest view) The tower has three public levels - one being the ground level where entrance fees are paid. A restaurant occupies level two at the 386ft level and the observation deck occupies level three at the 406ft level. The GWR once again purchased naming rights here shortly after the tower was built. The contract extends for 100 years, its unlikely that they will renew those rights when they final expire in 2068. Attendance has fallen precipitously over the years as newer, taller and more flasher attractions have popped elsewhere in the region. Telecommunication revenue, which was never that great to begin with since the tower is not located in an idea location for such, dried up after the construction of the tower on Broadcast Hill in 1984. The HAAT(height above average terrain) of the tallest transmitter here is a mere 560ft verses the far greater range provided by Broadcast Hill's HAAT of 998ft. Having said all that, I think having a short concrete tower located here is still kind of interesting and the night lighting is quite nice as well: At this time the city has no plans to demolish it and replace it with something else, as the costs of maintaining the structure aren't exorbitant... at least not yet. R - The Skybridge The Skybridge is a recently constructred 6-lane RHW bridge: bridge info: Type - Cable-stayed Completed in - 2005 to 2008 Design Life - 150 years Roadway - Highway 700 Total Length - 2,231ft (680m) Longest Span - 1,182ft (360m) Clearance - 100fft (30.5m) Cost - $535 million (2011 dollars) Width - 158ft (48m) Hight - 425ft (129.5m) The new bridge replaced the Spanbridge, a cantilever bridge that was the longest of its type in the world when built in 1924. Imo the in game highway/avenue cantilever bridge is still one of the best looking structures available in the game. But then again I can't say that I'm impartial since I love steel exoskeleton structures. Type - Cantilever Built in - 1923 to 1924 Design Life - Roadway - Highway 700 Total Length - 2,204ft (672m) Longest Span - 1,250t (381m) Clearance - 149fft (45.4m) Cost - $46 million (1924 dollars) Width - 105ft (32m) Height - 414ft (126m) The next section deals with the history of the old bridge, so feel free to skip it if reading about fictional history is not you cup of tea The Spanbridge was the first highway bridge to cross Cisco Bay. However after 84 years of use the bridge was badly degraded/corroded and in need of immediate replacement. The bridge had also been over-built height wise, engineers had anticipated that the Trueno river would one day need to accommodate ships larger then low-max class. Hence the hefty clearance of 149ft, with the deck level coming in at 160ft ASL. However this turned out to be unnecessary as cargo volumes along the river have never even come close to reaching the point of requiring larger vessels. Not to mention justifying the cost of expensive dredging of the river bed which would be required to allow for ships with a larger draft. The height of the roadway in addition to the narrow width of the lanes had become a severe safety hazard by the mid 70's. By then transport trailers had grown in size both in width but more importantly in height. The taller trucks were often buffeted with strong winds at times causing them to swerve over onto adjacent lanes. In response, the number of lanes was reduced from 6 lanes to 4 in 1975. However issues with swerving still persisted and after numerous crashes resulting in fatalities a bylaw was introduced in 1982 restricting the speed of transport trailers to 45mph/72kph over the bridge. This of course resulted in serve congestion. By the 90's even the its name had been largely forgotten as sims commonly referred to it as the Slowbridge. Hence its replacement was long over due. The new bridge was built adjacent to the old bridge and once completed the 'Slowbridge' was dismantled. The Skybridge was not only significantly wider but the height of the roadway was reduced from 160ft to 105ft. Winds at this height are substantially weaker, thus the by-law did not carry over onto the new bridge except during the occasional periods of high winds. Sensors on the bridge continuously monitor local wind speeds and once a certain threshold is reached a yellow warning light automatically activates at the entrance to the bridge and all bridge users must reduced speed during these periods. And with that I conclude this entry. Probably should have broke it up into two but I was on a little bit of a roll there. Hope you found it interesting nonetheless.
  3. I think I'm losing my mind! Things (bridges) keep appearing and disappearing in my SimCity 4 deluxe game. I have NAM 3.0 and 3.5 installed and I see the additional bridges I want in the files. But they wont show up in the game!!! Sometimes!!! I'm trying to build multi lane (s style) RHW bridges. For some reason, when I drag a bridge the widest option provided is a 3 lane (6) bridge. I have a 4 or 5 lane RHW feeding the bridge but it won't adjust. But wait! There's more....I built a 4 (8) lane bridge and saving it for some needed sleep I went back to continue building my RHW. When I tried to drag another bridge, all I got was a 3 (6) lane bridge. WTF??? Oh! Just for grins, I saved and went back to the 4 lane bridge I built the previous day, destroyed one side and tried to rebuild. Guess what? No 4 lane option presented!!! So I quit without saving and restored back to the previous day's version. I have tried to reload the NAM numerous times. I make sure I have the required patches. As I said in the beginning, I made sure the files were present. I recall in a previous life (back when Pang and Moose and all the legends were still active) I had no problems building multi lane RHW bridges. Now I can't and can not figure out why. (Ok, Ok, I'm getting older but not senile quite yet.) Is there any plug ins that override the NAM bridges? As far as I know, I have all the basic files and required Z__nam files in my plug in folder. Please help me retain my sanity? Thanks, John P.S. I should confess I took a few (many) year's hiatus from the game. Actually went thru 3 different PC builds and somewhere lost all my previous files. I reloaded the game on a dedicated XP drive in my present 6 core 32GB ram, 1Gb video card and so forth...plenty of resources. I downloaded and installed all the plug-ins i could remember plus some new items. My Java version is the highest the game allows.
  4. I think I made a post on this subject before on this forum. But I can't find any of my past posts. I have NAM and DBE installed and I am getting frustrated. I have been at it for 5 hours and I haven't completed the bridge over that canyon yet. I am just about ready to say the heck with it and fill the canyon in and go on. I can't figure out how to rotate the image of the bridge sections to fit the direction of the road. The directions that I found at http://www.wiki.sc4devotion.com/index.php?title=Namdoc:Diagonal_Bridge_Enabler . It says to 1st drag a green line over the canyon in the direction that the bridge is going to go. There is no way to draw a green line in the game. I have posted a few screen captures of my attempts to build the bridge. I must be doing something wrong. Is there a doc for both NAM and DBE the explanes in detail what each item does? The 1st picture on the left is with the DBE removed. The other 3 are with DBE installed. Steve
  5. New bridges

    Elsdan Bridge Steve W.Walker Memorial Bridge
  6. Entry no.42 - Waterways of Baycole

    This entry continues from where I left off last time at Aizen fall's. Here's a couple of wide pano shots to jog your memory in case you forgot where we were on this trip down the Akallan river I spent a lot of time experimenting with mmps and creating different landscapes in the next area. I particularly like how these scenes look up close so as with the last entry the photo are from the closest two zooms. More of the area around the base of Aizen's fall. The first bridge crossing the Akallan river at an angle is Vermont Drive. Crossing Vermont Drive by foot is not recommended, unless your prepare to get soaked from the fall's mist. The Akallan river then meanders under a several bridges the first being the aforementioned Vermont Drive, followed by the twin span of highway 705. Hard to believe but there was a time when I didn't use mmp in developed areas at all. But now meshing together functional urban development with mmp covered area's is definitely one of my favorite thing to do. On the north side of the river is a small city park(Jessibel Park). 7. 8. Further south there are two final bridges. The first is the Energy East oil pipeline and the last bridge to span the river is a rail bridge, carrying the ICR Lakeridge Sub. Three different modes of transit, road, rail & pipeline. ICR Train # 303 is seen going over the bridge. This is a regularly scheduled high priority inter-model train which can sometime be almost a mile long, which is the maximum length of trains allowed to operate within the city limits of Pretoria. 12. A small pumping station for the oil pipeline. 14. 15. After passing the last of these bridges the Akallan river comes to end having reached Cisco Bay. 17. To the west of the river along the north shore of Cisco Bay is Varsity Park, another popular recreational area in Baycole. 19. ICR 303 rumbling through the neighborhood. Closes ups of the park. 22. 23. The shoreline here is a swampy marsh, spent a lot of time working on the land to sea transition here. 25. 26. This angle is probably my favorite 28. 29. And a couple more mosaics to go. 31. The next entry will probably be the final entry from the city of Baycole and will feature the few unexplored areas of the city and plenty of large scale mosaics to show everything the city has to offer.
  7. Ferries Under Bridges

    First: If I built a bridge some time ago and have forgotten if its height was "OK for Ferries", is there any query or cheat that I can aim at a bridge to remind me? I have a region that I started back in 2013, so I can't remember some of the bridges there. Second: Even after rebuilding the bridges (one Maxis highway and one RRW rail) in one sector to be sure they're both OK for ferries, the sector's ferry routes displayed in region-view refuse to cross the bridges. Obviously there's a bug somewhere, but should I complain about the bridge building dialog, the regional route display, or maybe something else? In one of my other sectors, ferry routes do cross bridges. I just need to figure out what's real.
  8. Hey Friends I was playing simcity 2013. I was searching on internet for a way similar to cities skyline and I discovered a new way to connect bridges. This is a fun way. It is not exactly the same as cities skyline bu it is fun and a creative way. I have develop game in the simcity using this method and I have developed cities with better traffic management. This way has also made services to skip traffic and reach faster. I thought I should share this idea with other game players also. Try this new idea and share your experience on this forum. Below is the link of the video uploaded.
  9. So when I play SimCity 4 , and I have a city that has a body of water that I want to have a crossing over , I build a bridge and when I do so. I am a little sad that when it comes to the bridges that there aren't different coloured models of the same bridges, I feel it would give my cities more personality if there were different colour options. Now I don't know any thing about BATing or modeling, but I am wondering is this something that someone could do. I've seen this very much with objects in the Sims is this something that is even possible?? It would add so much personality in each city to have colour options.
  10. I am starting to build a city with several bridges across the sea to connect it to a nearby island. Most of the bridges will cross over transport ship lines. Does anyone knows what is the minimum height above sea level a bridge needs to be at to avoid colision with a ship passing under it? Alternatively, what is the maximum height (above sea level) of the cruise ship? I could not find this information anywhere else.
  11. From the album Railroads (S3-16-W)

    The scene shows two trains passing each other on the ICR mainline in Baycole, Pretoria. The northbound consist on the east track is ICR train #205, a unit train with two GE Evolution Series locomotives hauling 44 loaded tanks cars, with a gross tonnage of 4,350 and a total length of 2,460ft. The southbound consist on the west track is ICR train #152, a mixed freight train with one GE Evo engine hauling 29 cars, with a gross tonnage of 1,652 and a total length of 1,596ft. A rail fueling depot and some yard storage tracks are at the top of the image, while the Apotex refinery is to the left and highway 705 to the right.
  12. Puente Nuevo

    From the album Hall of Fame

    1st Place entry from Bridge Bonanza (S3-07-W) Weekly 80 Rep 28 Bonus Points 60 TOTAL Points Challenge Results Data | Leaderboard Rankings Located in the Andalusia region of Spain, the mountaintop city of Ronda is split in two by the 390 foot deep El Tajo canyon. Connecting the two sides of the old town is the breathtaking Puente Nuevo (New Bridge) - completed in 1793, to this day it remains one of the world's most iconic bridges.

    © 2016 korver

  13. Kammersburg

    From the album Hall of Fame

    2nd Place entry from Bridge Bonanza (S3-07-W) Weekly 48 Rep 17 Bonus Points 47 TOTAL Points Challenge Results Data | Leaderboard Rankings [Larger Resolution] 3.4 MB A picture features recently in my city of Kammersburg. Three bridges cross the river in the heart of the town, during a traffic free Sunday morning. Few cars travel the roads at this time, as many are still asleep! Hope you enjoy.

    © 2016 _Michael

  14. Autobahn

    From the album Hall of Fame

    3rd Place entry from Bridge Bonanza (S3-07-W) Weekly 32 Rep 11 Bonus Points 38 TOTAL Points Challenge Results Data | Leaderboard Rankings My Entry for the the Bridge-Bonanza Challenge. Hope you like it.

    © 2016 schokoladeneis 1

  15. Bridge Bonanza (S3-07-W)

    Results Announced Here! Bridge Bonanza Build bridges, and lots of them! Season 3 - Challenge #07 - Weekly (7 days) Thanks to @philforhockey51 for the challenge idea. From the beginning of time, people have looked at the river and tried to cross it. Many failed, until the invention of the Bridge. Through time some of these humble bridges have evolved to be behemoths of the city scape, or have been left alone to be forgotten in the wilderness. Let's celebrate the increased mobility that this infrastructural wonder has given us! The world has become a Bridge Bonanza, so lets explore how bridges have given your citizens an unprecedented amount of freedom! From suspension to stone, for this challenge we're looking for your best bridges. The more the merrier, why stop at one, why not ten? As usual, there are numerous ways to go about this. It could be a feature bridge leading into your city, a small bridge in the woods, a pedestrian bridge over a large highway, or something more obscure. It doesn't necessarily have to cross over water. You could even give a brief background in the description, explaining the history behind the bridge or bridges. Use your imagination. Again the choice is yours what image you submit and how you choose to present it. See the Possible Ideas section below for a few examples. This is a Weekly challenge running for 7 days. Submission Requirements Your image must feature one or more bridges. You may use any city-building game -- including SimCity 4, Cities: Skylines, SimCity (2013), and CitiesXL / XXL. Please submit only one image for this challenge. However, you may link a larger version of the same image in the description, or post in the comments section. Please see this post for clarification. For the purpose of voting, please check your image has a full title & description. To qualify for entry, please ensure your image is uploaded to the submissions category, and complies with these requirements. Possible Ideas Here are a few ideas to get you started, just giving examples of ways to go about this challenge: Note: The following is not a complete list, or a requirement: Example bridge types A landmark bridge through, into or over your city A road or rail bridge A bridge over another transport network, or urban area A small rural bridge A bridge in the mountains An old, broken and forgotten bridge A large or small pedestrian bridge A single rail bridge over farmland Bridges through trees Bungee jumping bridge A bridge over a bridge while you bridge... (You can combine multiple types of bridges in your image, and not just limited to this list) Leaderboard Rankings A new leaderboard system is currently running for this season. This has been designed to incorporate all challenges, linking with each set of results. Each place in a challenge has points on offer -- the higher you finish, the more points you gain. Then at the end of the season, prizes will be given out to the top 10 in the final standings, with the winner being crowned the Grand Champion! This Weekly challenge is eligible for the "Overall" and "Weekly & Extended" leaderboards. Full details and the current standings can be viewed in the following topic: The winners will be the top 3 ranked images. Reputation prizes will be awarded based on the number of entries, and the overall average rating. See this topic for more info. For this Weekly challenge, rep prizes will be given for the top 3 placed entries, along with points for the "Overall" and "Weekly & Extended" leaderboards. Good luck to all contestants!
  16. Kammersburg

    From the album Bridge Bonanza (S3-07-W)

    A picture features recently in my city of Kammersburg. Three bridges cross the river in the heart of the town, during a traffic free Sunday morning. Few cars travel the roads at this time, as many are still asleep! Hope you enjoy. View the full hi-res picture here.

    © _Michael 2016

  17. The Bridges of Dunville River

    From the album Bridge Bonanza (S3-07-W)

    A view of the two major bridges over the Dunville River, along with a couple smaller rail bridges.
  18. [VOTING] Bridge Bonanza (S3-07-W)

    until
    Voting Rules Votes may be cast by rating images inside the album. You may rate all images once at any rating value (1-5). All votes are anonymous. We encourage you not to rate your own entry. Try to vote on all other entries, as this will help ensure the results are evenly distributed. The winners will be the top 3 ranked images. Reputation prizes will be awarded based on the number of entries, and the overall average rating. See this topic for more info. For this Weekly challenge, rep prizes will be given for the top 3 placed entries, along with points for the "Overall" and "Weekly & Extended" leaderboards.
  19. Bridge Bonanza (S3-07-W)

    until
    Results Announced Here! Bridge Bonanza Build bridges, and lots of them! Season 3 - Challenge #07 - Weekly (7 days) Thanks to @philforhockey51 for the challenge idea. From the beginning of time, people have looked at the river and tried to cross it. Many failed, until the invention of the Bridge. Through time some of these humble bridges have evolved to be behemoths of the city scape, or have been left alone to be forgotten in the wilderness. Let's celebrate the increased mobility that this infrastructural wonder has given us! The world has become a Bridge Bonanza, so lets explore how bridges have given your citizens an unprecedented amount of freedom! From suspension to stone, for this challenge we're looking for your best bridges. The more the merrier, why stop at one, why not ten? As usual, there are numerous ways to go about this. It could be a feature bridge leading into your city, a small bridge in the woods, a pedestrian bridge over a large highway, or something more obscure. It doesn't necessarily have to cross over water. You could even give a brief background in the description, explaining the history behind the bridge or bridges. Use your imagination. Again the choice is yours what image you submit and how you choose to present it. See the Possible Ideas section below for a few examples. This is a Weekly challenge running for 7 days. Submission Requirements Your image must feature one or more bridges. You may use any city-building game -- including SimCity 4, Cities: Skylines, SimCity (2013), and CitiesXL / XXL. Please submit only one image for this challenge. However, you may link a larger version of the same image in the description, or post in the comments section. Please see this post for clarification. For the purpose of voting, please check your image has a full title & description. To qualify for entry, please ensure your image is uploaded to the submissions category, and complies with these requirements. Possible Ideas Here are a few ideas to get you started, just giving examples of ways to go about this challenge: Note: The following is not a complete list, or a requirement: Example bridge types A landmark bridge through, into or over your city A road or rail bridge A bridge over another transport network, or urban area A small rural bridge A bridge in the mountains An old, broken and forgotten bridge A large or small pedestrian bridge A single rail bridge over farmland Bridges through trees Bungee jumping bridge A bridge over a bridge while you bridge... (You can combine multiple types of bridges in your image, and not just limited to this list) Leaderboard Rankings A new leaderboard system is currently running for this season. This has been designed to incorporate all challenges, linking with each set of results. Each place in a challenge has points on offer -- the higher you finish, the more points you gain. Then at the end of the season, prizes will be given out to the top 10 in the final standings, with the winner being crowned the Grand Champion! This Weekly challenge is eligible for the "Overall" and "Weekly & Extended" leaderboards. Full details and the current standings can be viewed in the following topic: The winners will be the top 3 ranked images. Reputation prizes will be awarded based on the number of entries, and the overall average rating. See this topic for more info. For this Weekly challenge, rep prizes will be given for the top 3 placed entries, along with points for the "Overall" and "Weekly & Extended" leaderboards. Good luck to all contestants!
  20. Bi-level Streets Pack

    Version 2.4

    62,336 Downloads

    This mod adds the possibility of building of multilevel streets in SimCity. Place the second traffic level on top of the first level. And you will get bi-level street! Create more beautiful and perfect interchanges with this pack. Also meet a new innovative solution to the problem of traffic congestion at the intersections - Yield signs (or Give way)! Each driver must prepare to stop if necessary to let a driver on another approach proceed at these intersections. Control traffic even easier! Features: - The Second level of High Density Street, Medium Density Street and Bi-level Avenue: Medium Density, High Density and Streetcar Avenue. - Meduim Density Transition Ramp, High Density Transition Ramp and all kinds Avenue Transition Ramps: Medium Density, High Density and StreetCar. - The Second Level Of High Density Street uses yield signs at the intersections. The Second Level Of Medium Density Street and other - stop signs. - Major roads and Secondary roads. (You need to place a road in a value "a secondary road" at first and then a road in a value "a major road") - Ability to change the height of the road. You should use Transition Ramps or UDoN to connect the first level with the second. When you use this pack with the Project Akar by Yayie, you can find these roads in "Levels". Thanks to MaxisGuillaume for assistance in the preparation of roads with yield signs and Xoxide. THIS IS AN OFFLINE-ONLY MOD. You need to have SimCity: Cities of Tomorrow Expansion Pack! How to install: Unzip the files, copy and paste the .package files into your SimCityData folder. Enjoy! Regional Bi-level Streets should be used ONLY WITH the main mod "Bi-level Streets Pack". How to connect the first level of street to the second level. If you'd like to help my modding, you can donate here. Thank you so much.
  21. More done, more pictures

    Nice! I mean it seams, that some people look into here. I have still no clue, what you´re after but I´ll do my best to feed an unidentified hunger. What do you like if looking to this town? Is there anything, you want to know more about? Tell me, what you think! Reply: @Jimbobbedyjobob, thank you, I hope, I could help you out! Today I have only a few pictures, but there are some nice train shots, I´ve made. And here, in this game, I really love to shoot pictures at night. So I detected, that I forgot a lot of lanterns in parks, and I had a long session with planting lamps (and benches) everywhere. It´s still not finished, as a town of this size needs attention everywhere at the same time, but a few parks are done. Another part I wanted to change, was the quarter around the Museum Of Natural Sciences and the surrounding buildings of the matching university institutes. And cause most of this corner of the town was completely undeveloped, I could do both things in one row. There is a new quarter with - again - semi detached houses, and three other quarters had to grow into the green. I also finished the riverbanks here, and planted hundreds of trees. This, btw, I do in an old fashioned way - tree by tree, and never with a brush. I have some favorites, I start with, then I fill up with different others, and in the end I decorate with CO trees in different sizes. Eventually I start to decorate the free space with grass, flowers and stuff. But until now I finished only a few places. Again I start with an overview at night. On the left side is the new part: And well, here are old GM buses on a short line: An overview of the new part: The next two pictures show a new crossing the second with incoming train. I would love to have some kind of suspension for this bridge but there is nothing I can use for. On the other hand - a modern concrete bridge would be able to span over the crossing without any pillars. So I´ve decided to let it stay this way: 1, view to the museum: 2: And three pictures with trains. Some models are simply fantastic! 1: 2: 3: Some night shots: 1: 2: 3: I hope you like it, cheers, Carl
  22. I don't know if I dare present this as a request, but since SC4batlotters are a brave, resourceful and adventurous bunch, here is at least some inspiration -- I'd like any of those bridges but I have no idea which one would be feasable so here they are, all of them ; the webloc to learn more about what they are (or would be, since some of them are concepts and not actual bridges/pedbridges), is www.cnn.com/.webloc (search "bridges : the most spectacular bridges in the world"). Garden Bridge (London UK) in progress (that one, I think, would be easy) : Lucky Knot Bridge (Changsha, China) in progress (that one, eh, not so much !:-) : Puente Laguna Garzon (Uruguay) (that one should be in the NAM !!!:-) Cirkelbroen pedbridge (Copenhague) (this one is too cute ! But quite a challenge, perhaps ; do we have elliptical fences ? Well, maybe they're round and it's an effect of perspective, here...) : Køge North Station overpass (Køge, Denmark) in progress (for the new NAM ! for the new NAM !) :
  23. Today, we continue to work on the suburbs in cowville.
  24. Laying the tracks part 2

    Here is the second part two of our journal in laying railway through the city. The previous post was meant to be one journal, but I ran out of file uploads. Thanks for the comments, as I am now going to be using imgur, so these two-parters should be a thing of the past. I have also taken on comments about the bend in the road from Browns Line. As takemethere has very kindly shown, by using one-way road instead of avenue, it alleviates an extra tile needed to convert from avenue to road and allows the 90 degree curve. It also adds additional realism with the height of the bridge and the centre markings. If anyone can recommend a good terrain smoothing mod, I would really appreciate it. I have left the terrain unchanged for now, as I'm sure a mod will do a much better job than myself when I get round to it. Here is a snapshot of the altered bridge: Moving on. Next is the Kipling Avenue overpass. This is also where the railway starts to fork. Based on the width of the railway, there should be just under four tiles worth, but because it will be crossing the avenue orthogonality, I will go with three. The line coming off at the south follows an almost orthogonal route through the rail yard, whereas the northern branch follows the same fractional angle of the main line, but it had to be offset using a diagonal route, because you cannot have two parallel FARR one tile apart. The final road/rail interface along the mainline is Islington Avenue. This is unfortunately where the railway is at its widest (458 m or 28-29 tiles!). As NAM does not have puzzle pieces for road viaducts over FARR, I will need to use diagonal rail under the entire length of the bridge. Dual diagonal rail seems to resort to the Maxis default, so I will stick to spacing them further apart, although even these will resort to Maxis default for the road viaduct intersection. Here is my attempt at it. It does look rather ugly, but perhaps when the rail depot comes into place and the lines are expanded, it won't be quite as "bare". I've used 15m viaduct avenue for the entire stretch. Next step is to smooth off the bridge at either end. At the northern slop of the bridge it meets Judson St (which I've marked off using my previous map coordinate system). The intersection is very close, so the gentle ramp for the avenue viaduct is out of the question. The much steeper ramp will be needed; this also allows a few spaces for turning lanes. Whilst I was figuring out if I had enough space for turning lanes, I completed the intersection in its entirety, so here's a first glimpse of Toronto's road intersections. At the southern ramp of the bridge, it meets New Toronto St in almost exactly the same circumstances as Judson St. One major difference is that there is now enough space to fit a smooth sloped ramp AND the turning lanes. Again, I have completed the intersection. This one looks much nicer with the gentle ramp and I have also started to curve the avenue off at a fractional angle immediately outside of the screen. This is one of very few "kinks" in the city's strict grid system. Presumably it kinks to align with the optimum location for the bridge over the rail tracks. Let's bring back the OpenStreet Map and focus on the railway line heading north to the boundary of the map. It's 120 tiles east of the western boundary. For the most part, it is a dual track, with spurs merging on and off along its route. There isn't a built-in 72 degree rail split with the latest NAM, so I've converted the main line to follow a diagonal path for the junction. The northern line can now branch off smoothly with a NAM puzzle piece. The main line does look a little strange and it's hard to tell which one is the main line and which is the minor! There is also a small dual line serving local industry that branches off closer to Browns Line. I've gone for a different approach to its junction here, which does leave a rather sharp bend in the rail. It heads north towards Horner Ave., where it splits into two single track lines and terminates. I think this concludes the entry on rail. Obviously, there is more rail serving local factories and of course the huge rail depot(s), but as far as laying down the tracks, we're done here. Next up is laying down the (main) roads! Thanks for reading.
  25. I have checked the manuals and the forums with no luck. This kinda surprised me since someone must have run into this problem before. I am running an RHW 8S across a river. Of course I can't do that, I must split it, so it is now set up with 2 MIS and 2 RHW 6S. I can run any one of those bridges across without a problem but if I try a bridge immediately beside it, it won't go, just won't play the game. I can run two bridges across if they are not adjacent. For instance, i can run the southbound 6S and the northbound MIS or vice-versa. No way can I build all 4, not even 3. I saw it mentioned that one-way roads must be run in the correct direction, so I tried that. No soap. Is this normal? Something "everybody" knows (except me)? Or do I have an unusual glitch?
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