Jump to content

Search the Community

Showing results for tags 'cars'.

More search options

  • Search By Tags

    Type tags separated by commas. These are keywords which should describe the item of content.
  • Search By Author

Content Type


  • Cities: Skylines
    • Cities: Skylines General Discussion
    • Cities: Skylines Modding - Open Discussion
    • Cities: Skylines Showcase
    • Cities: Skylines City Journals
    • Cities: Skylines Technical Help Q&A
  • SimCity (2013)
    • SimCity (2013) General Discussion
    • SimCity (2013) Modding - Open Discussion
    • SimCity (2013) Region Games
    • SimCity (2013) Showcase
    • SimCity (2013) Technical Help Q&A
  • SimCity 4 Players Forum
    • SimCity 4 General Discussion
    • SC4 Showcase
    • SC4 City Journals
    • SC4 Mac Users
    • SC4 Bugs & Technical Issues
  • SimCity 4 Builders Forum
    • SC4 - Custom Content
    • SC4 BAT - Open Discussion
    • SC4 Modding - Open Discussion
  • Simtropolis Social Forum
    • New Members Information
    • Simtropolis Related
    • General Off-Topic
    • Current Events
    • Architecture & Urban Planning
  • Gamer Topics
    • SimCity 3000
    • City-Building Games
    • Gaming Talk
    • Indie Projects
  • Trixies Forum
    • Trixie Awards - Community Discussion
  • Simtropolis Challenges
    • ST Challenges - Info and Discussion
  • Club-owners Club's Club Discussion
  • Simtropolis en Español's Plaza Mayor
  • Simtropolis en Español's Soporte Técnico
  • Simtropolis en Español's Parque Industrial
  • SimCampus Students's Topics
  • The Transit and Aviation Geeks Club's Topics
  • Arden County City Council's Topics
  • Alliance of Independent Nations on Simtropolis's Discussion
  • The Major Club's Topics
  • Project Rich Water's Topics
  • Guardians of the Galaxy's Topics
  • New Washington's Topics
  • Everything about details's Topics


  • SimCity 4
    • SC4 Reference
    • SC4 Tutorials
    • BAT & Lot Editor Tutorials
    • Modding Information
    • Mapping & Terraforming
  • Other Games
  • Simtropolis Articles
    • Interviews


  • News
  • News
  • News


  • SimCity 4 Buildings
    • Lots
    • Mods & Tools
    • Maps
    • Props
    • Textures
    • 3ds Models
  • PLEX (Main Files)
    • Custom Lots & Mods
    • CDK - Coastal Development Kit
    • MTP - Mountain Theme Pack
    • SPAM - SimPeg Agricultural Mods
    • PEG Utopian Series
  • Cities: Skylines Buildings
    • Maps
    • Roads & Traffic
    • Vehicle Assets
    • Game Mods
    • Props
    • Programs & Tools
  • SimCity (2013) Buildings
    • Game Mods
    • Roads & Traffic
    • Vehicles
    • Programs & Tools
    • User Interface
  • SimCity 3000 Files
    • SC3K Maxis Files
    • Cities & Maps
  • CitiesXL Buildings
    • Mods & Tools
    • Maps
    • Textures & Props
    • Lots
    • 3d Models
  • Simtropolis en Español's Descargas
  • Club-owners Club's Dirk's Files
  • The Major Club's Files
  • Project Rich Water's Files
  • Guardians of the Galaxy's Files
  • New Washington's Files
  • Everything about details's Files

City Journals

There are no results to display.

There are no results to display.


  • Weekly Challenge
  • Extended Challenge
  • Monthly Challenge
  • Content Challenge
  • Voting Period
  • Alliance of Independent Nations on Simtropolis's Alliance Calendar
  • Club-owners Club's Events
  • SimCampus Students's Events
  • SimCampus Students's Noggin Thinkers Dates
  • Arden County City Council's Events
  • The Major Club's Events
  • Project Rich Water's Events
  • Guardians of the Galaxy's Events
  • New Washington's Events
  • Everything about details's Events




City-building game(s)

Found 31 results

  1. A-Z Cars

    This is how the game works. You can write either the make or the model of a car for each letter. We will start with a number (0-9) and then work our way through the alphabet starting from A and going to Z. This game runs exactly like every other A-Z game. Forum Games rules do apply. ------------------------------------------------------------------------------------------------------------------------------------------------------------------ Let's start 335ci (The next person types a car make or model that starts with A)
  2. Hello ST community, I will use this topic to show my upcoming, work in progress and finished mods for Cities: Skylines. Some may know, some may not - I make soviet style buildings and car models. Here is some showcase of my already made mods: Link to steam collection of my residential soviet buildings. Series 1-464LI Vehicle mods: Link to steam collection of my passenger cars mods Link to my steam collection of heavy land vehicles (buses, trucks) Here is link to my planned cars list in Google spreadsheet format Making of next car is currently not started yet. I will announce later what car it will be (French hatchback). At the moment I make my 5 story soviet buildings (1-464LI) RICO compatible, it will feature left, middle and right (placement) sections. And last, I want to hear your opinions about car models triangle counts. ~2500 was chosen because of adding these cars to another city-builder game too. Choose acceptable triangle count for you. Multiple choice is allowed if e.g. acceptable is 500-3000
  3. No cars on my streets

    Hi there I recently installed SC4 Deluxe on my lap with Windows 10 via Steam. I'm starting a new city and I currently don't see any cars on the streets. Is this because a bug? I've got about 1000 sims there
  4. When I play Simcity 4 I can't see the traffic unless I am zoomed in all the way, is there a way to fix this? It has not always bee like this.
  5. I have downloaded the Network addon mod for sc4. I like the mod but when I pause the game all the cars don't drive anymore. Is it posible to get the cars driving again without deleting the whole NAM? For example to delete some files in the Plugin folder or something? Somebody an idea?
  6. Realistic Automata Mod

    Version 1.0


    This mod is incompatible with the Persistent Automata Mod This mod changes the traffic algorithms in a similar way to the Persistent Automata Mod (which I admittedly took inspirational from and find an impressive piece of engineering), but with my own alterations to exemplar code. The mod forces cars, and other automata including but not limited to trams and rail, to disappear only when driving 30+ tiles or off-screen. Also, it makes the game spawn as many automata items as the game's locked source code will allow (admittedly will not cause large jams in medium size towns, possibly not in towns below 20,000), so larger cities will suffer realistic traffic jams and gridlock in some cases! Be aware that traffic following NAM puzzle pieces or NWM lanes, for instance, that have traffic paths that do not match up, will disappear regardless of the mod. Also, buses will disappear at bus stops akin to the vanilla game, there is no way to force them not to. This can also happen to GLR and rail, although it is less likely. There are no dependencies, simply extract into your plugins folder! Make sure it loads after the NAM automata controller and so is in its zzz_RealAutomata folder.
  7. Version 1.0.0


    Contains 20 lots meant to be placed roadside to add realistic (and HD) parking to your cities. Both LHD and RHD are supported. It's pretty obvious, but you should only install one set based on your current driving side. If you don't, the exemplars will conflict and you will end up with LHD lots. Special thanks go to @vortext and @kingofsimcity for allowing me to use their amazing textures, and to @rsc204 for the acronym inspiration. ------------------ Dependencies: ------------------ Neko Props Set 1 (part 1) & (part 2) nos.17 Essentials (V09 or newer) VIP Car pack vol 1 & 2 VIP Car pack vol 3 UrbanPack vol.1 MS_Motokloss_60s-70s_CarProps MS_MotoklossSolarisBus_PROPS1 R6_Prop Pack 2010_Vol1 SHK Parking Pack
  8. How to make cars for Simcity 4??? please help
  9. Traffic Jam In Africa

    From the album Thrilling Traffic (S3-09-W)

    Please view it in full resolution to see all the custom lotting and MMPing before you cast your vote! A scene from an upcoming update for my CJ, True Earth. There's plenty of crowded streets across the globe, but not many get as busy as those of Africa. From the crowded streets of Nairobi, Kinshasa, and Lagos in this case, just about every major African city is constantly buzzing with thousands of people and cars, and the ongoing flow of activity never seems to cease. Street vendors and hawkers add to the traffic even more, and once you get stuck in traffic it can take an hour just to travel a couple of blocks. As you can see in this picture as well, markets will occasionally spill over into the streets, blocking off important travel routes and causing the congestion to intensify. In order for most people to just make it across town, the yellow 'danfos' (buses) that you see everywhere are a vital part of city life - but they in turn cause the traffic to worsen even more, so much so that they were actually recently banned in various places across the city.
  10. Need your help. Lately I browsed through the net with a very simple question: what is the fastest production vehicle in the world. I found a huge amount of lists - but all those lists are different, I didn't find two single lists matching each other - so I could find many answers, but no valid one. Now I'm at the point to misstrust every single one of these lists. So I want to make a valid list of superfast cars by my own. Soon I recognized, that I don't have enough knowledge to make this on my own and I will need help to collect the possible candidates. So I ask you, simply to name the cars you think are the fastest production vehicles in the world. Later I will put them in an excel sheet and present you the results. Do you want to join ? To make this a serious project we will need some definitions. Please name at least manufacturer, model name and top speed (with measuring unit f.e. kmh or mph). Please use valid sources, best the homepage of the manufacturers and their specifications. I found that many privat sites gives incorrect or imprecise data which may also cause the many different lists. Please name: - Only Cars build in series manufacturing (defined as: more than three cars after a prefabricated modell or specification with identical manufactoring process or manufactoring steps) - No individually tuned or individually modified cars - Only freely available cars - this means no cars only build for a special, non public purpose (f. e. show cars/prototypes, racing cars, no moon buggy), or cars build individually for a single person. - No cars with a top speed below 280 Kmh/174 mph, just to get a finite list. I think for my purpose, in this thread, double posts are o.k. I hope you'll give me a hand. Thank you.
  11. Cars

    I don't know if there are any other car guys on here, but I figured I'd give it a shot. I've been into cars for as long as I remember, and my favorites have always been from the 60's and 70's. Pontiac has been a brand that has stood out to me, so I've always been a Pontiac guy more than anything else. Anyway here is my car, a 1979 Pontiac Trans Am, with a 1972 YS code Pontiac 400 and 3 speed automatic. Solar Gold on Camel Tan. Its a little rough but I paid for it and most of the parts myself; done most of the work on it myself too. Here's a link to a Trans Am forum with the full restoration being documented: http://www.78ta.com/HTAF/index.php?topic=37972.0 Its going to be my first car when I get my license.
  12. Disable Night Mode

    Version 1.1


    This mod will disable the night cycle - Giving you a continuous daylight cycle Designed for offline & online I love playing SimCity, but when it passes 9pm, the city plunges into darkness. I anxiously await that little window of light that occurs during the 1am full moon, but after that, it's just waiting for that clock to come back to 6 or 7am. With this mod, you won't have to wait at all, it completely replaces the lighting ID's associated with night time, with daylight ones. Installation: 1. Extract the file 2. Move the .package file into your C:\Program Files (x86)\Origin Games/SimCity/SimCityData folder Mod created by Mechalic & MaxisGuillaume Originally uploaded 04/04/2014 Please refer to the change log for additional notes.
  13. NoCarsForLowAndMediumWealth

    Version 1.0


    Introduction NoCarsForLowWealth modifies the Sim and SimCar packages and sets the number of possible sims for a Low wealth and Medium wealth vehicle to be 0 - meaning that driving is no longer an option for low wealth and medium wealth sims. They will be forced to walk, or use the tremendously hideously broken public transport system to get to their place of work. While possible to also make High wealth sims to not take their cars, I've found through experience that this makes the game unplayable, since the sims are just too stupid to find a place to work, and you cause more problems than you solve. Fortunately, High wealth sims aren't as many as low wealth or medium wealth sims, so having their cars on the road won't be an issue. To make this work effectively, be sure to build a bus depot close to the residential zone so that it will function, and then be able to bus sims to other parts of your city, to provide workers for your far away places like the sewage plants and garbage dumps. I've tested this mod with a population of over 600,000 with no gridlock issues. Pictured above is a low wealth sprawl both low density - and later, high density - and as you can see the only vehicles driving around are school busses and shuttle busses - no cars This mod is for offline only. Attempting to use it online will cause rollbacks. Instructions Unzip the zip file, and place the Mods-Sim.package and Mods-SimCar.package into your SimCity\SimCityUserData\Packages folder. This mod depends on the SimCity-Scripts_287520926.package, which you can copy from SimCity\SimCityUserData\EcoGame to your SimCity\SimCityUserData\Packages folder. Restart/start your game (be sure your'e playing in offline mode first) Caveats Due to the game's Artificial Stupidity, you may will experience a fair amount of frustration watching the sims take the bus from bus stop A to bus stop B, only to walk back to bus stop A, never actually finding a place to work or shop. You will have a lot of issues filling jobs, and you will have a lot of industries and shops close down due to lack of workers, despite there being more sims than jobs. This is akin to the problem of segregating cities, and the "solution" to that is to provide both low and medium wealth sims, which seems to increase the chances of sufficient jobs being filled. The only industry which seems to fail almost all the time is petroleum, because so many workers are required for the refineries. Additionally, none of your great works will ever work, since it appears that to get workers to them they have to drive. For a mod that affects Low Wealth Sims only, check out http://community.simtropolis.com/files/file/29765-nocarsforlowwealth/
  14. The problem: In my city, Cims drive places (to work, home, a park, school, etc) and park either on the street or in off-street parking spaces, as they should. Once they are ready to leave to go somewhere, they get in their car, which is where the problem begins. Some of them drive to their destination without an issue. However, a good portion of them will get in the car and become "confused". Their cars will stay confused for at least 15 seconds, after which the Cims will teleport to their destination, effectively leaving their car behind and never returning to it (because they have no way of getting back to their car). Over time, the amount of cars ditched throughout the city start becoming noticeable as there is ditched cars everywhere taking up all the parking spaces in my city. Cims that abandoned their cars are then no longer able to go places as they become confused at wherever they teleported and don't even teleport to their destination thereafter. I've attached photos, which shows what I am talking about. Attempted solutions: Currently, I have to remove to remove each abandoned car manually (using the Remove Stuck Vehicles mod), which is gamebreaking because in the course of an hour I am having to remove hundreds of ditched cars and the only way I can tell if it is a ditched car is by clicking on every parked car on the map. What’s even more frustrating is that the Remove Stuck Vehicles mod, which is supposed to remove confused cars immediately, fails to do so. I also tried enabling and disabling the No Despawning option in Traffic Manager President Edition with no luck. I know it’s not due to Cims not having a path home because I’ve checked that all roads lead to somewhere and that there are no one-way dead ends, etc. I’ve searched the internet painstakingly for weeks and can't seem to find else with this problem. My game is heavily modded so I’m confident it’s a mod causing the issue but I am having trouble pinning down which one is causing it. To pin down the issue, I’d have to: (1) start the game vanilla; (2) add one mod at a time, and; (3) start a new city each time and grow it for a while then check if any vehicles are being ditched. This would take forever for me to do and would be difficult for me to confirm with 100% certainty which mod is the culprit, which is why I am turning to the community for answers. My hunch is it is either the 81 tiles mod or an AI altering mod such as Rush Hour, TMPE, etc., though it really could be anything. Any help would be greatly appreciated, since I’ve gotten no help on the issue from the Steam community and it would save me lots of time troubleshooting if someone already knows a solution to this problem. In the meantime, I will continue to try and find out what is causing the issue (though my time is very limited being a uni student and working). Thanks!
  15. I have tried looking before, but I cannot seem to find anything on how to import (or guides for what to do while making) custom planes, cars, and trains for Cities: Skylines. I'm mainly interested in planes and trains (especially trains, as I have an active railroad line 100 feet from my front door). Are there any tutorials or guides online for how to make and especially how to import these things? Like model naming, how to divide them up, texture and other guides, etc.?
  16. Crosswalk Talk

  17. Civilian Vehicles - Mixed Collection

    Version 1.0


    Transform your city's roadways with the new Civilian Vehicles Collection! Available for Online and Offline use! Over 5 weeks of work went into creating this vehicle mod, featuring vehicles from North America and Europe. A HUGE THANK YOU goes out to fellow modder, Tobse. I want to point out that this mod would not have been possible without his help with vehicles, his knowledge, and long nights spent on Skype chat with me fixing errors and putting this project together. This is just as much his mod as it is mine. If you get a moment, stop by to say thanks to him. Features - Replaces all 14 civilian vehicles in SimCity 2013 (Nissan Leaf DLC not included) - Custom color palettes increase available vehicle colors from default 40 to 128 total colors - Bundled vehicle textures are at 512x512 and 256x256 resolution Mixed Collection - Car List - Harley Davidson - Switchback (2012) - Volkswagen Beetle (2005) - Jeep Wrangler - Open Top (2008) - Peugeot 208 (2012) - Hyundai Elantra 5-Door (2005) - Ford F-150 (2012) - Renault Espace (2002) - Mini Cooper (2012) - Audi A5 (2012) - Toyota Camry (2007) - Volkswagen Touran (2009) - Acura MDX (2005) - Lamborghini Aventador (2011) - BMW 640d (2013) Installation Instructions - Install by copying the .package files into your ...\Origin Games\SimCity\SimCityData\ folder - You may rename the .package files, make sure they come before "SimCity_App" alphabetically - Individual mod files for each car are located in the "Individual Files" folder for more flexibility Warning - Modifying files is still experimental and might lead to city rollbacks - There is no official statement from Maxis nor EA about using mods, so use at your own risk - For more information on EA modding policy: http://forum.ea.com/eaforum/posts/list/9729407.page This mod replaces all civilian cars (14 in total) in SimCity 2013 to real-life, high definition versions of the vehicles. Our plan is to release full separate versions for Europe and North America in the near future, this is simply our first mixed edition to get it in the hands of players as soon as possible. If you notice any problems, please report them in the comments and we will look at the issues as soon as possible. Be looking for more mods like this very soon! Thanks for your support. Happy modding Tobse & Parker Skyestorme Review: <iframe width="560" height="315" src="//www.youtube.com/embed/OZSpb7w1dR0?rel=0" frameborder="0" allowfullscreen></iframe> Authors: Tobias Ralew - http://www.tobs-design.de/ - Parker W Young - http://www.parkerwyoung.com/ License: CC Attribution ShareAlike 4.0 - http://creativecommons.org/licenses/by-sa/4.0/ You may modify and re-distribute these mod files only with appropriate credit given. Special thanks to Oppie, creator of SimCityPak: http://simcitypak.codeplex.com/ Special thanks to Tobse for helping to create such a great mod Special thanks to Princess Cake, elemental1100, DrWatson, Dilin, CapTon, shanemitch333, John, NickyZero and BadEyedea for Beta Testing! Special thanks to Dilin for screenshot contribution Special thanks to Skyestorme for an awesome YouTube review!
  18. Version


    A small addition to the SC4 parking lots theme - set of the functional car parks to plop on roads and one-way roads. 47 pieces in total - in different sizes, with different types of parking spaces (parallel, diagonal, mixed), with various types of trees (no trees, Maxis trees, semi-seasonal trees) and lots of different vehicles. This set comes together with a prop pack of my simple car models from the 60s and 70s - MS_Motokloss_60s-70s_CarProps. About 60 old European vehicles in several variants (parallel, diagonal and “less diagonal” ). More info. in “read me” files - please check them. DEPENDENCIES: - BSC MEGA Props - CP Vol01 - for the semi seasonal trees. It is required ONLY if you want to use the version with these trees. http://sc4devotion.c...php?lotGET=1180 - MS Motokloss 60s-70s Car Props - INCLUDED in this download. IMPORTANT - some people can't see the parallel asphalt parking spaces due to the "conflict" with some different plugin*. If you are one of them, please rename the folder "Motokloss" to "zzzMotokloss" to set it at the end of the loading queue. It should solve the problem. Many thanks to yigit007, who discovered this solution (see comments below). *It doesn't happen every time. I tested these parking lots in different plugin configs and never had any troubles, same with other users. _____ Notice, the pics below were taken with the loaded NAM Euro-road texture. If you do not use NAM or this texture, you will see the standard US yellow lines (in case of the two-way road pieces). Mod Edit: Fixed unparsed BBCode.
  20. Hi everybody , this post is about a tech question : is that possible to have tail lights of the cars "on " even during day time? ....i noticed that when you swich from night to day , for a while , some car keep lights on , the FX is cool , actually seeing stops light during day time adds realism , 2 considerations 1)since tail lights are already implemented i was wondering how hard is to have a script done that forces traffic to have always lights on even during daytime 2)A more skilled task could be to have "headlights off" and taillights "on " during daytime , this will give a very realistic touch , since in the reality STOPS/TAILS lights are always working. (see attachment) Comments?
  21. I originally planned this topic to be in New Horizons forums, which has since been eliminated by admins.The purpose of this topic is to provide a database of sorts, of futuristic cars and their appearances (like the future cities concept arts) Members may look at the cars and try to create them as props or automatas for SC4. Please write the name of the car in this type face and it's wealth level. If you don't know the exact name of the car, just post it. We need pictures of all kinds future cars. If you have a picture of just future cars on the street, like the one bellow,you may also post it.
  22. Does adding tons of new Vehicles slow down the game? We probably all know that the more files in the plugins directory, the longer the city initial load time. It would be great to have tons of new vehicles (and reskins) to fill the city streets, but I value my in-play (after city load) CPU/RAM more than the visual extras at this time (until I build a new box). I was thinking of collecting a whole bunch of really great looking vehicles that do not replace the original maxis cars and trucks and trains, and then adding them this week. How much of a risk would that be to computer resources during game play? (Keep in mind - I don't have a POS computer but I built in back in 2010 so its no spring chicken either.) Thanks to anyone who can help answer this little inquiry!
  23. Greetings everyone. After a very long (nearly three year) absence, I have rekindled my interest in SC4. I have done a fresh install on my new computere and have begun to download plugins. Started with the standards such as the NAM and some new houses and buildings from the STEX and LEX. Everything was going fine until during a test city began producing midrise and highrise structures. During the day, Cars appear to be floating over the buildings at all zoom levels that cars are visible. At night, its even worse. Cars and streetlights appear over buildings as if the buildings are transparent. Also, the lights continually flicker. Here are two screenshots depicting what I am experiencing. I have tried various troubleshooting methods. I copied my Plugins folder to the desktop and began adding folders one by one. I also changed the rendering from Hardware to Software. The issue was fixed until I came to the last dependencies. It seems to me that the cars and lights bleeding through the buildings only occurred after replacing the BSC Essentials and BSC Reward Essentials files. Those files also cause CTD when trying to load a city on the Software Rendering setting. Switching back to Hardware Rendering allows the city to be loaded but with the car and light bleeding as seen in the pictures above. I have tried going through my graphics settings and changing them to allow the software to determine what it needs. I have also tried compatibility with earlier versions of windows such as Vista, where the game worked fine on my old laptop and desktop. I am kind of at a loss because I know the BSC Essentials and BSC Reward Essentials are required by quite a few plugins. I will continue scouring the net and looking into the exact settings on my desktop where the game is still installed and working. Here are my specs of my laptop: Windows 7 64bit Home Premium Intel Core i-7 2.30 GHz Quad Core Processor 8GB Memory AMD Radeon HD 7970M and Intel HD Intergrated Graphics (Switchable) I hope this is enough information for you all. I also hope that if someone has experienced this issue with similar specs and resolved the issue sees this and can offer their insight. Thanks for your time. Brady

Help Keep Simtropolis Online, Open & Free!


Would you be able to help us catch up after a bit of a shortfall?

We had a small shortfall last month. Your donation today would help us catch up for this month.

Make a Donation, Get a Gift!

We need to continue to raise enough money each month to pay for expenses which includes hardware, bandwidth, software licenses, support licenses and other necessary 3rd party costs.

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections