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Showing results for tags 'cars'.
Found 79 results
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Version 1.0.0
51 Downloads
Hey there guys - I'm presenting you with 2 new car MMPs. I turned these 60s Polish Car Props made by @moto.kloss into MMPs because even tho we have some very good MMP car options out there, they're usually modern cars that in my opinion can feel a bit out of place in some environments. So I turned around 35 models in that MS Motokloss 60s Car Props into 2 MMPs that will help you create some rural and low wealth scenes in a more realistic way. Dependencies: MS Motokloss 60s-70s Car Props Additional pics: As always: any criticism, reviews and problems, just write below or in my BAT thread. -
Version 1.0.0
392 Downloads
Carpack vol. 3 remastered by Girafe This is a props pack that regroups car models in 45° & 90° degree version (Carpack vol. 3). Car models are similar to the Carpack vol.3 but their size have been adjusted to 120% to real size. Colors are now matching real model too. This remastered pack matches Carpack vol. 1&2 remastered. For LOTters, these props are available in Lot Editor Props Section's, under the name: Grfe_(name of constructor)_(name of model) Special thanks to BSC / VIP Members. LOT Details and information Carpack vol.3 remastered: Constructor: Model: Audi Q7 Citroen DS3 Mercedes ClassA Mercedes SLK Ford Focus Renault Twingo RS2 Opel Corsa Seat Ibiza Renault Laguna Lamborghini Reventon Compatibility This download is only compatible with SimCity 4 Rush Hour or SimCity 4 Deluxe. Dependencies No dependency. Notes about Nightlighting Effects Night light fix: you will not see any lighting effects on any custom buildings unless these two updates are installed. First, install the EP1-Update 1 1.1.638 for Rush Hour/SimCity 4 Deluxe to see nightlights. Then install the SC4-Update 1.1.640. You may have to accept the End User Licence Agreement. Disclaimer The usage of this download is on your own risk. I try to test my mod extensively, so they should work properly, but errors may still exist. Feel free to modify the mod for yourself and show them in your city journals, but please don't distribute them without asking first. Credits & Feedback Thank you all for having downloaded this mod, I hope it will give you satisfaction. For comments, questions and/or support, please see my thread in Simtropolis. -
My new BAT thread Here you can make suggestions, requests, etc. Constructive and destructive criticism is allowed. Photo spam of any kind is allowed, even of your own BATs, cities or requests.
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Version 4.2
2,256 Downloads
A new Mega Prop Pack, the highlight being about 1200 new car props. A lot of them are upsized versions of my older car props to fit the SHK Parking Pack, as well as added ground shadows. I also added some modern cars as well as some new pre-2000 cars. There is a list of all the new car props in the ZIP file. I made many of these cars to complement @art128's Pre-2000 Car Prop pack, as well as @Barroco Hispano's AGC DLC. 4.1 Adds 2500 more car props of mostly racing cars. Includes: NASCAR 1980-present Indycar 1995-present BTCC/Super Touring Era 1980-2005 V8 Supercars/Aussie TCC 1980-2018 Some Formula 1 cars WRC 1980-2017 More non-racing cars in various colors Thanks to the NR2003 community like CC#48, jopajoe, Brian Booth, all of Stunod Racing, for originally making these real-life race car designs. The intention is not to profit obviously, it is to have these cars available for the SimCity 4 community to create racing scenes for our cities. No dependencies as this is one.- 2 Comments
- 3 Reviews
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- dependency
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In the game, when you use trip types, does the number next to each count the people on the buses, in cars, on trains, etcetera or does it count the number of vehicles? If anyone knows I would greatly appreciate it. The suspense is getting to me after 2 + years.
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- cars
- pedestrians
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Version 1.0.0
2,206 Downloads
/!\ These are NOT automatas! They will only appear in game after you've placed them on your lots! /!\ This prop pack contains 719 different cars for you to place on your lots. The cars are available in 90 and 45 angles and feature night lights. (except some race cars) The cars are from the start of the 20th Century all the way up to 1999 and from a variety of manufacturers from all round the world. As with all my uploads, they're done firstly for my use and therefore reflects my tastes, and ideas, as such I've categorized the cars following the things I intend to do in the game at some point. I will not make more than that, seeing as this pack is already massive. I have not dat packed the props so that you can decide which you want to keep or not. I advise to dat pack it for easier loading times. Disclaimer: I did not model the cars. Apart from a few modification here and there. I only converted and imported them into 3dsmax, textured and rendered them for SC4. They mostly come from Assetto Corsa mods and Sketchup's 3D Warehouse. All credits goes to the original creators. Since I am not making money out of this, I'd say it's fair play to use them. For full picture lists of the cars and more details, please check my BAT thread following this link. -
Traffic Brains 2 is a simulation game for traffic enthusiasts!
ShortStoryGames posted a submission in News
You will need to optimize traffic flow. Preprogram traffic lights patterns, place road signs to pert or block traffic, increase speed where is necessary, hit GO, and watch the traffic flow. You will have to reach the target TRAFFIC FLOW QUALITY. You are the traffic manager. You will decide which and when the traffic light should turn green. You will have to spot problematic places, where traffic jams occur and pert traffic using road signs. This is not a real-time action game. You will be required to decide and prepare traffic logic in advance and program it. Prepare green lanes for best traffic performance and throughput and watch it flow on its own. Program traffic lights patterns. Place road signs. Block roads to pert traffic. Cars drive around the city to the parking lots and back home. Buses drive on their route. Watch out for car crashes. 28 unique levels with beautiful cities. The game is available on iOS and macOS. Download game Watch trailer on the Youtube-
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My Automobile DLC will include all kinds of vehicles from cars, tractors, motorcycles to trucks. So far the DLC only includes cars from the following manufacturers: Cars: Bentley BMW Chevrolet Ford Fiat Ferrari Honda Hummer Lexus Lamborghini Mercedes-Benz Peugeot Renault Toyota Tesla You can filter the cars in the Lot editor as follows: AGC_CAR_Chevrolet_Trax_2019_LGray_V01_90 AGC_CAR_Chevrolet (Car Manufacturer)_Trax (Car Model)_2019 (Year)_LGray (Color. L= Light Gray)_V01_90 (Rotation Angle) At the moment I am only going to export the 90° and 45° angles, if you are a lotter and you need, for example, a rotation angle of 67.5° or 22.5°, choose the car and the color very well and I will export it upon request. I plan to do it that way to avoid excessively increasing the file size and exporting cart rotations with their respective colors that no one is going to use. There will come a point where I will have exported so many cars that you will thank me for making this catalogue.
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All the moving cars are gone. Only stationary cars show up. I downloaded the traffic mod lots and when i plop them no cars again. Only get cars on full zoom no trains or HFR, or EL rail.
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Much to my surprise, one of @Haljackey's pictures made it into "ZDF Magazin Royale" on public German television today. It is a very popular satirical show about German politics. Today, one week before the German elections, the subject is the Germans' mindset toward cars. The connection to SimCity is that the makers of SimCity realised that they cannot represent parking lots to a realistic scale in the game. The quote in the screenshot refers to this article in theatlantic. Here is the full video (noGerman subtitles). The screenshot is from timestamp 09:16. (Edit: or on YT with auto-translated subtitles) It makes me happy to see that the picture also contains a small piece I created a very long time ago, which now found its way back into my life in an unexpected way. I hope you are all doing well.
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Hello Can someone help me, I have those car cluster props, some models are missing, who is the creator of those one please ? Thanks in advance
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- car cluster
- cars
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New computer, SC4 reinstalled (GOG) but I'm getting these unexpected "hatched cars", also happening to the smoke in my power plant. What could be causing these bugs?
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Parking and driveway textures/props missing bug?
timoftomorrow posted a topic in NAM & Transit Networks
Hey everyone, Not sure if this topic has been discussed as I couldn't find anything about it in a search and going through some of the topics posted here. I use an older boot from disc version of SC4 with rush hour. Not sure if this would make a difference. Anyway, I installed the NAM a couple of years ago. Not sure which version, but I think it was the latest at the time. The NAM works good and I haven't had any problems to speak of with the NAM itself. My problem is after installing NAM, I noticed that it may have caused a bug with the default maxis buildings. All of the civic buildings, airports, commercial, and industrial with parking lots are either just empty parking lots or blank textures. No cars park there. On the residential side, the driveways and cars disappear completely and are replaced with lawn textures. So, for instance, if an R$$$ mansion grows, it's basically just a mansion in the middle of a large green lawn. No driveway or cars. Trees still show up and the buildings work as intended, but the parking and driveways do not show. Additionally, some park lots are empty or missing components. The small and medium park is just an empty grass lot with a lamp post. The medium and large flower park are just blank plaza and ground textures. The fountain in the medium plaza is present but no longer sprays. It should be noted that any NAM components with parking lots work fine. And any buildings I've downloaded from the exchange do not have the same issues. Only the maxis default buildings and some park lots. It only started doing this after installing NAM. The game works fine, but these bugs detract from the realistic feel. Any thoughts? Thanks! -
Version 8.0.0
5,010 Downloads
Automobile DLC will contain cars, trucks, tractors and bikes. Updated to version 8.0, see below to see what's new. You can find images and info of what this DLC contains here: >>> This thread is abandoned, I will update the images in the next few years <<<. Specs: You can find the vehicles in the props section as: Cars: AGC_CAR_ AGC_Police_ Trucks: AGC_T_ AGC_FT AGC_Ambulance_ Vans: AGC_V_ I will update this DLC constantly so you must be on the lookout. Scale of the models: 133% on all axes. Installation: From now on all my dependencies will be Datpacked, so you must delete the folder located at \Plugins\Barroco Hispano DLCs\Vehicles DLC\Automobile (If you have installed version 7.0 or earlier). Now you can make voluntary contributions to support me in continuing to create more content for SimCity 4 (I decided to use Paypal instead of Patreon because I want everyone to have access to my content). https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to the few people who have donated to me. -
Version 2.0.0
1,617 Downloads
SM2 Tesla Dealership A modern style Tesla car dealership for your maps. Medium wealth lot provides 245 commercial jobs. Lot size 5x4 Plop cost 30,000 Bulldoze cost 750 Power req 25 Water req 20 Provides 245 C$$ jobs You will find it in your Landmark menu. Excellent Tesla model cars are made by @Barroco Hispano, link is in the dependency list. Simmer2 Dependencies SM2 Essentials https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3586 SM2 Mega Prop Pack Vol1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3640 SM2 Mega Prop Pack Vol2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3645 SM2 Mega Prop Pack Vol5 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=4046 BSC - VIP girafe carpack vol. 1 & 2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2821 BSC - VIP Girafe Poplars https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3579 SP SuperSHK MEGA Textures https://community.simtropolis.com/files/file/31006-supershk-mega-parking-textures/ AGC - Automobile DLC https://community.simtropolis.com/files/file/34163-agc-automobile-dlc/ -
Longest drifting in the world (Automata Problem)
BlueHazaki posted a topic in SC4 Bugs & Technical Issues
Hello, everyone! I think this video would describe the problem(I don't have a microphone,sorry about that.): here are some pictures: Can anyone recognise this this truck? Here are the vehicle Automata mods that I'm using: thank you in advance, much obliged. -
Version 1.0.0
750 Downloads
SM2 Cooper Tires grow This is the grow version A simple tire shop for your sim cars. Low wealth stage 2 Commercial lot. It will grow in any tile set Lot size 2x3 Bulldoze cost 150 Power req 5 Water req 2 Provides 32 jobs Dependencies SM2 Essentials https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3586 SM2 Mega Prop Pack Vol1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3640 SM2 Mega Prop Pack Vol4 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3885 BSC - VIP girafe carpack vol. 1 & 2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2821 Simmer2 -
I created a model in blender 2.8 for a blimp. When I managed to get it into my game the model wouldn't stop spinning along its x-axis. Does anyone know why this is happening or how to stop it?
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- cities skylines
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Traffic... This is the most searched topic about Cities: Skylines. And even after so many years of playing the game, it is still giving headaches to the mayors of virtual cities. I am going to write this out in several parts, as this is a comprehensive subject, but there will be a video attached so you can chose your preferred medium. The core problem of traffic is made up of several elements: 1. Vehicle numbers and types - topic of this post 2. AI traffic logic, lane usage, path choice 3. RCI zone design 4. Highways - city's regional connection (entrance) 5. Roads network design First part is going to be about vehicles, what kinds there are, where they spawn at(start at), how they travel and how they teleport (despawn), understanding all types of vehicles and the rules behind them will help you build better cities, and manage traffic more easily. Text or video, pick your media of choice: The short story is this: In order to prevent a disaster, that is triggered by traffic jams and city's service vehicles inability to reach problematic places in the city, we have to understand these vehicles and where they came from and how did they create that traffic jam. First question is what types of vehicles where in that traffic jam? The common traffic jam is made up by every type of vehicles: regional vehicles, delivery trucks/vans, cars and city services. Regional vehicles, these originate, as their name implies, in the region, outside the map, and they have two types. First type are the ones that are just in transit trough your city and the Second type are trucks and delivery vans who drive the loads of products for industry or finished goods for commercial buildings in your city. Both types don't have a home building in your city. They leave the city and the region after completing their deliver or if they are of the first type they just transit through your city. Depending on their objective you need to provide adequate road and highway network so that they can do their jobs quickly and not create traffic jams in your city. Delivery trucks/vans originate from industrial buildings inside your city. They spawn at industry buildings and depending on their type and cargo have objective to deliver products or goods to the next building in the chain. Having separate zones in your city that send out and receive these vehicles you increase the amount of time and space these vehicles need to finish their routs(jobs, objectives). If you produce more then you spend in your city you create extra traffic with exporters which need to find a way out of the city and into the region. Providing good, direct and fast connectivity to highways or cargo hubs becomes a must. Cars are Cims personal transportation vehicles. You can't eliminate their arrival from the region in them when they move in but you can reduce their need once inside the city. This can be achieved by zoning workplaces close to residences, by adding pedestrian paths, and numerous public transportation options. City services add up to a large number of vehicles. Garbage disposal, Firefighters, Healthcare, Deathcare and Police to name just the main ones. Huge cities require very high numbers of these vehicles to function. And each type has it's objectives that can be made obsolete if they spend to much time in a traffic jam. A Garbage truck that doesn't pick up garbage on time and a Cim gets sick makes for dead weight on a road and forces additional vehicles to be sent to those roads in form of a ambulance or even further down the chain, hearse if the ambulance doesn't get there in time. These domino effects can easily lead to abandoned buildings which leads to gaps in the electricity network which leads into ruin. The despawning, teleportation mechanic and the ingame vehicle number limitations provide a helpful respite form unending cycles of production, consumption and 24/7 work hours that create endless traffic which knows no ebb and flow, and because of which, it becomes impossible to deal with traffic at small scale, if it isn't designed into the city from the start. Large and huge cities benefit most from these hidden mechanic and limits, as they are working without actually having to obey the same laws that govern small cities, like delivery times, actual physical quantities and having to drive or take a ride to work. The long story: With the traffic overlay, which has a traffic flow bar, players can see what is the overall(average) percentage number of the traffic flow in their city. A higher number, for example 75,80,90% is considered a great traffic flow in a city. Besides this the overlay itself provides the "picture is worth more then a thousand words" effect with the color system of red for high traffic all the way down to green, low traffic, that provides a quick way of spotting problematic roads. This is a good visual representation, but it also lulls the player into a false sense of having a good traffic flow with the percentage bar because of it's average approach. While 99% of your streets and roads might be green, and have close to no traffic, a single part of your city might be experiencing a 99% congestion, and a huge traffic jam. This will still give you a high traffic flow % even if your are moments away from a disaster. *Why a disaster? Well because things in Cities: Skylines tend to fall down like a house of cards, or a domino train. It goes like this: A section of your city is having a huge traffic jam. Garbage pills up as city service vehicles are unable to get through the jammed roads to the building and remove the garbage. A single Cim gets sick. An ambulance is sent out form a near by clinic, but it too is stuck in the same traffic jam, only adding to it. That Cim is so sick, and with no aid, he/she dies. Now the cemetery / crematorium dispatches a hearse to pick up that dead Cim's body. But it never gets there. The body stinks up the whole building and it is abandoned after a short while. The longer the traffic jam is going on the more buildings become abandoned. And as this local event spreads, and more buildings are abandoned, they stop carrying over electricity. This is the final stage of this disaster as a break in the electricity supply stops every building from functioning and the city becomes a ruin as building after building is abandoned. Also, Death waves... need I write more? And so, is that one garbage truck to blame? No, it's not. It's all the other vehicles that made up that traffic jam preventing the garbage truck form doing it's job. A note here: A city's production, work, buying(spending) cycle in Cities Skylines is not only endless, but it also knows no weekends, holidays, or even night shifts. It does have a day and night cycle but it doesn't slow the city's RCI system nearly enough or long enough to take the heat of the roads for the night. Industrial buildings create goods and products 24/7 and require Cims to work 24/7 and shop 24/7. This means that there is little to no ebb and flow in a city but a constant unyielding pressure of hyperproduction an expenditure. I am not sure where the developers doing this on purpose to make a sociological/economical/political statement or it was just easier to make the game run like this. In any case the endless cycle is part of the problem as roads cannot clear as fast as more vehicles can spawn. In order to prevent a disaster, like the one I described above, from happening we have to understand these vehicles and where they came from and how did they create that traffic jam. First question is what types of vehicles where in that traffic jam? The common traffic jam is made up by every type of vehicles: regional vehicles, delivery trucks/vans, cars and city services. And those can be broken down further. 1. Regional vehicles, these originate, as their name implies, in the region, outside the map, and they have two types. First type are the ones that are just in transit trough your city, they move from one edge of the map to the other through the highways and your city, if your city has a connection to two highways that where not connected to each other at the start of the map. These vehicles are not counted in the Outside connections info view panel(import, export). Second type are trucks and delivery vans who drive the loads of products for industry or finished goods for commercial buildings in your city. These vehicles are counted in the Outside connections info view panel(import). Both types don't have a home building in your city. They are spawned at: the edge of the map, on a highway, or at a cargo station (train, harbor, airport). They leave the city and the region after completing their deliver or if they are of the first type they just transit through your city. Tips on how to handle these types of vehicles are below and will be explained further in the next part of this guide. 2. Delivery trucks/vans originate from industrial buildings inside your city, and are not to be confused with delivery trucks and vans coming from the region(entering the city by a highway or cargo station). There are two types of these: city delivery and exporters. City delivery trucks will start at a farm, ore mine, oil field etc. (specialized industry type 1.) . and transfer raw products to a meat processing plant/mill, smelter, oil refinery etc. ( specialized industry type 2.) Next in this chain are new delivery trucks that spawn at those specialized industry buildings and transfer products to generic industry buildings(the ones that produce goods). At those buildings(generic industry) delivery vans will spawn and transfer goods to commercial buildings for sale. If any of these buildings, in this production chain, don't have a place inside your city to transfer their load(raw products, products or goods) to they spawn as exporters. These look for a rout out of your city to the region. This can be a highway or any cargo station ( train, harbor, airport ). These vehicles are counted in the Outside connections info view panel(export). Tips on how to handle these types of vehicles are below and will be explained further in the next part of this guide. 3. Cars, personal transport of Cims. First time you can see a car is when a new Cim is moving in to your city form the region. Next time you see a Cim using a car it might come to you as a surprise to see them spawning a car in front of them. It's called a "pocket car". For convenience sake Cims have the technology developed by Capsule Corp. right out of Dragon Ball(manga). This allows them to drive to and from any place they chose to, provided there are roads to drive on. Because you can't micromanage a Cims workplace it is inevitable, that as your city grows, and the maximum distance a Cim will walk is exceeded, they will start to use Cars, adding them to the traffic on your roads, to get to those far away workplaces or education buildings. Tips on how to handle these types of vehicles are below and will be explained further in the next part of this guide. 4. City services spawn a LOT of vehicles. Garbage disposal, Firefighters, Healthcare, Deathcare and Police to name just the main ones. While there are green overlays placed onto roads when you are choosing where to build a city service building(hub), showing where their vehicles will reach and specific service be available, this isn't a line in the sand. Vehicles will travel farther then shown and try and do their jobs. A small city has a few of these buildings, and each spawns from 5-20 vehicles. While a large, huge city might have hundreds of these buildings which makes for thousands of city service vehicles. Some of these vehicles do have special rule sets and can brake road rules as they speed towards where they are needed. But, their numbers are many while the road space to fit them all is too small. And once they get stuck in traffic there are no new vehicles that can be spawned and sent to do their job instead of them. They have to find a way of getting to their objective and if they can't the objective will not be accomplished. This is one of the main reasons why cities fail as a traffic jam "captures", "snares", these important, non interchangeable vehicles. See(read)*. Tips on how to handle these types of vehicles are below and will be explained further in the next part of this guide. Before I write tips on how to handle these types of vehicles: Two additional notes: The game has a built in system of teleportation for vehicles. Not all, but some types, like delivery vans and trucks. This allows for instantaneous transportation of products and goods between industrial and commercial buildings, called despawning. This teleportation can be turned off with mods. When a delivery van's time runs out it will be despawned from the roads and his cargo teleported to it's destination. You can test this by turning despawning off, waiting for commercial buildings to have a "no goods to sell" sign pop up, and then when you turn on despawning once again those signs are going to disappear in moments. On top of that there is a hard limit on the number of vehicles that can be spawned in a city map at one time. This number can be viewed using mods, and it is about 16k. Once this limit is reached imports start to teleport to generic or specialized industry buildings as well as goods to commercial buildings(if you are importing goods). Not all of it, but what can't be spawned into vehicles. Cims also use this function to great effect when going to school or work. So while you might make a fantastical public transportation system it won't be used as much as the teleportation system. Now for the tips, and these are just some of them, more will be in the next parts of this guide: 1. To help regional transiting vehicles pass through your city, without adding to your traffic, make sure to have simple, fast and direct connections between two highways which where not connected to each other before you made your city. Ideally a underground highway before or after the cities entrance. 2. To provide importers, both trucks and delivery vans with direct access to their delivery objectives you need to watch your Outside connections info view panel and be aware what you are importing. If it's goods then you need direct connection from a highway or cargo hub to your commercial buildings. If you are importing products(forestry, agriculture, ore and oil) then you need a direct connection to those buildings which are the objective of the importers, generic industry or specialized industry 3. If you are exporting goods or products you need the same things like above, just in the opposite direction so that exporters can exit your city, and the map, as quickly as possible, and with the shortest travel time. 4. If you are producing goods locally, and making sure to add new generic industry buildings as you add new commercial buildings the you have enough to supply your demand locally. But, to deliver those goods from generic industry to commercial buildings you need to make direct roads possible or create these zones next to each other. 5. Making a city that has all specialized industries(type 1. raw products and type 2. manufactured products ) as well as generic industry (making goods) will reduce the level of traffic coming in from the region. But, it will increase the amount of inner city traffic. Once again, careful zone placement of vehicle spawn points next to their objectives will reduce overall traffic and vehicle travel time. 6. Main ways of dealing with Cim's "pocket" cars type of vehicle are public transportation, pedestrian paths and RCI zone layouts that provide work, education and shopping next door to Cim's place of residence. 7. Cities services vehicles require a more micromanagement approach. Not only do you have to plan out specific unzoned roads for easy and fast spawning and travel of these vehicles but you also need to take the specific service overlay and building influence distance with a large grain of salt. As the green effect of a building over roads isn't an exact view of a building's, and it's vehicles, area of effect. These buildings also allow for a large amount of micromanagement with their budget as lowering or raising it will decrease or increase the number of vehicles they spawn. You don't always need the maximum number of vehicles on the roads, and the buildings them self's will reflect this dynamically as they spawn or despawn vehicles deepening on the need of that service. But when you have large traffic jams, and you see in them large numbers of service vehicles just siting there unable to move, it is somethings better to simply reduce their vehicle count, wait for your other actions to reduce the traffic jam further and then let the remaining service vehicles do their jobs. Add more vehicles as the need arises so you roads aren't filled with extra vehicles which make the problems worse instead of better. 8. When moving from a few thousand Cims city to 20k,30k-50k+ Cims city you are faced with the hardest traffic as you can easily reach the games limitation of 16k vehicles while having minimal amount of roads and highways to put all those vehicles on. The volume of traffic on a low amount of roads and highways is what makes those midsize cities grind to a halt in one large traffic jam. To avoid this build loads of excess roads, double up on one way two lane roads, have multiple connections between each city zone and enough distance to create enough road space to fit all the spawning traffic. This will give you just enough breathing room to push past 50k Cims to 100,200k after which the roads and highways become free of traffic jams as there isn't any longer enough of vehicles to jam them up. 9. More in part #2. Thank you for reading or watching, I hope I was clear and to the point, and that this will help you in making great cities. Best of luck, Peter
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Version 1.0.1
1,093 Downloads
This set can be found in my Mega Prop Pack. Please download here. This file is deprecated. This is a massive expansion to the choice of car props we have in the game, influenced by cars in the Gran Turismo and Forza series. Some models are my own and others are from people in the 3D community who have allowed me to use their models for this mod. All props are in HD, as this is my first HD upload. I may do 45 degree versions and other cars in the future. 650 different car props and 300 different car models (which you can see in the readme, as the amount of car models is too long to list). I got permission from a lot of people to use their models, as well as made a few models myself. This upload also includes a test lot CS$1 that just uses the Kusin Motors building that shows off the cars, called 'PC's JDM' and it also includes a dependency, as I also use AndisArt's HD cars. Special thanks go to: MGB99 of CGTrader for use of his models like the Supra, Impulse, and RX7: visit his store and buy his models here https://www.cgtrader.com/mgr-99 Renafox for their Saturn SL1 model: https://sketchfab.com/kryik1023 Sfdemir for many of the cars in the pack: https://www.cgtrader.com/3d-models/car/standard/low-poly-car-collection Sonskitec for the MR2 90s, Focus ST, Rabbit and a few other models: https://www.cgtrader.com/sonskitec GeoffGarit for the Alpine, Volvo 480, and Renault Encore models: https://3dwarehouse.sketchup.com/user/0826095084900675215760259/GeoffGarit?nav=models Digimation for the 90s Legacy and Accord: https://www.cgtrader.com/digimation-archive Cyrus Khan for the Racing Camry: https://3dwarehouse.sketchup.com/by/cyruskhan?nav=models PM3DM for their CRX, AE86, etc. https://www.turbosquid.com/3d-models/vehicle-car-3d-model/294257 TaurusX for a few models from their store: https://www.turbosquid.com/Search/3D-Models?include_artist=TAURUS_X&page_num=4 joce for their Mazda 626 model and a few others: https://3dwarehouse.sketchup.com/user/0344541181552283433102590/Joce Marian87 for their models: https://www.cgtrader.com/marian87 Please visit and check out their work as there's a lot of cool models in these market places by some very talented people. All other models by myself (like the Silvia S14, 323s, Pulsar NX, Scirocco, etc) or cannot be attributed to an author. (If I forgot you let me know) -
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Version 1.0
810 Downloads
SM2 George's Auto Repair Sim's cars must go somewhere to get fixed right? Well, George is really busy these days since there are alot more cars on the roads but only a few mechanics. Lot size 3x3 Plop cost 1500 Bulldoze cost 40 Power req 5 Water req 4 Provides 15 C$ jobs. Look under the landmark menu. Dependencies SM2 Essentials https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3586 SM2 Mega Prop Pack Vol1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3640 SM2 Mega Prop Pack Vol3 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3787 BSC - VIP girafe carpack vol. 1 & 2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2821 Alternate links for my packs only SM2 Essentials v4 https://community.simtropolis.com/files/file/32979-sm2-essentials-v4/ SM2 Mega Prop Pack Vol1 https://community.simtropolis.com/files/file/32980-sm2-mega-prop-pack-vol1/ SM2 Mega Prop Pack Vol3 https://community.simtropolis.com/files/file/32982-sm2-mega-prop-pack-vol3/ Simmer2- 1 Review
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- auto repair
- commercial
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(and 3 more)
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Version 1.0
663 Downloads
- UHD: Ultra High Definition (Uncompressed FSHs). File Size: 961 KB - Scale: 133% - Type: Prop - Angles: 90°, 45°, 67,5°, 22,5° - Lot Editor: SEDAN_Tesla_Model_S_Black_90_R$$$ SEDAN_Tesla_Model_S_Black_45_R$$$ SEDAN_Tesla_Model_S_Black_67_R$$$ SEDAN_Tesla_Model_S_Black_22_R$$$ -
Version 2.0
1,417 Downloads
SM2 Underground Parking A simple underground parking ramp. Lot size 1X2 Cost to plop 5000 Cost to bulldoze 250 Power req 1 Water req 0 Capacity 5000 Dependencies SM2 Essentials https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3586 SM2 Mega Prop Pack Vol3 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3787 Alternate links for my packs only SM2 Essentials v4 https://community.simtropolis.com/files/file/32979-sm2-essentials-v4/ SM2 Mega Prop Pack Vol3 https://community.simtropolis.com/files/file/32982-sm2-mega-prop-pack-vol3/ Simmer2- 1 Comment
- 3 Reviews
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- 9
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- parking
- underground
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(and 3 more)
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