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Showing results for tags 'fractional angle'.
Found 10 results
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Version 1.0.0
845 Downloads
Based on a garden variety early-2000s office building in northeast Minneapolis. If it weren't for the weird circular mechanical housing, you could drive past it a million times and never notice it. This building sits on a 7x6 lot and comes in growable and ploppable varieties, both of which provide 1250 CO$$ jobs. Additionally, the building's wingnut shape also lent itself to making a fractional angle version. It's not a perfect fit (20 degree angle vs. 18.4 degrees for FAR), but it's pretty darn close. Both versions have different IIDs, so you can use both of them at the same time. Both Darknite and Maxisnite versions are provided (for both the ortho and the FAR version), of which only one should be used at a time. The Darknite version requires Simfox's Day and Nite Modd. Dependencies: SuperSHK MEGA Parking Textures SHK Parking Pack BSC Common Dependencies Pack Enjoy!- 8 Reviews
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- minneapolis
- minnesota
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Hi Simtropolis - I'm a newish player to SimCity 4, and even newer to using NAM to customise transit. I'm embarking on a Modern Wild West type region based on a Grand Canyon map, using rail as the primary means of connecting cities. I'm really excited by the possibilities that the Real Railway add-on allows, but am struggling with some of the NAM elements. I've already watched tutorials from Haljackey and Rob's Red Hotspot, but am wondering if here are any good video tutorials or play through that go really deep into Real Railway functionality (it's possible one of the accounts above has it and I just haven't found it yet). I'm a visual learner so even just watching someone build would be helpful, even without narration. Do my fellow Conductors have any favorite resources/youtubers? Including a picture of laid track that captures the kind of situation I want to improve. I'm particularly interested in: - Understanding the different FARR angles/pieces, and how to transition in and out of fractionally angled segments. I seem to be able to start a fractionally angled segment using the flex pieces but can't figure out how to get back to diagonal/orthagonal or transition to a different fractional angle. This is something I am mostly focused on for flat sections since I've read they don't play well with slopes. - How and when to use single track rail/improving junctions. I'm creating a lot of junctions on the canyon floor, so there's a lot of nearby slopes and angles that I need to work around. Can single track function almost like slip lanes to allow for multi-directional travel in fewer grid squares? How else are you using it? - Strategies for steep inclines. I've already got the slope mod for NAM 49 and have my rail slope set to the easiest setting. I've been using a lot of tunnels, but am wondering how feasible it is to create zig-zag style switchbacks to get up to heights where there's not enough latitude to build a straight tunnel. - Any other fun mods. Any Mac-compatible mods for stations, trains, or other rail-related tools or props?
- 4 Replies
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- rail
- realrailway
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Version 1.0.3
374 Downloads
First of all I should mention these are not my models: they were made (with exhaustive attention to detail) by @EffTheGrid some years ago. I have not changed anything on these, my only contributions here are adding nightlights (in MaxisNite or DarkNite—use only one), mirroring the recolor, and of course re-exporting in high definition to show off FTG's work more fully. Mostly the lots are the reason I'm uploading this: recent weeks have seen increasing uploads of Fractional Angle content, @Null 45's Growify mod, and now @Kel9509's Ploppable Residentials config. While I have some ideas for fractionally angled content of my own I could contribute, I figured it would be a good idea to share these as well. All credit goes to FTG. This is a real building not far from where I live, depicted here by FTG as it looked in 2020 (Anthony's Deli has since expanded and now has an exciting animated sign which I completely failed to replicate; the building has also been repainted and renovated and thus no longer has its white rear walls). It is a mixed-use building with the residential apartments known as 3505 Wayne Avenue while the ground floor businesses are 169 to 181 East Gun Hill Road. The recolored mirror version as far as I know comes from FTG's imagination. It comes to SimCity in the following formats: Ploppable medium-wealth commercial services buildings with 169 jobs Ploppable medium-wealth residential buildings with 295 residents (requires Growify) Each format is provided with two three lots: 2x2 (standard), 2x1 (overhanging, set back 10.64m), and 2x2 (set back 5.32m and including the filler house) to fit different positions along a FA-3 network. As there is an alleyway behind the building, a rare phenomenon in New York, the 2x1 version allows you to fill it with the alley style of your choice. I didn't produce a 5.32m setback version, as on the other side of the alleyway is a house that's almost exactly 5.32 meters wide and which I figured I should BAT for the sake of realism, but have yet to get around to. It may or may not happen one of these days. I finally did get around to it and it is now included in the file—make sure to keep the .sc4desc file in the folder. Dependencies: Technically, none. However: Fractional Angle networks require the Network Addon Mod. DarkNite requires Simfox Day and Nite Modd. Plopped residential buildings will abandon unless growified with Null 45's Growify. I've heard that residential ploppables can be more easily accessed if you have memo's Submenus DLL although I haven't tried it myself. MN and DN versions are in separate folders; choose only one to keep in your plugins folder (the models have the same TGIs).- 4 Comments
- 4 Reviews
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- 28
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- fa3
- fractional angle
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Hi everyone This is my first post despite being a follower of the community for quite a while. As a brief introduction, I started playing again sc4, one of my favourite games as a child, during COVID pandemic and I ended up discovering and opening the Pandora's box of custom content that kept this game fresh even after more than 20 years. As an architect myself I've been gradually dragged into experimenting with models and modding, so finally I felt like I had to give my humble contribution too. There is one thing in particular fr me that has always had great unexpressed potential: fractional angled networks. I’m European and I always wished to build realistic neighborhoods with w2w blocks following the different orientations of historical roads, or create urban grids with different directions. So, also inspired by this old bat, I worked back and forth in my free time to develop a system of fractional angled w2w buildings that cover most of the possible combinations of the current FA3 road network, in both the mirrored versions. The lots are mostly 1x3 in size, to match the FA3 grid, and I tried to keep the same distance from the road as it is in the orthogonal network. To identify the different types, each fitting a different canfiguration, I gave a code of numbers and letters: "S" for straights, "T" for transitions", "C" or Corners; then the orientaions: "R" for right, "L" for left. The test models are in a classic european style, mostly using as a reference Copenhagen Vesterbro, but I would like to add more variety in height and details. For more realistic proportions I also divided the longer buildings in 2 parts,unfortunately I realized too late that this way the roadside T21 trees of the FAR draggable are exactly in front of the entrance doors, glitching with the facade especially when using a tree replacement mod (should i rethink the models or is there a simple way to move-remove those trees?) Among the various issues that have emerged these made me questioning the most: Buildings, props and lots To create lots I used these blank models and turned my renders as overhanging props in PIM X. Not sure if it is the right approach. I noticed aslo that the nightlight seems not to always function correctly, even with all lots being powered. Is this related to the props which are partially offset, the blank building or is it just random? However if the models are directly set as buildings in PIM-X , instead of props, the nightlight seems to always work. I would need to reshape my carefully thought system of offsets in 3dsmax tho, not to mention the risk of immortal lots. So Which is the best strategy overall? Functionality The way to go i guess is to make the buildings as ploppable landmarks, the new submenus system can then be used to make them easy to find (would be nice too have a specific FA submenu, that maybe could include diagonals too, but never mind). I’d like them to be functional too and the growify plopped building cheat works perfecly to solve that. With commercial is easy, but how should i do if i want them to be also residential? In PIM-X there is no option for residential ploppable and set them as growables is out of discussion as they could randomly appear on normal networks. Apparently i’m not the only one interested in this, is that the way? Sidewalks Testing the growify DLL I noticed one more interesting thing: Usually a full sidewalk does not appear with ploppable lots for density reasons, leaving the grass visible along the road. But the growify DLL updates also the behaviour of the sidewalk according to the building category and density: redrawing the road was enough to show up the full sidewalks after growifying. This is a good way to avoid “no grass” mods, fillers, or the tedious work of making offset sidewalks embedded in the models. In alternative I was using also the old FA3 puzzle pieces, with the NAM facelift mod that shows full sidewalksand has no trees (but no lights either) and easier to build crossroads. Actually I made a custom texture override for the crossroad puzzle pieces to add the zebras, (you might see it in some pictures), but they only work with the puzzle pieces, is that the corresponding draggable textures have a different IDs? Or maybe was just a rought attempt using an old repository... Nightlighting Back to lights I never liked much the fixed night renders coming with bat4max, They have better quality, but i love to play with the sunrise-sunset transitions. Rivit did a great tool in GoFSH to mod lights and nightypes. I did some tests, a bit tricky but it doesn’t seem rocket science. therefore I’m thinking to go this way, render a fixed night with bat4max, then make it adaptable using Gofsh and eventually share that, instead of rendreing and uploading both MN and DN. Does this make sense? It is still a work in progress so suggests and critics are more than welcome Enough for now anyway, cheers, Alessandro
- 12 Replies
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- fractional angle
- w2w
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Version 1.0.0
242 Downloads
And did the Countenance Divine, Shine forth upon our clouded hills? And was Jerusalem builded here, Among these dark Satanic Mills? --William Blake, "And did those feet in ancient time" The F.A.U.S.T., or Fractional Angle Ugly Shed Towers, are designed to almost fit in those spaces where nothing will truly ever fit. They are as big as you can get with shed construction and not simply topple over. Their additions ooze and encroach on every easement. Despite the ramshackle mode, appearances can be deceiving - the workers inside these structures are employed in the most advanced mechanical and electrical engineering and will satisfy capacity for high tech jobs. If they don't seem to fit the FA3 road, move them down a tile or rotate and try again. 1x1 ploppable landmark lots Cost: 50 Dryland Doorknobs Kudzu Kabinets Sidelong Surveying Weevil's Wonder Works Dependency: Installation: Unzip the file into your plugins folder. Removal: Remove the folder "Plugins/CT14/Fractional Angle Ugly Shed Towers". Bugs: Please post at https://community.simtropolis.com/forums/topic/69360-ct14s-railroad-lots-and-bat/- 3 Reviews
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- 9
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- industrial
- i-ht
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Version 1.0.0
393 Downloads
Here's a fractional angle FA-3 building for your cities. It fits on the first of the 3 FA3 positions on one mirror only (see screenshots). Extravagantly modeled in HD with night lights, interiors and opening window casements. Included is a special lot with a large, lighted sign on top of the building. This sign is by @jtportland and you can check out the model file yourself at Lots (Landmark, balanced to 2 story average with PIM-X): I-HT randomized 1x1 plop with overhanging fractional angle FA3 (depth 1/right, D1/R) building prop. 9 jobs. Cost: 500 CS$$$ randomized, as for I-HT. Lots of CS jobs. Cost: 500 CS$$$ 4 story with sign. Twice the CS jobs. Cost: 1000 Dependencies: CT14 Prop Pack Vol 2 https://community.simtropolis.com/files/file/33730-ct14-prop-pack-vol-2/ Installation Unzip to Plugins folder Removal Remove the folder "Plugins/CT14/Alpaca Scientific Instrument Corporation". Bugs Please report bugs to: https://community.simtropolis.com/forums/topic/69360-ct14s-railroad-lots-and-bat/- 4 Comments
- 4 Reviews
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- 10
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Version 1.0.0
624 Downloads
This prop pack includes a variety of building and vehicle props for old time cities, to be used as a dependency in upcoming lots. Credits: CT14: Buildings and Objects Wild West, Victorian Warehouse, FA Sheds, FA3 D1 Red Brick, Billboard Reefers, Conveyor props, Graffiti props @jtportland: Original 3d model for rooftop sign (not required for the download you're reading about) 3dWarehouse Imports: Vehicles Cargo Ship M.S. Munchen by @Eneroth3 https://3dwarehouse.sketchup.com/model/e72c59779e1a85f05308b39b1b1978d6/Cargo-ship-MSMünchen 1907 Cadillac, 1935 Ford are Warehouse imports which are no longer on the Warehouse. 1932 Dodge by @Marian87 https://3dwarehouse.sketchup.com/model/696fb708cb0ed4e21edf670070060123/1932-Dodge-Model-DL 1938 Delahaye 165 Figoni et Falaschi by @hotrod1 https://3dwarehouse.sketchup.com/model/88e814f1fcf6102ae4e4dcdb3dab5c16/1938-Delahaye-165-Figoni-et-Falaschi 1936 Cadillac by @eezerz .. https://3dwarehouse.sketchup.com/model/19ad90eb0defc9ceafe1d4530f4c6e24/1936-CADILLAC-SERIES-75-FORMAL-LIMO-Open-Drivers-Area Steam Locomotive 62 (4-6-4 of Japanese National Railways) https://3dwarehouse.sketchup.com/model/21655789dfe68c488e2c190e770fdce7/Steam-Locomotive-C62 Installation: Unzip to your plugins folder. Removal: Remove the folder "Plugins/CT14/Prop Pack Vol 2" Prop Family Reference Several prop families are included: 0x5F85E947: 1x1 Wild West (8m) 0x5F85E948: 1x1 Wild West (16m) 0x5F85E949: 1x1 Wild West (Corner) 0x5F85E96E: Graffiti 8m 0x5F85E96F: Graffiti 16m Offset 0x5F85E971: FAB FA3 D1 0x5F85E974: 1x2 W2W Victorian Warehouse Ortho 0x5F85E975: 1x2 W2W Victorian Warehouse 45 0x5F85E976: Billboard Reefers Bugs: please post at https://community.simtropolis.com/forums/topic/69360-ct14s-railroad-lots-and-bat/- 1 Review
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- industrial
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Version 1.00
2,317 Downloads
KOSC Presents: Industrial Revolution Mod - Base FA Filler Set Introduction This is a set of filler lots for dirty, manufacturing, and hi-tech industry geared towards adding FA (Fractional Angle) support to the originals. The set was designed with IRM in mind and as such, utilizes matching bases and walls from that of T Wrecks' original release. Package Overview This package contains a set of 12 wall filler lots: 4 for dirty, manufacturing and hi-tech industry respectively. FA2 (2x1) and FA3 (3x1) are supported and each type comes with a mirrored version. With the exception of I-HT variants - which are wall-less pieces - both I-D and I-M use the same walls as the originals. Lot stats are designed to match the original IRM fillers as closely as possible. Positioning indicators are present to help with lot placement and alignment. Every lot is practically neutral, with negligible amounts of pollution, no power/water consumption and cost nothing to maintain. It takes §5 to bulldoze a lot and are extremely cheap to plop (§5 for I-D, §6 for I-M, §7 for I-HT). The lots are located in the landmarks menu and are positioned in-line with the originals. Install Instructions Drop the files in your My Documents/SimCity 4/Plugins folder. Dependencies Use with the Industrial Revolution Mod and the associated filler sets is highly recommended! These lots would look out of place otherwise. If you have the dependencies for the base mod and the original fillers, you will NOT need any additional dependencies. Standalone users will need the following: Props BSC MEGA Props CP Vol. 1 SFBT Essentials Textures Railyard and Spur Textures, Mega Pack 1.02 KOSC_FA$Grass.DAT (Included) [TGN Texture Replacements Coming Soon!] Acknowledgements Thanks to all the content creators behind the props and textures that made this possible! Thanks to T Wrecks for the original Industrial Revolution Mod. Enjoy! -
Version 1.10
1,676 Downloads
KOSC Presents: FA2 Open Grass Fillers (Beta version 1.1) Introduction This is a small set of 2x1 FA2 compliant fillers aimed at eliminating the "staircase" wealth grass effect on fractional angled roads. As a beta release once again, there's a possibility for a greater and enhanced version in the future with support for other FA networks. Package Overview There are 10 pieces in total included in this set. Basic pieces include left and right side fillers as well as a inner transition piece (blank and with trees). Left and right side fillers are offered in 4 variants - 1 blank and 3 with trees (each are different). General Stats Lot Sizes: 2x1 Wealth: $$$ Cap Relief: R$ 2000, R$$ 2000, R$$$ 2000 Plop Cost: $5 (blank pieces), $10 (with trees) Maintenance Cost: $10 Lots are found in the parks menu. Dependencies Surprisingly light for once! Props BSC MEGA Props CP Vol. 1 BSC MEGA Props CP Vol. 2 IRM - Base FA Fillers (for FA grass textures) SPOT Enjoy!- 3 Comments
- 5 Reviews
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- spam
- fractional angle
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