-
Announcement
-
Wanted! Missing or... Recovered! 07/26/2026
Casting a wide net here for file recoveries.
-
Search the Community
Showing results for tags 'glr'.
Found 98 results
-
WMP Car Ferry Terminal + Tram (GLR) This is a custom I made for my River Junction build. Download: zzz_SausTartar_CarFerryTerminalwithTram.zip Dependencies MGB Model (only need the "MGB_Blank.SC4Model" file) - https://community.simtropolis.com/files/file/30788-mgbs-my-first-mod-tutorial/ SM2 Mega Prop Pack Vol 01 - https://community.simtropolis.com/files/file/32980-sm2-mega-prop-pack-vol1/ AGC Street DLC - https://community.simtropolis.com/files/file/36152-agc-streets-dlc/ AGC Automobile DLC - https://community.simtropolis.com/files/file/34163-agc-automobile-dlc/ AGC Industry Energy Telecom DLC - https://community.simtropolis.com/files/file/36448-agc-industry-energy-telecom-dlc/ SHK Parking Pack - https://community.simtropolis.com/files/file/27563-shk-parking-pack/ NekoPropSet02 - https://web.archive.org/web/20250101000000/http://hide-inoki.com/bbs/phpbb2/viewtopic.php?p=3074#3074 WMP Mega Props vol. 01 - Misc General Props - https://community.simtropolis.com/files/file/33621-wmp-mega-props-vol-01-misc-general-props/ WMP Mega Props vol. 03 - Port Authority Ferry - https://community.simtropolis.com/files/file/33623-wmp-mega-props-vol-03-port-autority-ferry/ PEG-OWW2_RESOURCE1, PEG-CDK3_SUPER_PAK_RESOURCE, PEG-SUPER_TEXTURES - https://community.simtropolis.com/files/file/35353-pegasus-cdk3-collection/ Grfe Props Pack - French Road Signs - https://www.sc4evermore.com/index.php/downloads/download/22-dependencies/214-bsc-tsc-girafe-french-road-signs SuperSHK Mega Parking Textures - https://community.simtropolis.com/files/file/31006-supershk-mega-parking-textures/ Scoty MP Textures (I use the "scoty_goudron_L_tex.dat" varian) - https://community.simtropolis.com/files/file/33635-scoty-mp-textures/ Disclaimer 1. I made some changes to the FSH files for 2 of the WMP ferry terminal models being used in the lot. 2. Also made some changes to the barrier position inside the "Nams PROP Pack Vol 2.dat". So, if you have any plugins that use those specific props (I haven't found any yet), you might see some minor issues. Enjoy, and here's the gameplay if you want to see it being used in my city.
-
Version 1.0.0
407 Downloads
This transport pack contains GLR, Subway and Bus stations modeled after modern Parisian stations (Mostly Tram T3a) Artistic liberties were taken to fit SC4. Included are eight (8) lots: GLR Side platforms GLR Side Platforms Diagonal GLR Island platform simple GLR Island platform with subway entrance (v2) Subway Stations Orthogonal Subway Stations Diagonal Bus Stops Orthogonal Bus Stops Diagonal The subway and bus stations props are arranged into families, that way you get a different entrance/canopy on your lots. Two different GLR platforms are available: side and island. Four different subway entrances are available: Stairs, Stairs+Escalator, Double Escalators, Lift. Six different Bus stops are available, made using the canopies of the tram platforms. The Subway entrances are also available as props with no signs to better fit other uses. Modding was done by @Tyberius06 , Thanks! Dependencies: Girafe Urban prop pack (Flower Planters) BSC MEGA Props CP Vol01 and Vol02 (Trees and Planters) Network Addon Mod (latest version) https://community.simtropolis.com/files/file/35572-bsc-vip-girafe-urbanpack-vol01/ https://www.sc4evermore.com/index.php/downloads/download/22-dependencies/3-sc4d-LEX-legacy-bsc-common-dependencies-pack https://www.sc4evermore.com/index.php/downloads/download/6-network-addon-mod-NAM/2-network-addon-mod For support and news about future BATs, visit my thread on Simtropolis [Link] . -
Brown boxes for rail over road (and other things)
Dogpound2 posted a topic in NAM & Transit Networks
What files am i missing here? i hate looking at this- 3 Replies
-
- brown boxes
- rail
- (and 4 more)
-
Missing Rail FLUP Tunnel / Rail over Underground Tram-in-Avenue
Herschel posted a topic in NAM & Transit Networks
Hi everyone, Playing around with the Ground Light Rail for the first time, and am trying to set up a small grid in a town with tram-in-avenue pieces. However, I am getting stuck when I run into an existing rail network, because I can't seem to find the piece to transition from ground rail to underground rail or the piece for rail over underground tram in avenue. I DO have the 'tram in avenue over rail' piece and the 'tram-in-avenue' ground to underground transition piece--that says 'rotate for other pieces' but it's the only piece in that subset when I rotate. I am using NAM 49, but haven't installed any additional NAM add-ons (mainly because I don't know if those exist?) Am I just looking in the wrong place for these pieces? Or are there additional plug-ins to add those to my menu? On a related note, I also seem to be missing the regular avenue FLUP transition (without the tram in it) which would also be useful. Any idea where I can find/add that? Thanks in advance! Pictures of what I do have included. -
Version 1
766 Downloads
Disclaimer This file has been created by Fluggi and khoianh94 over at the now defunct SC4Kurier. There are currently plans to restore the lost content from the Kurier, but this will take some time, so, in the meantime, I, 11241036, am uploading this file on behalf of SFBT and in consultation with Tyberius06, in case it is needed as a dependency. Short description This download contains 17 lots with several bus and tram stops for your city. There are three different models: A simple bus stop with a glass covered roof made by Fluggi which can be found everywhere in Germany, and two other stops (one wide and one narrow version) with a roof in three different colors (blau, rot, grau = blue, red, grey) made by khoianh94 which are inspired from the ones in Munich, Germany. The narrow bus stops can be plopped directly on a road. Please keep in mind that transit enabled lots block access to adjacent zones. Use them in areas where the zones are orientated the other way, or make the lots wider than one tile by using the [ALT] and [CTRL] keys. The tram stops come in two different sizes and capacities, using the colored shelter models. All stations have been updated for the latest NAM/MTA capacity/TSEC standards. For further information, please refer to the Readme in the download. Dependencies: Network Addon Mod: https://www.sc4evermore.com/index.php/downloads/download/6-network-addon-mod-NAM/2-network-addon-mod SFBT Essentials: https://www.sc4evermore.com/index.php/downloads/download/22-dependencies/13-sfbt-essentials Installation: Copy/extract the SFBT parent folder into your plugins. If you extracted the _Documents folder into your plugins, too, it's highly recommended to keep it, but move it out of the Plugins folder. To un-install the files, simply bulldoze every lot from this download in your cities and delete the files from the plugins folder afterwards. -
Version 1.0.0
407 Downloads
These are two GLR/Tram stations with a rather smaller/compact footprint. Both of the stations are heavily using @Simmer2's various props that he made for stations (platforms, shelters, subway entrances). They were requested on SC4Evermore discord as GLR stations that provide subway service too. These lots support the following transit/ravel types: GLR, Bus, Subway. Special gratitude goes for the following people: Simmer2 for most of the props on these lots Cogeo and Ebina for the split GLR textures MGB204 for the custom GLR paths for the split/island type tracks z1 and the fellow MTA/NAM members for establishing the current standards for transportation LOTs. Lot Names Tyb06 GLR Station with Subway_4x1 Tyb06 GLR Station with Subway (Island Type)_5x1 Note There can be some minor graphical glitches (known as z-fighting effect), that I'm aware of, though I won't bother fixing it. The split/island type GLR textures originally were created by Cogeo for an early and ancient version of the GLR, and later Ebina created an override texture set to match with the currently used GLR textures (see dependencies). These textures will be incorporated with NAM v49 (hopefully). For the island type station the split tracks have custom paths. The path files were created by MGB204 and updated by Tyberius06, this upload contains by defult the RHD version (GLR Island Type Track Paths v1.1 RHD.dat) in the _Resources subfolder, while an LHD version can be found in the _Documents/Optional LHD Paths folder (GLR Island Type Track Paths v1.1 LHD.dat). USE ONLY ONE OF THEM. Bear in mind these path files are also planned to be incorporated with the NAM v49. Lot Size: 4 x 1 tiles and 5 x 1 (island type) Menu Position: Building: Transportation, Building: MiscTransit, Building: Strikable Transit, Building: El Train, Building: Bus Stop Jobs: Jobs $ : 18, Jobs $$ : 3, Jobs $$$ : 0, R-$ : 18, R-$$ : 3, R-$$$ : 0 (4x1 version) Jobs $ : 19, Jobs $$ : 3, Jobs $$$ : 0, R-$ : 19, R-$$ : 3, R-$$$ : 0 (5x1 Island type version) Plop Cost: § 2000 (both versions) Bulldoze Cost: § 450 (4x1 version) § 500 (5x1 Island type version) Monthly Cost: § 45 (4x1 version) § 50 (5x1 Island type version) Flammibility / Fire Stage: 33 / 1 Power Consumption: 1 MWh/month Water Consumption: 0 Gallons/month Air Pollution: 3 over 1 tiles Water Pollution: 2 over 1 tiles Garbage Pollution: 5 over 0 tiles Catalog Capacity: 70000 (4x1 version) 75000 (5x1 Island type version) Installation: Unzip the whole bundle, or COPY the Tyberius06 parent folder from the *.zip into your plugin folder. You don't need to keep the "_Documents" folder in your Plugins, best if you remove it somewhere safe outside of your plugins. You will find the LHD path file in the _Documents/Optional LHD Paths folder if you need that. Use either the LHD OR the RHD version depending on your game install. To uninstall: bulldoze any instance of this lot in your city, then remove the file(s) from your Plugins. Dependencies: SM2 Mega Prop Pack Vol1 SM2 Mega Prop Pack Vol2 SM2 Mega Prop Pack Vol3 SM2 Mega Prop Pack Vol4 Network Addon Mod v48 (or above). ebina Track Textures for Cogeo GLR Stations - for the split tracks/island type station GLR Island Type Track Paths v1.1 RHD.dat* - INCLUDED, you will find it in Tyberius06/_Resources folder *GLR Island Type Track Paths v1.1 LHD.dat - INCLUDED, you will find it in the _Documents/Optional LHD Paths folder.- 3 Reviews
-
- 22
-
-
-
-
- heretic projects
- heretic
-
(and 7 more)
Tagged with:
-
Heya good people, Sorry if this isn't posted in the right place but I'm seeking an explanation of the various rail networks & corresponding automata available to us in game. There's a fountain of information regarding this topic but my understanding is still foggy after searching and reading several threads. Specifically I want to know how many different train lines with unique automata we can have running in our cities. To my knowledge we have by default; - Passenger - Freight - Subway/El Rail - Monorail Then in addition with NAM we have the GLR/HSR & HRW stuff. From what I've read on the NAM faq I understand these to be reskins of existing networks. GLR being ground level El Rail and HSR being Monorail, with HRW being a shared network for passenger trains and HSR. So far so good, seems to still be only 4 unique trains but with additional options to connect and network. If that's the case then great, good to know. However when I see things like bullet train stations or the streetcars available on the STEX it gets a bit swimmy depending on what the mod's page/readme says. For example, "you may only have one GLR mod installed at a time" What does that mean in relation to subway/el rail? I am a confuse. I get the concept of replacing the default/adding extra engines and cars into the mix. I currently enjoy an amtrak passenger line, freight with a bunch of extra engines and cars added, a green el rail train and default monorail with the UV map fix. That's 4 different lines with different trains but is that the limit? Is it possible to have a single streetcar automata for GLR/Tram in road and still have a different Subway/El Rail automata separate from the streetcar line? Can I have a bullet train type automata on the HSR line independent of the default monorail line & automata? Apologies if this is otherwise common knowledge at this point but for someone just getting into SC4 and adding mods, a little clarification would be greatly appreciated. TLDR; How many different trains can we have?
-
Background: I built this city before I downloaded NAM, so OWRs to make space for Els and have maximize development in each block. Now I want to replace the Els and OWRs with El over Ave. But I have well-used GLR routes. (My setup is somewhat akin to the NYC Subway when double letter trains existed but with Els as “express”/limited stop services and GLR as local/every stop trains.) In the pic, the circle shows where I’ve placed a tile for the El to crossover GLR. Is there something similar for El over Road/Avenue/Road 4? If not, what’s the way to have El Over Road (categorically) cross over GLR - hopefully without creating a FLUP or GLR-to-subway tunnel?
-
Customizing tram/tram-in-road and other related textures through GoFSH?
Dead_End posted a topic in NAM & Transit Networks
Over the weekend I have been putting the final touches on my custom textures through the GoFSH method explained here: My sidewalk and grass textures are now standardized, with most NAM textures covered. Even replacing the Maxis streets with @rivit's Tar Sealed Streets (w/ correct sidewalk and grass) was a breeze thanks to the online repository. The new tram-in-streets textures look great, but the one thing I can't figure out are the textures for the tram and tram-in-road. These still use the Maxis pavement, which I would like to change to my standard pavement and grass for the sections between the roads. Is there a GoFSH buildfile I somehow missed, or do I have to change these manually? -
Version 2.0.1
417 Downloads
Mediterranean Transport Set Vol 1 This lot was developed to expand the set of stations present in the Mediterranean set made by MBEAR. This set serves to update the possibilities of use of the set made by MBERA by including some networks introduced by Network Addon Mod (NAM). The stations have been developed taking into account the NAM - MTA standard. The railway lots were designed for the Hybrid Railway (HRW) standard. To use them you must have hybrid railway installed which is included in the NAM Dependencies (Use the LEX Dependency Tracker) BSC Mega Props MBEAR vol01 v3 BSC Mega Props MBEAR vol02 v2 BSC Mega Props SG vol01 v2 BSC Mega Props DEDWD/DAE vol01 v200 BSC Textures vol02 BSC Textures vol03 v3 Network Addon Mod (with HRW option installed) LICENSING: This lots is provided as free content to SimCity 4 players, who are free to modify it for their use and for production of derivative maps for publication. Should the author be absent from Simtropolis.com for more than a year, site staff or individual users may re-host the file, as long as due credit is given to him, user Ulisse -
Hi! I have a problem with the tram: residential or commercial areas do not connect with the tram on avenue. Can anybody help me? Thanks!
-
Powerful societies don't grow overnight. In order for people to be successful, certain conditions have to be met. In recent times, it has become evidently clear that some dim-witted lawmakers consider layoffs, handouts and automation as ultimate solutions to employees' disenchantment and demands. The truth, however, is that it is possible to run successful businesses and keep employees satisfied as well! These solutions are just too numerous to count them all down. But since a picture is worth a thousand words, it is probably best to just show how they work in Udanani. If you pay yet another short visit to Profit Hill, you will see that the situation on the job market has been steadily improving. New investor incentives help companies and businesses grow and this, in turn, means more job opportunities on offer for every employee profile. Larger companies and friendly business climate are just as important to CEOs as they are to file employees (even if the latter don't fully realize it). New residents are still clamoring to settle in Profit Hill. Another residential area (a twin to Sirli Park) has been built in the Western part of the city, by the foot of Profit Hill (the eponymous geographical feature of The Businesspeople's city name). Pictured below, you can see Marou Square neighborhood. It turns out that the unemployment in Profit Hill has largely been caused due to the spotty public transport, which relied mainly on bus connections. Busses in Profit Hill are not bad, but not sufficient either given large quantities of cars on the city's main thoroughfares. One particular apartment block... ...seems to be especially affected by the challenging commute. This is why The Businesspeople have decided to develop another, quicker form of transport - the tramways. The starting point of the network has been located in the area most affected by unemployment and is being expanded from there, outwards. Some termini has also been built throughout the city and plans to extend them into new lines have already been approved. Ubiquitous public transport system will be a key to keep employees calm and sane during their commutes! Improving the minds of the future workforce is yet another objective for The Businesspeople. Profit Hill welcomes a new city college in the Downtown! Last but not least, The Businesspeople have started the construction of Bull Market Mound - a hike-park on the slopes of Profit Hill. This vast, topographically interesting area will be a draw to the citizens and will surely soothe the nerves of busy employers and employees alike. Before we move on, let's just take another brief look at Sirli Park. It keeps being redeveloped and has become a veritable testing bed for various gardening and residential configurations! The reinforcement of society is an important issue for the citizens of Wellbeing as well. The costs of various services and amenities in this city has been prohibitively expensive though, putting citizens' problem-solving skills (and their living standards) to a difficult test. In order to keep the healthcare, fire protection and other services well-funded and cost effective, it has been decided that Wellbeing should be reorganized a little bit. The results of the redevelopment and budget audit in Wellbeing have surpassed initial expectations. A monthly loss of $600 has been largely mitigated and reduced to a more acceptable level of $40 per month. This, of course, is much easier for the city budget to tackle and perhaps, Sulka willing, Wellbeing will even register some income in the near future. But what exactly has changed? First of all, Cornflower - the central residential area of Wellbeing, has been redeveloped and a central "service island" has been built within its limits. Cornflower has also been connected to the neighborhood of Papillon, because the time it took fire crews to reach Papillon was dangerously long. Here is the street, connecting the two, previously separated, areas. New citizens are eager to move in, feeling safe in the vicinity of a modern hospital and well-equipped emergency services (crime is still low or even disappearing in some areas.) As you can see, the residential densities have also been increased to provide more tax income. This way, services and residential projects supplement and support each other. The Altruists also continue to build up their concentrated, environment-friendly industry. The Red Spruce Facilities is a newly finished industrial area which specializes in software design, production of light, farming machinery (not to be confused with light farming machinery) and spare parts for recreational airplanes. Interestingly enough, in order to nurture the health and fitness among their citizens, The Altruists have introduced a little innovation into their cities - grass paths for pedestrian commuters. Citizens are encouraged to use these paths rather than their cars in order to reach their workplaces. This way, they can calm down on their way to and from work, enjoying the natural environment and feeling invigorated and hopeful, regardless of the duties they may face during the day. While the idea of "grass walks" seems to be gaining traction, the rail system did not really take off in Wellbeing. You may have noticed that the railway has, regrettably, been torn down... We approach the end of this entry. I hope you found this update interesting and fun to read! But before we conclude this part of the Udanani adventure, be it known that the Spirits of the St'ropoli Dimension have spoken! Respecting their will, The Localvores have decided to build a small village surrounded by farms on Alouni Basan Plains! The project is still underway, so be sure to check back on Farmington from time to time. Meanwhile, The Localvores thank Thee for your guidance! Thank you for your visit! But wait... It looks like some large-scale construction works are taking place at the "Emo-G" site perimeter... What are they up to...?
- 6 Comments
-
- 13
-
-
-
- businesspeople
- altruists
- (and 10 more)
-
Hi, I have to put an intersection between an angled ground train rail and a GLR track. I can go underground or get elevated with one of them, but it seems there aren't any transition pieces, ramps, connectors or intersection pieces that could work, apparently. I got back on SC4 after a long trime, so it's plausible I can't remember exactly how to work this intersection out... I have NAM last version, btw. Question: how can I intersect these tracks? The red arrow indicates the GLR should pass over or under the rails, but I could apply the same procedure to the rails and leave the GLR straight on the ground. What would you suggest?
-
Hello, i put tram in road, tram in avenue, tram stations, all is correctly connected, and i see no trams or glr at all. Is there something i missed? JF
-
Hi @ all Does there exist any problems with tram lines that cause the game craching? Since I am running SC4 on one CPU only I do not suffer crashes of the game anymore. Now I have added tramlines into my city and I have suffered some crashes while scrolling in and out the city. I have removed the trams and continued playing the city and I do not have crashes anymore. So does tram lines might have problems that cause crashes? I have installed the SC4fix.dll so the crashes do not occur when I touch puzzle pieces with already placed pieces. It must be another problem (if there is one).
-
Thanks in advance for your consideration to replying. I'm trying to create a GLR in avenue tunnel/underpass under an elevated rail line. I've only been using the NAM for less than a week, still trying to figure this whole thing out! I've found two GLR in ave piece that seem to begin to go underground but then I'm not sure what to do next. I can't seem to find the next piece. Does one exist? Or is there a better idea out there?
-
I'm doing NAM 36 tram roads for a couple residential neighbourhoods, for my very first time. So impressed, and well worth the effort ... loving it! However, I was doing a routine Cheetah test of the new neighbourhood, before running the game for real, and I got a fire, and my fire engines couldn't put it out. The fire spread from house to house, and then I had city-wide riots, which I've never, ever had, in all my years of SimCity 4! The police seemed to have trouble handling the riots on tram roads, too, but they did better than the fire crews did. Here's what happened, the fire sprang up just outside of the fire protection radius, the fire engine was fast on the scene, but instead of spraying water, the fire fighter just jumped up and down on the street, flung their arms around and had a little tantrum. Here's the very end of that scene, which I captured on GifCam. I've used the Fire disaster on the God mode menu, to test out similar situations on Tram-on-Street, Tram-in-Road , and Tram-Avenue, and they all have the same problem. They all have piped water, too. I checked, just in case that's what it was about. It happens for fires on both sides of the street. I have a few lots that are accessible from both Tram-in-Road and standard Maxis avenue (AVE-4), and I've tested out starting a fire disaster, then sending a fire engine to the tram road, then sending a fire engine to the AVE-4 side for the same fire. The first fireman to the Tram-in-Road throws a tantrum ... and the second fire engine, arriving on the AVE-4 side a minute later, puts that very same fire out. When using NAM 36 tram roads, trams streets, and tram avenues, is the only solution to make sure there is complete fire protection coverage? Thank you!
-
It'd be nice if it was possible to have the advantages of the El-Rail mod included in NAM (with the ground texture, fences, ect) but with the vanilla track texture. Maybe it is possible with some manual configuration? The track texture used doesn't mesh well with the GLR texture, and with the Bullet Train mod installed as well, El-Rail and Monorail end up looking almost identical in terms of track texture. While on this subject, I haven't been able to find any GHSR and/or HSR to GLR transitions, not sure if they exist? The El-Rail plugin has bit too much of an old-school innercity urban sort of look to it for specific applications of elevated rail I have in mind..
-
Version 1.0.0
898 Downloads
I thought about a winter holidays gift for this great community and here it is for you the TRAM of Milan, the historic "Carrello 1500", known by the citizens of Milan as "Il ventotto", presented in its restored original double color livery yellow-Milan / white-cream. I made a re-skin of the most suitable tram model that I could find and that is a content of the SFBT's tram museum, a SimForum BAT Team production, created by Andreas, ArkenbergeJoe, GoaSkin, Mathe Man, Swamper77 and vester_DK, and that you can find here: https://community.simtropolis.com/files/file/14533-sfbt-tram-museum/ https://www.sc4devotion.com/forums/index.php?topic=13468.0 http://www.simcityplaza.de http://www.simforum.de ------------------------------------------------------------------------------------------------------------------------ This Upload comes with two files: - One is a TRAM for both GLR and ElRail networks (even if "Il Ventotto" fits better ground-based networks). - the other file is to use with the SFBT's Tram Museum, in substitution of the original Tram. INSTALLATION instructions: - If you wish to have "Il Ventotto" running around in your GLR networks, please download the file named "TRAM ATM Milano-Carrello 1501-Il Ventotto (GLR Replace).dat" and put it into your plugins folder. This first plugin can not be used with other files that change the in-game original El Rail Train. by the other hand - if you wish to have "Il Ventotto" spawned by the SFBT's Tram Museum, please download the file named "TRAM ATM Milano-Carrello 1501-Il Ventotto (X SFBT StraBaMuseum).dat" and substitute the original SFBT's file named "SFBT_StraBaMuseum_UI_Automata.dat" eventually present in your plugins folder. This second plugin can be used with the in-game original El Rail Train or with other files that change the in-game original El Rail Train. ------------------------------------------------------------------------------------------------------------------------- You can find more informations about "Il Ventotto" here: https://en.wikipedia.org/wiki/ATM_Class_1500 https://www.atm.it/it/IlGruppo/LaStoria/Pagine/ChiEravamo.aspx https://it.wikipedia.org/wiki/ATM_(Milano) https://en.wikipedia.org/wiki/Azienda_Trasporti_Milanesi ------------------------------------------------------------------------------------------------------------------------- Muttley- 3 Reviews
-
- 16
-
-
-
-
- tram
- transports
- (and 4 more)
-
SC4 from Steam, patched, running on Windows 10/Ryzen 5 2600 - Several modds ie NAM, Heretic's Stations, NOB installed - tried to make sure all the dependencies went in as well - Menu icons for the GLR stationsdon't appear, though mouse-over popups indicate the name of the station. There are several "grass" ploppables whose icons don't appear as well. When any of the stations are plopped, a box appears. Admittedly, my plugin management is sophmoric but I'm not sure if it's simply a missing dependency or something more serious. Let me know if more specific info or screenshots would help. And thanks in advance!
-
Version 1.0
2,564 Downloads
Diagonal Rail, GLR, Bus and Subway Station Transport Hub, by Mattb325. --------------------------------------- This is a fictional through rail and subway station designed to provide transport links with the diagonal STR and DTR railway and GLR networks. There are two separate stations provided. One is for diagonal rail networks (Single Track Rail and Dual Track Rail) and is found in the rail network and the other is for diagonal GLR/Tram networks and is found in the Misc Transit Menu. The lot size is 1x2 for each. The platform area is a large overhanging prop and the railway station also provides a link to the subway and bus network. The GLR station does not provide subway and bus links. You do not have to link the subway or bus functions if you don't want to; the station functions perfectly with just a rail and road connection. The stations also enable freight trains to pass through. However, a bus connection enables sims to use other bus stops on your city tile to get to the station. These are very high capacity stations for really busy cities and through traffic. To place, simply line up the station with the diagonal rail or GLR network and plop. You then repeat the process on the other side of the tracks. Or you can leave the other side blank if you wish, either option works just fine. (Which is why this is also suitable for STR). You can then use car park filler pieces, ped mall pieces, parks/mmps or just plain old zoning to decorate the surrounding area as per the pictures. The best thing about these is that you can have the platforms placed underneath NAM road overpasses and the sims will then use the elevated road networks as well. The stations also provide 12 jobs: there are underground stairways adjacent to the entrance to provide access from one platform to another or just to cross the tracks. --------------------------------------- STATS Diagonal Rail, Bus Station & Subway: Lot size : 1 x 2 Plop Cost: §200 Monthly Cost: §5 Budget Item: Mass Transit Menu: Rail Capacity: 140,000 Demand Created: Jobs§: 10, Jobs§§: 2, Jobs§§§: 0. Pollution: Air 1 over 1 tiles, Water 1 over 1 tiles, Garbage 2 over 0 tiles Power consumed: 3 MwH Water consumed: 2 Gallons/Month Occ Groups: Transportation, Rail, Strikeable Transit, Taxi Maker, Passenger Rail, Bus, Subway. Bulldoze Cost: §10 --------------------------------------- --------------------------------------- STATS Diagonal GLR: Lot size : 1 x 2 Plop Cost: §200 Monthly Cost: §5 Budget Item: Mass Transit Menu: Misc Capacity: 50,000 Demand Created: Jobs§: 2, Jobs§§: 0, Jobs§§§: 0. Pollution: Air 1 over 1 tiles, Water 1 over 1 tiles, Garbage 2 over 0 tiles Power consumed: 3 MwH Water consumed: 2 Gallons/Month Occ Groups: Transportation, El-Rail, Strikeable Transit, Misc Transit. Bulldoze Cost: §10 --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: There are two model files in this download. You must select the appropriate file from the download. The file suffixed with 'DN' is for those users with a night-time darkening mod installed. The file suffixed with 'MN' is for users who do not have any such mods installed. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: This lot requires no dependencies, however, the GLR version is rather pointless without the NAM --------------------------------------- OPTIONAL DEPENDENCIES: *SC4Fix: third-party patches (https://community.simtropolis.com/files/file/30883-sc4fix-third-party-patches-for-sc4/). If you use the NAM, you will want this file as it eliminates the CTD bug that causes the game to crash when network/transit enabled lots are hovered over each other. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. Thanks. -
Thank you to everyone who took the time to vote in the NAM Feature Usage Poll--because of your efforts, we obtained some great information about the NAM userbase of 2019, especially in relation to the usage rates and general feelings toward various NAM components. As those of you know, the current configuration of our installer package and file architecture have reached the point where we feel that a new approach is necessary, in order to improve both our ability to make releases at a sustainable pace, some 15 years (!) after the release of NAM Version 1 in April 2004, but also to improve the NAM experience for the general public. To that end, as promised, we are posting a second poll, to get some feedback on specific proposals that our development team has put together, based off our findings, recent release engineering experiences, and future developmental plans. Before I dive into those proposals, I did want to sum up the findings from the NAM Feature Usage Poll. While the poll officially shows 148 members voted, likely counted among these are users who did not vote, but clicked to see the results without voting. The math with the actual poll data shows we had 137 votes. First off, here's the results with 137 votes: Q1/2: Which NAM features do you presently use? (select as many as applicable) Q3: Which operating system are you using to run the game? Q4: Are you running the most recent version of the NAM (currently NAM 36 from September 2017)? Q5: What version of the NAM are you running? Q6: What is your opinion on the RealRailway (RRW) project at present? General Findings With respect to Q1/2 (which had to be divided due to the limit on the number of options for a single question), there are clear "tiers" outlined in terms of feature usage. About half of the features polled were at 71.53% and above, two features (the RRW version of STR, and the Elevated Rail-over-Road/Avenue Dual Networking) in the 60s, the Maxis Highway Override running at just a tick over half (51.82%), and everything else down below 50%. The top-3 ended up being the Additional Bridges (86.86%), Diagonal Streets (86.13%), and the Street Addon Mod (SAM) (also at 86.13%). The top two were expected (and had the Roundabouts not been accidentally omitted, past data indicates that they'd likely be up there as well). The SAM tying with Diagonal Streets, however, was a bit of a surprise for us. Other curious surprises included the situation with viaducts and underpasses--namely the fact that FLUPs are slightly more popular than Elevated Road Viaducts, but Rail Viaducts are wildly more popular than URail (which is effectively FLUPs for Rail--though not explicitly billed as such), to the tune of 37 percentage points. With respect to the other questions, the operating system responses were also a bit of a surprise. We were expecting something close to 10% of the userbase to be non-Windows--came close, at about 8%--but the makeup of that non-Windows userbase was a shock. Based on how frequently we encounter Mac users (especially over on ModDB), the fact that they only made up about 2% of respondents was a real surprise, as was the fact that the Linux contingent was more than twice the size, at around 5%. We also had one "Other" voter--what operating system they're using to play SC4 remains unknown, and a real source of curiosity. The adoption rates of the current release seem to be hovering in the 93-95% range (there's a slight discrepancy between the corresponding responses there), with most of the people not running it simply being unaware of NAM 36. The Rail Question One of the things we were most curious about with this poll was the feelings about the RealRailway (RRW) system, and how users felt about it compared to Maxis Rail. We had no real numerical data--only comments accumulated since the feature debuted 5 years ago in NAM 32, and became the specification for all Rail development since. The expectation, based on those comments, and also the number of Maxis Rail screenshots I still see around, was that we'd be around a 50/50 split. The poll results for Q1/2, however, show something close to a 75% RRW/25% Maxis Rail split (with at least a couple voters having selected both options). Maxis Rail actually turned out to have one of the lowest responses of any feature--below that of more specialized plugins like the Bullet Train Mod and Canal Addon Mod. Less than half of Maxis Rail users are making use of the original Single-Track Rail (STR) plugin, suggesting that many using that spec are likely operating on very lean/specialized installation packages. The RRW-specific Question 6 also showed considerable support for the RRW--about 58% seem strongly in favor, and another ~25% seem to support whatever spec the NAM Team sees fit to expand Rail functionality. Most of the non-users (6.57%) responded that they fear of breaking existing cities by switching specs, and only about 3% selected the "prefer Maxis Rail/new textures wouldn't change mind" option. General Thoughts on Potential Changes The biggest things we've been looking at are how to combat the "beastliness" (as one commenter described it) of the installer. It's proven to be difficult for us in the assembly process (and also resulted in internal rancor at times), it's a maze for our users, and it's also demonstrated a mind of its own in recent years, capriciously deciding to install or not install various features, creating a tech support liability. The general feedback we've gotten--including internally--is that the "Monolithic NAM" paradigm we adopted with NAM 31 in 2013 is a real improvement over the so-called "Modular NAM" that existed for the 10 releases (and 6 years) prior. The implementation/presentation of it, particularly on the installer side, leaves room to be desired, however--mainly that there's too many options, and they aren't always laid out in the most consistent or navigable manner. The other big issue on that side has been trying to manage different specs/skins for various networks, which present a chain of EITHER/OR situations (i.e. RRW vs. Maxis Rail, MHO/Symphony vs. Maxis Highway, Monorail vs. BTM, etc.), and all crosslink with one another in various ways, creating numerous headaches in recent years during release engineering, and a number of lingering tech support issues that are all tangled up with one another. Fixing one has often resulted in another resulting somewhere else. A number of these more cosmetic features have also fallen behind in terms of support for newer features, due to our much smaller (and busier outside of SC4) development team, which has lost many of the folks who originally developed/advocated for those features. The general thinking among the NAM Team at present is that the approach we should go for is a "Modified Monolithic NAM"--one which maintains the convenience factor of the current package to the largest extent possible, but does so in a different manner. Here are a few key points of what we're considering with this "Modified Monolith" approach: The NAM's current NSIS-based installer would be replaced by a cross-platform installer/configuration utility. The system presently under consideration is one that was designed by daeley (of DAMN fame) some time ago. This would allow Windows, Mac, and Linux users to use the same download, without the need for Wineskin/WINE workarounds for the latter two platforms (especially considering Apple's seeming commitment to breaking Wineskin). The overall number of checkboxes would be greatly reduced, down to a number that would allow most options the average user would select/deselect to appear without a scrollbar, and also minimize the potential for broken installations and upgrades. Some NAM features that are particularly popular and compact--such as the Roundabouts, Diagonal Streets, and the Wide-Radius/Multi-Radius Curves--would become built-in features for all but the most basic installations. The current ability to "micromanage" exactly which override networks in the RHW, NWM, SAM, etc. (i.e. install the L3 RHW-4, but not the L2 RHW-6S) would be installed would also be removed from the installer. (Advanced users who still wished to have this level of control could still do so manually, by removing files and running the Controller Compiler.) Network additions would be grouped by their base network, rather than by the existing NAM plugin that contains them. Changes to the menu systems to reflect this new layout are also being evaluated, with the goal of minimizing the need to switch buttons in many cases. As a result of these changes, the Network Widening Mod (NWM) may be split into two mods--Additional Road (and "Pseudo-Avenues") Widths (NWM-Road), and Additional One-Way Road Widths (NWM-OWR). Since the RealRailway (RRW) has been designated by the NAM Team's Rail Department to be the official specification going forward, and usage statistics indicate that a sizable majority of NAM users are already using the RRW, the RRW would become the default setting for Rail. The Legacy Maxis Rail content would either be available as a non-default option, or potentially even spun off into a separate download. More documentation would also be provided on the process of converting Maxis Rail to RRW in existing cities. In order to ease concerns from users who have retained Maxis Rail, due to finding the RRW's brown look to be "not their style", the RRW Re-Skin Package will receive a proper release. The prospect of using an alternate texture as the default, spinning the current brown default into the RRW Re-Skin Package, is under consideration. With the exception of Euro/International Textures, and updated US/North American textures (which would non-optional for US/NA texture users), all other cosmetic/re-skin mods, including the Maxis Highway Override, El-Rail Alternate Implementation and the Bullet Train Mod, would also potentially be spun off into separate downloads. File architecture changes are also planned to mitigate the current "bloat" of Euro/International Texture-based installations, where many users end up with an extra 100-200MB worth of texture files. Network features that had previously been separate downloads in the so-called "Modular NAM" era (NAM 21-30), such as the RealHighways (RHW), Street Addon Mod (SAM), and Network Widening Mod (NWM), would still remain in the NAM itself, and would not be spun back out of it, keeping the core of the "Monolithic NAM" mostly in tact. Special/experimental projects, like RealHighway Xtreme (RHWx) would still be released as separate downloads. The Traffic Simulator Configuration Tool (TSCT) may potentially be built into the new installer/configuration utility, replacing the existing simulator option selection routine. The poll questions are largely intended to gauge which potential changes are widely supported or disliked, allowing us to fine-tune the potential changes and address any potential concerns. Regarding the potential "spinoff" of features, it is possible we may be able to retain one EITHER/OR situation, but no more. I'll also again note that these proposals would be phased in sometime after the release of NAM 37, which is already in alpha testing, and will retain the existing paradigm. The plan is to roll out the new system for NAM 38. Thank you all for your consideration, and continued support of the NAM! -Tarkus
- 29 Replies
-
- 6
-
-
-
Version 1.0
1,093 Downloads
SM2 GLR Spurs Vol1 Another first!! A set of 8 GLR spurs designed to spruce up your light rail network. They range from 5 to 10 tiles long and can be connected to your GLR network for that seamless look. Just create a spur and connect away. DTR, TTR and Quad rail designs are featured. They can even be used to create a small GLR depot. Use your imagination!! Lot sizes from 5x1 to 10x1 Plop cost 100 Power req 2 Water Req 0 No road connections needed You will find them under the light rail/bus/subway transport 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 Vol2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3645 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 Vol1 https://community.simtropolis.com/files/file/32980-sm2-mega-prop-pack-vol1/ SM2 Mega Prop Pack Vol2 https://community.simtropolis.com/files/file/32981-sm2-mega-prop-pack-vol2/ SM2 Mega Prop Pack Vol3 https://community.simtropolis.com/files/file/32982-sm2-mega-prop-pack-vol3/ Enjoy Simmer2 -
Version 1.0
558 Downloads
Let me introduce you to the first release of a series of station LOTs, which is called Heretic Urban Rail and HSR Terminal and Station Project (in short: URHTS). In the first release you will meet with the Heretic Strickland L1 E-RRW Terminal, which is also functioning as a GLR terminus, it has subway, carpark and bus station function too. This readme contains all the necessary dependencies for this station. If you find any problem/issue or you have any further question about this or any of my projects, please, visit my development thread on SimCity 4 Devotion. Installation: Copy the "Heretic Projects" folder from the zip (or unzip it) into your plugin folder. If something wanted to be overwritten, you can accept it, that's OK. Highly recomended to keep the provided folder structure, because all of my uploads have the same format, and since sometimes I'm working with included dependencies (such as textures or descriptor datas) it's better if these "included dependencies" are in the same place. If you unzipped the upload, you may delete or remove the "Documentation" folder from your Plugin Folder. You will also find one additional folder: To uninstall, bulldoze any instance of this plugin in your city, then remove the file(s) from your Plugins. *z____MGB Mods - you need this if you're playing with MGB's SEN or SWN Mod. This is a texture override to cover the new overlay texture pieces what I made for my GLR sets. Copy the z____MGB Mods folder directly into your Plugin folder and let it merge with MGB's original MOD folder OR place the file from this subfolder into your SWN/SEN folder. LIST OF ITEMS: * 5x7 Strickland L1 E-RRW and GLR Terminal HUB with Subway, Bus station and Carpark function and with 380 jobs and 95000 passanger capacity. Dependencies: Mattb325 Multifunction Station Pack DARK NITE SimCity4IE Suburban Luas GLR Station Cogeo GLR Stations and Hubs BSCBATPropsMattb325_Vol02 WMP Station Prop Pack SM2 Mega Prop Pack Vol1 SM2 Mega Prop Pack Vol2 BSC TSC girafe French Road Signs BSC - VIP girafe urbanpack vol. 1 RDQ HD Prop Pack Darknite Version Tamorr's Resource 2.05 Heretic Essentials v1.1 or above Network Addon Mod v36 or above SuperSHK MEGA Parking Textures 1.0.1 Credits and Special thanks Thanks everybody for the help and support! @mattb325 - for the wonderful station models which gave the first kick to this project. @SimCity4IE - for the GLR station platform Nick ( @Simmer2 ) - for awesome new props and models, some of them were made for request, and for making his two Mega Prop Packs which makes listing tons of dependencies easier. Robin (MGB204/ @rsc204 ) - GLR Path files (RHD and LHD), texture overlays for Sandstone GLR version. Brian ( @b22rian ) - for testing very thoroughly all the stations and for the constant support and of course all the great creators of the models what I used for this project Marry Christmas! Have fun and enjoy! - Tyberius06 -
Version 2.0.0
1,105 Downloads
Let me introduce you to the Heretic-Caribou GLR Ramp Transitions Relot. UPDATE NOTE: a) Well, I expanded the set with the third ramp, which is the L0 (ground level) to Underground, and as the previously indroduced L2 to Underground this has the same dual function. It's working perfectily with the FLUP or Underground TRAM system, or you can connect to the subway system. b) Fixed LHD paths. Somehow I forgot to reverse the paths in the previous upload. These lots have 400k capacity to provide pass through traffic, but they don't have the typical transit station function, so people won't switch between networks. The original Caribou lots don't have custom transit paths which would allow the tram/el-rail cars to follow the line of the tracks on the ramp, they are working as transit stations. One side the the El-Rail network drop the passangers down and the other side the other network pick them up, but those lots are NOT UDI enabled. My new lots HAVE custom transit paths, so the automata can pass through the lots without switching between networks and the UDI is working seemlessly with these new lots. Also the L2 to Underground versions have direct El-Rail/GLR to SUBway connection via restricted direct transit switches. The real extra is that the L2 to Underground transitions are compatible with the FLUPs or Underground Tram networks. If you find any problem/issue or you have any further question about this or any of my projects, please, visit my development thread on Simcity4 Devotion. LIST OF ITEMS: * 6x1 Heretic-Caribou L0 to Underground GLR transition. It doesn't have specific station function, but it has a nominal 400000 passanger capacity. - NEW!!! in V2 * 8x1 Heretic-Caribou L2 to L0 GLR transition (industrial). It doesn't have specific station function, but it has a nominal 400000 passanger capacity. * 8x1 Heretic-Caribou L2 to L0 GLR transition (urban). It doesn't have specific station function, but it has a nominal 400000 passanger capacity * 9x1 Heretic-Caribou L2 to Underground GLR transition (industrial). It doesn't have specific station function, but it has a nominal 400000 passanger capacity. * 9x1 Heretic-Caribou L2 to Underground GLR transition (urban). It doesn't have specific station function, but it has a nominal 400000 passanger capacity. For more details such as installation and infromation about the lots please READ the provided Readme (which contains all the necessary dependencies aswell). Dependencies (Be prepared, there is a billion of dependencies): Caribou Long Slopes Special thanks goes to @Simmer2, who made these awesome files available for the STEX community and of course for Caribou who made these nice ramps. Have fun and enjoy! - Tyberius06- 5 Comments
- 1 Review
-
- 11
-
-
-

