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Recent disasters on the Businesspeople territory made many New Udananian tribes more aware and cautious about what happens around them. Government officials understood that their respective societies are still in a nascent state and remain vulnerable in case of earthquakes, bolide impacts or challenges of the modern world. Because of this, many capitals took steps to better prepare their populations for the future. Various projects were initiated to create new tools and opportunities that could be used in times of crises or unexpected events. Today's episode explores some of these measures. We begin our journey in the Resident tribe, whose greatest weakness is its low population. The elitist social structure of the tribe allows only select few to be a part of it, which is in fact the very source of the problem. The Residents attempted to increase the population numbers by adding an attractive residential zone to Common Interest. The new neighborhood proved to be a success and lured 4000 new citizens to the town. The Businesspeople and Altruists who co-own the city, contributed to the project by adding shops and essential infrastructure to the town's newest zone. The circular residential zone in the town designed by the latter, expanded a bit as well. What comes as a veritable surprise is the fact that, compared to the other tribes, the Slackers embarked on one of the most ambitious resilience projects in New Udanani, owing perhaps to their sailing experience and maritime culture. First of all, the tribe made good on their promise to limit ties with their neighbors - taking advantage of the turmoil that engulfed the nearby Businesspeople towns, the Slackers performed a blitz landgrab and took control of a city tile East of their capital, making sure that the Businesspeople won't claim it for themselves in the future. The new town became an extension to neighboring Cape Careless, creating an almost seamless continuation of the capital's seaport and the working-class residential areas. As you can see, now, the entire Southern coast under Slacker control is a large seaport area through which countless goods are processed daily. The tribe is now able to dictate the shipping and customs fees as they wish. Behold, Lazy Bay and the Susprall Cargo Seaport. And just a small icing on the cake - the Slackers introduced tolls on their part of R-1 highway so now, Businesspeople visitors must pay their "respects" upon entering Cape Careless... Another ambitious infrastructural project was also completed on the other edge of New Udanani. Altruists, following the well-informed advice of the Revered Spirits of the St'ropoli Dimension, built a high-speed railway to connect their largest city (Optimism) with their other towns off to the Southwest. The Altruist bullet train operates from two stations located in Optimism's commercial strips. The stations are placed close to the main residential area, so it takes just between 8 to 15 minutes to get to a station, depending whether one boards subway or a bus. Also, notice the safety fencing running along the ground-based railway. A mandatory feature sanctioned by the Altruist regulations, that aims to prevent animals and oblivious pedestrians from entering the tracks. But the Altruist railway project is not fully complete... The tribe would like to ask you one more follow up question regarding the new communication line. Namely, where the terminus for it should be built? Please acquaint yourself with the proposals below and cast your spiritually inspired vote... Moving on, it is time to take note of the changes that took place on the Smileyface territories. Innovation and science are one of the best ways to build resilience, so the tribe decided to expand their special "Future Technology Development and Special Economic Zone" (abbreviated as "FTDSEZ") in the town of Tralfamadore. The town expanded towards West and new plots of land dedicated to clean and futuristic industries were designated. Three new companies were also allowed to set up shop in the zone. Here are their short information sheets if you'd like to know them better. Due to the fact that the rules regarding running business in FTDSEZ are quite strict, the town is rather sleepy at the moment. However, Western Tralfamadore has an important natural gem - an extensive wetland and jungle forest area known as Cat-Nilam Bayou. The happiness-pursuing Smileyfaces already explore the swamps by the means of watersports. Two spontaneously (and semi-legally) built boat docks were constructed in the town. So far, the Smileyface authorities added a small Park Ranger station in the middle of the area to keep an eye on the tourists but the future protection of Cat-Nilam Bayou will have to be discussed in detail when population and tourist numbers rise. Last but not least, it should be mentioned that the Activators' recipe for building resilience did not change - expanding the size of their cities and mining ground to extract valuable resources is still the tribe's preferred way of gaining strength. However, the violation of The Sacred Pond of Forces which influences the harmony of the entire New Udanani, exacerbated ecological problems that Kuun Lan Plateau experiences due to mining activities. The hydrology of this area has always been rather fragile but the serious damage dealt to The Sacred Pond of Forces was the proverbial "last straw" and it spun the process of plateau's desertification out of control. Within last year, water table dropped so drastically that it turned the entire area into a desolate, wind-swept sand sea! Sadly, it occurred to me that I forgot to answer the comments that you submitted under Episodes 41 and 42. I'm so sorry about it! This is why today the comment replies section will be much longer than usual as I wish to reply to all the comments left under previous episodes. Here we go! Comment replies (#41) @tonyr - Hey tonyr and sorry for a belated reply to your question. If you mean the MMP grass, I use items in the BSC ALN RRP Pasture Flora 2.0 package. @TogaMasterJohn - Happy to hear you like rural towns with a little bit of nature. This is my preference as well! @Honolulu - I'm flattered. Thank you. @TakemeThere - Thank you for nice words @TakemeThere and for your vote! Comment replies (#42) @TogaMasterJohn - Thank you for a nice, analytical comment! There is a lot of nice stuff in these cities but long coastal areas sure have some of the greatest potential! @Tamijo - Bullet train it is! Thank you for your vote and comment. @TakemeThere - I understand your affinity for highways! To be honest, this was my first transportation choice as well but the Spirits decided differently. Comment replies (#43) @Tamijo - True! Crime deserves punishment. And the world that is too civilized is indeed not a good place to live! @TogaMasterJohn - I'm glad you like the plot twist! Recovery from the damages and diplomatic disillusion might indeed be an interesting follow up to this episode. @kschmidt - You got me intrigued... Is this story available somewhere here? It sounds very interesting but I'm afraid I never stumbled upon this CJ.
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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?
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I have have seen tutorial videos on the HSR or monorail ,however the person does not show what to do when you get to an object like a valley or similar? Do you just drag the track across like a river? Have asked on Discord chatroom have gotten no answers. Any advice would be helpful.
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Version 1.0.0
326 Downloads
DESCRIPTION This is the Series 0 Shinkansen pack. Making it's debut in 1964 at the opening of the Tōkaidō Shinkansen, the Series 0 helped establish Japan's first high-speed rail line as one of the finest, and heavily used in the world. Contained within this download are 2 Heavy Rail passenger train sets, and 1 High-speed Rail passenger train set. Each set is a single DAT that contains 1-2 Locomotives, and 4 coaches, all sets have HD textures and nightlighting. The two Heavy Rail sets are based on the units used on the Hikari and Kodama services, with distinctive liveries. The single HSR set is based on the final appearance of the Series 0 sets, with minor visual differences around the pantographs. INSTALLATION Drag one Rail and/or the HSR folder into your plugins folder. To uninstall, simply remove the same folder(s). COMPATIBILITY Each DAT contains replacements for the vanilla Maxis automata, and three ADDitional coaches. The Hikari heavy Rail set contains an ADDitional locomotive. It is recommended to only use one set of automata at a time. Whilst these sets have unique IIDs and can be used together and with other passenger automata, it is not recommended. The HSR set is a Monorail REPlacement. Whilst it will work on the base Monorail network, visually it is best used on the HSR or Hybrid Rail systems added by the NAM. Please use Hardware rendering mode when using these automata. DEPENDENCIES This mod has no dependencies.- 2 Reviews
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Which rail network to use - Monorail versus HSR or BTM?
deezedgod posted a topic in SimCity 4 General Discussion
What do people recommend these days between Monorail, HSR, and BTM? I'd like to use HSR as I'm not a huge fan of the vanilla monorail appearance, but I'm wondering if I'll run into any issues down the line since it isn't being actively developed. -
Do you know how I can made curve of 90 degree in high speed rail? some video in youtube? thanks
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In the video posted above, When building a One Way Road of any size other than 2 lanes across these very four rail systems (regular rail, Elevated Rail, and one way high speed rail), the one way road appears to become visually, if not operationally, broken. No matter how many times you try to correct this by dragging the cursor with the one way road, it still doesn't fix it. Not shown in the video, if you don't have a starter piece, the whole road breaks (into two laned one way roads). This has been a problem since the induction of High Speed Rail along with the One Way Road. EDIT: I just noticed that this also happens when you make two high speed rails at most 2 spaces away from each other. Seems to work fine with just one HSR, but that's only if there is another one way road starter piece plopped on the other side. Notice when I plop one in the middle, it fixes the graphical bug, but then you can't put the rail in. I think it might be a programming issue or overlap of many pieces that causes this graphical (maybe even automa) bug. More testing is needed.
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HSR Rail 36 Texture Error ! Rail new implementation give me some trouble. RRW I had to copy textures from NAM 35 to 36 still not perfect as the FAR and 45 wont adaptl. HSR has a different problem the HSR texture come up wen monorail is dragged trough the starter. NAM upgrade maybe obvious stil NAM 32 hadn´t this problem. Overde problem ? NAM 35/36 show this problem clearly, whats wrong ? Sincerely yours, Kschmidt
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To cut a long story short I've had to reinstall everything from a backup due to a hard drive failure. I've reinstalled SC4 and Rush Hour which I've done on a Windows XP dual boot as I have the CD Rom versions which won't run on Windows 10. I had NAM version 34 installed previously since 2015 however could not find the installation file on my USB drive. What I did manage to do was install NAM v30 which I still have backed up and copy the later version created folders directly - as I had backed up the plugins as installed to an external drive just by copying the entire SimCity 4 folder from My Documents. That seemed to work fine as now no assets are missing from my cities (before copying the extra folders as I just described I did notice some highway tiles were missing including the 7.5m and 15m elevated but that is now rectified). Though what I have noticed that I did not experience before was that the monorails have been replaced by draggable HSR - previously I had to use the starter pieces. I am also finding the cost per segment to lay these is $1000, not $100 as it should be. I've managed rectify this by removing the "HSRP Beta1" folder from the plugins folder so all is good with that. Though I would like to replace the monorails with this if I can sort out the cost issue. I also find this cost problem is still there when installing the Bullet Train Mod, plus if I install this alongside HSRP Beta1 - diagonal stretches and junctions look completely distorted. Am I also correct in understanding with the Bullet Train Mod rails there is no way to join ground level with this (and that can only be done with the HSR?) Excuse my ignorance but it's been a while since I've had to do any installation other than plugins.
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Mass Transit commuter discrepancy between cities
TheRealLurlock posted a topic in NAM & Transit Networks
I've just built a high-speed rail connection between two of my cities, one of which is an outlying 'bedroom community' and the other of which is a big metropolis in the making with a CBD. I have placed two stations, one near the densest residential area of the bedroom community and the other right in the middle of the CBD. I've switched between my cities a few times and run them for a little while at maximum time compression to make sure the routing updates, but I've noticed a discrepancy between the usage of each station using the route query tool. Apparently in my bedroom community, over 8,000 sims are taking the HSR, but when I query the CBD station in my main city, it says only 1,000 sims are using the station. What is going on here? Are 7,000 sims being sucked into a black hole during their morning commute? -
What is the best public transportation to use in a city?
LightSkinnedPisces posted a topic in SimCity 4 General Discussion
What up, Im trying to see what you guys think is the best public transportation for sims, im talking in terms of getting sims somewhere fast and efficient in the city not the region, an example would be if they lived in the corner of the city but need to get downtown or other side of city but theres congestion with cars so maybe they could take subway, rail, tram, bus, etc? what do you guys think is the best public transportation to use? I've only used some bus and some subway and basic rail but are those things that good to use or are there other better things to use? and should I even use rail for that or should I use hsr? Thanks, B -
I have been looking (google) for a monorail terminus, but no luck so far. I do have NDEX's HSR Terminus will this work as a monorail terminus? It doesn't look the greatest but if it works what the heck. Or does anybody know of any actual monorail terminus? Thanks
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Or is that HSR over tram in avenue, I figure you'll get my drift. Can 't find puzzle piece or can't drag hsr over tram in ave. tried everything I can think of. I know I must be missing somethng here but for the likes of me can't think of it. Somebody clue me in please?
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Hey folks I'm trying to build a HSR in my region. My only hang-up now is I can't find a HSR over RHW-6 puzzle piece. When dragging HSR across the RHW it trashs the RHW. I thought there was a puzzle piece for this but can't locate it! I have NAM 36 installed (RightHand). Is there a puzzle piece for this or a puzzle piece for RHW over HSR? If so where can I find them? TIA
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I make for first time a High Speed Rail and not show good... can anyone help...
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Does anyone know if there are HSR over pedmall puzzle pieces hiding anywhere? thanks!
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Version 1.0
1,435 Downloads
Hi Everyone, My third creation. The Opus Néoi Station is a complete fantasy functional train station for your high speed rail network. Capacity is set to 75'000 passengers. No night lighting again, sorry! I based the lot on Tadasu's HSR Large Station 1 so you will need it for dependency reasons as well as Girafe's Norway Maples: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2740 Enjoy! -
kazuki Kazuki's G-HSR to Subway Network Conversion Lot
STEX Custodian posted a file in Transportation
Version 1.0
531 Downloads
Please note that this upload is not mine, all the works in this download were created by Kazuki which were originally hosted here. Since those files are no longer available, they have been recovered here on the STEX, so people can continue to download them. This package includes a single lot that allows you to transition from the G-HSR (Ground High Speed Rail) of the NAM (Network Addon Mod) to the Subway network. It costs $400 to plop and can be found in the Misc Transport menu. DEPENDENCIES The model used is part of the NAM, which can be considered a dependency for this lot. Similarly you need to have installed it's HSR plugin to make use of it. -
I just finished constructing this. Was there a better option? This is to be for a central hub tile. Thanks? PS: I am not proud of myself, but I could think of nothing else.
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Since I built my HSR line, I've noticed that it's way too slow. It's only slightly faster than elevated rail, and much slower than the HSR/monorail lines I've seen on Youtube. The actual network speed is fine, but the U Drive It speed is bugging me. Compare this: To this:
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How do I make tunnels with HSR?
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Version 1.0
1,077 Downloads
This download contains five starter lots which can be used with my Rail Depot Pack (RDP). Two small 8x3 (GLR/Rail) and 3 large (GLR/Rail/HSR) lots are included. All lots are Network-Enabled for the correct transit types. Large lots also include a road connection for access to the lot. All lots require Electricity, Water and Road Access, plus provide a small number of jobs. For full details of Lot Properties, see the included readme file. Find them towards the end of your Misc. Transit menu. These depot lots utilise the features in RDP as follows: Automata Props - These lots will show your installed automata upon them. Timing is used to change the trains throughout the day. Compatible with all RDP texture options. Select your style during install of RDP. Additionally there are three styles of lots, allowing support for the following Catenary options: Plundere's Catenaries - Requires additional dependency Plundere's Catenary Essentials Rivit's Reskin of the above - Requires RUM for RRW German-style Catenaries - Additionally Requires SFBT Lichtsignale & Oberleitungen Props. Note: Only the large lots are supported for this style. No Catenaries It is possible to mix and match between these options, but you can only use one of each lot. Dependencies (Required for all Lots) MGB Rail Depot Pack (RDP) BSC BAT Props - T1 Vol2 BSCMegaProps JES Vol01 BSCMegaProps JES Vol03 Network Addon Mod SHK Parking Pack HSR Lot Only: HSR Stations Essentials Don't forget to install any of the optional catenary options you need (above). Limitations of linked-Automata props By utilising the resources inside my RDP dependency, these lots are able to show the installed automata upon them. Whatever automata you are using will appear, but in some cases they may not appear to fit together properly. There is simply too much variation out there to support every possible setup. In an attempt to make them as compatible as possible, I've based them off the fantastic automata made by Vester. This is because it offers such a wide variety of trains that I can verify will look as intended when used with these lots. The following automata packs have been tested to work with these lots: GLR/El Trains: VDK GLR Train Mods Vol 3 VDK GLR Train Mods Vol 4 Passenger Trains: VDK Japanese Train Mods Vol 05 VDK Train Mods Vol 06, Super Express Trains VDK Trains Mods, Volume 08 HSR/Monorail Trains: VDK Train Mods Vol 7 - HSR Of course, the option exists to simply move the props as required using the Lot Editor, where results with other automata are not ideal. You are also totally free to modify these lots and release them. They have been lotted/modded to provide great functionality whilst keeping dependencies small. I'm sure some out there can create much better looking lots than I, but all the difficult modding is done for you this way.- 2 Reviews
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From the album Weekly Challenge #18 - City Life
Shinkansen E2-1000 passing Solpara Station at full speed- 2 Comments
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Should I be worried about no train commuters?
davidwes posted a topic in SimCity 4 General Discussion
Hi, I have started to build a high speed rail line that I will eventually connect with another city (not yet created). I just wanted to make sure I was doing this correctly since right now I have NO commuters using the rail. I currently have 3 train stations, pretty close to each other, but the tool says NONE of the 3 have any commuters. I am hoping its because I just haven't built up enough, but I wanted to check before I continue doing something that just won't work. (the side HSR that is curving is not attached to any other station yet, so I know that one shouldn't have any commuters.)

