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Showing results for tags 'runways'.
Found 6 results
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Version 1.0.0
3,100 Downloads
Nice International Modular Airport Pack, by Mattb325. --------------------------------------- Made as a request, the Nice France, International Terminal building is a smaller modern international terminal that is ideally suited to the scaled down environment of SC4 infrastructure representation. The terminal building has a dramatic circular section with 45 degree and 90 degree wings radiating from both sides. In both real life and SC4, jetways are linked to all three sections of the terminal building. The terminal building also contains the multi-story parking garages and is network enabled for traffic. A terminal building, however, is not much use on its own, so I have made a series of 6 additional modular lots which can be easily placed around the terminal to make a relatively customisable airport with minimal effort. Such a setup is designed to appeal to the user who may feel overwhelmed by the custom airports and runways available and this approach, though not 100% accurate to real life runways/taxiways and other airport infrastructure, certainly enables you to plop down a large airport with minimal stress, time or fuss. --------------------------------------- HOW TO LAY OUT THE AIRPORT. All of the 7 lots are found in the airport menu. The lots are numbered in the game query menus. Placing the airport is easiest done while the game is paused. The basic set up requires a medium city tile length. Below is just a guide that I found quick and easy, you can place the pieces in any order you like: 1) Plop the Airport Terminal building; 2) Plop the Runway number 3 piece behind the terminal; 3) Plop the Runway number 2 piece to the left of Runway number 3 (place more than one Runway number 2 piece a longer runway is desired); 4) Plop Runway number 1 to the left of Runway number 2; 5) Plop Runway number 4 to the right of Runway number 3; 6) Plop the Hangar piece to the left of the terminal building and adjacent to Runway number 2; 7) Plop the Freight piece to the right of the terminal building and adjacent to Runway 4. 8) Connect the terminal to the road network and the Freight piece to the rail network and then run the game. Make sure that all lots have power and water (note if you use the 'fight the power' cheat code, you will not see the aircraft/blinking runway lights and other automata effects that make all of the lots come alive). --------------------------------------- A NOTE ABOUT AIRPORT FUNCTIONALITY: The files are all the airport menu; all of the lots have the airport sound effects/queries and the terminal provides 1,255 jobs across all wealth levels. Various planes/helicopters with take off and land and use the taxiways. However, this is not a fully functional airport in that it does not contribute to the game engine's freight handling/passenger trip calculations, nor will it dilapidation if full, and it will not upgrade like the Maxis airports do. The terminal does provide desirable civic jobs: all the other lots are just there as supporting eye-candy and have no monthly cost. The reason I have done this is due to the propensity for airport modding to corrupt people's games: something that I truly want to avoid. Therefore, if you want the tile on which the airport sits to be 'functional' in terms of freight handling/passenger trips, then place either the SFBT Airport Shuttle file or the BSC functional airport controllers. However, you certainly do not need these for this airport to 'work'. As long as you have the dependencies, this airport will 'work' just fine, even a vanilla setting. --------------------------------------- COMPATIBILITY WITH OTHER AIRPORT CONTROLLERS: As these airport files are not truly functional, they are therefore compatible with any other functional airports you may have including the Maxis airports. It doesn't over-write any of the Maxis airports and you can have these files and the Maxis airports co-existing on the same tile if you wish. --------------------------------------- MODULAR LOT LAYOUT CREDITS: While I have made many changes to the modding and design, the layout for the runway pieces was inspired by SimcityFuturist's Regional Airport. (https://community.simtropolis.com/files/file/27006-regional-airport-v1-road-enabled/). It is a great idea and is still fresh even 10 years on: I am truly grateful for your efforts; these lots took many hours of work to make and using your layout saved a huge mount of time. --------------------------------------- STATS AIRPORT TERMINAL: Plop Cost: $15,000 Bulldoze Cost: $4,500 Jobs: R$ 635; R$$ 485; R$$$ 135 Pollution: 28 (Air)/ 12 (Water)/ 14 (Garbage ) Pollution Radius: 35/6/0 Power Consumed: 24 Mwh Water Consumed: 27 Gallons Occupant Groups: Airport; Taxi Maker; Transportation Monthly Cost: $250 STATS AIRPORT RUNWAYS + OTHER MODULAR LOTS: Plop Cost: $16,600 Bulldoze Cost: $900 Pollution: 6 (Air)/ 2 (Water)/ 2 (Garbage ) Pollution Radius: 19/2/0 Power Consumed: 4 Mwh Water Consumed: 2 Gallons Occupant Groups: Airport; Transportation Monthly Cost: $0 --------------------------------------- DEPENDENCIES: Custom airports come with a fair chunk of dependencies. However, if you have used any custom airports/runways previously, you will likely have most of these files. PROPS: *Nice Intl Airport Resource File (https://community.simtropolis.com/files/file/34555-nice-intl-airport-terminal-resource-file/) *BSC MEGA Props - CP Vol01.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180) *BSC Mega Props - CP Vol02.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790) *Diagonal Parking Garage (https://community.simtropolis.com/files/file/34490-diagonal-parking-garage/) *AP Workers Vol5 (https://community.simtropolis.com/files/file/34189-a_1p-simworkers_5/) *AC Mega Props Vol2 (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1892) *AC Mega Props Vol3 (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1893) *AC Mega Props Vol5 (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2044) TEXTURES: *AC Mega Textures Vol1 (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1896) *AC Mega Textures Vol2 (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2766) *SFBT Essentials (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=750) *Osturland Chancellory (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=802): note, you only need to keep either the diagonal road overlay (default or Euro option depending on your road set-up) --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: Please note that some of these dependency files listed above will require you to select either a Maxis nite version or a Dark nite version. 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/) --------------------------------------- To install, simply unzip the file into your plugins folder. Bienvenue sur la jet-set -
Is it me or has the the way runways and taxiway items are placed changed? I now have to click on the actual menu item to place pieces instead of using the same piece more than at one time. Wanted to place a few 8 tile taxiway pieces and had to go to the menu icon and select it each time before I could place the taxiway several times in a row it slowed my building the airport a lot.
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Version 1.0
983 Downloads
At long last! The first version of the Diagonal Runway Project has been completed. 79 LOTs to fulfill your diagonal runway needs from brand-new taxiway interfaces to multiple runway crossings! Also included is a comprehensive guide to runway planning at NO EXTRA COST! Surely this is too good to be true - so what's the catch you may ask? Dependencies. 2 of them, as a matter of fact. AC Mega Props Vol. 02 AC Mega Textures Vol. 01 Everything else is included! Simply extract the .zip to your plugins folder and get cracking. There are significant helper props utilized on each LOT to assist in placement - trust me, you're going to appreciate the help. Thanks to my BETA testers; @airman15; @thecitiescenter; @Drack; @Josh6 & @msb1026, Santa may have a little something for your stockings this year as a way of saying thanks! -
Extending Vanilla Airport Runways Yay or Nay
VeteranRookie posted a topic in Cities: Skylines Modding - Open Discussion
Before fully building my city I'm spending a lot of time building up transport infrastructure and modifying terrain etc. Right now I'm building a modular airport with various assets from the workshop but would like to include the vanilla cargo hub. Would there be any problems down the line if I extend the cargo hub runway with airport roads mod?- 3 Replies
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- cities skylines
- airport
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(and 1 more)
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Release: Stand-alone (ish) Runway/Taxiway networks
mitch1238 posted a topic in Cities: Skylines Modding - Open Discussion
Edit: Both are done: The taxiway needs some polishing, but I'm up against a hard stop with the runway currently. I have a functional asset, but it looks like garbage and I suspect it's because of the RoadAI that came over from my template. Can changing network prefab AIs only be done with scripts/the existing workshop mod? I've gone pretty deep into the Scene Explorer in ModTools trying to find a way to overwrite the existing AI, but it all seems to loop back on itself in a giant circle, and the Asset AI Changer mod predates the Road Editor by quite a bit. I've hit the limit of my current knowledge/experience. ----- Anyway, the taxiway (which will get an update once I sort this AI issue out, hopefully) is live. Feel free to mess around with this to your heart's content: https://steamcommunity.com/sharedfiles/filedetails/?id=1389032956 This is my first "real" mod. It's probably not as clean as it should be, but I'm hoping it'll be a template for future content. Thanks to @Badi_Dea for the ModTools tutoring. -
I've been working on a RMIP airport and I've tried tons of designs, mostly boxy and awkward in length. Usually it would seem that it's that the runway is either to short or to long in comparison with the rest of the airport. I don't have any pictures, because I've starting over yet again. What I want to know is, what is a good length (In tiles) for a runway? (Meaning from the end of the threshold.) I'd also like to know what the diagonal, yellow lines extending from the side of the runways are?

