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Showing results for tags 'simmars-forum-threads'.
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SimMars doesn't have wind turbines because of the very low density of the Martian atmosphere. Mars has an atmospheric pressure of less than 1% of Earth's, so having wind turbines on SimMars is pointless, right? Well, not exactly. In fact, it turns out that wind power is viable on Mars, according to NASA research. This video explains why and how. What do you think? Do you think it's high time we add some futuristic wind turbines on the red planet?
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Well hello everyone. I see alot of new names. I am going to be doing some bats and designs for the Mod Sim Mars Beta 3 release. My first step will be drawings second step will be creating the bats them selves. I am starting from the ground up since it has been a number of years since I have done any thing with simcity at all. I am back and I am here to stay untill this wonderful site is gone.
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Where new BAT creations are shown and discussed Place for creating the missing new mods for SimMars Maybe the most crucial aspect for Beta 4 is creating new vehicles All new transportation networks are discussed here As the name suggests, this one is a BAT thread for recreational BATs General place for discussion and questions Get inspiration from these images, drawings and models. If you are creating BATs for SimMars these textures might come in quite handy - Detailed concept laying out the ground rules for the mod
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From chats that I have had. I hear the industrial sections need some work. I have some ideas for industrial buildings. Vehical factory mining trucks,cars, weapons vehicals, ect. nano technology factory nanites can be used for alot of applications even in the medical field. Clone factory Our current technology can do cloning so thought we could do a factory for this. Basic labs(basic scientific study) such as cultural, humanitys, parks ect.basicly this lab is your think tank lab. Where new ideas for parks comercial building and factories are thought up. advanced labs(advanced scientific study) for the study of meterology astrophysics, astrology, biology, chemistry ect. So basicly this lab is for advanced study to improve the lifespan of your sims in a harsh enviroment. Improvments in emergency buildings, hospitals, police, agradomes (food) ect. hot labs(very advanced labs) weapons research, space rockets, vulcanology any research that is considered very dangerouse. Space travel improvments in spaceports as well. For those who want to terriform mars this lab could do research on regenerating Mars dead core to restore the magnetic field and therefore restore Mars atmosphere to make terriforming possable then factories could be made to release oxygen and nitrogen and other vital chemicals to restore a breathable atmosphere. Each structure will need at least one scientist be it a vehical factory or chemical factory. chemical storage oxygen factory terriforming factory mining is vital to build buildings so the following structures would be needed. Smelters (processes raw ore to make it usable) ore mines Rare ore smelters (prossess rare ore to make it usable ) rare ore mines basic factory these will be factorys for your basic everyday things such as radios, fuzzy dice, toilet paper, ect. These items get moved to your comercial buildings which improve moral. advanced factory more advanced stuff such as vehical batterys, computers, solar pannels and or batterys, road materials ect. these must all be heavily shielded buildings with the utilitatarian style construction. Lighting is a must as well as small windows and airlock doors. Sand storms and radiation and very hot and cold temps pose dangers on Mars and these buildings must be able to with stand dangers and protect your sims. Mars can be a very hostile planet. Communication equipment on each building because communication between structures is critical. Each factory must or should have loading and unloading bays or landing pads. Some ideas to get us started on revamping the industrial sections farming is a challenge any ideas in this area are welcome. All buildings should have a stage one stage two stage three look in other words $ $$ $$$ wealth stages to accomplish this Andisart gave you ideas as how to do this. Example stage one or wealth level one these buildings have smaller windows more communications equipment and pipeing than lets say stage three or even stage two. I personally would like plenty of lighting on all these buildings regardless of wealth level as Mars at night can be very dark and cold. I would also like to see all airlocks to have small windows on them. . .
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If you don't know me yet from work with the SimMars project, you'll get to know me pretty soon. Let's start with my terrain mod - the Terraform 1000 package. This should be ready to download by the end of the month.
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We got a PM from Guillaume Pierre at Maxis congratulating Beta 3! Yey, does it get better than that?! QUOTE: Hello - Just a quick note to congratulate you on the Beta 3 release of your Sim Mars project, on behalf of the team here at Maxis. We're all very impressed by it, keep up the good work! - Guillaume Pierre Associate Producer @ Maxis (and Tester on SC4 Deluxe)
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simmars-forum-threads Beta 3 Support Thread
AndisArt posted a topic in SC4 Modding - Open Discussion
This is the place to discuss the Beta 3 release, give feedback or report issues. Bug reports If you find anything that is not on the list please post it here Known bugs & issues Mars Face landmark only gives a box when plopped Spaceport landing strips cannot be expanded, use only as it is RCI commercial demand graph not easliy visible Sometimes a tree shows up on roads. To get rid of it build another road tile on top of it Sometimes a MAXIS vehicle pops up in the traffic The animation of the birds at the land fill is still active The Deluxe Police Station doesn't create deluxe vehicles yet Spaceport does not have and automata animations yet There are several BATs that do not feature nightwindows/lights The Water Tank connects to pipe system on a different tile than the indicator Some road textures are not transformed yet Some rail textures are not transformed yet The MAXIS avenue and one-way road can be built in some cases using the popup messages Several MAXIS lamps and stop lights on roads are still active Not all interfaces and graphs display the new zone colors yet U-Drive-It missions are not transformed yet My-Sim modus not transformed yet -
simmars-forum-threads Reloting the SimMars buildings
Terring posted a topic in SC4 BAT & Lot Workshop
Hello all First, let me congratulate everybody for this great project, we need more out-of-the-box goodies I notice a lack of futuristic-science fiction grownable buildings, so i download the SimMars buildings and, with a little help of the Lot Editor, i relot them to make them more suitable for SimEarth future cities. The red barren terrain replaced with grass and the empty spaces were filled with gazebos and trees. Here are some examples... I hope that you like them Now to the questions... 1) Because it's just a personal project for mu own personal pleasure, i hope that reloting the lots is not illegal, right? 2) I would like to use them for a Mayor Diaries - City Journal that i'm planning. Do i need to ask permission from somebody? The M.D.-C.J. will be released maybe in August, or at least after the uploading of the SimMars Beta 3. I hope that there is not something wrong, right? I'm looking forward for replies and keep the great job -
This is a simmars thread for star wars buildings that fit in with simmars, the buildings have to go with the same guidelines for the simmars buildings including the ships. Examples of star wars you may want to BAT: The Millenium falcon The 2ºnd death star The death star The starFighter The At-At walker There are lots of buildings too but I don't know the name of any of them! cjbw5kK-xSFFM:http://bragewj.com/starwars/hothBattle.jpg" /> This building could be done so that it appears over the ice in simmars. I'm not an enthusiastic of star wars but I know that the buildings woul! look good in simmars. Hope you come up with other buildings and ships from star wars!
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simmars-forum-threads Ledah's Automata Model showcase
Ledah2445 posted a topic in NAM & Transit Networks
UPDATE:This Forum changed into Automata Model Showcase , the Plane Modding Project has been removed Thank You -
This is a short tutorial on modding SimMars. I hope to show how existing mods (terrain, demand and traffic controllers, etc) can be used in conjunction with the Beta 2 and the upcoming Supplement, or Add-on. First, let's download and install the Beta ( here: ). I don't play with the music on but if you prefer you can download the SimMars music seperately and install it according to the directions in the ReadMe. Now we'll render a region - in this case I'm using a map of the Ares River Valley delta. At first glance there doesn't seem to be much difference between one location and another but close examination and careful attention to scale produces many exciting and challenging terrains. The new MOLA images from USGS are accurate enough that very little manipulation of the greyscale image is necessary. The straight-up SimMars terrain is beatiful if perhaps a little monotonous; it works real well with this tileset and it does grow on you. One thing we need is God-mode ploppable rocks that can be painted in like trees. I'll lay in a small starter colony -- The zone colors are different from SC4 standard but otherwise the game plays the same. After a brief period of development we have our first SimMars town. By creating similar small towns in most of the surrounding city squares and connecting them to my main town I'm able to create a viable regional economy quickly. One of the problems with the Beta 2 is a lack of infrastructure that cripples growth -- no trains, airports, highways. I'll add in most of the new SimMars content plus several mods not specific to the SimMars project to correct the deficiencies. Some of these may be fixed by the Supplement but for now they funtion quite well. The water purification plant (Brita Filter by Ralphaelninja) is absolutely necessary as the modding on some of these lots makes them major polluters. From PEG I borrowed a small solar plant and a large air scrubber (since replaced by my own). THL's DataViewMod is not necessary but greatly increases the amount of data available to the player so is recommended. LNX is a group of Mars related props downloaded from the STEX, possibly intended for the Beta 2 anyway but not included. Cycledogg's ploppable rocks (Mayor Mode only) are essential for filling in where trees might normally grow. Some folks find the original SimMars terrain to be rather bland and I prefer to play using THL's Desert Mod for a sandier rexture. Most of what the new Supplement will add is Parks, Rewards, Landmarks and several transit options. Let's have a look. Next -- unemployment drives me to install the NAM (with a few changes) and I try a demand mod to force development in order to show off some of the other growables.
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simmars-forum-threads Earth to Mars project - E2M
Evillions posted a topic in SC4 BAT & Lot Workshop
Well nothing to say here expect that I'm doing a project that converts Earth buildings to Mars buildings without adding the dome base. All finished models will be sent to the SMEX including the 3dsmax2010 file and textures. Progress: ----- E2M Normal Offices (Not much part of this) Spaceships On Hold or Discontinued: ---- Martian Pencil Towers All uploads are meant for SC4 rendering or tweaks since I don't play SC4 anymore. -
As of now, no-one has put these wonderful buildings in a city. So I've decided to put them to the test along with other futurisic buildings I've found to make the game more playable. Now I'm using racidal mods and the CAM mod. So please don't ask how I got such a low pollution rate and high mayor ratings. (Don't mind the effects. The're meant for my CJ, Asian Region.) Martian Rowhouses. Please you might want to make them W2W. It would save space and pack more people in. The blank or black textures on the zoo or the base texture(s) is missing. Why is that? A dated virew of the first steps of the Simmars downtown. This was before all these buildings made by tim-cravey didn't exist then. But now we have more buildings. Now may I? Tim-cravey has a excellent downtown area of his own. although it's not that active now. It still has a great downtown without cheats. Here's a link. https://www.simtropolis.com/forum/messageview.cfm?catid=36&threadid=102242&highlight_key=y&keyword1=martian (sorry but the link doesn;t work when I tried in the insert/edit link tab.) Now may I can upload his pictures? (special thanks to tim-cravey. If it agianst rules to upload other peoples' work just to show as an example. I'll take it off.) As one thing for sure. The style is similar to Earth but different terrian and buildings. Anyways, mind if I get that tall yellow building? His regional view. Much bigger than mine but more densely populated and that's the point of Simmars. To be space-saving for devlopment and compact like those prefabs. I must admit, that it's impressive in its own way. And probley better than mine!
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To-Do-List (May 8th 2011) - all vehicles need a replacement - we have some models of residential cars in the game in Beta 3 - we are actively looking for automata modders
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simmars-forum-threads SimMars Trixie Awards!
AndisArt posted a topic in SC4 Modding - Open Discussion
Well done and a big thank you to all for your participation in SimMars! We were awarded the Merit Of Team Spirit Award! SimMars has indeed come a long way and it is amazing and inspiring to see it striving still after 5 years! Also a special thanks once again to timcravey who was awarded with a unique award and is now the official "Martian BAT Machine" for his outstanding BAT contribution. Thank you all! -
simmars-forum-threads Beta 2 Bugs & Issues fixing
AndisArt posted a topic in SC4 Modding - Open Discussion
The bugs & issues know when releasing Beta 2 were: -some animal animations are still enabled such as the birds at the land fill - the rewards do not create a pop up message when unlocked - news messages for MAXIS rewards are still enabled, game crashes when you choose to build reward here - the deluxe police station doesn't create deluxe vehicles yet - Sometimes a tree pops up on the roads - Several MAXIS lamps and stop lights on roads are still enabled - not all interfaces and graphs display the new zone colors yet Can someone go throught the Beta 2 thread and compile a list of reported bugs and issues? Also anything you notice while playing the mod plese report here. Then next step: Fixing the problems. Everyone´s who can help please do. -
simmars-forum-threads Design concepts & sketches
AndisArt posted a topic in SC4 Modding - Open Discussion
Place to post design concepts & sketches. These were done by original SimMars members: -
My SimMars Stuff More SimMars Parks (In BETA) A Transit Slope Mod (Complete) More SimMars Maps (Still In Making) Enjoy, -un1 NOTE: All attachements are in the SimMars exchange, fellow SimMars members.
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All Props have to have SM_Prop as a prefix in the name so it's easy to find the SimMars props in the Lot editor. Example: SM_Prop_Oxygentank Particular Props needed: - Yard junk! What could people have in their jards on SimMars? - Street lamps - Traffic Signs There is one prop pack available already, I have to fix the download though once my PC is back up. Let's work on a second prop pack
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So what do you want in the up-coming BETA three realese of the SimMars? Post it here. -un1
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I have created all of the disaster icons that will be in beta 3. For now, there is no blocker on Lightning, and Fire. Attached is the Disasters.DAT. Whats left to do: All "Heighten Terrain" icons All "Lower Terrain" Icons I have started on the "Heighten Terrain" icons, and will do the "Lower Terrain" Icons. Just posting some progress, wish me luck! Disasters DAT.zip
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A direct quote in response to my message: Hi atlasDX, thanks for your message I have decided to move on and let SimMars rest. When releasing Beta 2 I hoped that the interest would spark again, but it didn't. It's the lack of people actually working on the project. If interest should spark again in the future I'm here for it, but for the moment I will focus on my own projects. Thanks for your interest in SimMars! Hope you like it Best regards, AndisArt quote> So, it is my conclusion that, if this project is to continue, we need to elect a new leader. Someone who can lead SimMars into Beta 3, possibly... If we can't find a leader, this will all go to scrap. Feel free to comment.
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I have read much of the project to date and this is what i have so far This is a cover concept and marketing tagline. Advice: Subtle references to the Yi Ching would take this virus all the way back to the oldest known simulation in history. This is an illustration of the virus applied in principle. The structure is recycled from the Immigration ships (Daquo - the Great Passing, the name of the hexagram that appears to be the basis of the architectural design). The name of the martian language is signaled i! or "communication" (possibly pronounced "yi") - notice the graffiti - the chinese name for the other hexagram, yí or jaw. The pijjin message "I 1" makes the player feel good by creating a sense of community. Accomplishment might be signaled by U1 or the meme "to aspire" by B1. The hexagrams in those instances might be used to decide the lotting or modding that would be appropriate. The virus could then be plugged back into the original material by self-referencing, eg Here is a corporate logo blatantly advertising the connection to the games creator. The Ad Unit will now return to the Giv Ú L0v n to relax with the beautiful uBots.
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Well i've been doodling with some design programs and came up with this. I have no idea what it will be. Maybe a garage or Mars equivalent? Ignore the crosshatch as that arises from a pixel problem in max i think. It is untextured and about a quarter of the modelling is finished. The actual building (excluding the spheres on top) is only made of 3 blocks. I took a leaf out of Simfox's book and decided to play around with poly modelling and its actually extremely useful and considerably easier to get better results. As usual, comments are appreciated.
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simmars-forum-threads Rewards And Parks Workshop
TimeMaster posted a topic in SC4 BAT & Lot Workshop
This is a place for anonymous ideas for parks and rewards I will reply to your ideas as soon as possible. To-Do: updated Aug 31st 2010 Mayor's House DONE Martian Praying House DONE Farmer's Market DONE Graveyard DONE Mayor's Statue DONE Private School DONE Impressive Mayor's Statue DONE Club Privat (CC) Private School #2 State Fair (State MarsAnniversary) University Major Art Museum Observatory Radio Station (Mars TeleCommunications) Minor League Stadium DONE Main Library (Large Library (or vv)) Magnificent Mayor's Statue DONE Disease Research Center (Anti Illness HQ) Opera House DONE Tourist Trap Convention Center DONE Television Studio (Mars VisualCommunications) Zoo City Hall DONE Resort Hotel DONE Courthouse DONE The Bureau of Bureaucracy DONE Major League Stadium Movie Studio (Mars MovieCreations Center) Stock Exchange Advanced Research Center DONE Colonization Portal (+Res, HT and Com Demand minus MR.) Parks Feel free to do any of these. Open Paved Area Open Grass Area Small Medium Large Park Greens Community Garden Small Medium Large Flower Gardens Small Medium Large Playgrounds Basketball Small Medium Large Plazas Tennis Community Pool DONE Skateboard Park Soccer Field DONE Softball Field

