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Found 144 results

  1. I downloaded this train skin for passenger rails: (This problem applies to any passenger train skin I try, but freight trains are fine.) However the maxis passenger trains are still showing along with the new ones: Iv'e tried putting them in both plugin folders and don't have any other passenger trains installed.
  2. Version 1.0.0

    277 Downloads

    This collection consists three assets: 2 Base Station (1 for 2 lane roads and another 1 for 4 lane or 6 lane roads) 1 Modular Station *Remember to place the modular station with base station correctly or else the building will not working. I' m not good at design models. If you think the model i made is dumb, feel free to get the templates of the station from the source code below to apply your new design on the station. It will be great if you decide to share your new design onto the web. Source Code: https://github.com/Nksheng/Cargo-Exchange-Modular-Elevated-Cargo-Train-Terminal
  3. North American Freight Cars Prop Pack

    Version 1.0.0

    640 Downloads

    Give realism to your railroad tracks, yards, sidings, spurs and industrial zones with these freight cars and locomotives dating from the 1980's to our modern days. This prop pack includes newer rolling stock pieces, some of them never seen before in SimCity 4, like: Autoracks Coil Cars Gondolas Boxcars Hoppers Tank Cars And so on. In this prop pack you will find around 300 different freight cars and other objects like containers, trailers etc, all of them rendered in HD and in 20 different versions (ortho, diagonal, curve fitting and FAR versions). Installation: Just extract the files contained in this .rar file into your plugins folder. For uninstalling it, just delet them from your plugins folder. Dependencies: None, this is intended to be a depencency. Enjoy it. Thanks to everyone who helped me in its development, without you, this would have been such a mess. And you, for downloading. For more information and/or notify me of an error with this, please visit this thread: Or PM at my Simtropolis profile.
  4. SM2 Abandoned Train Stop

    Version 1.0.0

    319 Downloads

    SM2 Abandoned Train Stop. This train stop has been sitting in my hard drive for too long. Time to release it!. Best plopped in those seedy parts of town....or industrial areas perhaps. Plop cost 3000 Bulldoze cost 300 Power req 44 Capacity 7500 It still acts as a passenger station plus it will let freight trains go through it. No dependencies and as a bonus it is also Maxis vanilla rail compatible. Works like a charm! Enjoy. Simmer2
  5. I thought it's time to get my own topic running as I started some more advanced, larger project a day ago. Besides the vehicles I created before I started working on some vanilla-style modular airport, based on the vanilla airport and international airport assets. Due to my quiet limited time caused by real life don't expect extra-fast progress Still I've got to update my "old" vehicle assets too, but the vehicle editor seems to be kinda messed up since the last patch - anyway I'll look into this too by time as I already promised! For now I got the following types of buildings planned for this airport set which is heavily inspired by the AC teams set for Sim City 4 functional terminal block with three "small" gates functional terminal block with two "large" gate non-functional terminal filler pieces with gates terminal piece with control tower (RICO Office) terminal block without gate (RICO commercial low) monorail / (elevated) metro / train terminal pieces terminal block with taxi stands (AD required) terminal block with bus hub (to be connected to the tarmac and without airport functionality - just to connect aircraft stands in some nice way ) terminal block with road maintenance service building (connected to the tarmac side to simulate road-traffic on the airport ) functional terminal with concourse (4 + gates using sub buildings) "T - style" functional concourse piece (featuring gates on both sides, will probably require network extensions as it has to be entered on foot from the underground using pedestrian "roads") eye candy ends for concourse, left and right eye candy transition piece between one-level and two-level terminals (maybe even RICO - enabled, we'll see) two-level functional terminal blocks (will be a challange to be set up - I try to set the entrances on the upper level, the exits on the lower level) two-level terminal with control tower (probably RICO office + functional (using sub building - I don't know yet if something like this is possible)) large fake-entrance piece for two-level terminals (RICO commercial high) (so especially when using rush hour many people gonna go into this one) monorail / (elevated) metro / train two-level terminal pieces two-level terminal block with taxi stands (AD required) two-level terminal block with bus hub (to be connected to the tarmac and without airport functionality - just to connect aircraft stands in some nice way ) simple helipads with one of each natural disasters helicopters working doppler radar dome (requires ND - a non working version is available on the workshop) stand-alone ATC towers surface movement radar tower some props like (enhanced) vanilla jet bridges, stand guidance displays and other small things which will be pretty Special features: rotating radar domes for ATC towers and the radar tower (gotta look into this!) usage of the "vehicle rotor" shader discovered by @Ronyx69 for large glass parts of the terminals (I try to work around the lod-problem) stock-game style as I use the textures and models from the game as my start-point usage of the "loading screen mods" benefits → as I use the same texture with the same name most of the times it will be loaded only once into VRAM when using this mod - which is great! living airports by the use of RICO settings - which you don't have to use at all (those buildings will work as an landmark if you don't use that mod ) more space between planes and terminals due to longer jet bridges - you'll be able to draw some road in between using the anarchy tool of your choise Downsides: jet bridges will disappear after a certain distance as I'll convert them to props. I decided to do so to increase flexibility on creating different terminal types and styles by using many working two-gate assets ingame the airport will get really congested! That's the reason for me to include non-functional versions too. Later on I might create a mod to enhance the vanilla runways and taxiways. I looked up the networks in mod tools and changed some values to test something which turned out to be possible: different wide runways (40m up to 65m for realistic regional and international airports - new network meshes needed) more realistic markings with lights on runways (probably by adding more segments to one network, segment[0] would be just asphalt to place some indicator like "20L", segment[1] would be the threshold, segment[2] would contain the dashed line only, segment [3] dashed line + precision marking followed by 2x (segment[2] again, then segment[3]) and finally segment[2] for the whole middle part to start in reverse after - dunno if that's possible at all) two-way taxiways (for special use-cases) taxiways with "shoulders" (a bit wider than now) and green lights in their middle taxilanes (taxiways with some flat mesh and without dirt-shoulders to be used on aprons. probably just the yellow line with green lights.) more realistic speeds for taxiways and taxilanes I gonna provide one screenshot just to show you the difference: On the left you can see the vanilla runway which is about 30m wide + 2m "shoulder" (mesh edge) → 32m footprint. The next ones footprint is 46m wide which would fit most regional/domestic airports. The one on the right is 60m wide which fits for large aircraft like the A380. ----------------------------------------snip---------------------------------------- First I gonna take off by showing you some first work I've done before starting this topic. This is going to be the first wall-to-wall terminal building featuring three gates (just like the vanilla airport). I removed the jet bridges and details on the left and right to save some polys and - of course - to get the bounding box right Next step will be to map those filled holes, after this I gonna cut the windows and create some basic interior as those will get some semi-transparent love they deserve
  6. Article #7 - Wer: History & Modernity

    Article #7 - "Wer: History & Modernity" Wer is a touristic city of Metzú Republic. Is situated some 12 kilometres of Bahía Azul and 332 Km of Yuti, capital city. Founded in 1825 by european colonists. Today is a historical heritage. There are a lot of antique buildings of european architecture of 19th Century. Many structures have been destroyed by State negligence. Wer is a mixture of modern and old buildings, creating the silhouette of Wer City. Full Map Population: 20.469 (2017) Metropolitan Area: 22.673 (2017) Main Activities: Tourism, Manufactured Industries Wer Stories... 1. Wer Coast. Main Avenue. A historical neighborhood. 2. Wer Downtown. 3. Wer Suburbs. 4. Vieja Wer. A mixture of modern and old buildings. 5. Main Avenue. Vieja Wer. 6. Wer Downtown. A commercial zone. 7. Estación de Trenes Wer Central. A great train station. In the heart of Wer. 8. Wer Coast. Mixture of nature and antique buildings. 9. Suburbs and Parque Nacional de Wer. 10. Parque Nacional de Wer. A nature heritage (like Jalai City). 11. Parque Nacional de Wer, again. 12. Wer Suburbs and Industrial Zone. 13. Industrial Zone and elevated highway, connects Wer with Tiyi (city). 14. Vieja Wer at night. 15. Main Avenue at night. 16. Downtown at night. 17. Train Station and Commercial Zone at night. 18. Suburbs at night. We hope you visit our cities, See you on the next article, Stranger.
  7. Hi everybody. Dunno how this started, but suddenly trains are spawning as single engines with no trailers. They look ridiculous! And they seem to be very stupid and get stuck at intersections. Anybody know how to fix this? I've tried a couple things with no luck. I'm using IPT and AVO.
  8. Article #4 - Punta Retolk Highlights

    Article #4 - "Punta Retolk Highlights" Punta Retolk, Retolk or Ciudad de Punta Retolk is a commercial city of Metzú Republic. Is situated some 20 kilometres of Wainor City, 35 of Jalai City, and 228 kilometres of capital city, Yuti. This city has an important historical and natural heritage, with great natural forests and old buildings with great value. There are great commercial buildings, multinational offices. Full map Population: 42.834 Metropolitan Area: 98.332 (Wainor-Retolk Metropolitan Area) Main Activities: Commercial Services, Manufactured Industries Retolk Life... 1. Retolk Downtown and his main avenues. 2. Av. De La Costa. Great historical heritage. 3. Parque de la Costanera. A big park. It travels Av. De La Costa. "The Lung of the city". 4. Parque de la Costanera. An other point of view. 5. Mirador Grand Hotel. 6. Estación Única de Trenes de Retolk. A little train station with important conections (Jalai, Wainor and Yuti). 7. Retolk Beaches. 8. Parador Miguel. A beach bar. 9. Bosque Nacional de Retolk. A Natural heritage. 10. Av. De La Costa at night. 11. Mirador Grand Hotel and commercial zone at night. 12. Great buildings of Retolk. 13. Retolk Outskirts. We hope you visit our cities, See you on the next article, Stranger.
  9. Version 1.1

    173 Downloads

    The Norfolk and Western Railway (NW) used the HL Class 40 ft, 2 bay "fishbelly" hopper cars to transport coal during the early to mid 20th century. These Late Steam/Transition era cars have the "sloped side sheets" with original road numbers 22000-25999, 38000-39999, and 68500-69499. [1] Some HL class were rebuilt into H9 class around 1949, this marked the beginning of the phasing out of the design. By 1960 they were using different cars and different paint schemes, and the Norfolk and Western was running diesel on its mainlines starting in 1959. [2] Installation: Simply unzip the "CT14 - Norfolk and Western HL Class Hopper Cars.zip" file into your plugins folder. Removal: Remove the "Norfolk and Western HL Class Hopper Cars" folder from your plugins folder (normally in Plugins/CT14/Norfolk and Western HL Class Hopper Cars". Lots which use these props will be a little bit emptier. Prop catalog: For SimCity, these cars have been rendered as HD props in a variety of angles and filled with coal in three variations, along with empty car versions. Orthogonal (3 load variations plus empty): - 90 deg Diagonal (3 load variations plus empty): - 45 deg Curve Fitting Angles (consecutive angles' loads will generally vary, plus empty versions of all): Left and Right versions of: - 5.625 deg - 11.25 deg - 16.875 deg - 22.5 deg - 28.125 deg - 33.75 deg - 39.375 deg Fractional Angles (3 load variations plus empty for each pair of angles): FA2 26.6/63.4 FA3 18.4/71.6 Release history: v1.0 - 20170225 - Initial release References: [1] Rex Desilets, "N&W HL Class Hopper Road Numbers?" (O Gauge Railroad forum), http://ogrforum.ogaugerr.com/topic/nandamp-w-hl-class-hopper-road-numbers?nc=1 [2] PC9850, "Correct Steam-Era N&W Coal Hoppers?" (ibid), http://ogrforum.ogaugerr.com/topic/correct-steam-era-nandampw-coal-hoppers Development thread: http://community.simtropolis.com/forums/topic/69360-ct14s-railroad-lots-and-bat/
  10. Welcome! This topic is meant to be a sort of database for my upcoming and future projects, and a place to discuss them. RULES: No Profanity Be Respectful to All Keep Posts Relevant to the Topic
  11. Hi, Sorry the silly question, but how can I create a scene like the one attached? How do I plop a train on a viaduct? Is that made on LE or ingame? How's the process? Thanks!
  12. Does anyone know if it's possible to make longer train stations tracks in asset editor? I've read in a couple threads that people have done it with "Move It" mod and "Advanced Building Editor". (@sokayha @Lee Towers @Tim The Terrible) So far I've loaded a station template, dragged the tracks a few meters on either end and added spawn points but the "draw line" tool in game cannot find a path...
  13. the page for the download link on this freight station did not list any ground texture dependencies, but there are missing textures, and it's such an eyesore especially in this soon-to-be industrial zone.
  14. Hello, excuse the language but I have been busting my ass all day trying to figure out how to create my own textured freight train box car in SimCity 4, like what this guy "Jestarr" did: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1572. I believe I have all of the tools but I just don't know where and how to start, I want to start from a maxis-vanilla (original) freight box car and re-texture it for example into a CSX box car? I know that FSH might be involved but I'm new to this type of stuff... Also, I'd like to figure out how to make multiple FSH files to have a normal box car, weathered box car, and a vandalized box car for example or something. For example, the file I uploaded "RHBoxSouthernPacific_109B5800to20.dat"... RHBoxSouthernPacific_109B5800to20.dat
  15. Hello, excuse the language but I have been busting my ass all day trying to figure out how to create my own textured freight train box car in SimCity 4, like what this guy "Jestarr" did: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1572. I believe I have all of the tools but I just don't know where and how to start, I want to start from a maxis-vanilla (original) freight box car and re-texture it for example into a CSX box car? I know that FSH might be involved but I'm new to this type of stuff... Also, I'd like to figure out how to make multiple FSH files to have a normal box car, weathered box car, and a vandalized box car for example or something. For example, the file I uploaded "RHBoxSouthernPacific_109B5800to20.dat"... RHBoxSouthernPacific_109B5800to20.dat
  16. so I've been waiting for sub buildings to become native so I could finally finish off Flinders Street Station (from Melbourne) here's a quick WIP look - probably will release sometime soonish - maybe next week. Let me know what you guys think!
  17. Version 1.0.0

    1,058 Downloads

    Hi all. I present you SM2 Central Train Station. A while ago I made a promise to someone. The remake of a famous SC4 station originally designed with standard Maxis rails. I promised that I would re-do this wonderfull station with RRW in mind and now it is a reality. With a few additions of course It now boasts a bus terminal, a taxi drop off lane, rail administration offices, an office tower, a hotel, a railyard and even a train garage for minor repairs. I designed this lot with a triple track format but only the middle track allows trains to cross the lot therefore you must make crossovers between the connecting tracks. The outer ones will connect visually. The 2 front entrances are TE'd for road across both connections and the service street will connect visually. It also acts as a bus stop and provides 740 low wealth jobs, 380 medium wealth jobs or 80 high wealth jobs. To keep things real, I decided to not allow freight trains to cross the lot. You must create a secondary rail line for freight outside the station. This is due to the fact that on the 2 outer tracks in the stations there are some train props and having automata go through them would not look realistic. In line with all my lots, textures are custom made and included in this download. There are tons of timed props exemplars to make the lot more lively, also included. I made 22 new HD props for this lot which is available for download in a separate prop pack that can also be used to create new lots. Station capacity = 62,500 Have fun. Questions? Please post them here. Simmer2. PS. The dependency list is on a separate text (deps) You only need certain models from some dependecies as indicated on the deps file if you don't wish to have everything that comes with them. Dependencies list. (I bet 90% of these dependencies are already in your plugin) JENX_AmsterdamCentralStation - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=574 (model only) bldgprop_vol1.dat - http://sc4devotion.com/forums/index.php?page=9 SM2 Prop Pack Vol2 - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3434 SFBT_Eisenbahn_Props.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1903 SFBT_Oberleitungen_Props.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=925 SFBT_Bushaltestellen_modern_Props.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1726 BSCBATPropsMattb325_Vol02.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2383 BSCBATPropsMattb325_Vol03.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2768 BSC MEGA Props - SG Vol 01.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=746 BSC MEGA Props - Misc Vol02.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1771 Grfe_props_pack_LE_elms.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3347 Grfe_props_pack_LE_daisy.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3251 Grfe_props_pack_LE_common_spruces.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2945 Grfe_props_pack_LE_berries.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2888 Grfe_props_pack_LE_sparaxis.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2980 Grfe_props_pack_LE_chestnuts.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3049 BSCMegaProps - JES Vol05.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1263 BSC Mega Props - JES Vol06.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1416 BSC Mega Props - JES Vol01.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 BSC BAT Props - T1 Vol3.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1764 Pack train HD - https://www.toutsimcities.com/downloads/view/1573 Jim CarProp v1.2 SC4Model.dat - http://hide-inoki.com/bbs/phpbb2/download.php?id=1598 SP SuperSHK MEGA Textures - Motokloss_SolarisBuses_PROPS1.dat - taxi props.dat - Fluggi_BusStop_ortho-0x5ad0e817_0x58ce6289_0x30000.SC4Model - NDEX_ITS_CIS_Tower_Manchester-0x5ad0e817_0x75b8eefe_0x30000.SC4Model - NDEX_ITS_New_Century_Hall-0x5ad0e817_0x15b9bf74_0x30000.SC4Model -
  18. Capital Connect

    Alexandria's rail service has never really been adequate. This map shows how the ATA (Alexandria Transit Authority) rail doesn't cover much of the area: City leaders have been trying to expand the line into a full network for decades, but have been unsuccessful until recently. The project secured $1.5 billion in federal funding, allowing them to turn this: into a reality. The network will be rebranded from ATA Rail to the Capital Connect. The Durham/Lafayette line's tracks will be doubled up, allowing trains to run on separate lines to each destination and run trains more frequently. Two tunnels, one under Wellesley Hill in western Alexandria and a much longer one under the Financial District, Brookline, the Seneca River, and Brownsville will be constructed. Viaducts and embankments will be constructed to Tyson's Corner and Charlestown. All 4 lines will terminate at the new Sanders Station on the western end of Downtown. Finally, an extension of the M's Purple line will be built to connect it with Sanders station, as well as a new Brookline Shuttle connecting Brookline station to Mattapan Square. Here's photos of the construction. Sanders Station under construction. Another extraction site and the future location of the Brookline Station. A tunnel-boring machine extraction site and the future site of the Brownsville Station. The six tracks of the Tyson's Corner, Durham, and Lafayette lines. Here, the Tyson's Corner line turns west before tunneling under Wellesley Hill. Preparations for constructing the Wellesley Hill tunnel. The entrance to the completed tunnel. Construction begins to widen the Seneca viaduct. The new double-wide Seneca station. The newly-built Burrell Heights station. The finished Sanders Station. And finally, after 3 years of construction, the first train pulls into Sanders Station.
  19. Bahnhof Hackescher Markt

    From the album Railroads (S3-16-W)

    Open in 1882, Berlin Hackescher Markt is a railway station in the Mitte district of Berlin, Germany. It is named after the adjacent Hackescher Markt square. Hope you enjoys it. More pictures of this side project soon

    © feyss 2016

  20. From the album Railroads (S3-16-W)

    Commuter express arriving at Union Station
  21. Version 1.0.0

    650 Downloads

    File contains 2 lots, the freight station and passenger station, re-lotted (face-lifted) from the original Maxis lots. The lots are slightly larger and the freight station has slightly more capacity. No external dependencies. Here are the links for the trains used in the previews:
  22. Crude Oil Delivery

    From the album Railroads (S3-16-W)

    Massive crude oil train delivering a fine load to the refinery. Large version http://imgur.com/7hKytSD
  23. East Enokido Rail Line

    From the album Railroads (S3-16-W)

    A train by the Japanese company JR, crossing through the Enokido rail yard in the Prefecture of Saitama, Japan
  24. Train changing tracks from station.

    From the album Railroads (S3-16-W)

    A train changing track. A bit of cheating since there are notes of NAM 35 development. This picture shows a train changing tracks through a complex set of turnouts or switches. -eggman121
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