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Found 108 results

  1. Aoki Area

    Update: Aoki Area - Saitama Prefecture Today I am happy to share with you an update about the beautiful town of Aoki. With a population of around 60,000 people, Aoki is a small, old residential area that is part of the Saitama metropolitan area. Aoki is located very close to Cape Futtsu, a place we visited in previous updates. It is a quiet, mostly residential area populated mainly by elderly people. As always, the most common way to reach these towns is either by train or by road. In the case of Aoki, we have a line that ends here, as well as a regional road that crosses the area. The train line crosses the town of Aoki from north to south, dividing it into two areas. The space between the mountains and the sea is limited. But the inhabitants live normally despite the constant sound of the train. Aoki is a quiet place, a residential area away from the hustle and bustle of the big city. Due to its location, several train lines end in this area. One of them can be seen in the following images. It is an old train workshop that is still in operation today. These train workshops can be seen throughout the country. Given the large number of trains and rail tracks built across the country, it is absolutely necessary and vital to have these workshops where trains can be properly maintained. Another train line ends in the southern part of Aoki. This area was built to “park” trains whenever necessary. In addition, right at the end of the line, we can find a small freight station that provides this area with any necessary resource. Aoki is mainly a fairly old residential area. It is a typical area built after the war when the prefecture experienced its greatest growth but lacked habitable areas near the city center. Here you can see the typical residential blocks that were quick and easy to build. Aoki is divided into two different areas. One area is located within Saitama Bay, and the other is located just behind the mountain that divides the city. In this image, we can see the least populated area of Aoki, where the density of houses is lower. This is because this part of Aoki is directly “exposed” to the sea and is therefore not as densely populated. To protect residents from potential natural disasters originating from the sea. Barriers have been erected and vegetation planted to prevent sea level rise from affecting the population. This is one of the least modern areas in the prefecture. In addition, its inhabitants are mostly elderly and retired. People who have lived most of their lives away from the central areas of the prefecture. Aoki is a fantastic place to live peacefully, far from the noise and fast pace of everyday life in urban centers. Futtsu Cape and all its war-related monuments, as well as Yasaka Island Shrine, are located nearby. Therefore, Aoki is a good area to stay for a couple of nights to visit the area and its monuments. Once again, thank you for your visit, comments, and reactions. I hope you like Aoki and enjoy your stay ############################################################################## Greetings / Saludos / Groeten
  2. Where are trains!

    Show your trains? I have never see any. Or is this because I do not zoom in real real close?
  3. Version 1.0.0

    213 Downloads

    DESCRIPTION This file contains one set of Elevated Rail/Subway Rolling stock - A shortened version of the Glasgow Subway 3rd Generation units. The real-life Glasgow Subway is the fourth-oldest underground railway in Europe, having operated since 1896. There is one set, containing a locomotive and coach. Requested by @bhmantan, these are shortened in order to better fit on the tight curves and in-road tramways added in NAM. These are HD and come with nightlighting. Use Dark Nite for best results. INSTALLATION Drag the file into your 'Plugins' folder, or install with SC4PAC (if I set the file up correctly to do so.) COMPATIBILITY This will replace the default El-rail loco and coach, do not use with any other replacement el-rail sets. DEPENDENCIES No dependencies.
  4. Entry no.49 - Highway 704 Extension

    This update marks a return to the original concept I had for the CJ all those years ago: functional transportation improvements. You see Houston, we have a problem... While my region's highway network is already quite extensive, it turns out my constituents think much like Americans—you can never build enough freeways to satisfy them! In Pretoria, one of these issues exists in the Middle East Borough, where Lindin City is located. Overview of the Problem Below is a regional overview of the all the highways and interchanges seen so far. The main goal of the highway network is to efficiently funnel rush hour traffic to and from the Central Pretoria(where the Central Business District/CBD is located) from each of three boroughs; The North Point, Middle East(M.E.) and South Shore - Only the latter two are relevant in this location. Traffic from the South Shore and Middle East Boroughs have three options to cross the large bay and river standing between them and Central Pretoria. These 3 options collectively provide 16 lanes of highway traffic. IRL, a single free-flowing highway lane is estimated to allow a little over 2,000 vehicles per hour(a range of 1,800 to 2,400 vehicles to pass per hour) this gives us a capacity of around 16,000 vehicles per hour, per direction in total. However, it's important to note that once congestion reaches 100% or more capacity decreases to around 1,500 vehicles per hour. In the overview above the westernmost crossing is the six-lane Cisco Bay Bridge, connecting Dresden and Calgon via Highway 702. Built in 1964, this bridge is always at 100% capacity and often higher approaching 110% to 120% during rush hours. When free-flowing, about 7,000 vehicles per hour can use the bridge in the peak direction. But when congestion exceeds 100% traffic starts to slow down reducing capacity to around 5,000 vehicles per hour and causing hour-long delays. It experiences this severe congestion because this bridge carries about 90% of the traffic from Dresden and the South Shore. In terms of real-world equivalents, it's comparable to the San Francisco–Oakland Bay Bridge or the George Washington Bridge in terms of regional importance. Next we have the six-lane Sky Bridge, which crosses the narrowest part of Cisco Bay via Highway 700. The current cable-stayed bridge, built in 1989, replaced a cantilever bridge built in 1937. Before Highway 704 was built and connected to Spaghetti Junction, this bridge operated at about 85% capacity with a traffic flow of about 5,500 vehicles per hour per direction, while handling about 70% of the traffic from the Middle East Borough and the remaining 10% of the traffic from Dresden and the South Shore. Lastly, the easternmost highway crossing is the four-lane Higgs Boson Bridge-what can I say, I like science! This bridge carries the eastern stub of Highway 705 over the Trueno River and rarely operates at over 50% capacity, averaging between 1,500–2,000 vehicles per hour in the peak direction. This low capacity factor is due to a major constraint: the eastern stub of Highway 705 lacks a direct interchange connection with Highway 700 in LC. Instead, it funnels traffic directly into the downtown area, which is perfect if that's your destination but not so much for drivers who want to go beyond there. These drivers must navigate multiple intersections and a low-capacity single-lane on-ramp that feeds traffic onto the northbound 700. Unfortunately no practical solution exists to fix this problem, an interchange at this location is prohibited since it's located in a dense neighborhood and would require the demolition of a large number of buildings to accommodate. While I do love my highways, that's a non-starter. This route is however also still useful for people who traveling through LC to connect with the western section of Highway 705 and heading to work in the large industries of Baycole(e.g. The Apotex Refinery). This lack of a direct connection between the 705 and 700 wasn’t a huge problem since this traffic would not detour onto the 705 but instead just continue down the 709 and connect to the 700 in Cisco Bay instead and from there cross the Sky Bridge on its way north to Central Pretoria(path 1 on the street map below). However, the situation worsened after Highway 704 was built, which is ironic since that highway was constructed to alleviate congestion, though on a different part of the highway network—in the 700/707 joint section. The 704 provided a congestion-free alternative to the CBD and even though this was a much longer route for people travelling from the South Shore to get to the CBD, it was still a often a quicker alternative to being stuck on the perpetually crammed Cisco Bay Bridge. This increased the proportion of South Shore using the Sky Bridge from 10% to 25%, which brought that bridge's capacity to 100%. The solution was simple - create an alternative connection to highway 700 & 704 from the 709 so as to take advantage of the spare capacity(about 2,000-2,500 vehicles per hour/direction) available on the underutilized bridge located there and divert traffic away from the route over the Sky Bridge. This new section of highway would designated as a southward extension of the 704 and turned Spaghetti Junction into a 5-way interchange; The best and most cost-effective path was determined to be along the red dotted path seen on the local street map below. The land through which is entirely undeveloped resulting in very few NIMBY concerns and makes use of the existing highway bridge and interchange between the 705 & 709. An alternative and slightly more direct route along the purple dotted path was also considered, but this would require the construction of a new river crossing, new interchange and required some expropriation & demolition in Mayfield, all for very minimal time savings at a much higher cost- thus it was declined. Synopsis from above; 1 - The long route that most traffic currently takes and has resulted in congestion on the 700 over the Sky Bridge and through LC due to increased traffic flow from Dresden(purple arrow) to the 704 2 - The short but less preferred route because it's such a go through Downtown LC (exactly where the #2 is on the map). Having so many extra cars cutting through the downtown area also creates an unsafe enjoinment for road users and pedestrians alike, a situation the current major of LC promised to rectify. Hence why he had no objects over building an entirely new stretch of highway in another part of the city. 3&4 - Additionally some traffic from the 709 also began to spill out onto local 2-lane streets and roads in an attempt to seek out alternative and less congested routes, which were never meant to be main thoroughfares. Overview of the Project Here's the end result beginning with an overhead shot of the entire extension and a high zoom shot of the area around northern entry point 2. We'll follow that with by a series of close ups at various angles where the 704 branches off from Spaghetti Junction The 707 turns north-east here with the NB lanes running under the 704, while the 704 continues eastward before curving south 5. A 550-foot tall structure called the LC Hillsboro-Roads Transmission Tower overlooks the junction While making this update realized I never released the updated HD-version of this particular BAT with the others a few years back. So for those of you who would like your own citizens to worriedly question; "just what is that thing really being used for...?" here is the updated version of this dark and nefarious looking hi-tech tower, heheh... 😁 Junctions in motion 8. 9. Tall sound walls are used to reduced the noise pollution coming off of the highway so that the residents of the Neighborhood of Rockcut can get some sleep If you're wondering what that high-tech looking lot at the top of the last couple of images is, that would be the Hillsboro TS (Transmission Substation) which was originally featured all the way back in entry number 2! The substation and local area has undergone some changes since it was last seen on the CJ 12. 13. Moving on to the Duluth Road interchange which passes diagonally underneath. An embankment was built up on both sides of the road so that it stayed open while the highway was built Further back we can see how dramatically the highway curves southward as it moves through the neighborhood of Rockcut 16. These next couple of shot might be my favorite because of the "open" feel to them 18. Messing with the angles a bit 20. 21. 22. 23. Back to some normal angle closeups, with an mmp focus 25. 26. 27. Emerging from a tunnel underneath the 704 is the Fastraxx ME commuter train line. Previously I had this tunnel continue under the river in a tunnel but then I thought wouldn't it look do much more interesting to have it pop out here and go over it instead? 29. 30. That little single piece road tile I left there is the last remaining remnant of a road bridge over the river that previously existed in this spot 32. 33. Playing with the angles again 35. 36. 37. Moving on to the next portion, overhead high zoom shot of the entire southern section of the extension I think seeing the automata in motion really helps to get an idea of the changes in the elevation grade of the highway quite well. Straight down; Looking North Further back Even further back still "World's smallest interchange" merger of the 704 extension and the 705 stub, might need to upgrade this mini-interchange in the future if demand warrants it The Lealand Sewage Treatment Plant is tucked in this little corner of the city as well Taking a look down the river towards the rail bridge 45. 46. The "Butterfly interchange" between the 704/705 and 709 48. 49. Concluding the entry I some long & wide pano shots; South East view North West view The completion of the new extension was indeed a success and reduced the congestion over the Sky Bridge by transferring about 1500 to 2000 vehicles per hour in the peak direction to the bridge in LC instead. But who can say how long this will last for before the effects of urban sprawl rear their ugly head again. This will likely be the last time I work on this city, a final few parting city-wide shots 53. 54. Sayonara L.C. it's been fun 👋
  5. Entry no.48 - The Movement Episode

    Last time I showcased the 3D CAM in the City of Cisco Bay, this time around it's neighbor Lindin City takes the spotlight. Unlike CB Lindin City has undergone some notable changes, but I won't be covering that today because the central theme of this entry is movement; First some still shots of city from new angles. Here's downtown Lindin City with the Mount Royal transmitter overlooking it 3 4 4 5 5 6 7 8 Perspective view of the city Skyline Moving to the largest object in the city, the infamous Spaghetti Junction. Here's a 360 drone view of the interchange from various unique angles 12 13 14 15 16 17 18 19 Now lets get to the Action! Spaghetti Junction is now a fully functional 5-way interchange, more on that later. The 3D CAM really brings out the best in NAM interchanges, especially since they are true 3d models and don't deform no matter which angle you view them at 23 I particularly love the way highways look from lower angle vantage angles like this one, this is my favorite shot of the set; Straight down views also work very well for NAM highways, Looking directly East Now Westward, Zoomed up, On to the next city over, part of the Spaghetti junction interchange spills over into the town of Evermore as well And finally looking back East again. Next time we'll check out a major new development in the city, have one last look at Dresden and then move on to new areas of the region, chow for now!
  6. Editing train cars help

    It's been almost 20 yrs since I installed SC4 and I'm looking for some installation guidelines for trains, I've searched everywhere and can't seem to find details about replacements and id numbers. I seem to remember issues if more than one engine or car had the same id number it wouldn't work and the new file structure format in DL content doesn't specify in the limited read-me files about which files can be used together and which need to be deleted. With everything being in mega zip folders now I seem to have dozens of train mods and none of the read-me's say you can have only 1 of these engines or cars. Did they change the structure of the game over 20 yrs or do the restrictions still apply and where can I find a guide as to which ones to delete to avoid conflicts.
  7. Passenger and freight trains both came to my city at one point. But then one day I moved the track (connecting the region to my city) a little bit, and suddenly no train was coming through anymore. They won't even go through the track that's in the region (the one you can't destroy). I've tried putting stations along the region track, but still, nothing. I even have another city right next to mine that has trains coming through normally. Does anyone know why this is happening, or how I could fix this?
  8. Version 1.0.0

    313 Downloads

    DESCRIPTION This file contains two sets of Elevated Rail/Subway Rolling stock - the Glasgow Subway 2nd and 3rd Generation units. The Glasgow Subway is the fourth-oldest underground railway in Europe, having operated since 1896. There are four 2nd Generation sets of locomotive and carriage. And one 3rd Generation set of locomotive and carriages. INSTALLATION Drag the files into your 'Plugins' folder. Use only one replacement set. Additional sets can be used in any combination. The 3rd Generation C1 carriage is an additional carriage for that set, and does not replace anything on it's own. COMPATIBILITY Use only one replacement set.There are replacement and additional versions of each set, and they can be used in conjunction to create mixed livery sets. DEPENDENCIES No dependencies.
  9. I recently started using the absolutely gorgeous Chicago Grand Train Station by Mattb325 only to notice that Sims were using it incorrectly. They would walk from their apartments to the station, at which point, instead of boarding the train, they would suddenly manifest cars and drive to work. It was acting as a giant reverse parking garage and greatly contributing to traffic on my roads. Likewise, passengers coming in from the region, instead of walking upon arrival, would drive away, as if they had brought their cars with them. See the attached image for proof. Wanting this to stop but being new to modifying transit lots, I'm asking for advice. Opening up the .sc4Lot file in ireader, and consulting the list of exemplars, I believe the one I want to modify is 0xE90E25A1, a set of 52 int8s. From what I gather, they come in sets of 4. The first indicates the direction of travel, the second indicates from what side of the lot the travel can occur, the third the incoming form of transportation, and the fourth the outgoing mode. This is what's listed in the exemplar property, and copying it to the clipboard translates it to If I'm parsing things correctly, I should simply delete the last four entries, as that is the set {Inside-to-Outside, All Sides, Walk, Drive}, which is what is causing my issue. Lastly, if I'm feeling more adventurous, I would also like to allow buses and the subway to drop off and pick people up from this station. For the life of me, I cannot find the numerical values necessary to add to this lot to enable such a feature. Second, upon locating them, do I have to modify any other exemplar properties to make things function correctly, or is simply inserting the four sets {I-O, all, walk, subway}, {O-I, all, subway, walk}, {I-O, all, walk, bus}, and {O-I, all, bus, walk} sufficient. I feel that subway-enabled lots might require more effort, but again I have no idea. Thanks for your help.
  10. AGC - Trains DLC

    Version 1.0.0

    793 Downloads

    This DLC will contain locomotives of all kinds, rail cars, rail guns, etc. Important: 1. If you have downloaded any of the trains I have posted in the past, please remove them from your plugins folder. 2. If you are a lotter and need custom rotation angles for your lot write me a DM and I will export them. You can find images and info of what this DLC (Version 1.0) contains here: Specs: Props I will update this DLC constantly so you must be on the lookout. Scale of the models: 133% on all axes. Installation: Unzip the "Barroco Hispano DLCs" in your Plugins Folder (I highly recommend respecting my folder system because I plan to export or update thousands of BATs). ------------------------------------------------------------------------------------------------------- If you want to support the development of this DLC please consider making a donation. https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to all people who have donated to me!
  11. Now i want to make my own Railyard / Subway yard behind a station / next to a station or a bit further (maybe sunken but i don't know) The question is: are there any ploppable trains/traincars to plop on the rails so i can have my own rail/subway yard filled with trains? Is that possible ?? i got Lot editor and SC4 Pim. I never used them but i want to try Thanks
  12. CHAPTER 08 -- THE MUNITIONS PIERS

    Chapter 09: THE MUNITIONS PIERS We have toured the receiving and support facilities of the “Munitions Complex” and examined the storage area of the “Bunker Complex”, but those are, more or less, ancillary systems. The actual delivery of shells and powder to the warships is the paramount function of any munitions replenishment facility. The battleships of the “Dreadnought Era”, though immense in size and incredibly complex in their mechanics, were nothing more than mobile, seaborne, gun platforms. They were designed to deliver their massive artillery into battle – and survive. The ship’s crew, the hull, armor, and engines would position the all-important guns where they could do the most damage. That was their entire purpose for existing. HMS Barham (1915) of the Queen Elizabeth Class of fast battleships, mounting eight 15 inch guns in four twin turrets. Dreadnoughts carried anywhere between eight and fourteen main battery guns, mounted in as few as three, and as many as seven armored turrets. The guns ranged, mostly, from 11 inch (28cm) to 16 inch (40cm), and the shells fired by these massive rifles (on average) could weight anywhere from 675 pounds to 2,200 pounds. The sheer weight of the projectiles, combined with the threat of their “bursting charge”, made handling and loading them “risky business”. HMS Agincourt (1914) mounting fourteen 12 inch guns in seven twin turrets. Standards differed widely among the various navies of the world, but ammunition stowage aboard a battleship was a critical element in the success or failure of any given class of warship. The more big guns mounted on a hull – the greater the ammunition that would have to be stored in heavily armored magazines deep in the bowels of the ship. It is worth noting that “magazines” were divided into “Shell Rooms” and “Powder Magazines” due to the different handling characteristics. Powder charges were a much more hazardous proposition. Some battleship “Shell Rooms” stored 100 rounds per gun tube, while others carried up to 150 rounds. A bit of quick math means an eight-gun warship could stow between 800 and 1,000 rounds, while a fourteen-gun battleship would be packing between 1,400 and 2,100 shells. Using an average of 250 pounds of powder as a “firing charge” for each and every shell – that meant an eight-gun ship stowed 200,000 pounds of Cordite, while a fourteen-gun battleship required 525,000 pounds. Needless to say, one careless act – resulting in a single spark – could have catastrophic results. Interior of a German 11 inch gun turret in action -- right half. After throwing all those numbers around, I should explain that at a firing rate of two rounds per gun, per minute – one hour of continuous firing would exhaust, or seriously deplete a ship’s magazines. Note the shell in the foreground, about to be rammed into the gun tube, and the cased powder charges in front of the sailor to the right. SMS Konig engaging the enemy at Jutland, 1916. The munitions loading piers in the “Imperial Dockyard Wilhelmshaven” are inspired by a set of streamlined and efficient piers at the US Navy Munitions Station on Luna Point in California. That installation uses a rail line on gracefully curved trestle piers extending out into the water. Since the game pieces are incapable of reproducing those willowy curves, and the in-game trestle bridges have their own drawbacks, I opted for building causeways out to the loading pier platforms. The object, once again, was to provide safety through a degree of separation between the installations ashore and the actual handling piers offshore. An explosion while unloading the rail cars would be devastating. The loading platforms at the end of the causeways would be swept clean of people and structures and could result in heavy damage to the warships, themselves. An accident occurring during the loading of shells and powder into the ship’s magazines would be unimaginable. History is replete with horrific examples of exploding magazines. The causeways were made using the NBVC Marina Set. You may recognize the loading piers from my previous entry; “The Long Quay”. These are the same piers – and were originally re-purposed specifically for use as the munitions piers. I later decided to use them as the “long quay” as well. These are PEG “SNM” Destroyer Piers (two of them) re-lotted end to end and positioned to provide a pier 16 tiles long with ONLY an 8x1 “plop” footprint. Again – do as much as you can with what is available in the game. This is a closer shot of the bottom end of the line of piers. There is a wide variety of work in progress – tugs docking battleships, trains coming and going, cranes unloading ordnance, and sailors all over the place. Note the ordnance train arriving from the upper left corner. This worked out well with the lighting duplicating the “pool effect” common to the pitch blackness out on the water. The USS Michigan is being nudged into her berth to begin taking on ammunition. The large cranes on the pier will hoist the big shells and crates of powder charges aboard once the railroad crane has unloaded them from the waiting boxcars. The USS Wyoming is taking on her first consignment of shells. Wyoming is one of two dreadnoughts in the US Navy mounting six twin turrets – the most ever carried by a US warship. It is easily seen that the extra turrets in this design contributed to her wide-beamed appearance with very short bow and fantail tapering. Here, USS Mississippi is being eased into the pier by three steam tugs. (Tugs courtesy of @WolfZe) She is one of the New Mexico Class and was often referred to in the US Navy as a “standard battleship”. This nomenclature springs from the fact that a number of classes were designed and built during and after WW I that were remarkably similar in appearance and performance characteristics. Note that she is equipped with a graceful “clipper bow” rather than the straight stem of earlier dreadnoughts. SMS Baden has “made fast” to the pier and her Captain grows impatient waiting for his ordnance train. Baden was sister ship to SMS Bayern – the last dreadnoughts delivered to the Kaiserliche Marine prior to the 1918 Armistice. Note the fine railroad crane (SM2), also waiting the train. Shells are already being lowered to the deck of RM Kronprinz – Konig Class - 1932. This ship (explained in a previous chapter) is derived from a “design study” conducted by the Riech’s Marine of the Wiemar Republic. Note the strong resemblance to the original “Konig Class” of 1914. Last, but not least – SMS Fiederich Carl has made secure at her berth, and Kapitan Zur See Wolfgang Hoepner is furious that his ordnance train has been delayed. He is senior to the commander of Kronprinz and should not be made to wait. Friederich Carl is another warship derived from a “design study” (explained in previous chapter), this one conducted in 1940-1941 by the Kriegsmarine. Here are several views (day and night) from other angles that will help bring out the details. Finally, we have the USS South Carolina, name ship of the class, under a “short tow” as she pulls away from the munitions piers. She was put on a “short” hawser in order to move her out of the tight confines of the munitions loading area. Two steam tugs are hauling her forward, while two more aft will act as a brake. The port side tug is still paying out hawser and will drop back shortly. With only about 10 feet of water under her keel, the battleship is slow to gain momentum, slows down easily if not under tow, and answers her helm only with great difficulty. In a shallow harbor, tugs are a necessity. South Carolina was the first dreadnought battleship in the US Navy. If Congress had not delayed the 1905 Naval Appropriations Bill, she might have been the first in the world. But Britain laid down the keel of HMS Dreadnought and launched her in less than a year – two months ahead of South Carolina’s keel laying ceremony. But South Carolina was an attractive ship in her own right. All her main battery guns were on the centreline with superfiring turrets fore and aft. Her upper decks were clear of clutter and free of unnecessary structures – and even her bridge was positively spartan. The lattice-work cage masts and tall, capped funnels gave here a unique silhouette. Compact, with a 12 inch gun punch, she was a good beginning. As always, I cannot adequately express my thanks to @Barroco Hispano for making his warship models available to me. These are a wondrous piece of skill and craft – each one finely detailed, realistically colored, and textured with the genius of an “Old Master”. Even if you don’t read the text, you have surely gotten your money’s worth looking at his “works of art”. MANY THANKS! If you enjoyed anything you saw – please punch the “like” button so I will know. A comment would be even more informative. And please feel free to "Follow" this thread if you find it of interest. Comments and critiques requested and gratefully accepted. All questions answered promptly to the best of my ability. THANK YOU for your visit ! Next time…...The Coaling Complex.
  13. So I’ve embarked on this absurd project to mash all the different types of rail together, trams, trains and metros. The way I figure, there are plenty of dual voltage systems around the world, plus a lot of diesel rolling stock, and a lot of it runs on the same gauge rails. There are plenty of examples of street running full size trains as well. I figure I shouldn’t have to build a whole new set of tram or metro tracks to connect far flung lines to a depot when the main line already runs that way. Now I wouldn’t be continuing work on this if I hadn’t already had some measure of success in testing, as I’ve been able to make it work somewhat with just anarchy, the road editor, and, a couple of custom nodes. The net AIs certainly don’t like this though, and it’s absolutely the most finicky thing, so I was wondering if custom net AIs and possibly connect groups are possible. I’ve only recently become aquatinted with C#, but I’m starting to see the potential.
  14. Custom train stations

    Hi, I purchased SimCity 4 Deluxe when it was released, and we used to use Gmax, and some other programes and were able to make our own lots... a few people had made some 'on track' train stations... yeas later EA took down the share site. Ive just downloaded the game, to play again, and I wonder if anyone knows where to get similar train stations, where the stations are a part of the track and not sitting next to it... ?
  15. dragonsteincole's Workshop

    Hello. This is where I will be posting updates, releases and general support for the various automata packs I have been releasing. A lot of my packs will be UK-orientated, as there was a lack of that niche of content for SimCity 4 which led me to making some of my own, but will never be exclusive to just that. I am open to requests for specific automata, however there is not a defined timetable for when things get made. This is a hobby first and foremost, and keeping it interesting means sometimes switching to another request or a personal project to keep things from getting stale. REQUESTS To request an automata, please make a post with the following information: The name - The most important part, to help me search for more information/references without needing to hunt around. A photo/link to references - If you wish to see a specific livery, or just to give a general idea of what type of automata will be made. The preferred network - Networks are defined as Rail (Passenger or Freight), El-Rail, GLR, Subway, Monorail or HSR. If it's not specified then it will usually just be released as a Rail automata. REQUESTED - Class 387 Electrostar - Tyberius06 - Class 43/Intercity 125 - Morgan R - '4-4-0'/'0-6-0T'/"2-8-0" English steam locomotives - Morgan R - Bombardier TRAXX BR 145 (DB Cargo version) - Bobelboy - Aeroliner 3000 - Terring - Coradia iLint - Terring - Streamlined locomotive - Terring - Class 158 - Tyberius06 and RSC204 - GVB Metro M5 and RET Metro Combi Type SG3 - Ssaidd - 100/200/300 and E3/E5 Series Shinkansen - art128 and Ke|is - SJ Rc - Oidaas - Seibu 001 Series "Laview" - Odainsaker PERSONAL IDEAS - Class 15x single-car track-checkers - Hybrid versions of Class 91, A4 Pacifics, HSTs, Aeroliner 3000 - UK Freight Pack 2: Car transporters, steel carriers, short tankers and hoppers - UK Freight Pack 3: Intermodal transport/container freight wagons WORKS IN PROGRESS - Class 91 refresh + Mk3 Coach - Class 156 refresh - Class 37/40 - Class 08/09 (animated) RELEASED AUTOMATA RELEASED LOTs MISC Space left blank for stuff.
  16. Invisible trains

    Hi everyone, new to the forum here : I am currently running a disk version of SC4 Deluxe on a laptop pc (bought 2014) with Win10, Intel i3 and Nvidia GeForce 720M. I notice that all trains have disappeared: passengers, metro, goods trains are no longer visible... Stats work instead: when querying a station, the percentage of usage is correctly displayed. When I was playing with the Vanilla version, I remember the white trains with blue roof for example...Has anyone experienced the same? Any idea on how to solve this? Many thanks!!!
  17. Hello everyone! I would like to ask if there is a reason why the rail trains do not stop at any of those train stations? They appear to be just passing through or just fading out as they approach a certain station. Yet when I hover the query tool, rail stations are actually being used. This only happens with the rail trains; monorail and elevated rail are doing fine and actually stopping at those designated stations. Is this something has to do with the new NAM 37? This phenomena certainly did not happen with my previous work using NAM 36.
  18. Yesterday I played more than usual and now I have a new pics of evolution and, also, new challenges. Let`s go for the general View: Bronx+Brooklin is a 90K sims city now. Last post I promised (myself lol), to experience: 1. If Plop between RHW and RCI, these shall connect. Yes. 2. If put a road perpendicular in the middle of a RHW or AVE it works like U turn. Yes for regular ave and 4-RHW. Anybody knows the rest? Pictures below: Below the three new neighborhoods:1. High-Tech/Low Pollution Manufacture, 2. Residential with great access to education (workers R$$$) and 3. Golf Country Club Neighborhood. I also made some roundabouts and as the city grew I had to place more metro stations choosing carefully the plop points, nor it would take almost zero effect. Literally one church street and some train station/boulevards that, cause I`m using those to solution high transit rates. Some train station got up to 30K transit rates. And the last picture of the session below is the bus stop of the city that I live Curitiba! Then the challenge... So I made Subway<>RRW connections and those simply injected a lot of sims in the heart of downtown. Plus that, I did only one connection with neighbor city Manhattan, result of that -> thousands of trains comes up the city frontier straight to downtown,babe... lol...(big map redline (trains) the only connection) (In white big mass sims transit). And the solution that I propose... black lines RS6 RHW and red line a high speed train. Bough connects to Manhattan, that should be the solution.... well will see y next post with RHW intersections and connections, will give me a lot of work. See U around,
  19. Playing, NYC BRNX BKLYN and Learning NAM

    Hello there, So in my second round playing, I did the region of Bronx, o course just the region. I`m not trying to copy the characteristics of the region, once I`m new and looking forward to just playing for fun. So I Gave the Mayor name for the first Mayor BKLYN ever had: George Hall. General view: What I would like to show, is how simple I did the exits of the RHW, and how effective they are. PS. Industry CAP is not high enough to get industries. PS2. I`m testing the U TURN (red arrow) at RHW, it seems it is not working. I`ll wait lil bit for the simulation recognize it? So, a little bit of props: Rural trains stations, are very handful once they have a great capacity. We can see NAM PEG rural streets, great red Bus stop in front of train station. Discovering that RHW does not connects with Industrial, neither bus stops. I bet it does not connects to residential also. We can see Ninja Boulevard Station, comes with NAM, very pretty and handful. BUUUUUUUUT, it seens that connects with commecial... Bizarre, I think It`s because of the parking lot (red arrow), once having NAM it connects to the RHW. Note: Remember to experience, plop parking lots and parkas between RHW and RCI lots, for road connection. I put subways at the tags, because in this city I`m mixing bus with subway for the residential and commercial areas. For Industrial area I`ll keep the trains, for freight obviously. And Im using the rail to sobway piece to connects it all. PS. It only passes passenger trains, the freight trains "Shall not pass". I aways want to write that... Next little nice buildings, including water park, Candy park, and park/bus/metro station. See U around,
  20. Industral Park

    Industrial Park its a zone where mostly high tech industries settles, besides farms. There are rail connections to make easier the transportation of products. Industrial activity during night. As the rest of the country, and the capital city, industrial park works with nuclear power. Althought there are a growing movement for replace it with hydrogen plants, due the posibility of another Chernobyl in Europe.
  21. It appears my trains are mostly invisible. I had two train mods installed which added new trains to the game. But have since deleted them. Is there anyway to view your Simtropolis download history so that I can see what other mods could cause this? Can a mod somehow permanently change a train model? Not sure how to fix this.
  22. I have been playing this game for quite a while, several hours, about two days ago I have encounter that when placing trains and monorail stations, either next to a road or something, that there's no trains on the stations and the same with the monorails stations, This is very frustrating. And what I don't understand that this is a digital copy and Origin can't even help me resolve this issue. The game works good and the bus line works good. How can I resolve this? I don't get an answer anywhere. I'm about to tell Origin to remove it So, can anyone help me with an answer? Thanks skipper6780
  23. So all I get is a little green, single trolly car, running around my railway. Trains never appear and industry never uses the railway. I know their used to be a patch for this issue and I have installed every patch, I thought I needed, but still no trains.
  24. I created a model in blender 2.8 for a blimp. When I managed to get it into my game the model wouldn't stop spinning along its x-axis. Does anyone know why this is happening or how to stop it?
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