Jump to content

Search the Community

Showing results for tags 'transit'.

More search options

  • Search By Tags

    Type tags separated by commas. These are keywords which should describe the item of content.
  • Search By Author

Content Type


  • Cities: Skylines
    • Cities: Skylines General Discussion
    • Cities: Skylines Modding - Open Discussion
    • Cities: Skylines Showcase
    • Cities: Skylines City Journals
    • Cities: Skylines Technical Help Q&A
  • SimCity 4 Players Forum
    • SimCity 4 General Discussion
    • SC4 Showcase
    • SC4 City Journals
    • SC4 Mac Users
    • SC4 Bugs & Technical Issues
  • SimCity 4 Builders Forum
    • SC4 - Custom Content
    • SC4 BAT & Lot Workshop
    • SC4 Modding - Open Discussion
    • NAM & Transit Networks
  • SimCity (2013)
    • SimCity (2013) General Discussion
    • SimCity (2013) Modding - Open Discussion
    • SimCity (2013) Region Games
    • SimCity (2013) Showcase
    • SimCity (2013) Technical Help Q&A
  • Simtropolis Social Forum
    • New Members Information
    • Simtropolis Related
    • General Off-Topic
    • Current Events
    • Architecture & Urban Planning
  • Gamer Topics
    • SimCity 3000
    • City-Building Games
    • Gaming Talk
    • Indie Projects
  • Trixies Forum
    • Trixie Awards - Community Discussion
  • Simtropolis Challenges
    • ST Challenges - Info and Discussion
  • Club-owners Club's Club Discussion
  • Simtropolis en Español's Plaza Mayor
  • Simtropolis en Español's Soporte Técnico
  • Simtropolis en Español's Parque Industrial
  • SimCampus Students's Topics
  • The Transit and Aviation Geeks Club's Topics
  • Arden County City Council's Topics
  • Alliance of Independent Nations on Simtropolis's Discussion
  • The Major Club's Topics
  • Project Rich Water's Topics
  • Furry Community's Topics
  • New Washington's Topics
  • Everything about details's Topics
  • CityBuildingMasters X's Topics
  • City Journal Club's Topics
  • City Journal Club's Photo Shopping, Type Faces, Page Layout !
  • City Journal Club's Writing
  • Coolio Club For Cool Children's Topics
  • Atlantic Energy Co.'s Topics


  • SimCity 4
    • SC4 Reference
    • SC4 Tutorials
    • BAT & Lot Editor Tutorials
    • Modding Information
    • Mapping & Terraforming
  • Other Games
  • Simtropolis Articles
    • Interviews


  • News
  • News
  • News


  • SimCity 4 Buildings
    • Lots
    • Mods & Tools
    • Maps
    • Props
    • Textures
    • 3ds Models
  • PLEX (Main Files)
    • Custom Lots & Mods
    • CDK - Coastal Development Kit
    • MTP - Mountain Theme Pack
    • SPAM - SimPeg Agricultural Mods
    • PEG Utopian Series
  • Cities: Skylines Buildings
    • Maps
    • Roads & Traffic
    • Vehicle Assets
    • Game Mods
    • Props
    • Programs & Tools
  • SimCity (2013) Buildings
    • Game Mods
    • Roads & Traffic
    • Vehicles
    • Programs & Tools
    • User Interface
  • SimCity 3000 Files
    • SC3K Maxis Files
    • Cities & Maps
  • CitiesXL Buildings
    • Mods & Tools
    • Maps
    • Textures & Props
    • Lots
    • 3d Models
  • Simtropolis en Español's Descargas
  • Club-owners Club's Dirk's Files
  • The Major Club's Files
  • Project Rich Water's Files
  • Furry Community's Files
  • New Washington's Files
  • Everything about details's Files
  • CityBuildingMasters X's Files
  • City Journal Club's Files
  • Coolio Club For Cool Children's Files
  • Atlantic Energy Co.'s Files

City Journals

There are no results to display.

There are no results to display.


  • Weekly Challenge
  • Extended Challenge
  • Monthly Challenge
  • Content Challenge
  • Voting Period
  • Alliance of Independent Nations on Simtropolis's Alliance Calendar
  • Club-owners Club's Events
  • SimCampus Students's Events
  • SimCampus Students's Noggin Thinkers Dates
  • Arden County City Council's Events
  • The Major Club's Events
  • Project Rich Water's Events
  • Furry Community's Events
  • New Washington's Events
  • Everything about details's Events
  • CityBuildingMasters X's Events
  • City Journal Club's Events
  • Coolio Club For Cool Children's Events
  • Atlantic Energy Co.'s Events




City-building game(s)

Found 88 results

  1. Vienna, Donau Stadt & Little Slovakia !

    Vienna, Donau Stadt & Little Slovakia ! Today we finish our tour of Vienna ! Contrast to the city of Vienna, Donau Stadt is rather more suburban. Little twist some of the slovakia set and coming city is highlited in this CJ. Donau Stadt lays on a closed side stretch of the Donau, conscists of Bruckhaufen, Kaisermuhlen, Floridsdorf and Donau Stadt ! We start at the otherside of the river where we left last time, working our way through north to Bruckhaufen and then go sout via Floridsdorf and Donau stadt ! Kaiser Muhlen, with the kaiserwasser ! International Atomic Agency ! Donau Turm and park ! background the town part of Bruckhaufen ! Vienna, new University and the Hi-Tech area ! Floridsdorf ! Donau Stadt ! Airport area and detail ! Real Vienna Airport is at the other side of the Donau, some mile downstream so Donau Stadt aren´t subject to the noise breaking aircraft ! As you see the mostly low Slovakian buildings this is a teaser what to come ! Slovakia, bratislava is just some miles east, bratislava is out of the map but we will visit Devin wich is at the joining of the border river Morava with the Donau ! Donau Stadt got a excelent rail connection to Slovakia and Brno via the virtual Ganserndorf ! Last we cross the border to Devin, Slovakia ! Hrad Devin or Devin Castle on the right ! A Memorial at the river point marks the midle of Europe ! That officialy conclude´s the tour ! Special for this city there are three nightshots around the central city and one in Leopold Stadt ! Last pictures of Vienna, a city aswell loved to create ! Next CJ we will visit the last City before the summer break, wich will be Praha or prague. This was for sometime on my list of to be created cities, yet until now the available custome material wasn´t really sufficient to create such a detailed town ! Hope you enjoyed this CJ, and see you back next time !
  2. Version 1.0.0


    City Link Transport Hub, by Mattb325. --------------------------------------- This is a purely fictional 1980's style building designed as a transport interchange suitable for downtown and other built-up areas. The podium floors of this building act as a rail, subway, bus, underground park & ride and pedestrian interchange. It also allows freight trains to pass through the station. It has a total capacity of 165,000 passengers so is perfect for big cities. The two towers are also functional and provide 1,600 jobs across all wealth levels. In game, this building is found in the Miscellaneous Transport Menu (about half-way down near the subway line). Once placed, drag two rail lines right through the building and connect the front and back of the lot to the road network using street tiles. To activate the subway component of this building, simply drag the subway line anywhere into the lot (note: as this is a multifuctional lot that there is no traditional 'stub' that you have to connect to as seen in other subway buildings) and of course then connect it to other subway stations within your city. Similarly if you wish to activate the bus component of the building, simply place a bus stop somewhere else on your city tile. If you don't wish to use any of the subway, rail or bus features, that's fine, simply don't connect that particular feauture to the lot (you may end up with the advisors nagging about 'mass transit 101' but you can safely ignore their wailing). At a minimum however, the building must be connected to the road, water and power networks or it will abandon. (N.B. I have put the 'bleeding obvious' in here as some twit recently told me that batters now have to provide "customer service" even when they are no longer active......as if providing all of this for free or your enjoyment isn't enough...lowest common denominator, here we come...yeah, baby ) This is the first in a series of multi-function transport lots that I will be releasing shortly. As this one doesn't involve NAM elevated networks and is more of a visual alternative to the ever-popular ninja boulevard kiosk, I have decided to release it separately from the upcoming pack. Lastly, a ****huge***** thankyou to RSC204/MGB204 who provided the modding for this file: you can be certain that the stats and values behave according to NAM methodologies. --------------------------------------- STATS: Lot size : 6 x 5 Plop Cost: §5,900 Monthly Cost: §330 Budget Item: Mass Transit Menu: Miscellaneous Transport Capacity: 165,000 Demand Created: Jobs§: 400, Jobs§§: 900, Jobs§§§: 300. Pollution: Air 25 over 1 tiles, Water 13 over 2 tiles, Garbage 49 over 0 tiles Power consumed: 17 MwH Water consumed: 67 Gallons/Month Bulldoze Cost: §560 --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one for dark nite users (and other night-time darkening mods, such as Gizmos or Mashty's night-mod) and one for the standard Maxis nite. You must keep only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. Regardless of which file you choose to keep, make sure you DO NOT delete the Lot File! If you use the dark nite version, you will need a dark nite mod. Either: (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) *recommended* OR (http://gizmo.aplaceforwebsite.com/index.php) OR Mashty Nite Mod: (http://hide-inoki.com/bbs/phpbb2/viewtopic.php?t=764) NB: External sites may require you to create an account (or log in with said account) prior to downloading. See, this is more customer service so you don't have to think --------------------------------------- NOTE ABOUT PARKING TEXTURES: The parking textures you see in some of the images are adjacent to the lot and are used as fillers. The main parking provided by this lot is the large underground area as well as a little bit at the back. --------------------------------------- DEPENDENCIES: To ensure proper functionality, make sure the following files are in your plugins: *BSC MEGA Props - CP Vol01.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180) *BSC Textures Vol01 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=90) NB: External sites may require you to create an account (or log in with said account) prior to downloading. See, this is more customer service so you don't have to think OPTIONAL DEPENDENCIES: *Network Addon Mod V36 (https://community.simtropolis.com/files/file/26793-network-addon-mod-NAM-for-windows-installer/). I have tested this in Vanilla mode without the NAM, and it basically works as intended. But honestly, if you intend to use this without the NAM, everyone will judge you harshly *SC4Fix: third-party patches (https://community.simtropolis.com/files/file/30883-sc4fix-third-party-patches-for-sc4/). If you use the NAM or even play the game, you will want this file. Enough said :-) --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. Thanks.
  3. AREA 64 Garden Park (36 x 35 ) x 4 Lots

    Version 1.0.0


    These lots are the largest that can be built. They are parks made up of grass textures which may be landscaped, tree-planted, and gardened with MMPs and flora to create your own fresh-air generating, health and well-being facilitating, wilderness in the city. There are 3 versions using a set of base textures made for this project, and 1 version using the standard grass area 1x1 park in Maxis. Also included are a set of 6 grass base textures and 1x1 grass area lots with more pollution reduction and park effect. No Dependencies: There are no external dependencies. The base texture file is included in the zip file download. 🌎 4 Versions of the Park Include: Ɵ AREA 64 Ecology. Found in the Parks Menu. Based on the Zoo Reward, provides maximum Park Effect over 100 tiles. Ɵ AREA 64 Energy. Found in the Power Menu and providing 25x wind power. Ɵ AREA 64 Education. Found in the Education Menu and providing a School EQ boost 5x the science museum. Ɵ AREA 64 Transit Found in the Parks Menu and providing a transit capacity of 1200 in one corner of the lot. All lots are transit and network enabled, reduce pollution significantly, and have minimal maintenance cost. These lots will moderately impact game speed, it is recommended that only 1 be used in any city, but all 4 may be used safely. Why are These Lots Called AREA 64? The maximum number of props allowed on a lot is 1280, including base and overlay textures, so although Lot Editor will allow you to build a lot as large as 64 x 64 with 4096 base textures, when you plop the lot on a city tile it will be missing (4096 - 1280), or 2816 base textures. The largest lot that can be built that fits into the 1280 limit is 36 x 35 which equals 1260 base textures. A 36 x 36 sized lot will have 1296 textures and will be missing 16. So, the actual largest lot you can build is 36 x 35, but you can only add 16 props to bring the total to the limit of 1280. Lot tiles are 16 meters wide and there are 64 of them wide in a small city adding up to 1024 meters or about 1 km. A medium city is 128 squares or about 2 km wide (2,048 meters). The large city, doubled in size again, is 256 x 16 = 4,096, just over 4 km wide. Given all the above our mega-lot is (36 x 16) x (35 x 16), factored as (576 x 560) square meters (322,560) which is about equal to one-third of a square kilometer or about one-fifth of a square mile (128 acres). If a football field is about 1 acre, and a city block is about 2 acres, our mega-lot is (128/2) about the size of 64 city blocks! The size of 'AREA 64' is about the same percentage of conservation area (23%) defined under the principle of 'Sustainable Development' as established in 1987. In SC4, placing this lot in the center of a large tile and populating it with flora will somewhat demonstrate the principle according to the game dynamics. The Blue Marble (photograph) Credit: NASA The 'Blue Marble' is an iconic photograph of Earth taken at about 29,000 kilometres away on December 7, 1972, by the crew of Apollo 17 on their way to the moon. The image is used often in conservation presentations and has been made into a base texture and used to make the color-coded menu icons for 'AREA 64'. Forest and Field Base Textures: (included) The base textures are compliant with the BSC Texture Index at SC4 Devotion. To make your own, request and use a unique personal Texture ID Range at SC4D. The Forest and Field Base Textures .dat file may be used freely for content creation as long as reference is made to prevent duplication and potential conflicts in the game software.
  4. Hi everybody, I have been playing a bunch of Cities Skylines recently, and I love the work the community has done modding trainstations and such. There is one thing bothering me though: That is that my intercity trains have to wait for the slow stopping trains, instead of passing via the other track in a station. I understand it is hard to modify the pathfinding of trains, so I thought that forcing the stopping trains to stop on the left side on the track, this would allow non-stopping trains to pass on the (default) right. The setup I have is two double one-way tracks in a 4 track station. One thing I noticed was that in the vanilla game, the trains always enter the station so that they leave on the right side (as far as I am aware, or it was entering, something like that at least). So I was looking for a way to allow selection of either of the lanes of the station track. I've been spelunking a bit in the code of CS, but I must admit, I am new to modding, and a bit lost. So I stumbled onto this discussion and figured that maybe if I replaced the tracks in the station with double one-way tracks, this might just work. I do see that there is a special lane type for stations, so I'm not sure if this is possible without modification. Anyways, my question is if you have any suggestions or pointers for how to approach this. Thanks
  5. Hartford 85.jpg

    From the album Mayon Province !

    Hartford Container and bulk terminal
  6. Hartford 38.jpg

    From the album Mayon Province !

    Hartford New Container Terminal
  7. Vienna, Kultur !

    Vienna, Kultur ! Today, we visit the many landmarks Vienna is famous for ! We start our tour at Schloß Schönbrunn ! Wien West Bhf on the left with the station quarters ! Austrian Parlament building, as mentioned replaced as well below the Universität Technisch Falculty, Votic church and the City hall ! Apropiate the next neighbourhood called Neubau ! Kultur as promised we have a culturea quarters assembledl. Music Verein on the left, Sing Schulle, Gugenheim, Literatur and the Kunst and Nature museum ! Last we have a look at the old seat of Habsburg power the supposed Hofburg and the Volks Garten and Helden platz ! Little rap up the Burggarten with the Mozart denkmal beside the Opera wich is actualy at the otherside but now serving like the Neu Burg as nothing like could be found ! Bahnhof Wien Meidling, Little layout change and some more buildings around ! Some puzzel to assemble. Still some things to develope, progres is very well ! Next time we will visit the town quarters of Wieden, Favoriten, Simmering and Leopoldstadt ! Hope you like this CJ and see you back next time !
  8. Vienna, Alt Stadt !

    Vienna, Alt Stadt ! We arrived in the sixth city in this series, Vienna ! Some city building fatigue showing, I have set up about most of the town centre and most road, rail and public transport and all mayor highway´s ! Start point as usual is the main railway station, Vienna Hauptbahnhof ! Fortunaly for me I didn´t have to search for the old Sűd Bahnhof. Recently it was replaced by a ultra new run through station so trains don´t have to turn direction if so, with double driver cabs as to today there isn´t much of loco changes really ! Some hotels at the Hauptbahnhof square and station quarters ! Below right is one of the great parks of Vienna, the Stadtpark, simple.. yet ! Now we have a look at my interpretation of the inner city ! This is the Kingston market set as I excersized this on this open square ! Half in half of the inner city is growable wich results in mostly modern buildings, to keep some ancient look the time period and W2W buildings where groupwisely added ! Diversity of growable buildings is so great maybe plopable cities are the way to go to counter this problem ! Town center with the St. Stephan kirche in the left and central squares ! Votiv church and the Burgtheatre ! Vienna city area is fast in size not all will be covered, mostly the center and river area´s ! Last we have a another look at the Stadtpark ! Remember one of the great composer for his glory a monument was erected here ! The Johan Strauss denkmal ! Hope you enjoyed this CJ and see you back next time !
  9. Old Day´s Mineapolis - St Paul !

    Old day´s Mineapolis - St Paul ! Tonight I maid some time free to visit one of my older projects. SimCity 4 vanilla play ! Downtown Mineapolis ! University ! Business and Industrial area ! Some neighbourhood ! St Paul ! St Paul North Bridges ! Rich recreation area ! Agriculture ! Rural town Owatoona Mineapolis- St Paul Int Airport ! Enjoy !
  10. I've noticed there are a couple of multi-purpose stations included with the NAM that let you run whatever type of transit you want through them. The only problem is that the two lines must be perpendicular. Do any multi-purpose stations exist where the two lines are parallel? Also, do diagonal versions exist? Alternatively, does there exist a Monorail/Rail station? Or a Monorail/Elevated Rail station? And on a slightly unrelated note, are there any puzzle pieces for HSR or Bullet Trains over tram-in-avenue and tram-in-road?
  11. Hi. Since i have two steam accounts i decided to start working on a realistic European city with stark contrasts to Kendrick (my US inspired series). I will of course cover many of the differences between US and EU cities as far as urban planning, infrastructure etc etc. But also follow a different narrative this time around; one of success, wealth, constant demand & development. In our first episode we start out small, building a central train station, the surrounding neighbourhood, and some basic initial infrastructure by rail and highway to get the city going. Hope you enjoy!
  12. Hartford Harbour !

    Hartford harbour ! Mayon province CJ makes a little reboot this summer with the second largest city in Mayon Province, Hartford. Hartford from establishment was and is a important industrial gateway into the eastern part of Mayon province. Providence city maybe compared in industrial sence as a venue but the layout beside the Maroon river makes it a real port city. We start with the port area ! Hartford has three large harbours. Logical oldest harbour closest to the city ! Fìrst harbour is split into a modernized container part and a bulk goods dock ! Second dock is completly modernized container terminal ! Third harbour is mostly used by chemical shiping ! Future may see some extra container cranes beside this dock ! Last we have the LNG and Oil facilities Updated !!! Chemical area at the head of the third harbour ! Last we conclude with the supporting infrastructure ! Logistic enterprise ! Shunting Yard ! Large shunting and sorting facility, with a lifted hill ! Well that´s what I would like to share with you for this month ! Hope you enjoyed this CJ and see you back next time !
  13. Urbanism: Traffic Oriented Development

    Hello, welcome to another entry from my CJ. Today I'm going to explain a little trick for adding some realism that I use in Bellingham, the Traffic Oriented Development, the SimCity 4 cousin of the Transit Oriented Development - Why the names are different? Because the concept is a little different. Mixed zone is the appropriate, not the mandatory to apply in this system; My system allow use of big avenues if they're the commanding way of the neighborhood, TOD means sharp roads; For TOD, Public Transport Traffic is good and Road Traffic is bad; In my system, traffic is just traffic and the hibrid use is oriented, and you can have things like this: A walkable historic city center that can be accessed by avenues and transit stations. There's two stations in this image, can you spot it? Neighborhood walking to a Traffic Oriented Development; The Subway station will complete the process - Why use this type of development? * The scale in SC4 is monumental. So sometimes we will not repair in the pedestrian props, or they will even exist at all. So a Vibrant city can be done by cars and people in the same environment, using car for long distances and walking the short ones. *Flowing: it's a challenge and a compromise. There's flowing for cars passing thru, with the expressway. There's organized flowing for people and the cars of the neighborhood, with aligned viaducts, what permits that the desired flowing pass thru without difficult over and under the expressway. There's flowing with the buildings, the major part of the image keeps the same average size. -Traffic Oriented? Real life example; The Tallest buildings faces the biggest avenues. Where the roads are sharper, the buildings are smaller. Open That image: You will see the same phenomenon! See? There's a backbone. - But what about that Sears Tower and the super high buildings in that block? They have a subway station, so no need for big avenues. -OK, you have my attention, show me how to do this You need to know few things to do this: -Traffic Capacity and Urban Planning Plan ahead and plan first. No, squarish-squaring-square is not a good plan. It lead you to side streets crossing major avenues and transit signals everywhere. This system leads also to traffic jams and transit collapse faster than any rational system. lay down a road system that leads to the follow: side streets>side roads>neighborhood arterial road>city arterial road(or Highway if it's the case)>Highway (optional if there's none) Networks capacities in different levels RHW capacity chart NWM capacity chart This capacity chart and your previous plan will define what type of development you will have in that particular area. Take from example the green corridor in last image. It's two RHW-6S (50000) side to side with an avenue (8000); What give us a notion of what I've been waiting from that develop. But the important part of it is: The Capacity of the corridor is equal to the sum of the capacity of all it's members. 28000 sims capacity corridor Should I stay or should I go? Your road will attend traffic that is going or they will stay in the way? This will define if there will be full controlled access (highways and expressways), semi-controlled access (Bigger avenues with few intersections and interchanges with other big avenues or highways) or no controlled access (roads, minor avenues and side streets). If they will attend both, you'll need bigger avenues, to attend both traffics (I Like OWR-4 Corridors in that cases) - Zoning and development You'll need CAM for... WAIT, WAIT! I DON'T WANT GIGANTIC SKYSCRAPERS IN MY REGION, THAT'S A NO, NO! C'mon man, we're in 2017, as @A Nonny Moose said, Read the Famous Manual. CAM is not a mod-pack to add buildings to the game. If you need more information about Colossus Add-on Mod, read the text on @Tarkus blog but the important part for us in that text is: "The centerpiece of the mod is that it adds new growth stages for each type of zone. The notion of a growth stage is roughly equivalent to the concept of density. A Stage 2 residential will have more residents in it than a Stage 1 residential. A Stage 4 commercial office will have fewer jobs than a Stage 5. The default game settings include 8 growth stages for Residential and Commercial, and 3 growth stages for Industrial. The CAM ups the number of Residential and Commercial growth stages to 15, and the number of Industrial growth stages to 10, excluding Agriculture, which has 7 growth stages with the CAM. The reason for these new stages is to better distribute population and job density. The default settings end up introducing a pretty wide variance at the upper stages (especially Stages 7 and 8). The CAM smooths out this variance." In a text that the central part is the relations between densities and road capacities, CAM has to be your first thought. and we will explore that variance smooth pretty much. Can you see? all buildings has the same average size. this is a CO$$8 that I'm developing and will appear in the next entries of the CJ. It still has no name, and there will be some parks in it. Diagonal buildings are wanted. But I still miss some transit stations in that avenue, maybe a BRT Project would help Real spoiler: The use of the same stage growth buildings creates a sensation of flow and the different types of size creates the sensation of filling. The avenue don't seem clogged too, because there's a relation between the OWRs and the buildings. see the buildings making shadows in the other side of the OWRs. This is what I've been waiting for. I expect to have 40000 sims here per peak. the ones that I expect 60% will stay in that commercial center. the rest will follow to the intersection and to the city center. The zoning also lead us the possibility of creating that flow, using the same type and average size of zoning. (Even that Maxis Bigger school fits nicely in the zoning, wow) This will create a ton of buildings related to each other, but nothing impede you that if you don't like that building (or doesn't fit in the style of the other buildings), click B in your keyboard and bulldoze it. That's It for now. I hope that you enjoyed it.
  14. This thread will focus on improving and revamping the Transport Lines Manager mod, as well as potentially adding features from IPT and/or unique new features if possible. Transport Lines Manager Reborn 6.0.2 now in the workshop. Bugs as of 6.0.2: Renamed depots are not working in the TLM listing and in depot details windows. Not show cable car stations on linear map as near transport. Ticket price changes not being implemented. Sort lines by colour not working. TLM Unknown Error on Evac Routes trace OP is below: The creator of IPT hasn't been online in over 5 months, and the creator of TLM hasn't been online in nearly 1 month. Mass Transit DLC is coming out in a few weeks, and I don't know how either of these mods will fare with changes being brought to the transit system. Is anyone in touch with either of these authors? I would especially hate to see TLM go to the dustbin of modding history considering how many options and useful configurations it provides (plus the aesthetics!) such as changing frequency depending on time of day (such a no-brainer), and IPT has excellent debunching. Now that these two mods are nearly incompatible, and with the DLC coming out soon potentially rendering both useless, something must be done. They're far too valuable to go to waste. If we can't get the authors to update their mods or publish their code for others to carry it forward, can we all maybe pitch in and create an entirely new mod from scratch? Is someone working on this already? Even with the improvements being brought with the free upgrade/DLC, I feel TLM/IPT features will still be vital to many player's C:S experience. What do y'all think?
  15. Greetings from snowy Colorado, everyone! I'm designing my first region-wide Transportation Master Plan™, so that I later have something to kick myself for / regret every step of the way! I have NAM 35 and my TSCT is set to European (high) usage of transit, so my sims will actually, you know, walk a mile (unlike certain *cough* California-centric vanilla lazybones sims). I'm on Eaton region (I'll post a pic further down), and I'm anticipating very high density near the water, slowly petering out to medium and low density as you move West, maybe akin to a Chicago type region in terms of density / land value. My goals are to: push myself to learn more about NAM, develop something that is functional and cost-efficient, and to develop something that is aesthetically pleasing / not OVERLY grid-y (without pouring TOO many extra hours down the drain for looks). I'm wondering: 1) Is it a good idea to do transportation top-down like this, or should I let the cities and transit evolve more organically as I develop each city? (in theory that sounds most realistic, but in practice I'd rather hammer down a skeleton that at least serves each area minimally and then later build onto it, rather than have to go back and demolish and re-envision a lot with existing infrastructure. Don't want any eminent domain riots!) 2) What types of transit would you plan most centrally for a region of 10-50 million sims? I'm thinking heavy rail and RHW will form the bulk of my inter-regional connections, with some monorail connecting posh areas, and subways in the CBD's. 3) Do eternal commuters only apply to one type of transit at a time? For example, if I plan a RHW system that follows the tree structure, but have another type of transit that completes a loop (with the RHW), it wouldn't matter because they'd have to be transferring / parking to complete said loop, right? So far I have a rough sketch of what a possible RHW / rail / monorail network could look like. Let me know if I have set it up correctly to prevent eternal commuters (the squares are outlining the tiles I believe will be the most dense, but don't cross any regional borders): Cheers and thanks in advance for any input!
  16. I have been building central transit hubs for large tiles containing major arteries as the switching point for intra-tile to inter-tile transit. It just dawned on me that this has been based on a fallacy of basic math/analysis. Given: (1) Most tiles will due to the infinite commuter problem often enter one end and exit the opposite. (2) The tiles are squares. In most cases, the transit off a perpendicular side is the length of 1 side whether traveled by hub or loop. (3) In case #1, a hub yields 1X side distance and a loop 2X side distance. As there can only be one opposite exit, a simple direct shortcut suffices to resolve this case without a generalized hub. Conclusion: (1) The loop is far simpler to construct than the hub. (2a) All above ground building can happen within the loop without the loop becoming a consideration. (2b) The loop greatly reduces clutter. (3) Transit inside the loop is mainly local to bring transit to the loop. --- I think loops are to become a major feature of all infrastructure. Comments? Thanks.
  17. Entry 7: Let's all catcha bus to Perrin Head!

    Replies: kschmidt: Lol, yer it does. Luckily there's no damn to flood in the city so we should be safe. Though on the plus side, if it flooded it might put the fires out! Entry 7: Let's all catch a bus to Perrin Head! So, welcome back to Rokton where we've had a few problems, some new buses and several new settlements springing up like daisy's! Let's start by getting the boring bits out of the way with a look at several improvements to Roktons transport system and network with a couple of interchange upgrades being done. Firstly with this one, where as you can see a bonfire gone wrong ground the area to a complete standstill resulting in a slight decrease to the trees and farm buildings in the area. Deciding that we needed to prevent this in the future we gave the junction some slip lanes. These did precisely nothing in helping out with the traffic which is when some clever soul suggested improving the roundabout on the Henning Bay side. Thankfully this seems to have cleared it up completely which is useful when bonfires inevitably go wrong. Meanwhile in Rokton, the interchange was still giving us issues so we needed a solution for it fast. Luckily some tunnelling seems to have solved the problem of traffic trying to cross each-other and causing congestion. Its beginning to look a bit chaotic though. Speaking of Rokton though, we saw the tip of the peninsula that used to house the wind turbines until we built the WTEP (Waste To Energy Plant) be renovated with sea walls and some piers. No real word on what's going here yet but it looks like something's planned! Something else that was evidently planned had to be Henning's Bay new 'I want what my neighbour has!' craze where everyone has built pretty much identical houses across the board. Oh well, as long as their happy and paying taxes I suppose...... So, your probably wondering where Perrin head is given that its in the title (ok, your not, but I needed a segway into this so were rolling with it). Its this small town that's begun to develop on the coast down from Henning Bay, I assume by people that wanted a quieter life. And, for people who wanted a even quieter life than that we have Riverbend and Cliffside which have developed inland from the rest of the settlements. And, for the other part of the title being a bus ride the city finally has a actual bus line. Well it has several lines (one for each of the three centres of population and then a regional line that visits every settlement (except Cliffside but their tiny anyway). Here's the lovely new bus terminal, right next to the fire heli depot which in turn, is right next to the WTEP (yes, it probably won't to shiny for too long). So, because I like abrupt endings to entries here's a current overview with all the lovely new towns and villages that have popped up over the last couple of entries. No idea what we'll be doing in the next entry but I'm sure it'll be interesting as always (don't laugh!). Till next time!
  18. Release Trailer The expansion, titled “Mass Transit,” will bring new forms of transportation to the game, allowing mayor-players to offer in-game citizens new ways to get across town by land, sea, and air. With new transit service buildings, mass transit hubs where lines can exchange passengers, new scenarios, new landmarks, and new road types, Mass Transit will provide veteran players of Cities: Skylines with more choices and options to personalize their cities than ever before.Mass Transit will feature: Sick Transit, Glorious Money: Add a wealth of new transit options to your city, and add wealth to your city’s income! Let your citizens get across town in ferries, blimps, cable cars, and monorails! Orderly Hub, Bub: New mass transit hubs can bring all of your services together, letting citizens change rail lines in one building, or hop from the bus onto the ferry, or even find their way through a sprawling monorail-train-metro station. Become a Roads Scholar: Explore a set of new challenge scenarios focused on solving traffic problems and adding new transit systems. New road types, bridges and canals adds variety to your city, and new ways to solve its challenges. Become an expert in traffic flow, and then use that knowledge to improve your city! New Hats for Chirper: NEW. HATS. FOR CHIRPER. (and also new unique buildings, policies and achievements. But HATS!) Per usual, the new expansion will arrive together with a free update to the base game upon release. This free update adds mod-inspired features to traffic management, such as an extended public transport budget, emergency vehicle overtaking and more road features. The patch will also include the much-requested ability to name roads. Screenshots
  19. 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
  20. Tharreau Nouvelles

    From the album Mayon Province !

    Tharreau Nouvelles
  21. Providence

    From the album Mayon Province !

  22. Providence City Hill

    From the album Mayon Province !

    Providence City Hill
  23. Tharreau Ville

    From the album Mayon Province !

    Tharreau Ville
  24. Mayon Container Terminal

    From the album Mayon Province !

    Mayon Container Terminal
  25. Mayon City Old Town

    From the album Mayon Province !

    Mayon City Old Town

Thank You for the Continued Support!

Simtropolis relies mainly on member donations to continue operating. Without your support, we just would not be able to be entering our 15th year online!  You've really help make this a great community.

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running, so that we can help keep bringing SimCity players together to share our creations.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Echange.
Make a donation and get one or all three discs today!


By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections