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Found 78 results

  1. 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!
  2. 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?
  3. 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?
  4. 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 !
  5. I have attached the model and lot files for the roadside bus stop. It has been taken from simcity.com lot exchange (author: Striling1). Please check if you can help (please read the posting above). Thank you in advance
  6. Mayon Province Harbour Down Town Bay

    Mayon Province Harbour Down Town Bay Mayon Province has become a mayor player in harbour business. Container port is state of the art with a size of allmost the hole down town area. Old canal port is still functioning, a new fishing is being constructed on the south side. Let´s have a overview ! Canal Port Constructed as a interchange inbetween canal and seaworthy vessel or bulk or cargo boats. Container Terminal 1,2,3 Mayor containershipment facilities for road or rail on/off or transit transport ! Cargo trains wich are sorted for further transport are brought to this impresive railyard beside the terminal, oposite the wide road is Mayon Lager Beer company situated. Let´s finish the harbour facilities with a equal impresive oil terminal and refinery ! Mayon Province do have some offshore oil platforms but the mayority has to be imported from oil rich country´s. Notice the special oil tanker loading facilities ! Well that´s just about the grandious harbour facilities there are, we now move on to what frequently be called the manhatten like Down Town Area. Equal impresive absolutely ! Business District North with it´s impresive offices beside the govermential offices Mid town Living quarters with recreational parks. Heart of this part of town the Sampson ´Triangle´ Park Now we go for the final piece the resistance. Super Silverline Skyline of the head of the City. How about that ! Who can resist not living on such a beautiful island tip ! Well that was a very large episode, next time we take at a look at various scenes ! Hope you will join next´s journal !
  7. Bridges, Roads, Tunnels !

    Bridges, Roads, Tunnels ! Work on Mayon Province lines of communication´s continue´s. Rather boring, don´t mind if you don´t like RHW ! RHW seems to be quit simple if you have a lot of room. Some time the sollution is easy, often quit difficult. First we have a look at some bridges in Thareau Ville. The´r connecting Thareau with Providence City and Fort Grayon. Local road connection need to be nice and tight ! Another look at the Thareau Ville Nouvelle traffic interchange west of town further developed ! Evans Ville and Sampson Ville tunnel access proofed to be quit a challenge ! Sounds too boring all those highway´s ! Earlier comment mentioned this would become a big metropolis so it will probably be, setting up a town layout is in this way properly planned is one of several one´s of doing ! Traffic isn´t around so it feels somewhat bar cold. RHW free world would somewhat be more relaxing, first putting in one mayor highway would be more natural, for future planning space could allways be reserved; unfortunaly RHW takes up more space than one would like it to be. So more or less the western half of Mayon Province RHW is about finished ! Rural mayon will be maintained in certain area´s of mayon province, hilly terrain obviously won´t allow much development; some of the coastal area´s and the east part will be more rural ! Roghue Island intechange and tunnels ! In between some new developments, One way have been replaced with full RHW highway 55 curved connection ! Hartford and Roghue Island bridge connection ! Strange S like without a interchange how odd, probably a sollution like bellow will ease the congestion ! The Final layout ! Mayon CJ update frequence for the summer will be monthly. Experimenting with sets and details takes a lot of time. Enjoying the summer holiday is in such some other thing not to forget ! Hope you enjoyed this CJ, see you back in the next one !
  8. München, Muenchen, Munich HBF

    München, Muenchen, Munich HBF Welcom to Munich, fourth city in the Europe ANNO series ! The Third german city; more or less; there will be a fourth one, but that will have to wait for some other scape´s ! Let´s have a look at München HBF, a very nice replacement for such a large structure is Queen Elizabeth station ! Karlsplatz, on a short walk into town ! Famous, Muenchner Frauenkirche and New cityhall ! Odeonplatz Feldherrnhalle and Theaterkirche ! Now we have a look at the surrounding area ! Bayerisch wald, Tegner and Schliersee ! We end with the yet incorporated Starnbergsee, well some distance from Muenchen but still nice Next time we take a wider look at the inner city and perhaps make a stroll along the Isar ! Hope you enjoyed this CJ, see you back next time !
  9. Muenchen Alt und Neu !

    Muenchen Alt und Neu ! This month we continue our city tour of Munich. We will explore the southside of the city center. We make a walk along the Isar and show some city build mechanics. Last some night shots ! Muenchener Cityhal with on the right the Pieter and Heiige Geist Kirche and below the Rinder Markt ! As in real the tramway bind is way through town ! We continue south to the area of the Gartner Platz Some building mechanics ! South of the Muenchener inner city rail ring lies the town of Sendling. Constructed as a direct business and residential ! Nice to see those Post war appartment buildings. The game now conscider them to be slums by today standards and are about to be abandoned for better living ! In between I added this part of new part of Sendling and the flags where gone, yet they stil neeed to be upgraded ! Finaly Sendling is complete ! Aswell the local traffic problems at the rail crossing where solved ! We now continue to the inner city along the Isar ! Museum Island with library and surrounding park ! Maximilian Strasse follow the street patern east of the Cityhal to the Isar ! Last we end the day with a so typical Biergarten at the Isar river shore ! We end with the nightshots of the centre and museum island ! Well that´s nice ! Tour isn´t over yet, and will continue next month with some cultural and educational venues ! Hope you enjoyed this CJ and see you back next time !
  10. Budapest Kifordítva - Inside out !

    Budapest Kifordítva - Inside out ! Today we continue our tour of Budapest. As promised there will be some nice highlights to see. Despite temperture above 30 dgr I will deliver you some exciting picture´s. As the title sugest we start in the City at the Keleti Railway station and work outward of the city. Let´s start ! State Hungarian Opera ! Some of the newer area´s created ! On left above we have little misplaced Saint Basil´s church, on the right the State Courts and left below probably aswell misplaced Budapest Roundbout ! Little bit of a filler ! Now we move on to the more modern in the future highrise part ! On the back is the Nepliget park in hungarian or translated simple The People´s park ! Last we end with a speciality of my CJ, what called Football clubs or other big facilities ! In this case the Groupana Arena of Budapest football club Ferencváros TC ! Multipurpose stadium. Hope you enjoyed this CJ and see you back next time !
  11. Budapest Magyar !

    Budapest Magyar ! Welcome in the third city in this series ! Budapest as several east european cities breath the air of the orient. Most prominet the large chainbridge, the hungarian parlament and the Keleti Railway station. Impresive landmarks wich if not available be improvised. Magyar is refered to as Hungary the country or the original tribe living in the area descriped. Hope you enjoy this CJ ! Starting a new city always is a big effort, this week have been a very warm one, with tempertures upt 30 dgr, releasing this CJ didn´t went without a lot of sweat and tears ! Starting a large city a like, require a big network of road´s rail and other necesities. As with the other cities these appear first and take a lot of time to complete. 4Cities region, as this is called, has a RHW network in progres, some parts are ready, most to be created allthought it will quit small comparing to the Mayon region ! Some structures and the Budapest Keleti Railway station replaced by Gare Orsay ! Hungarian parlament watched over the river from the Buda side of te city ! Innercity ! A park along the river ! Most surrounding neighbourhoods in this series will be average european, in future CJ specific countries these will mostly adapted as you saw in France Agricole I. Sample neighbourhood arround Keleti Station ! So that´s all for this month ! Next month CJ will be under reserve, if circumstances are Ok ! Hope you enjoyed this CJ and see you back next time !
  12. Cologne Koeln Pillen Dreher und Mehr !

    Pillen Dreher und Mehr ! Pillen Dreher, who or what are they ? Lot´s of new stuff added. Some updates from last CJ to conclude ! Europa ANNO for now is mostly germany with Frankfurt and Cologne soon we will widen our view to cities like Vienna, Prague and even some bigger metropolis will arrive soon. A France ANNO and Germany ANNO have been setup so spreading out my wings over other cities is a possibility ! Let´s answer the question I stated above ! Cologne Koeln area was so wide that with some discretion I could put some part of Leverkusen in it. Famous town for only one big pharmasautical firm and it´s football team ! First a some view´s of Leverkusen ! Next what this town is all about ! Bayer AG Next the stadium of the famous footballclub the BAY Arena`! Conclude with some more pictures of Leverkusen ! Rail infrastructure east of the Koln Deutz junction has changed, cosirable, long viaducts has been replaced with embankments and some goods lines and freight area´s developed ! As sugested I tried the Railway Upgrade Mod of Rivet with a very nice outcome ! Akallan Thank you for the sugestion ! Now we continue furthur south to the area of the Technische Fach Hochschule ! There´s allways some problem with water or employment ! That concludes this part of town for this CJ, now the updates and some nightviews ! Technisch Fach Schulle at Night ! That conclude this month CJ ! Hope you like it and see you back next time !
  13. Cologne Koeln Extended !

    Cologne Koeln Extended ! This time I couldn´t find any other title for this months CJ. ANNO Holland also in development I had to make a choice what to show ! Cheaply I could offer a photo tour of Mayon Province, not doing any justice to this series, ANNO Holland has for BAT´s and other plugins passed the test phase but needs to be furthur worked out; so have another look at Cologne, Koeln in the sixties, that the era we are aiming for with some discretion ! Overlook of the town as far ! As you can see innercity has grown and the town enclosing railway ring has been electrified as far as the stabeling yards ! Some innercity pictures ! Koelner Dome ! Station quarters and shopping district ! Mayor hospital has arrived to deal with all ever wanted services ! Fine fitting new neighbourhood developed ! Now we move on to the working part of town ! Industries now are clean and a tram depot serving the inner city ! Famous railjunction and yards west of Koeln Hbf ! Last we have a look at the outer industrial zone ! Well that was somekind of extended story, still development is thinly and divided; hope to startup ANNO Holland, ANNO 4 Cities this series will continue; repetion: another city another day ! Hope you enjoyed this CJ and see back the next time !
  14. Thareau Ville Mirror Town !

    Thareau Ville Mirror Town ! Thareau Ville is a industrial town in the western half a Mayon Province. Since arrival of the railways it has gone fast and addition of a seaport added to it´s achiefments. Located on the border it is a important access way into the province. Grey cloud is hanging over Thareau Ville Old Town. Lot´s of coal have littered they air still there are 8 giant Oil powerplants and much loved Waiste to energy plant. Harbour providing industry with a new acces point to the world ! Industies localy flourish about great infrastructure present ! Yet business flurished a airport and airforce base arived. Thareau Ville Old Town is stille expanding into somekind of plaid of small neighbourhoods. Thareau Ville Nouvelle is situated on the southern shore of the Sampson Bay. Development is going rapid with the arrival of the university. Shore has got some beach life arround ! Thareau mass transit was primarely based on rail and bus transport. Recently a kind of seperate light rail network was added. Thareau Ville Nouvelles ! Across the Sampson bay is a new town part neighbouring Providence City ! Thareau Ville Nouvelles Downtown ! Shore neighbourhood and new university campus ! Reconstructed CJ has been updated so to show more highlite´s, pictures are as they are and might be updated in a future CJ,leave out what´s less important and will be covered elsewhere. Thareau Ville and Thareau Ville Nouvelles are exept a small portion quit new so still a lot to developement posible ! Wel that concludes this CJ. Hope to see you back in the next one !
  15. France Agricole I

    France Agricole I Welcome to this new series in wich I try to escape from the urban jungle of last month´s urban stroll ! This series will be about short or medium breaks from larger projects, containing widely somekind of diorama like scene´s wich are some what experimental or not covered in current series ! Agriculture, haven´t been touched for just about half a year so we return in a France like scape. France Anno in wich this scape is created is quit different fromt ANNO Europe. As such other will be developed ! Some wider views ! France Tourisme is second nature ! Last we have a look at some typical medium town of wich there are so many ! Hope you like this CJ and see you back next time !
  16. Frankfurt Rebuild !

    Frankfurt Rebuild ! As last CJ we concetrated on the inner city, now we have a furthur look outside the city and present some of the challenges building a european city with fullsize tain, tram, bus and s bahn network. Some overview´s of the area ! First a continuation of the old town and Bahnhof Frankfurt East ! We go back downtown to see something of the Frankfurt Hbh station quarters ! Frankfurter Tram Bahn Geselschaft old depot ! Some more downtown rail stations ! Frankfurt Messe Bhf with the great eexhibition center ! Frankfurt East ! Last we end with stadium of the famous frankfurt footballclub Eintracht Frankfurt ! Frankfurt population has grown to about 64.000 citizens. Industry is complaining, Commercial activities painfully slow come from the ground; adding more schools, the university and improving the enviroment may help as lowering taxes a bit ! Hope you enjoyed this CJ and see you back next time !
  17. BATs by Bipin

    This will be the home for all BATs by Bipin, as I'm sure you figured by the title. These won't just be any BATs though, these will be ones centered around a cohesive theme. In other words, I'll be making the BATs that you've always wanted, but never gotten; the essential BATs no one has ever got around to making. ___________________________________________________________________________________________________________________________ I'll start off with something that is essential to any city; suburbs. While we have older suburban houses from the 50's up to the 80's, its difficult to find modern houses. So with that, I present to you... I've made all this in 8 hours today, I worked hard! On top of that, this is my first time making anything in 3dsMax, so I hope you like what I've done so far. As a side project, I'm also in the process of creating retaining walls and ramps for FARHW-MIS: Now, none of these are rendered, but there is a reason to that. Whenever I try and download and subsequently run BAT4MAX, the .mzp unzips itself, instead of opening an install prompt, so if anyone has suggestions as to what I can do, let me know. I'm running 64 bit Windows 7. I hope you enjoy my seeing my progress so far, comments, questions and any other concerns are always appreciated!
  18. 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 !
  19. 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
  20. 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.
  21. 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
  22. 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!
  23. 8/1/2016 - I've uploaded several new barriers; orange, yellow, and white marker posts/delineators! Go check them out! Releases Work In Progress
  24. 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.
  25. 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!
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