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City-building game(s)

Found 23 results

  1. AGC BAT Thread

    My new BAT thread Here you can make suggestions, requests, etc. Constructive and destructive criticism is allowed. Photo spam of any kind is allowed, even of your own BATs, cities or requests.
  2. A while back I bought a new laptop which runs Windows 11 and the game is from Steam. The game has overall run smoothly but one issue I have not been able to resolve is that all frieght trucks in traffic do not have any textures. I did not have any issues on my old computer and have not been able to find anyone else with similar issues. Anyone have any ideas of what the cause could be?
  3. Not sure if this is the right forum but my truck drivers from some mod have all got stoned and are driving sideways down the lanes. It is driving me flipping nuts. Every time look at my city it has all these crazed drivers skating sideways. I have no idea how to even isolate what mod it is as so many things come with dependencies that use car/truck props. Maybe some veteran out there knows what particular plugin is causing this. Any help would be appreciated.
  4. Hello, everyone! I think this video would describe the problem(I don't have a microphone,sorry about that.): here are some pictures: Can anyone recognise this this truck? Here are the vehicle Automata mods that I'm using: thank you in advance, much obliged.
  5. Traffic... This is the most searched topic about Cities: Skylines. And even after so many years of playing the game, it is still giving headaches to the mayors of virtual cities. I am going to write this out in several parts, as this is a comprehensive subject, but there will be a video attached so you can chose your preferred medium. The core problem of traffic is made up of several elements: 1. Vehicle numbers and types - topic of this post 2. AI traffic logic, lane usage, path choice 3. RCI zone design 4. Highways - city's regional connection (entrance) 5. Roads network design First part is going to be about vehicles, what kinds there are, where they spawn at(start at), how they travel and how they teleport (despawn), understanding all types of vehicles and the rules behind them will help you build better cities, and manage traffic more easily. Text or video, pick your media of choice: The short story is this: In order to prevent a disaster, that is triggered by traffic jams and city's service vehicles inability to reach problematic places in the city, we have to understand these vehicles and where they came from and how did they create that traffic jam. First question is what types of vehicles where in that traffic jam? The common traffic jam is made up by every type of vehicles: regional vehicles, delivery trucks/vans, cars and city services. Regional vehicles, these originate, as their name implies, in the region, outside the map, and they have two types. First type are the ones that are just in transit trough your city and the Second type are trucks and delivery vans who drive the loads of products for industry or finished goods for commercial buildings in your city. Both types don't have a home building in your city. They leave the city and the region after completing their deliver or if they are of the first type they just transit through your city. Depending on their objective you need to provide adequate road and highway network so that they can do their jobs quickly and not create traffic jams in your city. Delivery trucks/vans originate from industrial buildings inside your city. They spawn at industry buildings and depending on their type and cargo have objective to deliver products or goods to the next building in the chain. Having separate zones in your city that send out and receive these vehicles you increase the amount of time and space these vehicles need to finish their routs(jobs, objectives). If you produce more then you spend in your city you create extra traffic with exporters which need to find a way out of the city and into the region. Providing good, direct and fast connectivity to highways or cargo hubs becomes a must. Cars are Cims personal transportation vehicles. You can't eliminate their arrival from the region in them when they move in but you can reduce their need once inside the city. This can be achieved by zoning workplaces close to residences, by adding pedestrian paths, and numerous public transportation options. City services add up to a large number of vehicles. Garbage disposal, Firefighters, Healthcare, Deathcare and Police to name just the main ones. Huge cities require very high numbers of these vehicles to function. And each type has it's objectives that can be made obsolete if they spend to much time in a traffic jam. A Garbage truck that doesn't pick up garbage on time and a Cim gets sick makes for dead weight on a road and forces additional vehicles to be sent to those roads in form of a ambulance or even further down the chain, hearse if the ambulance doesn't get there in time. These domino effects can easily lead to abandoned buildings which leads to gaps in the electricity network which leads into ruin. The despawning, teleportation mechanic and the ingame vehicle number limitations provide a helpful respite form unending cycles of production, consumption and 24/7 work hours that create endless traffic which knows no ebb and flow, and because of which, it becomes impossible to deal with traffic at small scale, if it isn't designed into the city from the start. Large and huge cities benefit most from these hidden mechanic and limits, as they are working without actually having to obey the same laws that govern small cities, like delivery times, actual physical quantities and having to drive or take a ride to work. The long story: With the traffic overlay, which has a traffic flow bar, players can see what is the overall(average) percentage number of the traffic flow in their city. A higher number, for example 75,80,90% is considered a great traffic flow in a city. Besides this the overlay itself provides the "picture is worth more then a thousand words" effect with the color system of red for high traffic all the way down to green, low traffic, that provides a quick way of spotting problematic roads. This is a good visual representation, but it also lulls the player into a false sense of having a good traffic flow with the percentage bar because of it's average approach. While 99% of your streets and roads might be green, and have close to no traffic, a single part of your city might be experiencing a 99% congestion, and a huge traffic jam. This will still give you a high traffic flow % even if your are moments away from a disaster. *Why a disaster? Well because things in Cities: Skylines tend to fall down like a house of cards, or a domino train. It goes like this: A section of your city is having a huge traffic jam. Garbage pills up as city service vehicles are unable to get through the jammed roads to the building and remove the garbage. A single Cim gets sick. An ambulance is sent out form a near by clinic, but it too is stuck in the same traffic jam, only adding to it. That Cim is so sick, and with no aid, he/she dies. Now the cemetery / crematorium dispatches a hearse to pick up that dead Cim's body. But it never gets there. The body stinks up the whole building and it is abandoned after a short while. The longer the traffic jam is going on the more buildings become abandoned. And as this local event spreads, and more buildings are abandoned, they stop carrying over electricity. This is the final stage of this disaster as a break in the electricity supply stops every building from functioning and the city becomes a ruin as building after building is abandoned. Also, Death waves... need I write more? And so, is that one garbage truck to blame? No, it's not. It's all the other vehicles that made up that traffic jam preventing the garbage truck form doing it's job. A note here: A city's production, work, buying(spending) cycle in Cities Skylines is not only endless, but it also knows no weekends, holidays, or even night shifts. It does have a day and night cycle but it doesn't slow the city's RCI system nearly enough or long enough to take the heat of the roads for the night. Industrial buildings create goods and products 24/7 and require Cims to work 24/7 and shop 24/7. This means that there is little to no ebb and flow in a city but a constant unyielding pressure of hyperproduction an expenditure. I am not sure where the developers doing this on purpose to make a sociological/economical/political statement or it was just easier to make the game run like this. In any case the endless cycle is part of the problem as roads cannot clear as fast as more vehicles can spawn. In order to prevent a disaster, like the one I described above, from happening we have to understand these vehicles and where they came from and how did they create that traffic jam. First question is what types of vehicles where in that traffic jam? The common traffic jam is made up by every type of vehicles: regional vehicles, delivery trucks/vans, cars and city services. And those can be broken down further. 1. Regional vehicles, these originate, as their name implies, in the region, outside the map, and they have two types. First type are the ones that are just in transit trough your city, they move from one edge of the map to the other through the highways and your city, if your city has a connection to two highways that where not connected to each other at the start of the map. These vehicles are not counted in the Outside connections info view panel(import, export). Second type are trucks and delivery vans who drive the loads of products for industry or finished goods for commercial buildings in your city. These vehicles are counted in the Outside connections info view panel(import). Both types don't have a home building in your city. They are spawned at: the edge of the map, on a highway, or at a cargo station (train, harbor, airport). They leave the city and the region after completing their deliver or if they are of the first type they just transit through your city. Tips on how to handle these types of vehicles are below and will be explained further in the next part of this guide. 2. Delivery trucks/vans originate from industrial buildings inside your city, and are not to be confused with delivery trucks and vans coming from the region(entering the city by a highway or cargo station). There are two types of these: city delivery and exporters. City delivery trucks will start at a farm, ore mine, oil field etc. (specialized industry type 1.) . and transfer raw products to a meat processing plant/mill, smelter, oil refinery etc. ( specialized industry type 2.) Next in this chain are new delivery trucks that spawn at those specialized industry buildings and transfer products to generic industry buildings(the ones that produce goods). At those buildings(generic industry) delivery vans will spawn and transfer goods to commercial buildings for sale. If any of these buildings, in this production chain, don't have a place inside your city to transfer their load(raw products, products or goods) to they spawn as exporters. These look for a rout out of your city to the region. This can be a highway or any cargo station ( train, harbor, airport ). These vehicles are counted in the Outside connections info view panel(export). Tips on how to handle these types of vehicles are below and will be explained further in the next part of this guide. 3. Cars, personal transport of Cims. First time you can see a car is when a new Cim is moving in to your city form the region. Next time you see a Cim using a car it might come to you as a surprise to see them spawning a car in front of them. It's called a "pocket car". For convenience sake Cims have the technology developed by Capsule Corp. right out of Dragon Ball(manga). This allows them to drive to and from any place they chose to, provided there are roads to drive on. Because you can't micromanage a Cims workplace it is inevitable, that as your city grows, and the maximum distance a Cim will walk is exceeded, they will start to use Cars, adding them to the traffic on your roads, to get to those far away workplaces or education buildings. Tips on how to handle these types of vehicles are below and will be explained further in the next part of this guide. 4. City services spawn a LOT of vehicles. Garbage disposal, Firefighters, Healthcare, Deathcare and Police to name just the main ones. While there are green overlays placed onto roads when you are choosing where to build a city service building(hub), showing where their vehicles will reach and specific service be available, this isn't a line in the sand. Vehicles will travel farther then shown and try and do their jobs. A small city has a few of these buildings, and each spawns from 5-20 vehicles. While a large, huge city might have hundreds of these buildings which makes for thousands of city service vehicles. Some of these vehicles do have special rule sets and can brake road rules as they speed towards where they are needed. But, their numbers are many while the road space to fit them all is too small. And once they get stuck in traffic there are no new vehicles that can be spawned and sent to do their job instead of them. They have to find a way of getting to their objective and if they can't the objective will not be accomplished. This is one of the main reasons why cities fail as a traffic jam "captures", "snares", these important, non interchangeable vehicles. See(read)*. Tips on how to handle these types of vehicles are below and will be explained further in the next part of this guide. Before I write tips on how to handle these types of vehicles: Two additional notes: The game has a built in system of teleportation for vehicles. Not all, but some types, like delivery vans and trucks. This allows for instantaneous transportation of products and goods between industrial and commercial buildings, called despawning. This teleportation can be turned off with mods. When a delivery van's time runs out it will be despawned from the roads and his cargo teleported to it's destination. You can test this by turning despawning off, waiting for commercial buildings to have a "no goods to sell" sign pop up, and then when you turn on despawning once again those signs are going to disappear in moments. On top of that there is a hard limit on the number of vehicles that can be spawned in a city map at one time. This number can be viewed using mods, and it is about 16k. Once this limit is reached imports start to teleport to generic or specialized industry buildings as well as goods to commercial buildings(if you are importing goods). Not all of it, but what can't be spawned into vehicles. Cims also use this function to great effect when going to school or work. So while you might make a fantastical public transportation system it won't be used as much as the teleportation system. Now for the tips, and these are just some of them, more will be in the next parts of this guide: 1. To help regional transiting vehicles pass through your city, without adding to your traffic, make sure to have simple, fast and direct connections between two highways which where not connected to each other before you made your city. Ideally a underground highway before or after the cities entrance. 2. To provide importers, both trucks and delivery vans with direct access to their delivery objectives you need to watch your Outside connections info view panel and be aware what you are importing. If it's goods then you need direct connection from a highway or cargo hub to your commercial buildings. If you are importing products(forestry, agriculture, ore and oil) then you need a direct connection to those buildings which are the objective of the importers, generic industry or specialized industry 3. If you are exporting goods or products you need the same things like above, just in the opposite direction so that exporters can exit your city, and the map, as quickly as possible, and with the shortest travel time. 4. If you are producing goods locally, and making sure to add new generic industry buildings as you add new commercial buildings the you have enough to supply your demand locally. But, to deliver those goods from generic industry to commercial buildings you need to make direct roads possible or create these zones next to each other. 5. Making a city that has all specialized industries(type 1. raw products and type 2. manufactured products ) as well as generic industry (making goods) will reduce the level of traffic coming in from the region. But, it will increase the amount of inner city traffic. Once again, careful zone placement of vehicle spawn points next to their objectives will reduce overall traffic and vehicle travel time. 6. Main ways of dealing with Cim's "pocket" cars type of vehicle are public transportation, pedestrian paths and RCI zone layouts that provide work, education and shopping next door to Cim's place of residence. 7. Cities services vehicles require a more micromanagement approach. Not only do you have to plan out specific unzoned roads for easy and fast spawning and travel of these vehicles but you also need to take the specific service overlay and building influence distance with a large grain of salt. As the green effect of a building over roads isn't an exact view of a building's, and it's vehicles, area of effect. These buildings also allow for a large amount of micromanagement with their budget as lowering or raising it will decrease or increase the number of vehicles they spawn. You don't always need the maximum number of vehicles on the roads, and the buildings them self's will reflect this dynamically as they spawn or despawn vehicles deepening on the need of that service. But when you have large traffic jams, and you see in them large numbers of service vehicles just siting there unable to move, it is somethings better to simply reduce their vehicle count, wait for your other actions to reduce the traffic jam further and then let the remaining service vehicles do their jobs. Add more vehicles as the need arises so you roads aren't filled with extra vehicles which make the problems worse instead of better. 8. When moving from a few thousand Cims city to 20k,30k-50k+ Cims city you are faced with the hardest traffic as you can easily reach the games limitation of 16k vehicles while having minimal amount of roads and highways to put all those vehicles on. The volume of traffic on a low amount of roads and highways is what makes those midsize cities grind to a halt in one large traffic jam. To avoid this build loads of excess roads, double up on one way two lane roads, have multiple connections between each city zone and enough distance to create enough road space to fit all the spawning traffic. This will give you just enough breathing room to push past 50k Cims to 100,200k after which the roads and highways become free of traffic jams as there isn't any longer enough of vehicles to jam them up. 9. More in part #2. Thank you for reading or watching, I hope I was clear and to the point, and that this will help you in making great cities. Best of luck, Peter
  6. PC American Semi-Trailer Set 4

    Version 1.0.1

    965 Downloads

    130 trailers for your cities. Make sure you have the other packs for more variety. The set is a few national brands of certain industries, some fictional brands, as well as some smaller regional and local carriers. 3M/Post It Abco All My Sons ALTL Barlow Beebe Bolt Express Boone’s Farm/Gallo Boyle Braums Brennan Burris Butterball Calhoun Carnes Cecil Clough College Hunks Crowley Culpepper (fictional) Dandy Dean Foods/Reiter Decker Dependable DM Bowman Dodson Dohen Dorsey Duncan Hines Dunder Mifflin Dutch Maid Dylan’s EL Hollingsworth Elliott’s Epes Fontaine Fraley/Schilling FW Webb Fyffes/Chiquita Garrison Garza Leal Gentle Giant Gibbs Truck Part Delivery Gilliam Great Dane Gully Haggerty Hartwick and Hand HD Supply Helton Herman Miller Hinchliffe Dairy Hoekstra Honey Locust Hoosier Hormel Horseless Hough & Hartley (fictional) Imler’s Poultry Ince’s (fictional) J. Whitaker (fictional) Jasper Jeter Kane Is Able Keane Keany Kimball Kimberly Clark Kreilkamp Lancaster Laughlin Ledbetter Mallory Alexander Mast Matson Maverick Milliken Mohawk/Shuttleworth Moss Windows Moyer Munoz Neighbors New World/Pollard Noffsinger Noonan Nussbaum Olson (fictional) Oreo Outlaw Pemberton PFC Phelps Dodge Powell Raven Red Ball Red Sled Moving/Jarvis Dalton Rodriguez Rollin Saddle Creek Sage Truck Schools Sargento Schugel Schuster Searcy Sharkey Shaw Shoes For Crews Stanton Sillman Stevens/Knowles Stoneburner (fictional) Stubbs BBQ Sweet Baby Rays Syndicate Toll Touchstone Transporte Hernandez-Lopez Trout Tucker Uber Freight Veriha Verst Vogt Wannemacher Watkins/Shepard Wayne Fellows West Side Winco Winslow Other sets:
  7. Trucks & Trailers Prop Pack

    Version 1.0

    5,956 Downloads

    Looks like we've got us a convoy... Hello. This prop pack was made with the purpose to add a wide variety of trucks and trailers to the ones that already exist. In this pack you will find the following trucks and trailers: Kenworth T800, T800 Aerocab, W900 Freightliner FLB 53 ft dryvans 40 ft & 53 ft container chassis Dump trailers Tankers Flatbeds & loads, Lowboys and much more. You can use them in your industrial zones, truck stops, warehouses, etc. You will find 110 diferent models each one HD-rendered at 11.25°, 22.5°, 33.75°, 45° and 90° with their respective left versions. Also I included prop families for the 22.5° 22.5° left, 45° and 90° versions. Installation: Just extract the files contained in this .rar file into your plugins folder. For uninstalling it, just delet them from your plugins folder. Dependencies: None, this is intended to be a depencency. Enjoy it. Thanks to everyone who helped me in its development. And you, for downloading. For more information and/or notify me of an error with this prop pack, please visit this thread or PM at my Simtropolis profile: 10-7 and catch you on the flip-flop.
  8. Transit King is now out!

    Hello again, Simtropolis!I asked about your interest in joining our Pioneer program a while ago, and here's the result - partly thanks to you! Our first mobile tile, a sandbox tycoon game “Transit King” is now available for iOS and Android. It's a free-to-play game about transporting goods and commuters the way you want. You start with just a few slow trucks and build a transport empire by completing city requests and helping them grow. We’re huge fans of Transport Tycoon and other tycoon titles, and Transit King is our version of that proper free-form sandbox game, but for mobile devices and players in mind. DOWNLOAD LINKS: Google Play Store: https://play.google.com/store/apps/d...es.transitkingApple AppStore: https://itunes.apple.com/fi/app/transit-king/id1311511672 Link to the trailer: https://www.youtube.com/watch?v=Be9fsplJnyISo thank you again and hope you'll check the game out and enjoy it!MattiCommunity ManagerBON Games
  9. Version 2.00

    8,302 Downloads

    KOSC Presents: Logistics Essentials (Formerly IdM - Trucking Essentials) Introduction Do you want to recreate a large distribution center with ample truck parking space of all angles and populate them with tons of random trailers from different freight and logistic companies? If so, then you've come to the right place! Package Overview This package contains a set of 175 overlay textures, offered in either white or yellow (mostly) paint. There are 36 prop families for @MushyMushy's HD North American trucks and cabs, covering all bases and angles. Update 2.0 introduces 16 new prop families that cover some of the more irregular angles of @Angry Mozart's cabs. Additional details are in the enclosed README. Install Instructions Drop the file in your My Documents/SimCity 4/Plugins folder. It is highly recommended to load this file last, as the original prop descriptor files are overridden here. Failure to do so might result in the families not loading properly in-game. Obsolete Files The following files are made obsolete as of version 2.0. Please remove these files from your Plugins folder, or use the included Cleanitol file with BSC Cleanitol. IdM_TruckingEssentials_MM_PropFamilies.dat KOSC_IdM_TruckEssentials_Textures.dat KOSC_TruckParking_SHKBases.dat (found in Costco Super Distribution Center) Dependencies The textures are standalone and will not require any dependencies. However, the prop families will not function properly without the trucks from the following: Props HD North American 40ft Semi Trailers Vol. 1 HD North American 53ft Semi Trailers Vol. 1 HD North American Semi Truck Cabs Vol. 1 Trucks & Trailers Prop Pack Credit goes to MushyMushy and Angry Mozart for the wonderful set of trailers and semis! Enjoy!
  10. Manufacturing Industry

    From the album City Infrastructure

    A huge manufacture to provide a lot of jobs
  11. Semi Truck Cabs Vol1 MMP

    Version 1.0

    1,370 Downloads

    Description: This Mayor Mode Ploppable (MMP) allows you to plop various Semi Truck props around your towns and cities. There are 4 MMP files - one for each orientation that Mushy created. The icons will show up in your Mayor Mode flora menu. The MMP cycles through 12 total trucks. The final click is a blank prop to reduce the need for bulldozing. Dependencies: -HD North American Semi Truck Cabs Vol.1 by MushyMushy Installation: Simply unzip the file and put the entire 'Semi_Truck_Cabs_Vol1_MMP' folder in your plugins (don't forget the dependency). Feel free to remove any of the orientations that you wish - each MMP works individually or in any combination of the four files. Developer notes: MushyMushy's great looking trucks can now be plopped anywhere around your cities and towns. Enjoy! Support: For questions regarding this MMP, please feel free to visit my Modding Development Thread (SimCougs Lot&Mod Den) here on Simtropolis. Special Thanks: A very special thanks to MushyMushy for creating this great set, and including so many variations and angles.
  12. Version 1.0

    12,522 Downloads

    HD North American 53ft Semi Trailers Vol.1 by MushyMushy This is a prop pack containing 208 unique HD 53ft semi trailer models, all of which are based on North American designs. All models are rendered at 90, 45, 22.5L, and 22.5R angles with reasonably tight LODs to provide maximum flexibility. This pack includes 53ft box trailers in several liveries with and without cabs, and later packs will include other various trailers and possibly other cabs. Please note that as this is a prop pack, there are no Lots included - you must put the props on a Lot using the Lot Editor for them to show up in-game. All props can be easily found in the LE by typing "MM_" into the search bar. Contents: 53ft box trailers with blank white, Best Buy, Conway, Costco, DHL, FedEx Express, FedEx Ground, Kroger, Roadway, rusty, Safeway, Target, custom black, Mushy's Random BATs, UPS, USPS, Walmart, and Yellow liveries.All trailers are also paired with a Mack MR688, Mack CH613, Kenworth T800, Peterbilt 352, Peterbilt 359, or a custom Peterbilt 359 in various colors.Keep in mind that this pack does not have any standalone cabs (without trailers), to get those you need to download this pack.Dependencies: None, this is intended to be a dependencyRecommended Installs: I'd suggest downloading these to add more versatility and variety to your fleet of trucks: HD North American Semi Truck Cabs Vol.1 by MushyMushyHD North American 40ft Semi Trailers Vol.1 by MushyMushyInstall Instructions: Unzip the downloaded file and place the included folder into your SC4 plugins folder. No readme is included due to the simplistic nature of this download. Enjoy!
  13. Version 1.1

    10,957 Downloads

    HD North American 40ft Semi Trailers Vol.1 by MushyMushy This is a prop pack containing 68 unique HD 40ft semi trailer models, all of which are based on North American designs. All models are rendered at 90, 45, 22.5L, and 22.5R angles with reasonably tight LODs to provide maximum flexibility. This pack includes 40ft box trailers in several liveries with and without cabs, and later packs will include other various trailers and possibly other cabs. Please note that as this is a prop pack, there are no Lots included - you must put the props on a Lot using the Lot Editor for them to show up in-game. All props can be easily found in the LE by typing "MM_" into the search bar. Contents: 40ft box trailers with blank white, DHL, FedEx Express, FedEx Ground, Roadway, USPS, and Yellow liveries. All trailers are also paired with either a Mack CH613 or a Mack MR688 in various colors. Keep in mind that this pack does not have any standalone cabs (without trailers), to get those you need to download this pack. Dependencies: None, this is intended to be a dependency Recommended Installs: I'd suggest downloading these to add more versatility and variety to your fleet of trucks: HD North American Semi Truck Cabs Vol.1 by MushyMushy HD North American 53ft Semi Trailers Vol.1 by MushyMushy Install Instructions: Unzip the downloaded file and place the included folder into your SC4 plugins folder. No readme is included due to the simplistic nature of this download. Enjoy!
  14. Version 1.0

    10,073 Downloads

    HD North American Semi Truck Cabs Vol.1 by MushyMushy This is a prop pack containing 64 unique HD semi truck cab props, all of which are based on North American models of various years. All models are rendered at 90, 45, 22.5L, and 22.5R angles with reasonably tight LODs to provide maximum flexibility. This pack only includes truck cabs, later packs will include various trailers and possibly other cabs. Please note that as this is a prop pack, there are no Lots included - you must put the props on a Lot using the Lot Editor for them to show up in-game. All props can be easily found in the LE by typing "MM_" into the search bar. Contents: Mack MR688 - USPS, White Mack CH613 - Black, USPS, White (also has a white variant with an aerodynamic cap added to the roof) Kenworth T800 - Black, White Peterbilt 352 - Black, Red, White Peterbilt 359 exhd - Black, Blue, Red, White (also has a special black variant with extra chrome customizations, a longer sleeper, and a tridem setup in the rear) Dependencies: None, this is intended to be a dependency Recommended Installs: I'd suggest downloading these to add more versatility and variety to your fleet of trucks: HD North American 40ft Semi Trailers Vol.1 by MushyMushy HD North American 53ft Semi Trailers Vol.1 by MushyMushy Install Instructions: Unzip the downloaded file and place the included folder into your SC4 plugins folder. No readme is included due to the simplistic nature of this download. Enjoy!
  15. MGB - MMP Pack Vol1

    Version 1.0

    2,433 Downloads

    Intro Eight new MMPs based off Truck and Rail props by JES. Dependencies BSC Mega Props - JES Vol01 BSC Mega Props - JES Vol06 Usage I've tried my best to make sure that these props have super-small footprints, so that you can get them into tighter spots, this also means they will happily overlap each other too, so go careful with the clicking. Each MMP has a Blank prop so if you do mess up, keep clicking until the prop is removed and you can try again nearby if you wish. Support Having problems? Got comments? Then why not visit my thread at Simtropolis:
  16. Does adding tons of new Vehicles slow down the game? We probably all know that the more files in the plugins directory, the longer the city initial load time. It would be great to have tons of new vehicles (and reskins) to fill the city streets, but I value my in-play (after city load) CPU/RAM more than the visual extras at this time (until I build a new box). I was thinking of collecting a whole bunch of really great looking vehicles that do not replace the original maxis cars and trucks and trains, and then adding them this week. How much of a risk would that be to computer resources during game play? (Keep in mind - I don't have a POS computer but I built in back in 2010 so its no spring chicken either.) Thanks to anyone who can help answer this little inquiry!
  17. Ok, So I'm fairly new to message boards in general so excuse me if I am not doing this correctly. I been playing SimCity for a few hours today and I'm getting really frustrated with my firetrucks. I am pretty sure I have good coverage and I have all the extra firetruck garages installed on my station. It seems I still have buildings burning down though. What's even more frustrating, is that ALL my firetrucks will respond to the same house fire, when there is a commercial building in need of assistance. Maybe one or 2 fire trucks will decide to go fight that fire, but it still trips me out to see 5 or 6 firetrucks jamming up traffic trying to fight the small fire. Am I doing something wrong? Is this a bug? Any insight or even similar stories would be appreciated. I just want to know if this is only happening to me. Thanks for your time!
  18. SHK Parking Pack

    Version 1.2

    114,456 Downloads

    The SHK Parking Pack is a combination prop and texture pack designed to enable lotters to create varied and distinct parking lots with little or no need for multiple dependencies. This project is the result of many months of work with the overall goal of providing everything I could think of to make any configuration of parking area needed. There are 3 parts to this download, textures, vehicles and parking props. Textures Contains a set of 5 asphalt and concrete base textures as well as a few overlays for bridging connections at various points where other textures meet. In addition there are 2 files which contain the bulk of the overlays. Two identical sets have been created utilizing both white and yellow space lines, that when used correctly work as a texture changer to enable utilizing either all white or all yellow space lines for any lots. Vehicle Props The largest part of the pack is the vehicle props, starting with 150 single timed and untimed vehicles in both orthogonal and diagonal varieties (300 total). In addition there are a large number of orthogonal and diagonal timed clusters (68 total). Both the individual vehicles and clusters utilize a special timing system that along with the included prop families enable the creation of ever changing lots with little to no chance of repetition. * For full details on this system and others within this pack, please refer to the included documentation. Parking Props A collection of over 100 props to add character and life to your lots, everything from shopping carts to speedbumps. *Note - This download contains no lots, it is intended as a dependency for my own and others future lots. Credits Props, textures and modding by shokthrpy. Special thanks to my fellow Nightowls Paeng and Murimk, for without their knowledge, assistance, determination and occasional prod with a sharp stick would this have ever been possible. Feedback & Support I test my content as thoroughly as possible, but should you encounter any issues please visit my BAT thread at http://www.simpeg.co...hp?topic=9391.0
  19. European Truck Prop Pack vol. 1

    Version 1.0

    23,982 Downloads

    Hey there Simtropians! You all surely know the all the other Truck Props which are beautiful ones but mostly american as you know. So as I'm from I was missing european ones for use in my cities So I made them. What you get: This Prop Pack is the second of many to come featuring european style vehicle Props. This pack uses Truck Modells based on the Mercedes Bens Actros and the DAF XF It contains among 90 diffrent Props using diffrent trailers to fit (hopefully)almost every situation you need them for: - Containertrucks (40'size, 20'size, liquid transport containers ) - Flatbed Trucks - Constructionside Trucks - Standard trailer Trucks - Carriage Props - All Trucks available in orthogonal, diagonal and curve versions + nightlighted Versions - The Trucks are fitting the sizes of the Truck Props of Simgoober and Jestarr To get a Impression of what you get you can take a look at theese pictures: www.ld-host.de/uploads/images/8515abf03e532c90c94d630b41919c73.jpg www.ld-host.de/uploads/images/bfc35f9101353fa3bdc11dda89f1664c.jpg www.ld-host.de/show/398191b815de0dd3e7f6929d45b1fbad.png Dependencies: None, this might be one Want to use it?: If you want to use this Props for your upcoming lot projects feel free to do so (but not forget to credit me when using them) If you need a certain skin fitting your city/project just PM me and I see what i can do Thanks to: All members of the Simforum who supported me with their help,ideas and criticism. Special thanks to Logan123 and Simcitler for testing. Thanks to jestarr for help with the Propssize whats left to say: - You can find the Props under the prefix "SCF_" greetings, SimCityFreak666
  20. JES Truck Props

    Version 1.0

    10,745 Downloads

    Of course you may donwload this file, but in fact is has become obsolete since april 1st, 2016. Its content is now part of the BNL Essentials V2.0 or later. Dear SC4 addicts, This is my very first upload. I feel really proud, so I hope you think these files are useful. This download contains four PropFamilies. They contain the eight trucks by JES, that are to be found in the BSC MEGA Props - JES Vol06 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1416 So that file is the dependency. You can find it on SC4 Devotion.com. You need to register on the site and separately on the LEX for the downloads. One family contains the straight ones, the other ones are families of the 22.5 degree diagonal models left and right. The last one obviously is the 45 degrees diagonals family. You can put these files into your pluginsfolder and add them to your own lots. The download contains pictures of the propfamilies. There are no lots. I am working on a warehouse pack with these props, but that is not even nearly finished. They are usefull to some of you, I hope. Have fun with SC4, FrankU, October 2009.
  21. Version 1.0

    3,931 Downloads

    This is a set of truck props for my future I-HT BATs, and as such will be a dependency. The trucks are Volvo VN770s, and they are painted in a distinctive color scheme, so as to be easily identified.
  22. Real Highway Weigh Station

    Version 1.0

    988 Downloads

    This is more or less a fully functional weigh station. Simple, yet effective. This lot is transit enabled as a one way lot. The lot should be placed as shown in the screenshot included in the zipfile. Since highway ramps do not allow connection to one way roads, a street must be placed between the lot and the ramp. Truck traffic is only allowed. See the readme for more info. Enjoy.
  23. Additional Vehicles Set 2

    Version 1.0

    5,307 Downloads

    I have decided to release the remaining UDI vehicles that I haven't released yet. There are two folders inside this zip: "NOB's Vehicles" and "New Vehicles". I have been given permission to use NOB's vehicle skins. I had Eddiem contact NOB for me, since I can't read Japanese. This release was spurred by Kevdan25 wanting the Coca-Cola Truck after seeing it in my CJ. NOB Vehicles: -Black and White Taxis -Coca-Cola & 7-11 Trucks New Vehicles: -'93 Mercury Capri as requested by TJBryant -Budweiser Truck as requested by Budweiserdude23 -California U-Haul Truck as requested by Mexicanboy13r -Orange Junker (Maxis removed it for some reason....) All vehicles are additional vehicles. The taxis are part of the Taxi group of vehicles. To drive the taxis, you will need to build an airport. The rest of the vehicles are found in the Low Wealth section of the MySim Car Catalog. The NOB vehicles were replacements for some of the game's default vehicles. I borrowed the skins and renumbered them to make additional vehicles. The trucks feature custom status window UI's that I made. Installation: Copy the .dats you want into your SimCity\Plugins or MyDocs\Plugins folder. Uninstallation: Delete the .dats from your Plugins folder.
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