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  1. Ceafus 88

    Ceafus tries to build a town.

    Well, here goes nothing! I am working on a small town in a new region, I hope I do not let you guys down! We will start out with a small wind farm that the city council approved last month! As well as a small shore side pic! I hope to be able to update this soon with some pictures of the town, but as of right now it is just too small to show off!
    4 Points
  2. Bryan1998

    Show Us Your Interchanges!

    I tried to replicate a local interchange to say i did it. Created in a sandbox tile for proof of concept.
    4 Points
  3. pupper_donut

    god_donut's CS

    I decided to spam one of my new cities with EF5 equivialant tornadoes and thunderstorms, here are some pictures:
    3 Points
  4. pierreh

    The United Cities of Talaran

    The Rail Triangle Upgrade project in Deramey was finally brought to a satisfactory completion. It was not easy. Some citizens, supported by the Chamber of Commerce which complained about disrupting the commercial area next to the rail tracks triangle, proposed an underground solution, that got rejected mainly on account of the immense cost. Eventually a solution was proposed which was accepted by all parties concerned. Once the project was accepted, work proceeded swiftly and with a minimal amount of disruption. Only two commercial buildings needed to be demolished, and their owners were suitably compensated. Rail services had to be temporarily suspended and replaced by buses. The completed upgrade, with 3 commercial lots to be rebuilt, is shown in the following picture: The mayor inaugurated the new layout by riding on the first train using the upgraded rail triangle. Rail service resumed on the same day, with a new schedule featuring more trains.
    3 Points
  5. pupper_donut

    Christmas 2016

    I wanted to wish everyone a Merry Christmas! I hope you guys get to spend it with your family and friends (irl :P) Thanks for all you do! -Your amazing community admin
    3 Points
  6. 7499275

    In the Line of Duty: REDUX

    In the Line of Duty What is ITLOD? It is a personal project started by yours truly that is being made using Arma 2, A military simulation game. There is a story line behind this "movie" which will be disclosed once more of the production has been done. For now I leave you all with a teaser image. (making a post actually gives me motivation to continue working on this so... ) UPDATE: General plot line: 1999, Russian and American tensions are at an all time high. Russian forces lining up along foreign borders trying to assert dominance and all for easy expansion of the country. However the U.S Government does not take this lightly. They deploy a fast moving response team to Utes, a small island belonging to the United States since the height of the cold war. The military base on the island is quickly refurbished and restocked to allow for military strikes to be conducted out of the area. On March 24th the response team arrive at the derelict base and made sure the Russians had not already got a foot hold on the island. Two days later, March 26th a larger force has arrived and gotten into position at the base with more reinforcements inbound to the island. The base has one major drawback though, only a handful of small hangers, a carrier will need to be stationed in the sea nearby to help conduct air strikes in the area if the Russians do not back their forces down. So now after a few days I finally got part of this video project. Just the basic intro. Kind of an introduction to the plot line.
    3 Points
  7. OmniBLACK

    Omni's Cities XXL/XL Showcase

    A southwest desert town And a Marina style city
    3 Points
  8. 7499275

    The Great (not so great) City of Charleston

    Decided to fire up Cities Skylines and this is the mess I'm INSTANTLY thrown into. Now due to a lot of traffic hitting my current business area's I am going to try and create a central business district. This district will also hopefully hold monuments and other tourists attractions so that most of the traffic in and out will be public transport. If not I'm hoping the road ways that are gonna be designed (still a work in progress) will be able to handle the load.
    2 Points
  9. Ceafus 88

    Ceafus tries to build a town.

    Thank you @Aldini10 @7499275 and @bben I really appreciate it! ---------------- Among all of the farm growth... A small town begins to take shape..
    2 Points
  10. Bryan1998

    Pine Forest

    CHAPTER I: INTRODUCTION I've been working on a region for a couple of days now, called Pine Forest. It's a modified version of a region i downloaded awhile back. SECTION I: SHORT BEACH A nice, sprawling suburb... Looks good so far... ... it's being abandoned in droves There's some abandonment going on around Short Beach, which can be fixed by relieving some CO demand. SECTION II: LONGSIDE VIEW A nice, open highway... ... ripe for building a CBD another suburb, but what about that old, crusty interchange? This interchange shall do it. STAY TUNED FOR NEXT CHAPTER!
    2 Points
  11. pupper_donut

    god_donut's CS

    I've recently started working on a pre-made highway layout for a new city, here's a space-eating interchange and sunken stretch with el-rail over road through what will be the CBD:
    2 Points
  12. 7499275

    The Great (not so great) City of Charleston

    So I went to go build some more when a 8.7 tornado (I really which CS used real life scales for disasters...) struck the city. And no my pictures aren't as nice as Josh's
    2 Points
  13. Bryan1998

    Pine Forest

    CHAPTER II: ANOTHER SUBURB SECTION I: LONGSIDE VIEW After careful thought, I decided i was getting WAY ahead of myself with the CBD. I simply don't need it. So, i built (another) suburb. Here's an overhead view of Longside View... ... Remember this ...? ... a few additions to get on and off ... ... this too ... ... is that an industrial (I-HT) zone i see ...? ... yes it is... but it's not growing ...! ... moving on ... ... more stuffs ... ... and more ... ... and that's it! STAY TUNED FOR NEXT CHAPTER!
    2 Points
  14. bben

    transit mania- ville

    Thanks much your replies and advice ! I think I ended up using a combination of both Rocky and Josh ideas for # 2.. To handle the situation with # 1 I simply ran a new MIS route all the way into the CBD.. So let me show you all some pics of the new changes - 1) I opted for a branch off MIS route from the northern most ramp 2) as Rocky suggested I maintained 4 lanes for the RHW, headed north where it eventually crosses a rhw-2 as a OWR-4. Nam 35 was helpful here in providing a RHW 8s - OWR-4 transition . Also I was unsure if the rhw -2 X oOWR-4 was supported by NAM. But i tested it and apparently it is ! 3) Here is the extra MIS network which runs all the way into the main CBD. So the effects in reducing traffic congestion I felt were fairly dramatic- .. and finally a further zoomed out shot shows now 7 MIS networks feeding into the CBD. But traffic congestion is now more manageable there..
    2 Points
  15. 2 Points
  16. pupper_donut

    Flight Simulator X - Tutorial Series

    @bben thank you! @Ceafus 88 much more on this coming soon(ish). The GPS is fairly complex, but nothing like the flight management computer in real life planes Part 3: High Altitude Flight & Fuel Mixture Instead of cruising over an hour between DCA and TEB, we'll fly a short route - this time from KAVL to KTRI. Set up a VFR flight plan (refer to the previous post for instructions) and move the aircraft to the departure airport. We will need a cruising altitude of about 9,500 feet, since we are in higher terrain. As before, you'll have a powered down aircraft. Start it up, using the previous post and startup guide as reference. Since we're so close to the airport, we will set up our approach immediately. Bring up the GPS and set up the map (TERR, 2x CLR, range of 50nm). Go to PROC, verify Select Approach by pushing ENT, and select an ILS 23 VECTORS approach. Set the autopilot altitude to 9,500, and autopilot heading to 350. Remember not to engage the altitude hold, heading hold, or autopilot until airborne. Take off and once you're clear of the runway, turn on HDG, ALT, and AP on the autopilot. At high altitudes, air becomes thinner. The propeller needs air to push the aircraft forward. Although altitudes at or near 9,500 feet are no issue for the modern airliner, this is pushing the limits of our little C172. The thinner air means the propeller has to work harder to generate thrust. This means our ascent will be very, very slow. Once you've (finally) reached 9,500 feet, the plane will level off. Leave full throttle, for now, and once you're about 45 NM away from waypoint MOCCA, make a right turn to the heading opposite of the runway heading, in this case we can assume 230 degrees. Subtract 180 to get a heading of 50 degrees. Be sure to take in the views of the mountains we just flew over. Now, let's get to the point of this tutorial. As we discussed, the climb was agonizingly slow, with the airspeed meter dipping below 60 KIAS. Cruise speed won't exceed 80 KIAS. Now we're going to learn about something that you will wish you'd have known during the climb. First, take a look at the tachometer, right below the VSI. We've got full throttle on, and the tachometer is barely in the green. The engine is straining, and our airspeed is barely at 80 KIAS. What gives? The problem is fuel mixture. As with any combustion engine, an aircraft propeller engine requires the proper balance of air and fuel to ignite. Remember what we discussed earlier - that air is thinner at higher altitudes. Therefore, you need to reduce the amount of fuel being ignited in the engine as well to maintain that ratio. This is called leaning the fuel mixture, and is generally done above 3,000 feet. In fact, our previous flight to Teterboro would likely have benefited from a properly leaned fuel mixture as well. How do we lean the fuel mixture? Pull out that red lever next to the throttle - the one we said to keep at 100% during takeoff. Begin slowly pulling the knob out. You'll immediately notice the engine turning faster and speeds increasing. Keep pulling it out until you start noticing a deceleration and the engine sounding rough. When this happens, slowly push it back in again until the engine is smooth again and your RPM climbs and then stops. Try decreasing throttle and then re-adjusting the fuel mixture to maintain engine power. After some practice, you'll begin to get a "feel" for things. There are other methods that involve using other gauges that can be more effective, but especially since we're at such a high altitude, full throttle and a relatively lean mixture will work well for this flight. A higher mixture setting is said to be more "rich", while a lower setting is said to be "lean". Watch your GPS. When you get to within about 15 NM, the airport will be visible from your left window. Now is the time to begin preparing for descent and landing at runway 23. To start, look up the ILS frequency. Push NRST, scroll to KTRI, and push ENT. Go to the third page and get the frequency for ILS 23. If you need a recap on how to do all of this, refer to the previous post. Push FPL twice to get back to the map. Enter the frequency into the NAV 1 radio. Switch to the frequency and turn on audio for NAV 1. When you hear the morse code, you can turn audio off again. All of this is referenced in the ILS landing tutorial as well. Get the airport elevation, in this case, 1519 feet, and set it to something roughly 3,500 feet higher than that. Since there are hills in front of the runway you will want to have a good clearance above them. 5,000 feet will work nicely. Set the autopilot altitude to 5,000 feet, and vertical speed to -1000. Maintain about 100 KIAS during the descent. It's important to note that as we decrease our altitude, the air will become thicker again, which means you will need to adjust the fuel mixture accordingly. Push the knob back in until the engine begins straining, and then pull it back out slightly. Continue repeating this as you continue your descent. As you begin your final approach, set fuel mixture to full rich or 100%. Zoom in on the GPS to get a clear view of where we're at. We're going to continue on our heading of 50 degrees until we're down to 4,000 feet safe and sound, and then make a U-turn to MOCCA, and then begin our final approach. When you're about 7 or 8 NM away from MOCCA, turn directly left by subtracting 90 degrees. Since we can't turn to a heading of negative 40 degrees, you will subtract the 40 from 360, which gives us 320. Once you've made the turn, look out your left window and you should see the airport. Go ahead and turn off the heading hold switch and turn on the approach hold switch. As soon as you're established on the localizer, the plane will make a sharp left turn toward the runway. Once you catch the glide slope, the altitude hold switch will turn itself off and the plane will begin descending at the correct rate while maintaining the localizer. At this point, make sure your fuel mixture is at full rich and begin slowing to 70 KIAS. If you remember the first landing tutorial, we discussed a nifty device called the PAPI. Now is our first time seeing it in action. If we were flying a visual approach, the three red and one white would indicate that we are slightly below the glide slope and would need to slightly decrease our rate of descent. Since we're flying along the ILS glide slope, there is no need for concern as it will balance itself out. As you near the runway, set full flaps (30 degrees, press F7 three times). Disengage the autopilot, and use the throttle to maintain about 60 knots. Remember to flare as you cross the runway threshold. Congrats on another successful landing!
    2 Points
  17. bben

    What are you listening to? v2

    Hi everyone ! I just wanted to mention we now have a new music day fully in place.... Okay so every Wednesday will be alternate , 80's + 90 "s day ... Hope to see everyone having fun and enjoying some good music now on Wed's !
    2 Points
  18. 7499275

    The Great (not so great) City of Charleston

    Chapter 6: Massive expansion means Massive Traffic So now that the bridge across the river has been built we are gonna begin expanding the town across the river. Instead of relocating the utilties they are gonna stay there untill more land further downstream has become avaliable. Now that we have even more expansion the traffic in this city is becoming even more of a nightmare to try and manage. However it does look really good in my opinion
    2 Points
  19. Aldini10

    My Goodbye...

    Thanks for returning and all the quality company and content you've given us. It was a pleasure to have you around here frequently. I am optimistic that we will have you around like before!
    1 Points
  20. Towncrafter

    My Goodbye...

    It was good having you back, and I hope you can return soon.
    1 Points
  21. 7499275

    Euro Truck Simulator 2

    Driver: Rocky (7499275) Age: 19 Hometown: Rostock, Germany Preferred Truck Design: Peterbilt Current Operating Truck: Peterbilt 389 series, 2004. Engine Power: 840 horse power Torque: 2,300 foot lbs Transmission: Eaton Fuller 18 gear, 14.40 rear ends Fuel Tank: 237 Gal Purchased: Brand new So guys more or less I'm just gonna keep track of my ETS 2 game here. Hope you all enjoy
    1 Points
  22. Ceafus 88

    Euro Truck Simulator 2

    Nothing like driving like a mad man with an AA tank strapped to the back.
    1 Points
  23. pupper_donut

    god_donut's CS

    @bben Thanks, more will definitely be coming soon. @7499275 It's regular CO rail. The No Pillars mod allows you to place it on top of other networks. Network Skins mod lets you change the supports to the overhead gate pillars.
    1 Points
  24. Ceafus 88

    transit mania- ville

    Awesome! I look forward to seeing this thing grow huge! How many people will you try to fit on this small piece of land?
    1 Points
  25. pierreh

    The United Cities of Talaran

    Here is another picture of the same train station, with the traffic query for it: When we add the figures for bus, train and 'elevated train' (which is in this case GLR) we get 112'435 - much less than the quarter million shown by the other query. But we would need to add the Sims on trains arriving from the bottom of the picture and passing thru the station, which are possibly not shown here. At an rate we can see that Sims arrive at the station from both directions, by GLR and by bus, and leave in the direction of Deramey and Cherenne; this is the morning commute. It is not easy to reconcile the figures. Also, queries on the rail tracks at the bottom of the picture show numbers, but no travel paths. It is possible that the traffic simulator has not yet completed its work since the upgrade of the train station. I'll keep watching that situation, while pondering the next upgrade steps.
    1 Points
  26. 7499275

    Ark: Survival Evolved

    So guys in case ya don't know, Ark is a game where pretty much you wake up on Jurrasic park's island with this weird thing in your left wrist, your goal? Survive! Pretty much the island is full of dinosaurs that either want to eat plants you need, or want to eat you! This game was designed to be played online but I play single player cause mmo don't intrest me. My amazing view!! And my crap tastic little thatch house
    1 Points
  27. pierreh

    The United Cities of Talaran

    Upgrades attract traffic, it seems, and some parts of the rail system in the cluster are bursting at the seams. Here is an example, found in Arcens, the center city in the cluster. The rail station in the next picture got upgraded very recently. The statistics after a few months of gameplay are quite worrying: The pair of dual tracks going to the top of the picture link to the neighbor city of Deramey - quite exactly to the rail triangle that was recently upgraded in my recent CJ entries. The volume statistics on those pairs of tracks are also of great concern: On the left pair of tracks the volume is - unsurprisingly - 65535. This means that the link is saturated, which in turn explains the excessive usage rate of the train station. Aside from upgrading the station again, I could put in a third pair of tracks, but I find this rather unrealistic. Another option is to add one or more subway links. I am undecided at this point. What this tells me is that I am encountering more and more saturation issues in inter-city traffic, and it may put an premature end to my work with the cluster.
    1 Points
  28. bben

    The Great (not so great) City of Charleston

    Okay , I like this idea, and i am looking forward to your next update as to if this will have the desired effect of traffic reduction in the congested areas you showed in your pics..
    1 Points
  29. 7499275

    What are you listening to? v2

    My roomate - Whine and complain.
    1 Points
  30. 7499275

    The Great (not so great) City of Charleston

    Next Chapter: Using bus lines I managed to ease the traffic off of the intersections and roundabouts even more! It's all green! Now I'm gonna try running some bus lines crossing the highway to try and ease the ramps up a little bit. Added a space shuttle launch site with fuel tanks (aka water tanks ) a doppler radar station and deep space radar. Along with multiple fire brigades. Lastly because of the extreme traffic back up on the roads and rails I added a new industrial zone and plans to dezone part of the old industrial area.
    1 Points
  31. bben

    transit mania- ville

    Just another short update, where because of Bryan's advice I was able to improve upon 3 of the former MIS elbow ( Turn) bends I had to change them over to smooth curves in the larger collection of networks that carry traffic to and from the CBD ...
    1 Points
  32. pierreh

    transit mania- ville

    At first glance, relatively to both issues, it looks like the northern part of the highway is dimensioned too modestly, with simply a few MIS lanes. I think that this will require a solid expansion. Also, the link from the northern part of the highway with the CBD is underdimensioned. But of course, as we just discussed in chat, this was originally a test city, which wasn't meant to grow much. The fun of playing a city is to see it grow. Once all growth has ceased, it becomes sort of ho-hum. For me at least.
    1 Points
  33. bben

    transit mania- ville

    THE ISLES Population = 264, 000 Hello everyone ! I have found some time this morning to do a shorter update With the Isles population still gradually increasing, as we continue into what is known as the " Condo Growth Phase", , .. of course new areas of traffic development will always be an issues. Especially, in this dense city where we have just the one main highway artery, and also originally not much was planned in the way of mass transit. . So the rail networks have been expanded, but little room is available for further expansion there. So predictably, we have now run into some new areas of heavy car congestion on Isle's highway. I have created a screen shot of the 2- main new traffic issues and than I will try to explain what is planned next by way of highway construction .. Okay so the red .. 1 ) Here traffic has gotten out of hand because the CBD has grown.. And so many workers now prefer to take this route into the CBD. A new traffic solution will be worked on there soon of course. with 2)... here this is a bit more simple cause, as we have a 4 lane highway which reduces down to 2 lanes here. In this case a traffic solution should be more easily constructed than in 1)... But than these will be my next 2 main highway projects to reduce traffic congestion ..
    1 Points
  34. pupper_donut

    Flight Simulator X - Tutorial Series

    @bben and @Ceafus 88 This is just basics, there is a lot more that hasn't been covered Part 4: VOR Navigation & Mountain Flying (1/2) As you've probably found out by now, the GPS comes in handy for navigation. But hopefully you haven't learned to rely on it too much, because in this tutorial we are not going to use it. How, then, are we going to get from point A to B? The answer is by navigation between VORs. VOR, short for VMF Omnidirectional Range (VHF stands for very high frequency), is a short-range radio navigation system. Aircraft are equipped with VOR receivers, which receive radio signals transmitted by ground beacons. The ground stations transmit two radio signals: one is constant in all directions, and the other one rotates around the station at a rate of 30 times per second. Equipment on-board an aircraft compare the two signals to interpret a radial from the station. To head toward a VOR radial, first the VOR station's frequency must be entered into the navigation radio, similar to how we enter a runway's ILS frequency into the radio. We then enter a course into an instrument known as a VOR indicator. Radials point away from the VOR station. In this case, if we enter a course of 300 degrees, this means we will be flying along the reciprocal, which in this case is 120 degrees (300-180=120). Load up your C172 save and open up the flight planner. We'll fly a short hop across the Tetons from KJAC to KIDA. But we need to set up the flight plan differently. On the screen, instead of Direct - GPS, choose VOR to VOR. Change the cruising altitude to 10,500 feet. The C172 is unable to climb higher than 13,500, but about 10,000 is the highest the plane will climb to without losing significant vertical speed. When that's done, allow the simulator to move your aircraft to the correct airport and start up the plane. Now, on the menu bar, go to the Flights menu, go to Kneeboard, and choose NavLog. Resize the resulting window so you can see the entire thing. This is your flight plan, except on paper. We will take off from KJAC, head to the JAC VOR as soon as we take off, then head to the IDA VOR and from there, perform an ILS landing at runway 20 at KIDA. There are two bits of information that will be necessary here. In red, we have the VOR frequency. In blue we have the VOR radial we need to intercept. You may find it useful to write down the VOR name, frequency, and course so that the kneeboard isn't in the way. When you're ready, close the kneeboard. There are two VOR indicators, we will be using the second one, to the right of the VSI. The indicator has four parts: A Course Card, which is the circular part outside the instrument with the headings on it. The course card indicates the currently chosen VOR bearing. An Omnibearing Selector, which rotates the course card. Notice the little yellow arrow under N (North) on the course card. The selected bearing will always show at the top of the course card, under the yellow arrow at the top. Course Deviation Indicator (CDI). This consists of a needle which swings to the left or right to direct you back to the correct course. If the needle swings to the right, turn to the right until the line is centered. If it swings to the left, turn to the left. Keep an eye on the CDI in order to maintain course. A to-from indicator. This will consist of an arrow that points UP when you are heading TO the VOR station, and point DOWN when you are heading away FROM the VOR station. When the arrow points down, it is time to switch to the next VOR. When the VOR is out of range, or not tuned in, or the VOR station is inoperative, a red flag will be shown instead. First, on the NAV 2 radio, enter the JAC VOR frequency of 115.40 and turn on the NAV 2 audio. Don't forget to switch 115.40 from standby to active. Listen for the morse code. When you hear it, you can turn off NAV 2 audio. Watch the VOR 2 Indicator, you should see the CDI moving and the to/from indicator changing from a red flag to an arrow pointing upward. Enter the correct heading by turning the OBS selector slightly to the left for a course of 6 degrees. Now, set the autopilot to an altitude of 10,500. Set your trim and lean out your fuel mixture to about 50% and take off. Don't forget to monitor your fuel mixture since we are at a high altitude. When you're clear of the runway, turn on the autopilot and ALT switch and begin flying to the VOR. When the arrow begins pointing downward, get the next VOR radial, in this case, 252. Enter it into the VOR indicator, enter the frequency for IDA (113.85) into the NAV 2 radio, and watch the VOR indicator. Keep an eye on the mountains, as you will be flying very close to some of them. When flying between mountains look for valleys and mountain passes and fly along/between those. Attempting to gain altitude quickly enough to fly over the tops of mountains can result in a stall as you're losing too much air speed. The risks associated with mountain flying are, of course, worth the scenic views! Save the flight and we will pick up here later.
    1 Points
  35. Towncrafter

    Aldini's C:S Works

    Neat Highway. I like how it's sunken. I like the road layout.
    1 Points
  36. Aldini10

    Aldini's C:S Works

    New city, this one I've set up as already having a freeway through it. The ramps are set up for future growth so I just have to upgrade them instead of re-configuring the highway. It's difficult to see, but the terrain is not completely flat. It varies by up to 14 meters around downtown. It's been heavily influenced by Seattle and San Francisco in some areas, although I only plan for this influence to be limited downtown. Overhead view. I plan to install the Alaskan Way Viaduct/Embarcadero at the waterline later. A few more pictures: http://imgur.com/a/uRvI3 Thanks for looking!
    1 Points
  37. 7499275

    The Great (not so great) City of Charleston

    I'm beginning to realize that
    1 Points
  38. 7499275

    The Great (not so great) City of Charleston

    Chapter 11: I F'ing hate traffic
    1 Points
  39. 1 Points
  40. Bryan1998

    Game Weekend Idea - SC4 CO-OP

    Hey guys, I have a good idea of a game weekend activity: SC4 CO-OP. Here's how it works: Somehow give me your Google name or email (either through chat whispers or PM) so i can add you to my SimCity 4 Drive folder. Assuming you have Google Drive installed on your PC, change your user directory to the folder which i shared with you. Rules: This is a large region, so there's plenty of space here. Each player gets a cluster. You can have up to 9 city tiles in your cluster (i may increase this in the future seeing as this is such a large region). One cluster per player. To prevent save errors and rollbacks, do not open up anyone else's city. There should be at least one city tile between your cluster and another player's cluster to prevent rollbacks. You can either have your city cluster isolated or you can have them connected to to each other through the one tile space. If you want to have them connected, I'll be the one to connect them, initially using RHW-6S for the connection. Let's see how this pans out.
    1 Points
  41. 7499275

    Finding Jeb

    So this is just a 2 part little cinematic I made using Kerbal Space Program a few years back, figured I'd share it here since I don't believe I have yet.
    1 Points
  42. bben

    Omni's Cities XXL/XL Showcase

    really nice update.. captures the realistic feel of a desert town well..
    1 Points
  43. pierreh

    The United Cities of Talaran

    The rail specialists at Deramey have asked for more time to refine their proposal; this request has been accepted, even when rail travellers have sent a petition with several thousands of signatures to request more capacity on the trains. ------------ Meanwhile, another issue has been noted, on the RHW-6S highway linking Marlande and Arcens: This is a congestion view taken in Marlande. Aside from the connecting tile on the side of the RHW-6S highway where the measurement is taken. the highway shows only a medium level of congestion. Has anyone else already seen more than 50'000 bus travelers on a highway? Can I claim a record here? In RL, standing passemgers are not allowed on buses running on highways (at least in most western European countries) . They must all be seated. A standard bus has a seating capacity of about 50, If we apply this rule in the game (and I am inclined to do so), this means that we need a bit over 1100 buses per day to carry the commuters coming from Arcens. That's a lot of buses, especially if it all has to happen during the morning commute.. In the other direction the stats show 9528 cars, 1216 buses and 148 trucks - nothing to worry about...
    1 Points
  44. pupper_donut

    Flight Simulator X - Tutorial Series

    @bben and @Ceafus 88 thanks for your comments! Part 2: ILS Landing While visual approaches are necessary at airports with no ILS localizer or if the aircraft is not equipped with the proper receiver, an ILS (instrument landing system) allows aircraft to land without the pilot maintaining visual contact with the runway. As explained previously, it does so via transmitted radio signals. An ILS consists of a localizer, which allows an aircraft to fly along the runway axis. It also consists of a glide slope, which provides vertical guidance. A typical glide slope is approximately 3 degrees above ground level. This means aircraft approach the runway from a 3 degree angle above the ground. For this update, we will fly an ILS approach and landing at Teterboro. Firstly, we're going to need some information about Teterboro airport. When you're about 15 nautical miles away from the airport as indicated by the GPS, press the NRST button on the GPS. Press PUSH CRSR, and use the outside scroll wheel to scroll to KTEB in the nearest airport list and push ENT. Here you will want to take note of the airport elevation, in this case, 9 feet AMSL (above mean sea level). Turn the inner scroll wheel to the right once. Remember that to turn a switch to the right in FSX, click toward the right side of that switch. On the next page you'll find a list of runways and their lengths. Of course, runways of almost any length will be sufficient to land the C172. We will land at runway 06. Push the PUSH CRSR and use the outer scroll wheel to select the RUNWAY box, then use the inner scroll wheel to select runway 06-24. Press ENT. We are presented with the runway length 6009 feet with an asphalt surface. The C172 can land just about anywhere, so this information is not useful right now but will come in handy when flying large aircraft that require long runways to take off and land. Press PUSH CRSR again and use the inner scroll wheel to turn to page 3. On this page you will be presented with a list of radio frequencies. Once again, push PUSH CRSR and use the outer scroll wheel to scroll until ILS 06 is highlighted in the list. Our ILS frequency will be 108.90. Write that down because it will be very important. Press FPL twice to return to the flight plan screen. At this point, zoom in so you can clearly see the airport near the top of the map. Now, push the PROC button. Select Approach should be highlighted on the next screen. Click ENT. In the list, use the outer wheel to scroll until ILS 06 is selected. Push ENT. Leave VECTORS selected, and push ENT again. Use the outer wheel to scroll to Activate, and push ENT. On the next screen that appears, push FPL once. You'll notice the map has changed. Instead of the next waypoint being KTEB, it is now a strange sequence of letters, in this case, TORBY. This waypoint is known as the final approach fix. When you pass TORBY you will be lined up with the runway and begin flying along the ILS glide slope, and given the weather conditions are clear, should have the runway in full view. Now we need to enter the ILS frequency into the navigation radio. Find the radio panel. On the radio panel, there are two sections: COMM 1 and NAV 1. The latter is obviously what we need. There will be a tuner dial to the right side of the NAV 1 section. Use this to tune to the ILS frequency. When you're done, push the white button with the arrow to switch the frequency from standby to active. The current active frequency will then switch to standby. Now, push the NAV 1 button above the radio panel to turn it on. The aircraft will begin navigating on its own toward TORBY. As soon as you turn on the NAV 1 radio you will hear a continuous string of incessant beeping. This is actually morse code for the airport ID. You can now turn off the NAV 1 radio since we are properly tuned. Now we need to set our autopilot altitude. If you were receiving vectors from ATC, you would set it to your cleared altitude. Since we aren't receiving vectors, 1,500 feet will be a comfortable altitude. You should be at this altitude by the time you cross TORBY. To ensure you make it there in time, you will need to calculate your vertical speed. This is known as creating a descent profile. To do the math for you, I highly recommend the following site: http://aerotexas.com/desplan/desplan.php. The GPS will display your distance from TORBY, in my case, it was 5 NM. Enter that into the calculator. Enter your airspeed, in my case, 105 KIAS. Set the initial altitude to 3,500 (or whatever altitude you are currently flying) and enter 1,000 for the target altitude and press "compute". In my case, I was given a very comfortable descent profile of 200 feet per minute. If it's less than about 700 you can leave it as is. Once you're a few NM away from TORBY you should clearly see the runway ahead of you. On the autopilot, once you're about to reach or have reached TORBY, set the NAV/GPS mode back to NAV, and turn on the approach hold switch on the autopilot (the APR) button. The NAV switch will turn off on its own. By now you should be established on the ILS localizer, and will begin lining up with the runway. You will need a very low throttle setting to do this. The aircraft will be flying along the localizer and descending along the glide slope. Lower your speed to about 80 knots, without using the flight yoke. You can close the GPS at this time as well. Once you're near the runway, turn off the autopilot using the Z key or press the AP button. The plane is now entirely in your hands. The point at which you disengage the autopilot is up to you, however be sure you disengage it before crossing the runway threshold. At this point, extend flaps to 10 degrees, and slow to 70 knots. Maintain 60 knots as you cross the runway threshold. Once you cross the threshold, set throttle to idle and begin a flare by pulling up gently on the stick. Once the main wheels touch down, apply braking until the aircraft slows down, and turn off the runway at the nearest taxiway (using the rudder to steer) and come to a complete stop. Congratulations on landing safely!
    1 Points
  45. bben

    transit mania- ville

    Isles Update : I have now reached the milestone of the quarter million population mark !!
    1 Points
  46. 7499275

    Kerbal Space Program Learning corner

    First video we discuss the difference between the apoapsis and periapsis in your orbit. Two very important words which actually have a lot more meaning than what some new players might realize. Changing the altitude of your orbit needs to be done at certain points using these points. To lower your orbit it is better to burn at the highest point. - your apoapsis. To lower your orbit it is better to burn at the lowest point. - periapsis. All this plus a little more in the following video. Next up, landing on a planet with no atmosphere. The best way to land is to kill all the horizontal velocity first, wait until your craft is falling straight down towards the planets surface and than begin a slow burn to have a soft touchdown. Again all this plus more in the following.
    1 Points
  47. pierreh

    The United Cities of Talaran

    The first plans shown by the railway specialists to resolve the triangular junction issue in Deramey were turned back by both the city authorities because of the impacts on the area, and the TRC (Talaran Railway Company) because of the insufficient capacity. The engineers were asked to return to their desks and come up with something better. Meanwhile, there was expansion in other cities. The total population of the 9 cities has now reached the total of 5 600 224 Sims.
    1 Points
  48. bben

    The Great (not so great) City of Charleston

    Rocky, yes, you have some traffic issues in this update to be sure.. Perhaps, Josh will come to the rescue again !
    1 Points
  49. 7499275

    The Great (not so great) City of Charleston

    Chapter 4: Bring on the high rises So now that we have the two major highways connected and allowing a flow of people from both the East and North and South, the demand for all has shot up considerably. You may be asking yourself, "Where does the board plan to zone for all these new business and residents?" Excellent question! Earlier we prepaired for zoning along the river banks for a day just like today! Relocating the pumps and windmills along wit the sewage pumps to the other side of the river and constructing a quay. The bridge will allow for further expansion onto the other side later on which will again require relocating of the utilities. Now after having more pissed off sims sitting in long traffic jams, we've managed to make some sollutions (thank you Josh for the mod recommendation and what not) However it does still need some fine tuning to ease the traffic a little bit better. Maybe more wrap arounds to get people from point A to point B without going through downtown. And I will just leave this here as a final pic for y'all
    1 Points
  50. pupper_donut

    Pupper Realms: Map Renders

    It's me, TC, darv, ceafus, and now marsh.
    1 Points