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Showing content with the highest reputation since 03/17/2015 in all areas

  1. 4 points
    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!
  2. 4 points
    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.
  3. 4 points
    pupper_donut

    god_donut's CS

    I abandoned the sunken highway city before I even started building anything, just wasn't feeling it. Here's some more interchanges: A makeshift aesthetic runaway truck ramp:
  4. 3 points
    pupper_donut

    Twin Lakes - A Dynamic C:S CJ

    I've decided to start a player diary for my most recent endeavor, a region I'm calling Twin Lakes that is based on a heightmap of the Tampere, Finland area. This isn't a recreation of the Tampere area, but is instead a typical American city. I'm pretending districts are cities in their own right, but much like North American suburban sprawl you can hardly tell what suburb you're in because they're pretty much the same. 1.1 As of this original post, the region has a population of 111,117 spread across 9 individual municipalities (districts). The major city and most populous of these is Tampere (what else?) with a population of 67,543. Major suburbs include Aspen Park (15,935), Eagle Mountain (11,896), and Hemlock (8,188). Other suburbs include Peden (2,454), Bedford (2,315), and Preston Hollow (761) . Also located in the region are the small towns of Peaster (1,097) and Bayberry (855), which will be shown later. The metro area is served by two major highways - National Highways 45 and 320. 45 slices straight through Tampere with little access to local roads and businesses, and sees only light congestion at worst. 320, however, is one of the most congested roadways in the region. On the map below, NH 45 is shown in blue, NH 320 is shown in red. 1.2 An unexpected snowstorm moved in across the region overnight - leaving the entire city blanketed in snow and bringing temperatures into the single digits. Not exactly ideal for touring some of the prominent areas of Tampere, but alas... The city center has given way to high-rise condos and office buildings in recent years. The courthouse, cathedral, and some old Main Street businesses can be found here, along with the oldest residential development in the entire region. The city center also features the local college and a small shopping center. Located near the NH 45 and NH 320 junction is a large office park containing most of the city's high-rise office developments, as well as the region's largest shopping center. While traffic is always a headache on the 320 at 8 am, you'd think it would be worse given the snow and ice accumulation. Good thing the area schools and some of the area businesses are closed for the day. The coast is clear at this intersection along the 320 in Hemlock as what little slow plows the city had on call dig their way through the north side of the city. Gridlock, however, continues to plague the four-lane arterial as it runs adjacent to a severely over-crowded rail stop. Speaking of which, the trains still continue to to come and go through the railyard located in the oil districts between Hemlock and Tampere. To the north of the railyard and NH 45 is the region's largest Walmart and a random large condo development. Such developments are becoming increasingly common across the region. That concludes our tour, for now. Hopefully the weather will improve soon so we can take a look at Eagle Mountain, Peden, and the rural communities of Peaster and Bayberry. For now, we'll conclude with this stunning aerial photo.
  5. 3 points
    Aldini10

    Aldini's C:S Works

    So I've done some more zoning and have extended the highway quite a bit. This new development prompted finishing up some service interchanges. Expressway usage is now much higher than before, with most vehicles (about 85%) being cars. This image shows the new highway extension, finally connecting the local freeway to the regional roadway. Obviously, it's under construction. The parkway leading south is intended to incite more development on the other side of the river. More work will continue later on...
  6. 3 points
    OmniBLACK

    Omni"s Modeling Showcase

    New content I am making this house plus some tweaks of my own an extra window or two
  7. 3 points
    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:
  8. 3 points
    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.
  9. 3 points
    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
  10. 3 points
    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.
  11. 3 points
    OmniBLACK

    Omni's Cities XXL/XL Showcase

    A southwest desert town And a Marina style city
  12. 3 points
    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.
  13. 3 points
    pupper_donut

    Pupper Realms: Map Renders

    Pupperton continues to grow
  14. 3 points
    Diego Del Llano

    FOUNTAIN PLACE

    Version 1.0.0

    2 downloads

    Fountain Place is a 60-story late-modernist skyscraper in downtown Dallas, Texas. Standing at a structural height of 720 ft (220 m), it is the fifth-tallest building in Dallas, and the 15th-tallest in Texas. Link: https://en.wikipedia.org/wiki/Fountain_Place This file Includes: Functional Landmark with 4,800 CO$$$ Jobs JUST PLOPPABLE FILE Instal the version taht you need. To install this Unzip the folder inside and dragg it on C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins For Dark Nite you'll need install Dark Nite Mode: http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/ Have fun !
  15. 3 points
    Aldini10

    The Dynamic City of Adlain

    Thank you all for your thoughtful comments, I do work hard on my transportation projects and even plan them out for the future unlike most design-build projects out there I have returned this time to let you all know I have finished the all 8 ramps for this interchange, it was not an easy task. While I did already finish the 5 ramps seen here, the tallest (33 meters = 108 feet) and longest ramp (bridge section is 1,104 meters = 3,621 feet) is the one that I anticipate will be the heaviest traveled in the whole interchange for now, so I have constructed it as a 2 lane flyover to accommodate the truck traffic. This is thanks to the information I accumulated at the diamond interchange before going forward with this project. Also due to the fact that many vehicles will use this flyover I have set the radius of the curve at 532 meters to allow for high speed travel. While I was working on the rest of the interchange I allowed traffic to use the newly built ramp. The traffic report tool seen here shows the data for the moment I clicked on the ramp. Approximately 35 vehicles per signal cycle (42 seconds) were allowed onto the freeway at the interchange, which, according to the data given to us by this traffic report tool, was obviously not enough since there were at least 73 vehicles programmed to take the left turn at any given time. The jams on the road were real nasty, so there were probably more than that many vehicles stuck on the road. The signal cycle of 42 seconds was just enough to keep the trail of traffic consistent for a while. Here is a graphic of how traffic stands just at the completion of this flyover. There still is no ramp to go eastbound from northbound so the traffic that requires this still continues on at the diamond interchange. Work on the final flyover has been completed, its bridge portion is just 100 meters shorter than the flyover opposite. This one was more difficult to construct as I have a standard road offset of 32 meters on center. Notice how the freeway curves on both the north side and east side (top and right, respectively). I could not get this flyover to be as symmetrical as the one opposite because of this, although it is still very similar in shape and stature to it. This flyover only has one traffic lane because not many people travel eastbound on the freeway perpendicular from the north. This image shows the (finally) completed interchange. All ramps have been opened to traffic and is flowing nice and easy with about 475 vehicles using the interchange per day/night cycle. I have designed this interchange with the capacity of 800 vehicles per day in its current state. At a final cost of $628,629 and taking up 2 (in game) years to complete, this was most definitely my most ambitions project to date taking into account the initial challenge that I had to remove congestion at the diamond interchange, I have done just that and more! I took so many screenshots of my progress I just put them all into an Imgur album if you are interested in having a look at the rest of the images. http://imgur.com/a/BjQqO Thanks for looking!
  16. 3 points
    bben

    transit mania- ville

    Surpassing the million population goal is my rail city ..
  17. 3 points
    Acko

    A Hello (And Goodbye)

    Hey guys, do any of you remember me? XD It's been so long since i've visited SM. I apologize for such a long unannounced absence. I guess I ought to explain myself now... My disappearance wasn't something that was completely unexpected, in fact it was inevitable it was going to happen. I have lost a lot of the passion I had for SM way back when because SM (and SimCity in general) has really taken a back seat when certain things in my life (namely, my religion and spirituality) took precedence. As these things took over I found myself no longer interested in visiting the site every living moment of my life. Thus, I gradually started disappearing, as days between visits turn into weeks, weeks into months, and months into the point where you have really forgotten about even thinking about checking the site every once in a while. Indeed, I have found new things to occupy my time, especially in the last year or so as I have become more and more invested into spirituality and religion (whether that's a good thing or not is up to you, but as far as I know it's the best path I could take.) So, after this Summer while I resolved myself to return to posting to SM regularly, I found myself having to force myself to do so and because of that, I felt that it was futile. I hope all of you understand where I am coming from here. But anyways, I've said hello and explained myself. Before we get to the most important part of this post, I'd like to congratulate all of you guys for your longevity, to be honest I did not think Simmania was going to last much longer if y'all didnt find a breakout solution to get new members in, I thought everybody else was gonna eventually lose interest and fade away like I did. But alas, y'all have proved me wrong, and I am happy about that. So now for the final, and perhaps the saddest part of this message. I would now like to make my retirement from SM affairs official. I know I still have the moderator rank here and while that's good and all, I feel like since I am now officially moving on, my services as a moderator are no longer needed. (NOTE: While I am moving on, it doesn't mean I'm gonna lose all care for SM, I will be sure to visit every once and a while and check out how things are going.) I am electing for either someone else to take my position (whoever it is is up to you) or for the position to be retired, for now. I don't even require to be honored as 'retired staff', because really I don't deserve that that much because I kind of abandoned y'all. But anyways, enough with that, I guess that is my final goodbye and official retirement from Simmania. I will be sure to pop in time to time, but right now I am going to focus on other stuff in my life. Best wishes, Aco.
  18. 3 points
    samerton

    Cover photos on profiles?

    Looks like the permission wasn't set, I've added it now.
  19. 2 points
    SpookyZalost

    Twin Lakes - A Dynamic C:S CJ

    looks nice, well detailed, everything I've come to expect from a simmania city journal
  20. 2 points
    pupper_donut

    god_donut's CS

    Some heavy traffic. The large junction and the smaller one at the far right of the picture both have manually timed traffic lights, but this doesn't do much to alleviate extensive traffic jams through here. I've considered upgrades to this road but the area is too densely built up to make any upgrades feasible.
  21. 2 points
    Ceafus 88

    Ceafus 88 | BAT Thread

    Thank you guys! It's very much appreciated! ------- There will be two versions of the building: The real thing: And the fictional "bronze" version:
  22. 2 points
    SpookyZalost

    Community/Group Activity

    We need some kind of community or group activity, I think that might help revitalize the forum (not the chat, the forum), and maybe give us something we can all be proud of, plus people who see it have an increased chance of being interested in simmania and might want to join themselves thoughts, ideas, comments? let's hear em!
  23. 2 points
    pupper_donut

    god_donut's CS

    NExt has released some new network types making dual left turn lanes possible. I've been wanting this for a while now so I'm quite excited about it. The main highway in the next shot, as you can probably tell, is quite crowded but traffic flows fairly smoothly other than the signaled intersections creating long backups. I've also set the speed limit to 80km (about 50 mph) on this stretch as well.
  24. 2 points
    Aldini10

    Aldini's C:S Works

    So with the departure of my other city thread I'll just be posting certain works on other cities I'm working on. I am only working on one city at the moment but that number will rise as I find suitable maps to build on. This is the town of Katakonia. I am currently working on re positioning the freeway, which is actually a larger project than I envisioned. Here is the original freeway positioning. I'd much rather have it built in such a way that it lines up with the roads so it is not awkward to construct future service interchanges. Notice how it very prominently cuts across the town. I have created an imgur album which shows the construction of this new freeway and how traffic was redirected during, which is something that I had never done before in-game. http://imgur.com/a/FQtui Here is the album, thanks for looking!
  25. 2 points
    Aldini10

    Aldini's C:S Works

    Small one today, I'm glad to update you with this traffic report on the local expressway. As you can see, it brings most residents to their jobs and back home. This is the highest amount of vehicles on the freeway so far, and checking it now the morning commute doesn't dip below 60 vehicles/hr from 5-11 am. It's usually a very steady stream of 80 vehicles per hour at those times. An increase in residential zoning within the next few years will really help to bring more attention to this roadway. This is only eastbound, but I imagine the numbers must be similar westbound for the evening rush hour.
  26. 2 points
    pierreh

    The United Cities of Talaran

    Since Brian is showing us his plan for the development of the city he is currently starting to build, I'd like to show the current state of one of the cities in my cluster, where I am not pleased with my initial design decisions. The city is Desognes, it is situated in the upper left corner of the cluster. Here is how Desognes is currently zoned; R1 was the first residential zone to be developed; fairly soon during the growth of the city I started the zoning of R2, the second residential zone, on the other side of the river, Similarily, I1 was the first industrial zone to be grown. As I didn't want it to become too large, and because I was still asked by the game to zone for more industry, I started the zoning of I2; I2 has remained rather modest in size, and at present I do not zone for more industry. C1 was the first commercial zone; i decided to place to the right (i.e. on the eastern side) of the citly tile. This was done because Desognes has links (highway and rail) with Marlande which is contiguous to Desognes on the eastern side. C2 is a very recent development, still modest in size, that will not be able to grow much, because of the terrain available. In retrospect,, C1 is too off-centered, relatively to the R areas, especially relatively to R2; Sims travelling from R2 to C1 must pass thru R1, and this generates an excess of thru traffic in R1. It is in order to alleviate this to some extent, that I decided, belatedly, to start the second commercial zone C2, closer to R2. All morning commute traffic to C1 comes from the west and the north, this tends to saturate the roadways and the public transportation (GLR/subway, local rail and buses). With these design flaws, the city has currently a population of 742'351 Sims. However, its growth has slowed down, and the traffic issues are getting worse. I'll continue to work on it of course, trying to compensate for the noted defects. This is in fact an interesting challenge, that is encountered in RL in many old cities (my home city of Geneva is a good example of that....). Some other cities in my cluster exhibit various other 'defects' and/or limitations due to the terrain, waterways, etc. I may document some of those later.
  27. 2 points
    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!
  28. 2 points
    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..
  29. 2 points
    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!
  30. 2 points
    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 !
  31. 2 points
    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
  32. 2 points
    7499275

    The Great (not so great) City of Charleston

    Chapter 2: Expanding near the river Finally zoning out closer to the river to make room for new residents. Some of the new residents requested we put up a little flood wall along the main road, route 32 as we continued expanding the road. The river has been known to leave its banks during times of heavy rains. Now some of our new residents are protesting for us to remove this big ol ugly powerlines. The board is considering but until we find a new way to run power across the town that won't break the bank they have to stay. We have settled the protests down a little bit by adding parks, who doesn't love going to the park and packing a bowl and watching all the beautiful blondes? But now onto a bit more of a serious issue guys. What would you all do here to help traffic without putting in a roundabout cause they are just way too big. Unless I custom build one.
  33. 2 points
    7499275

    Kerbal Space Program - Its all about da moneies

    Hey guys, whats going on? So I've been playing KSP for a while now and decided to try my hand at recording a series of it. So here it goes. Feel free to leave some comments and give feedback Episode 1: Saving Bob
  34. 2 points
    pupper_donut

    Flight Simulator X - Tutorial Series

    @bben lol no worries, thanks for the compliment! @Ceafus 88 I read that comparison a while back when learning about this stuff and thought I'd reuse it. Part 2: Three Axes + Control Surfaces Throughout the course of this series so far, you've heard "roll", "pitch" and "yaw" several times. You've also heard about flaps, ailerons, rudders, elevators, and stabilizers. Now, we will attempt to clarify what all of this means. The three axes, as you might imagine, are visually similar to a 3D coordinate system. In this case, instead of X, Y, and Z, the axes are referred to as roll, pitch, and yaw, respectively. Rolling is the movement of an aircraft along it's roll axis, which runs parallel to the aircraft going straight through the center of the fuselage. When we say a plane is "banking" to the left, the plane is moving to the left along its roll axis. This is where the term "barrel roll" is derived from, when a plane completes a full rotation along both the roll and pitch axes at the same time, causing the plane to follow a helical path. The roll axis is also known as the longitudinal axis, the pitch axis is known as the lateral axis, and the yaw axis is known as the vertical axis. Flight control surfaces control an aircraft's attitude. The attitude is defined as the aircraft's orientation about its center of mass. The aircraft's pitch is controlled by the elevator. Roll is controlled by the ailerons, and yaw is controlled by the rudder. The elevator usually has smaller control surfaces on both sides known as trim tabs. As you know from using elevator trim, trim tabs are used to maintain a stable desired attitude without the need to apply continuous force on the flight yoke. Trim tabs can also be found on the rudder and ailerons of a larger aircraft, but are uncommon on lightweight aircraft such as our C172. As demonstrated in the above .gif, the ailerons decrease lift under one wing while increasing lift under the other. The asymmetrical lift causes the plane to bank toward the side with the decreased lift. In a left turn, the left aileron is pointed up, and the right aileron is pointed down. To create an upward angle of attack, the elevator points upward to decrease lift under the stabilizer. The asymmetrical lift causes the nose to point up. Likewise, to create a downward angle of attack, the elevators point downward to increase lift under the stabilizer, causing the nose to point down. The rudder deflects oncoming airflow, by increasing pressure on one side and decreasing pressure on the other. The plane then turns in the direction of the decreased pressure. This is identical to the rudder on a boat. Flight control surfaces also include flaps, slats, and spoilers. Flaps are intended to increase lift at lower speeds, allowing the aircraft to remain airborne at low air speeds. Flaps are critical for use during takeoffs and landings in large aircraft, such as the Boeing 737-800 shown below. Slats serve the same purpose as flaps, but are positioned on the leading edge (front side) of the wing instead of the trailing edge (back side). Spoilers are retractable plates on the top of the wing that significantly decrease ("spoil") airflow across the wings, greatly reducing lift behind the spoilers. A Boeing 737-800 with completely retracted flaps and spoilers. The same aircraft, with fully extended flaps and spoilers.
  35. 2 points
    pierreh

    The United Cities of Talaran

    Here looms the next issue to address: saturation on a pair of rail tracks, in a situation where the trackage was already doubled to cater to the heavy usage of rail: The second pair of tracks, next to the one showing saturation, still has a bit of capacity, but not a lot (the number, which I forgot to record, is around 50'000). It will take me a while to figure out what to do in order to alleviate that situation.
  36. 2 points
    pierreh

    The United Cities of Talaran

    Brian, thanks for your advice, which allowed me to resolve that issue. I use the Ultra setting, so I searched for a file called NetworkAddonMod_Volume_Data_View_Z_Ultra.dat - and didn't find it in the main NAM folder! In fact, there was no Volume Data View file at all there, which explains why my volume view reverted to the old Maxis volume view, by default. It turns out that the file (which was of course present in my old NAM environment, prior to the upgrade) gets removed from the NAM folder during the Cleanitol phase of the upgrade. Why that file is being removed, I don't know. Maybe it is meant to be replaced by a 'newer' file (which would be the exact same file since the Traffic Simulator is stable since many years....), and that replacement isn't done. I moved back the file to the main NAM folder, and I get again the proper color scheme in the volume views.
  37. 2 points
    pierreh

    The United Cities of Talaran

    Missing extensions: when the city gets loaded, a message appears on the screen, mentioning about missing extensions and giving long numbers for each of them. I think that it has been determined that these numbers can't be interpreted into something meaningful. But the missing stuff - at lest in my case - was easy to identify: For some buildings - in my case for railway stations - I got the gift boxes. Querying those boxes gave me the name of the stations that should be there. SInce this happened after a NAM upgrade, I was able to restore the missing prop files from the backup of the previous NAM version. It seems that, at upgrade time, Cleanitol decided to remove the props for these stations, for some reason (Hint for Brian: those were SLURP'ed stations...).. OK, next issue: RHW-6S bridges. I have a large number of them in my cluster, because of all the waterways, and because 6-lane highways are the standard in that cluster. After the NAM 35 upgrade, all those bridges 'disappeared', looking like this: The lampposts (!) are still there, hanging in mid-air, and the effect of the piles in the water are also still visible; the rest is gone. After chatting about it with Brian earlier today, I tried my luck with one pair of those bridges. I deleted each of the old bridges by bulldozing a tile of where it was earlier on - this removes the lampposts and the water effects, showing that the bridge is really removed. Then I dragged new bridges. There is a single model of bridge for RHW-&S, so of course I chose that one: It's the 'Concrete Box Girder RHW-6S Bridge', first box in the second row of bridges offered in the selection window. The bridges get built without any problem. Then I have a major reconstruction effort to rebuild all such bridges in the various cities. This issue is considered as resolved. I have another one, which I also discussed with Brian in chat. The volume view shows volumes in various shades of blue, in the global window and on the roadways, tram tracks, subway tunnels, etc. For example: : I find that very annoying. There is probably a way to get the old coloring scheme instead, which was a lot more convenient. This is the object of my current research. If anyone knows the solution to this, I'll be obliged.
  38. 2 points
    pupper_donut

    Flight Simulator X - Tutorial Series

    Part 6: Autopilot Heading and Altitude An autopilot controls the trajectory of an aircraft, allowing the pilot(s) to focus on other aspects of flight, e.g. controlling aircraft systems, monitoring weather, communications, etc. Commercial aircraft are not the only planes equipped with an autopilot. Even our Cessna 172 has an autopilot, and we will learn the basics of how to use it. Click Load on the main screen and load up your first flight save. Once in the cockpit, look toward the right of the instrument panel, and you will see several digital panels. For now, we want the one shown in the red box: For this, it may be helpful to use the 2D Cockpit by pressing the F10 key. The display has two lines: Altitude and Vertical Speed. As you likely guessed they control your altitude and vertical speed respectively. First, we need to tell the autopilot that we want it to control our altitude. Unless we want the plane to try to descend to altitude 0, we first need to enter a value for the altitude hold switch. We do this using the UP and DN buttons on the right side. Click and hold on one of the buttons to increase/decrease the value. Set a figure higher than our current altitude, such as 2,500. Once done, press the ALT button. If the autopilot engage switch (AP) doesn't automatically turn on, press that button as well. The vertical speed is automatically entered at 700 feet per minute, which will be a sufficient climb rate. As the aircraft begins climbing, it will be important to apply extra throttle in order to maintain speed, as higher angles of attack mean slower air speeds. Increase the throttle to about 90% until the aircraft climbs to the desired altitude, then return it to the previous setting in order to level off. Leave the altitude hold switch engaged. The autopilot will automatically control elevator trim in order to maintain level flight, regardless of air speed. Now try descending back to 2,000 feet. Press and hold the DN button until the altitude is set at 2,000. Reduce throttle slightly to keep your speed down, and the plane will descend back to 2,000 feet on its own. Should you want to increase or decrease the vertical speed, click on the left or right side of the vertical speed value on the panel. In the real aircraft, there is a small knob above the engage switch that switches between altitude and vertical speed, controlling which one the UP and DN buttons change. We can also use the autopilot to control our heading. For this, we need to go back to the heading indicator, and looking for the heading adjust knob. The heading indicator has a small indicator that shows the current setting of the adjustment knob, this is called the heading bug. Click on the left or right side of the adjust knob to set the heading bug to direct south (180 degrees). When you're ready, push the HDG button on the autopilot panel, the one next to the engage switch on the right. The plane will begin flying a standard rate turn toward the desired heading, and will maintain that heading once it has been established. It is very important to note that with both the heading and altitude hold switches turned on and the autopilot engaged, the flight yoke will become inoperable. Try applying aileron on either side (banking) and the plane does not turn. Try applying or reducing elevator and the plane will briefly climb or descend, but will quickly climb back to the set altitude. Should you wish to resume manual flight, press the AP button again, or press Z on the keyboard. An alarm will briefly sound to let you know the autopilot is turned off and the aircraft is now being manually controlled. This will prove useful if you accidentally disable the autopilot or it turns off due to a system failure. After turning off the autopilot, as long as your throttle is set correctly, the aircraft should continue along the same trajectory until you use the flight yoke or apply/decrease throttle.
  39. 2 points
    pierreh

    The United Cities of Talaran

    Success at last! I spent some time trying out this and that, asking - and getting - help, finding out that the NAM version I had in my game was not up to par, and upgrading my NAM to version 35 without difficulty, Then, installing a flex E2 ramp and upgrading to RHW-8S turned out to be extremely easy. My 6-lanes to 8-lanes upgrade being now completed, here is the 90 degrees curve after upgrading. Some commercial buildings nearby had to be destroyed, and what was rebuilt after the upgrade is still a bit underdeveloped, but I have no doubt that there will be further upgrading in that area later. The technique used to create the RHW-8S 90 degrees curve is described in this video created by Robin. One minor issue resulting from the NAM 35 upgrade is that, when loading the city, I now get a message about 2 extension packs missing. I'll have to chase that eventually.. I can now continue to develop my cities, and I am current with NAM.
  40. 2 points
    pupper_donut

    Flight Simulator X - Tutorial Series

    Chapter 1: Introduction & Setup I had one of these a while ago on here, but I have no idea what happened to it. In the hopes of getting at least one or two people interested in FSX (as I am interested in multiplayer on a private/Simmania server), I will be compiling a tutorial series for Microsoft Flight Simulator X (FSX). The physics are about the same, so if you have a different simulator such as X-Plane or Prepar3D you should be able to follow this series, although interfaces will be slightly different, and I won't be able to answer questions since I know basically nothing about those simulators. This series is also FS2004 compatible. The simulations in this game are fairly realistic although with the vanilla aircraft the controls and systems are quite basic. Payware addon aircraft (such as from PMDG) usually offer an extremely realistic flying experience. For now though, we will stick with the vanilla aircraft featured in FSX, which includes the Boeing 737-800 and 747-400, as well as an Airbus A321, Bombardier CRJ-700, as well as a wide array of prop planes, including various models from Cessna, Beechcraft, Maule and Piper, as well as various helicopters and even fighter jets. NOTE: I will be continuing the series as time allows, therefore it will likely be incomplete as I continue writing additional sections. Configuration: After opening FSX, proceed to the settings link on the left side of the screen. Continue to the Realism settings. You can use whatever settings you'd like here, but for this series, they will be set as follows: Some modifications you may wish to make: Reduce the crash tolerance to about halfway or even all the way to the left, as you will probably have some fairly hard landings that the simulator will count as crashes. Turn on flying tips. The only reason I have them turned off is to get rid of annoying low fuel messages in the PMDG 747 when my fuel configuration includes empty tanks. Reduce P-Factor. Once you start flying, it might be helpful to turn this down or off all the way to reduce the effect of the plane veering to the left (more on this later). Reducing torque should also have the same effect. Turn on autorudder. Until you get the hang of basic maneuvering, it may be helpful to turn this on so rudder control is automatic (also more on this later). Turn on automixture. This will handle fuel management for you, however, it will not give you unlimited fuel. To get unlimited fuel, check the box beneath. Once you're done, click OK. From here, go to the sound, controls, and general settings and set things up however you'd like. Also go ahead and set your graphics settings at this time. Controls: It is indeed possible to fly with just a keyboard and mouse, but I cannot recommend a stick (or even better, a flight yoke) enough. I use the Logitech Extreme 3D Pro joystick - although it is basic, it is miles ahead of KB/mouse. If you decide not to use a controller, here's the basic keys: Left aileron: Num 6 Right aileron: Num 4 Elevator up: Num 2 Elevator down: Num 8 Rudder left: Num 0 Rudder right: Num Enter Cut throttle: F1 Decrease Throttle: F2 & Num 3 Increase Throttle: F3& Num 9 Full Throttle: F4 In addition, having a controller helps greatly in panning the view in the virtual cockpit. A list of most keyboard commands, including views and looking around, can be found here: https://flyawaysimulation.com/downloads/files/1333/fsx-controls-keyboard-commands/
  41. 2 points
    pupper_donut

    Pupper Realms: Map Renders

    It's me, TC, darv, ceafus, and now marsh.
  42. 2 points
    gafibla

    :(

  43. 2 points
    Aldini10

    Aldini's C:S Works

    I'm bach again with a major update. This time I grew impatient and began construction of the massive slabs of concrete we call interstate freeways. However, I began building the freeways in the year 1954 and it is now 1962, without ever opening a single lane. No doubt this has caused grief and anger upon the citizens of the city, especially since they were planned in true Robert Moses style: straight through happy and vivid neighborhoods. The highway seen above was mostly completed, with all inner city freeway work being finished on the main lanes. Note there are no exits or entrances, as it was originally built to allow thru traffic. There were supposed to be 2 freeways constructed cutting through the city. Only one has been built, thanks to the intense protests and aggressive justifications by citizens who live in the areas that were meant to be destroyed. As a result, a half constructed freeway was built terminating just outside of the city. 2 homes were taken but it was a win for the citizens. This freeway was supposed to contain a number of inner city interchanges, however, the citizens feared officials would change their minds and just build it as a thru freeway like the other one. Lanes on this freeway will open in the coming months when asphalt paving is finished. More pictures and other city happenings are included in this image dump: http://imgur.com/a/5JcFR Thanks for looking!
  44. 2 points
    bben

    Ask A Stupid Question, Get a Stupid Answer

    Only if your being pelted by 3/4 inch hail stones.. Why cant you find a decent bottle of Jack Daniels if your stranded in a 3 wheeled jeep in a snow storm ?
  45. 2 points
    ALL DEFAULT AND CUSTOM COMMANDS IN SIMMANIA CHAT (as of 3/7/16) Statuses: /stat status - Used to set a status on your username. The status will be put in brackets next to your username and the status will be announced through the chatbot. You can set up to two statuses at once. To unset ONE of those statuses, run /stat status - status being the status you want to remove. To remove all statuses, see /rstat /rstat - Removes all statuses set with /stat. If you have two statuses set, this command will remove BOTH of them. To unset one status and one only, see the additional information on /stat /cstat - Shows which statuses are currently set. Mainly for diagnostics purposes. /afk - Set an [afk] status on your username. Removes itself automatically when you post something else in chat after going /afk. Don't try to use it multiple times because it won't do anything.** Stupid Stuff: /nonsense - Posts one of 150-something completely random messages through the chatbot* /titanic - Posts random titanicbuff quotes** /leo - Posts random SpookyZalost quotes** /donut - Posts random god_donut quotes** /ban user - Is user getting on your nerves? Ban them! Available to all users.* Username Registration: /register password - Used to register your username. This is still in early development, and doesn't do much at the moment other than make your username display black instead of gray (or white instead of gray on black themes.) Once complete, it will do more than this (removed the register command because it decided to stop working) Other Useful Stuff: /last user - Check how long ago and what time user said something, as well as the message user posted. Available to all users. For chat mods: /takeover text - Will post a message with custom text through chatbot.* /warn user - Sends a warning to user* /whois user - Obtain IP address of user /kick user time - Kicks user for time. /announcement text - Send an announcement through the chatbot.* Coming Soon: AFK Statuses: AFK statuses will be added in the near future, available by using /afk status. This is similar to regular statuses (using /stat) but will also put your afk on at the same time. On your username, it will look like: [afk-status]. When you post something again, the afk status will remove itself. Other Improvements Coming Soon: Image Auto-resizing: Soon embedded images will be automatically resized to a reasonable scale to make image embedding viable. Please feel free to reply below with suggestions for custom commands that you'd like to see! -gd *Credit goes to Blake **Partial credit goes to Blake
  46. 2 points
    mayorm

    Republic of Marquette

    god_donut- Thanks. I'll be updating the ads every news post. bben- Thanks, well now you finally have some in game pictures to look through haha. Ceafus- Thank you. Don't worry the ads will keep changing each time. "I hope everyone enjoyed the train ride, Marquette has some of the best passenger rail service in North America from Amtrak, Via Rail and other regional carriers like Portland Passenger Rail. We have begun our tour here in Port Charlotte, this vibrant, but historic city greets visitors from the shores of the mighty Atlantic Ocean with its older but impressive skyline! Port Charlotte is Marquette's largest city with a population of around 2.5 million in the metro area, frequently nicknamed Portland. Currently you are standing the magnificent Port Charlotte Central Station, one of the largest rail terminals in the country. But I will talk more about that once we are outside, go ahead and grab your bags from baggage claim, and we'll meet just outside the main doors. "We're lucky to have nice weather for the first day of our tour. Right now we are standing in Allen Square, in the heart of Port Charlotte. Behind us is Port Charlotte Central Station which was built in 1932, it handles approximately 120,000 passengers on an average weekday and is one of the city's most iconic structures, reflecting the city’s strong architectural heritage and historic achievements. Speaking of historic achievements, Port Charlotte is Marquette's oldest city, and the former capital. Allen Square is one of the central gathering places for the city, the monument in the center of the square is named Fallen Heroes Memorial, it was added to the square in 1985 to honor those who have given their lives to protect Marquette's sovereignty and freedom. Allen square is named after General John P. Allen. who led Marquette's forces involved in the D-Day operation during WWII." "Looking straight across from us is the former Marquette capital building, which is now Port Charlotte City Hall. And as you may notice there is such amazing architecture in the many skyscrapers surrounding us." "One of the most spectacular is the newest skyscraper in the city the Bank of Marquette tower (right) which was completed in 2014. On the left is Atlantic Street Tower home to 94.5 KPMG Radio as well as other businesses. Lets walk down Atlantic Street towards the ocean and we'll look at two more cultural icons." "The St. Louis Cathedral draws visitors to its doors from all over the country and the world. Masses are still held in Latin here so if you plan on attending a service, you may want to bring a dictionary or buy one of those language learning DVDs. " "Directly across the street (right) is the Port Charlotte Performing Arts Center. It hosts concerts, theater productions, speeches, some of Marquette's finest performers such as Judd Nelson began their careers here. If enough of you want I can pull some strings with the Tourism Department and I can get everyone tickets to see Frozen: Live On Stage that will be starting its run this week. The main theater can seat just under 2,500 spectators Across Cathedral Ave. is the Port Charlotte Children's and Art Museum which contains 3 floors of activities for children and hosts an art gallery containing many fascinating pieces of artwork, including pieces from the Penobscot tribes that once called this region home. The Port Charlotte Zoo is also very close by, the zoo features many animals from all over the world. "One of the fanciest towers in downtown is what's known as the Glass Angels Towers, the twin glass spiral towers that are home to the headquarters of two large corporations. Although one of the companies names escapes me at the moment, Cross Insurance whom we'll talk more about in a moment. Let's take go down to the marina where are charter boat will take us a little up the Scamman River which empties into the Atlantic Ocean here in Port Charlotte." "One final shot of downtown as we head down river." As we sail up the Scamman, we enter the sports district, I mentioned Cross Insurance earlier, on the left is Cross Insruance Arena. Built in 1977, it was the home arena for the Portland Pirates of the American Hockey League for 23 seasons until 2016. However there will be a new Pirates team taking their place in the Marquette Juunior Hockey League (MJHL) with a seating capacity of 6,733 permanent seats for hockey, and up to 9,500 for concerts, the age of the arena doesn't mean it lacks any modern amenities. And of course on the left is Marquette Airways Field, this stadium recently received a renovation that saw the addition of a retractable roof which is the same type of roof used on Safeco Field in Seattle, unfortunately the manufacturer shipped it with the name on the top, but that's scheduled to be removed after this season. With a seating capacity of 40,000 the stadium is the largest stadium in the Marquette National Baseball League (MNBL) home to the Port Charlotte Seadogs. "Now we'll head back to our hotel in downtown for dinner, as I'm told it should be ready soon. Tomorrow we'll look around the University Shores area."
  47. 2 points
    bben

    transit mania- ville

    Rail City Population Update : 1,870.000 Thanks for your comments , Aldini, Clayton + TC I did find out 2 reasons why the Al- Alam Condo's were not growing in Rail City.. The first reason is easy to explain / easy to fix.. If any of you guys who know about CAM have heard of the Stage Caps concept ? A small requirement to its full understanding would be the prerequisite knowledge of Growth Stages and how those work in SC 4.. In any event , assuming you understand the growth stage concepts as to how zoned buildings grow in sc4, associated with the CAM mod we than have 4 stage caps which determine which grow stages will be allowed to grow in Sc4. These just mean you have to have them satisfied, before buildings will grow at a certain growth stage These requirements also vary somewhat depending about what zone class ( residential, Commercial + Industry + farms ) you have for each wealth class of that zone ( $, $$, $$$) I will list these stage caps now with some brief comments for each : 1) Power cap - This is the obvious one and no building can grow with out power of course in SC4 2) Water cap - There are only a few zone types that will grow without water and only of growth stage of 3 or less of the 15 growth stages CAM has to offer the player.. 3) Park cap - Still a pretty easy one to satisfy as you only need a 1 tile park lot within 20 tiles of the building your trying to grow 4) Fire cap - Here this just means that you have to have a building within a fire coverage area to grow .. So returning to my difficulties with getting the Al Alam condos to grow I had come to find out all the areas where I zoned for it were not covered by fire coverage.( since for R$$$ lot the fire cap = stage 9.. Which means nothing over stage 9 will grow for R$$$ until you provide fire protection. Al Alam = stage 12 R$$$lot ) .. This issue was easily solved by simply building more fire stations than in rail city.. The second barrier to getting the Al - Alam to grow-in ( which I am currently working on in Rail city) is a CAM concept called - Regional Residential Capacity.. This is a much more difficult concept to fully explain than ( Stage Caps).. I am both trying to work on increasing this value + my own understanding of how this concept works in Sc4 and this will be the subject matter for further postings later on in this CJ..
  48. 2 points
    OmniBLACK

    Omni's Cities XXL/XL Showcase

    My favorite spot Kalm aka Farmville area
  49. 2 points
    No issues in this update, just some pictures taken at sunset. Thanks everyone for voting in the first issue. Option E was near-unanimously approved, and is slowly being implemented. City finances have taken a hit but are steadily recovering. An expanding Rockwood Oil Company. The new residential area, near the truck bypass. The sun sets over Rockwood Oil and Two Rivers. Sunset over Rockwood County.
  50. 2 points
    pupper_donut

    AJAX Chat Information/Issues

    If there's only one person in chat, if that person closed their chat tab without logging out than they won't be timed out until someone else logs in. Also, I've changed the link in the menu bar to direct to the new chat, since Darth pulled the plug on chatcave, it seems.