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  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
    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...
  5. 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
  6. 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:
  7. 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.
  8. 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
  9. 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.
  10. 3 points
    OmniBLACK

    Omni's Cities XXL/XL Showcase

    A southwest desert town And a Marina style city
  11. 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.
  12. 3 points
    pupper_donut

    Pupper Realms: Map Renders

    Pupperton continues to grow
  13. 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 !
  14. 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!
  15. 3 points
    bben

    transit mania- ville

    Surpassing the million population goal is my rail city ..
  16. 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!
  17. 2 points
    OmniBLACK

    Omni"s Modeling Showcase

    Some progress rendered with a Vray plugin i downloaded though the plugin is only a trial version and will expire on my birthday I might eventually just purchase it if it isn't hundreds of dollars unless i can get some donations to help with the cost of a license Hope you guys like *thumbs up*
  18. 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.
  19. 2 points
    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.
  20. 2 points
    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..
  21. 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!
  22. 2 points
    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
  23. 2 points
    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!
  24. 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..
  25. 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!
  26. 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.
  27. 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.
  28. 2 points
    pierreh

    The United Cities of Talaran

    Thanks for your encouraging words! I didn't specifically plan to have such an amount of rail traffic in my cluster of cities, but I think that this is a result of my encouraging too much usage of public transit in the various cities, by providing a generous amount of bus, tram and subway connections, linked of course with the railway stations. Well, I am 'stuck', in a way, with that situation, and now I have to make the best of it and develop solutions to keep things moving. It is, needless to say, just the type of challenge that I wished to have to deal with when embarking on this cluster project. Returning to the rail triangle I was showing in my previous post: in order to get more information about the volumes on the various branches of dual tracks, I took measurements and summarized them in the following drawing: The city in which the rail triangle is located, is Deramey. The numbers are supplied by the volume query. As can be seen, the tracks on the right of the drawing connect with the neighbor city of Arcens; those at the bottom of the drawing connect with Cherenne. On the top of the drawing, the right pair of tracks lead to Deramey's main station (and further, to another local station in Deramey), The left pair of tracks branches, on the right to the main station, on the left to other local stations in Deramey. All track pairs show heavy usage. The exception is the 'little corner', the pair of tracks linking the left vertical tracks to the bottom horizontal tracks, where the volume is only 18970. The two dual tracks going to Arcens have a total volume of 52799 + 18970 + 50543 = 122312; this is still less than 2 times 65535, but the loads are not balanced between the two pairs of tracks. There is still some capacity on the left tracks going to Cherenne. As an immediate measure, the link shown as a dotted red line should be added, to help balancing the load between the dual tracks to Arcens, and make use of the reserve capacity on the left track to Cherenne. In order to keep with the current practices in RL, this cannot be implemented at surface level, because of the conflicts at the intersection of tracks. A flyover solution needs to be put in place. Due to the relatively cramped conditions of the area, this will be difficult to realize. The city authorities have already declared that tearing down the Congress Center and rebuilding it elsewhere is out of the question. The project is being tendered with the hope that several engineering firms will respond with solutions acceptable both financially and urbanistically.
  29. 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.
  30. 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.
  31. 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.
  32. 2 points
    pierreh

    The United Cities of Talaran

    This is an interim report on the highway upgrade. I found out in which city this was required, and I proceeded with the upgrade. Here is a more global view of the 'before' state: The part of the highway to upgrade from 6-lanes to 8-lanes stretches between points 1 and 7 in the picture. The avenue underpass at 2 doesn't require upgrading, since thre the highway has already 8 lanes. Other roadways that are affected by the upgrade are: 3 and 4 - road underpasses 5 - railway overpass 6 - avenue underpass The 90 degrees curve gave me a bit of trouble, but eventually I got it together and it is now in place. Most of the rest could be stitched back, including some subway tunnels that got partly demolished, along with 3 or 4 buildings. I got in trouble with the parclo (7). A merge of 2 RHW.4S into a RHW-8S, originally done with puzzle pieces, needs to be redone with another method, presumably with flexing, a technique that I haven't used yet. Until this issue is solved, the work remains incomplete and the city is at a standstill.
  33. 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/
  34. 2 points
    mayorm

    Republic of Marquette

    bben- Thank you. Its always nice to come back and catch up on everything going on here, I'm trying to come around when I can. pupper_donut- Haha. Admittedly I got lazy with the other stories headlines, and didn't change them from the last news article. But next time around they'll be different as I like to throw in other interesting stories. "A bright and beautiful morning greets us as we look to take our first looks around Port Charlotte, today in your itenerary you'll see that we are touring the University Heights area on the south side of the Scamman River. I hope you enjoyed your stay at the Hyatt Port Charlotte Seaside, one of the most accomodating and nicest hotels downtown." "Two of the ways to get across the Scamman easily is by taking the ferry system which is very popular among travelers and commuters alike in and around Port Charlotte. While we could have walked a few blocks from our hotel to the ferry dock on 82nd St. The toruism department insisted we take a driving tour so we are now crossing one of the largest spanning bridges in the area, and perhaps the country itself., which is Veterans Bridge, dedicated to those who have served and sacrificed in the Marquette Armed Forces." "After crossing the bridge on the south shore, Veterans Bridge immediately becomes the A10 (short for Atlantic 10) freeway. Due to it's limited number of lanes, at peak commuting times many people in the area would like to see the freeway widened to six lanes or more. In the upcoming election cycle voters will have the ability to vote on highway funding to tackle traffic problems in this area. University Blvd. is our exit which takes us straight into University Heights." "As you may have guessed the University Heights neighbourhood is home to the prestigious Port Charlotte University. It is one of the largest universities with just over 30,000 students, PCU is well regarded for their engineering school. Of course the Bulldog's athletics programs draw many fans to the stadiums, with top spectator sports being Men's and Women's hockey, followed by Football and Men's and Women's Basketball. William J. Colley Sports Arena is home to the basketball and hockey programs, as well as hosting other large community events and trade shows. Nearby is Harbour Financial Stadium home to the university's football program, built in 1990 before PCU's dominance in MICA (Marquette Intercollegiate Athletics) football, winning championships in 1994, 97, 99, and 2001. As of the 2014 season the stadium also became the home for the Port Charlotte Nighthawks of the Marquette National Football Association, with renovations scheduled to start this upcoming spring to increase capacity from 17,000 to 30,000 in order to meet MNFA's stadium guidelines." "With the Nighthawks move to the stadium, the team paid the university an undisclosed sum to install new turf with their own colors and logos. Current Nighthawks star quarterback and playoff MVP last year in the MNFA is former PCU star Brady Hellwig. On the left you'll notice new construction getting started, Por Charlotte University is starting to get to work on it's new Meyer's Residential complex which will be home to apartment style student housing, if you look in your info packets you'll have an artist concept of the complex." "Unfortunately, we'll have to turn back here for the day as I've recieved word that the hotel ballroom has our dinner prepared to be served. But with it getting dark earlier now there's still one spectacular sight, the breathtaking views of downtown Port Charlotte at night."
  35. 2 points
    pupper_donut

    Pupper Realms: Map Renders

    I have been too lately, which is why I haven't been in chat except every few days
  36. 2 points
    pupper_donut

    Pupper Realms: Map Renders

    It's me, TC, darv, ceafus, and now marsh.
  37. 2 points
    gafibla

    :(

  38. 2 points
    gafibla

    :(

  39. 2 points
    Aldini10

    March 13th, 2016 WTC Seminar Transcript

    This is the full transcript for the March 13th, 2016 seminar held by Aldini10. Additional questions/comments can be answered here as well.
  40. 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!
  41. 2 points
    pupper_donut

    god_donut's CS

    The highway in the last shot is getting quite overcrowded.. I'm thinking of adding a rail line in the center of the highway as well as one additional highway lane each direction to mitigate this as traffic is bumper-to-bumper where this highway meets the cable stayed bridge as well as at the interchange for the highway leading to the airport. If I go through with this plan I'll post schematics and construction shots.
  42. 2 points
    riiga

    if you could leave earth.

    Just go to the sun by night
  43. 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 ?
  44. 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
  45. 2 points
    Thanks everyone, here's a new command: /last user - Check how long ago and what time user said something, as well as the message user posted. Available to all users. The new command is a little glitchy for checking messages posted several hours or days ago, however I plan to try to fix this in the future. Next I'll be working on automatically re-sizing images. This has so far proven to be very complicated and tricky because javascript keeps wanting to automatically scale the images to fit the viewport. Despite entirely removing the JS code that does this it still tries to resize it there automatically by applying an inline style, which can't be overridden in the global CSS files. Once I find out what's causing this images will be resized automatically to a width of 360px and the height will be set proportionately.
  46. 2 points
    Aldini10

    The Dynamic City of Adlain

    Thank you guys, and @bben I've always been interested in traffic and transportation, I find it fascinating actually. This update is a special one as I have finally reached the 100k citizen mark! This is a shot of my downtown area. I still hope to expand the city to the limits of the game or until my computer crashes! One large project I've mentioned before was relocating all of my industry to a more inner city location so that perhaps local businesses will receive goods faster. This is part of the reason for my large highway project. It's a shame to see the large development which used to be here disappear, and I sometimes wonder if it was a good choice to destroy the freeway interchange which existed in this area but another can be built. As you can see this area is now empty, all that is left are the train tracks and the main power plant which provides 95% of power for the entire city. This plant will be decommissioned and another built in its place across the city. These images show the industry zones and traffic impact of the highway. I still plan to zone a lot of industry along this entire stretch of highway which should force me to construct another basketweave interchange just before the T interchange on the right side of the image. A further reason to construct this will be the large amount of traffic using the northbound lanes from the T interchange to the center of the image, as indicated in the shot. In the center you can see I've constructed a brand new interchange to handle traffic. I'm not sure what kind of interchange this is, perhaps a folded Parclo? Please let me know! Anyway as you can see I took advantage of this setup as there are 2 intersections, each right across the freeway from each other. Building a diamond interchange (in the same fashion as my other interchanges) in this area would have been disastrous as instead of 2 traffic lights there would be 4, greatly reducing the amount of traffic passing through. This way the avenue passing under the highway has a large amount of space for traffic to travel before hitting another traffic signal on the other side. Also, both interchanges are formed to continue as an avenue. Here's a current view of the freeway within the dynamic city. Thanks for looking!
  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
    bben

    transit mania- ville

    First let me start of saying that I wanted to make Clayton proud ! ( A little) .. I used my Modding/ Lotting skills to create 2 new versions of my original large 3 track stations. The 2 new stations are both split track stations One station has now 4 total tracks the other station has 5 total tracks .. These should come in handy in my ever- expanding rail city
  49. 2 points
    Ceafus 88

    C88 Mod Shop

    I am currently working on converting my SC4 models into a format C:S will use.
  50. 2 points
    Lål @ everyone Done for today, regional population 38,842