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Would love a Rollercoaster Tycoon method where you can build all sorts of airports/train/bus-stations and save them as a prefab to use in your cities. Each component would have a cost and have benefits and design strategies. Longer runways would make it safer, taxi and terminal placements would mean how fast turnaround was, terminals and hangers would mean how many planes can park/wait at your airport, number of runways increases plane throughput. Terminal sizes would mean how many people can wait/be processed in and out of the city. Basically I have thought too much about this because one day I will make a modern openTTD and implement all of this.
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# ? Sep 8, 2015 22:28 |
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# ? May 27, 2024 06:48 |
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xzzy posted:Though it did waken my inner sperg where I'd bulldoze components of the airport until it randomly developed the way I wanted. Baronjutter posted:This. I'd try to bonsai my airports until they looked almost sort of realistic. I always loved zone high density commercial near the airport and enjoying the resulting plane crashes. I miss SimCity 2000 disasters.
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# ? Sep 8, 2015 22:30 |
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xzzy posted:SimCity 3000 did that too, right? In SC3000 you could use the building plop cheat to sperg out your airports. It was awesome. They wouldn't function, but at least they looked good
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# ? Sep 8, 2015 23:14 |
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xzzy posted:SimCity 3000 did that too, right? There were airport zones in SC3K, as well as seaport zones.
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# ? Sep 8, 2015 23:14 |
Having just started playing this again after binging out when it launched, I was laying some road in my new town and hit PgDn one too many times. How long have I been able to build tunnels?!
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# ? Sep 8, 2015 23:16 |
Arrath posted:Having just started playing this again after binging out when it launched, I was laying some road in my new town and hit PgDn one too many times. Tunnels were introduced in the first major post-launch patch, iirc.
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# ? Sep 8, 2015 23:28 |
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Tunnels are great, although they do sometimes choose interesting bits of world geometry to spawn in. That said, they make for the easiest and prettiest trumpet-junctions (a.k.a. the best t-junctions). e: If this game has taught me anything it's that whenever I've been driving on a freeway and bitterly complained about how poo poo it is that I need to get into the right lane to make a left turn because it's counter-intuitive, I should just shut the gently caress up. Breetai fucked around with this message at 23:54 on Sep 8, 2015 |
# ? Sep 8, 2015 23:51 |
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Arrath posted:How long have I been able to build tunnels?! For months!
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# ? Sep 9, 2015 02:23 |
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Breetai posted:Tunnels are great, although they do sometimes choose interesting bits of world geometry to spawn in. You need to upgrade your incinerator farm with something like this (shameless self pimp)
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# ? Sep 9, 2015 02:26 |
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Tunnels are a great way to connect two industrial areas directly via a super tunnel and pretty much eliminate highway backup. I'll take a road in the very center of the industrial area and turn it in to a tunnel, and have it pop up in the middle of the other industrial area. Super tunnels cut down on highway jams by about 33% I'd guess. Maybe more.
Hadlock fucked around with this message at 02:35 on Sep 9, 2015 |
# ? Sep 9, 2015 02:33 |
MonoAus posted:For months! Well I'm glad I only started playing again last week
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# ? Sep 9, 2015 02:37 |
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Fishbus posted:You need to upgrade your incinerator farm with something like this (shameless self pimp) Well son of a bitch. This is useful.
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# ? Sep 9, 2015 03:22 |
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Tunnels are awesome. I think someone mentioned it earlier, but underwater tunnels are possible too.
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# ? Sep 9, 2015 03:44 |
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In one city to connect my main oil extraction area to my seaport I made a highway tunnel that goes under a river, then underneath the mountains between the rivers, and then under another river to my other industrial district. I pity the poor civil engineers who had to make that happen.
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# ? Sep 9, 2015 04:32 |
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I cant get tunnels going very well because some rear end in a top hat laid subway lines everywhere.
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# ? Sep 9, 2015 04:42 |
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SynthOrange posted:I cant get tunnels going very well because some rear end in a top hat laid subway lines everywhere. You can just build the subway lines deeper. This is also how you make subway lines cross each other, incidentally - just make one go under the other.
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# ? Sep 9, 2015 05:21 |
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My only thing about tunnels is they're too overpowered! It's so tempting to just have an entire underground highway network!
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# ? Sep 9, 2015 05:23 |
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https://www.youtube.com/watch?v=j-_k5sO2jqM
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# ? Sep 9, 2015 07:03 |
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MikeJF posted:My only thing about tunnels is they're too overpowered! It's so tempting to just have an entire underground highway network! I don't quite remember, do they cost more to maintain as well, or is it just the construction that becomes more expensive?
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# ? Sep 9, 2015 10:15 |
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So I've never downloaded any assets from the workshop and only have a few mods running at the moment (auto bulldoze, enable achievements, purchasable area, and expanded public transport ui). I want to make my new city very pretty. At what point does downloading assets slow down the game to a crawl? I've got an older i5 and a gtx 780, but plenty of RAM. I would love to be able to plop down a Edit: I noticed the Traffic Manager mod is not being updated just from a quick glance at the workshop due to the creator having an actual life. I had thought about downloading that as well, but since it's not being actively developed, how hard is it to achieve Traffic Nirvana without the use of Traffic Manager for lanes and priority, etc.? Should I just make everything extra big so I can put on/off ramps on the left side of things to force people into the left lanes of highways and moving around the city? pakman fucked around with this message at 13:45 on Sep 9, 2015 |
# ? Sep 9, 2015 13:39 |
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The base game traffic system is perfectly functional and its quirks are existent but sometimes exaggerated. Don't try to distribute exits on both sides of a highway. The cims will treat the middle and exit free lane on a highway as through lanes and you want cims with a far exit to be using the exit free lane to avoid weaving. Weaving will choke your highways dead so there is such a thing as too much exit density, but keeping the exit free lane clear and used will provide a little pressure relief when it does happen.
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# ? Sep 9, 2015 13:57 |
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download my stupid interchange yo
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# ? Sep 9, 2015 14:12 |
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Having lots of assets mostly slows down the load time more than anything else and this is bound by the CPU speed. Cities Skylines is native 64bit and you have plenty of ram so it's not likely to be an issue. However do watch out for your VRAM limitations of your graphics card. There are lots of building assets out there with unnecessarily large textures, and to a lesser extent, models with pointlessly high polygon counts. A few of them aren't too bad but they really start adding up when you get a few different types appearing. Also traffic manager has a couple of forks. Shanakin fucked around with this message at 14:39 on Sep 9, 2015 |
# ? Sep 9, 2015 14:31 |
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Is there any way to actually tell whether or not an asset has unnecessarily large textures/polygon counts? It's not like I'm zooming in to look at my city that closely all the time and I don't really care if I can see the pupils of the cims in the building windows.
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# ? Sep 9, 2015 14:59 |
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pakman posted:Is there any way to actually tell whether or not an asset has unnecessarily large textures/polygon counts? It's not like I'm zooming in to look at my city that closely all the time and I don't really care if I can see the pupils of the cims in the building windows. Not really, but looking at the filesize (visible on the wiki) generally gives you a good idea about if it's well-optimised. Keep it under 5 megs for generic growables, under 10 for big things.
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# ? Sep 9, 2015 15:05 |
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Good modders will also tell you what the poly count/texture size is I guess?
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# ? Sep 9, 2015 15:20 |
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Could you give an example of this in situ in a functioning city? My head is spinning just looking at it.
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# ? Sep 9, 2015 16:18 |
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Fishbus posted:You need to upgrade your incinerator farm with something like this (shameless self pimp) I loving love this mod btw
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# ? Sep 9, 2015 17:06 |
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Also tunnels are OP and I lust for their nerf, and they also aren't rendered so it ruins my immersion when I'm first-personing in a car that ducks into a tunnel
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# ? Sep 9, 2015 17:10 |
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Fishbus posted:You need to upgrade your incinerator farm with something like this (shameless self pimp) DISQUALIFIED
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# ? Sep 9, 2015 17:12 |
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ANIME IS BLOOD posted:Also tunnels are OP and I lust for their nerf, and they also aren't rendered so it ruins my immersion when I'm first-personing in a car that ducks into a tunnel Yeah I wish tunnels and bridges cost a crippling amount to build and maintain so you can't just have your village absolutely surrounded by elevated highways and a tangle of tunnels beneath and stay in the black.
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# ? Sep 9, 2015 17:13 |
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Subyng posted:DISQUALIFIED BOO, NOT COOL
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# ? Sep 9, 2015 17:15 |
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ANIME IS BLOOD posted:I loving love this mod btw Would be nice to have more balance adjustment fine tuning. E.g. city level. Or more appropriate (but less likely) a high-tech/research system much like SC2013. All i can rely on is a very high initial cost, and to offset the economy-of-scale benefits. e: whups, double post
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# ? Sep 9, 2015 17:17 |
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Baronjutter posted:Yeah I wish tunnels and bridges cost a crippling amount to build and maintain so you can't just have your village absolutely surrounded by elevated highways and a tangle of tunnels beneath and stay in the black. I would've made it so that you can't have underground intersections, or limited that in some way.
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# ? Sep 9, 2015 17:18 |
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Breetai posted:Could you give an example of this in situ in a functioning city? My head is spinning just looking at it. The High Five in Dallas is pretty similar, except one of the highways is at an angle and goes under the surface streets instead. Plus some extra ramps for the HOV lane: https://www.youtube.com/watch?v=gSaUAC7cbOY
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# ? Sep 9, 2015 18:07 |
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Breetai posted:Could you give an example of this in situ in a functioning city? My head is spinning just looking at it. Yeah the High Five for example. Also these, and here's an almost perfectly symmetrical one. e: is there a way to update my freaking asset on the workshop like how people's mods are updated? I kinda missed a spot Koesj fucked around with this message at 18:45 on Sep 9, 2015 |
# ? Sep 9, 2015 18:18 |
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There's actually a paved bike path under the Dallas High Five, which I guess would make it a six layer chip dip?
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# ? Sep 9, 2015 20:22 |
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ANIME IS BLOOD posted:and they also aren't rendered so it ruins my immersion when I'm first-personing in a car that ducks into a tunnel Which is weird because tunnels were rendered in cities in motion.
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# ? Sep 9, 2015 20:39 |
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Deutsch Nozzle posted:Which is weird because tunnels were rendered in cities in motion. Adding rendered tunnels might slow down someone's e-machine which might upset upwards of a dozen customers in case they build up to the object limit of only tunnels. \/ Actually rendered tunnels would look a lot better in the underground view and be a lot easier to understand than just gray lines, specially with one-ways. Tunnels can really be a confusing mess so being able to see the walls and an actual road surface texture would have really helped clear things up. Baronjutter fucked around with this message at 21:44 on Sep 9, 2015 |
# ? Sep 9, 2015 21:41 |
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# ? May 27, 2024 06:48 |
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Why would they write code and create assets to render tunnels if the base game has no way to ever actually see those tunnels? If they break your first person mod, well, that's on the mod for loving things up.
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# ? Sep 9, 2015 21:42 |