![]() When considering the scale of a city it's just a detail, but it adds so much realism ( especially when you have a ton of custom vehicles). ![]() Assets have a hard-coded limit of 64 props, but since the game views sub-buildings as separate assets, that garage has so many functional parking spots (since it contains 4 floors/sub-buildings, it has a maximum of 4 x 64 = 256 functional parking spots - provided that no other props are used).ītw: the 'Realistic parking' feature, combined with the 'No street parking' feature (also part of TM:PE) is one of my favorite mod features. The reason why that parking garage is so full is because it consists of 4 different sub-buildings (each floor is one sub-building), each with a large amount of parking markers. It can be changed using Asset AI Changer by SnowCat & cerebellum. ![]() AI defines what kind of vehicle it is and how it behaves. I actually forgot this was part of the mod altogether, to be honest Anyway, lo and behold, after clicking this, my city resumed its original speed, which was really refreshing. See more advanced speed and suspension related properties in the ModTools article. However, it was so slow that I honestly thought my city was not salvageable, until I went and used the 'Remove Stuck Citizens and Vehicles' option as part of the TMPE mod. This marker tells Cims where they can park: the lines that delineate parking spots are decal props, which purely visual without any function. Many vehicle settings can be changed using Extended Asset Editor by Acc3ss Violation. the actual location where a car is parked is a prop called 'Parking marker' (you can find them with the Find It! mod, but I'm not sure if they work if you plop them freely in your city).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |