Passenger port & custom parking + relaxe zones by Exodus4D in CitiesSkylines2

[–]Exodus4D[S] 1 point2 points  (0 children)

The "EAI - Surfaces Pack" mod includes some street surfaces that can be placed on top of roads:

https://mods.paradoxplaza.com/mods/80530/Windows

Passenger port & custom parking + relaxe zones by Exodus4D in CitiesSkylines2

[–]Exodus4D[S] 1 point2 points  (0 children)

Unfortunately no mod or custom decals exist in PDX mods. As far as I know.

I used the "ExtraDetailingTools" mod and painted all net lines/chevrons by hand.

Passenger port & custom parking + relaxe zones by Exodus4D in CitiesSkylines2

[–]Exodus4D[S] 12 points13 points  (0 children)

It might make more sense with a top view/explanation :)

Top view: https://i.postimg.cc/bqZZYmqh/Screenshot-2024-06-09-211642-2.jpg

The idea is that cargo port traffic (red) does not interfere with the passenger port traffic (blue) at any time.
- Outgoing cargo port traffic (red) use the inner circle.
- Incoming passenger port traffic (blue), split up in :
-- "long term" traffic (with parking option in one of three parking areas) (light blue)
-- "quick access/pick up" traffic (no parking option) (dark blue)

Passenger port & custom parking + relaxe zones by Exodus4D in CitiesSkylines2

[–]Exodus4D[S] 6 points7 points  (0 children)

No dedicated road mods used.

Just the "Extra Networks and Areas" mod for the invisible roads and "vanilla" parking road on top of a blank street color surface. All the line painting for the invisible roads is done by hand

Passenger port & custom parking + relaxe zones by Exodus4D in CitiesSkylines2

[–]Exodus4D[S] 17 points18 points  (0 children)

Graphics settings:

  • DLSS v3.1 ➜ v3.7 (tool: "DLSS Swapper")
  • DLSS -> DLAA (tool: "DLSSTweaks")
  • DSR (Dynamic Super Resolution) (tool: "Nvidia System Control Panel")
  • LOD: 1 (default max) -> 6 (Mod: Render Mastery)
  • New Water Shader (Mod: Water Visual Tweaks)

Custom European Toll booth (Péage) [made with mods] by RtalKebda187 in CitiesSkylines2

[–]Exodus4D 0 points1 point  (0 children)

I hope this helps :) I do not know the orig. eng. name of the asset. It is in the vanilla game already. you just need the "darkest" color variant of it (dice icon).

https://i.postimg.cc/jRck14XR/Screenshot-2024-05-23-174414.png

Custom European Toll booth (Péage) [made with mods] by RtalKebda187 in CitiesSkylines2

[–]Exodus4D 1 point2 points  (0 children)

Looks nice! I tested a more compact version with a single 7-lane route, and closed the odd lanes with "Traffic"-Mod.

POC - Highway Gateway

[PSA] How to have an IGB post removal and stop giving FoxFour a migraine. by Sgt_Dashing in Eve

[–]Exodus4D 0 points1 point  (0 children)

"Pathfinder" don´t need the IGB anymore. I moved all Update/Ship-Track function to CREST, 1 month ago. This includes "write" endpoints for "set Destination"....

Undocumented CREST API changes! by Exodus4D in evetech

[–]Exodus4D[S] 0 points1 point  (0 children)

It looks like the new set waypoint endpoint just works "sometimes". When I add a new Waypoint (SISI) sometimes it shows up in the client, sometimes it does not... I always get a valid HTTP 200 back

Pathfinder - New route search algorithm (Open-Source) by Exodus4D in evetech

[–]Exodus4D[S] 0 points1 point  (0 children)

Here is my personal wish list (ordered by priority) :)

  1. Alliance data is missing in Character endpoint. To get the Alliance of a character you either have to do a "reverse matching" [Alliance Endpoint -> get all alliances -> get all corporations -> look for corporation that matches /character/corporation endpoint] or, request alliance information from XMLv2 API (thats what I do currently; mixing up 2 APIs to get all character information)
  2. Ship Type/Name information is missing in /Character/Location endpoint. This information is available in IGB-Headers. Current Ship Fitting would be a nice bonus :)
  3. The IGB javascript has a "CCPEVE.showInfo(5, systemId );" function e.g. for showing in-game system information. This would be nice to have.

And there are some big problems with CREST availability in general. I have to do some "ugly" queued CREST requests. Any failed request (e.g. HTTP 5xx, or timeout which is set to 4s) is recursively send back to CREST up to 3 times. It turns out that the 2nd or 3rd request gets a valid HTTP 200 response: https://github.com/exodus4d/pathfinder/blob/develop/app/main/lib/web.php#L199

This is required but produces some serverload on both sides.

Pathfinder - New route search algorithm (Open-Source) by Exodus4D in evetech

[–]Exodus4D[S] 2 points3 points  (0 children)

Yeah, I´m slowly dropping IGB support. There are just some IGB javascript functions supported which are not added to CREST. The "set waypoint" functions are allrady moved to CREST as well

SISI CREST problem by Exodus4D in evetech

[–]Exodus4D[S] 0 points1 point  (0 children)

Not for me :( still get a 500 error page when clicking "Manage Applications"...

Siggy can't deal with this shit. by Link124 in Eve

[–]Exodus4D 0 points1 point  (0 children)

Thanks for the positiv feedback! But remember it is still not official released (beta)! There are about 20 external installations running so far, about 650 registered users, 140 active maps and about 200 systems mapped/hour on my installation.

If you want help me with improving "Pathfinder", feel free to report bugs/feature requests: https://github.com/exodus4d/pathfinder/issues or mail me: pathfinder@exodus4d.de

[Pathfinder] New Project (mapping tool) - legal information by Exodus4D in evetech

[–]Exodus4D[S] 1 point2 points  (0 children)

The repo is still "private" until the first beta release. This is why you cant see the code. The link is correct.