Cities: Skylines

Cities: Skylines

Other Rail Track Speed Increaser 3
105 Comments
M.S.Referee  [author] Feb 20 @ 1:48pm 
To --Ranger--

Yes, this mod can adjust all track assets as long as they are correctly marked as 'track'.
--Ranger-- Feb 2 @ 4:26am 
Does this still work on Custom Tracks?
black_panther559 Dec 31, 2024 @ 7:31am 
Okay, thank you for responding. I appreciate i


Happy city building everyone! :steamthumbsup::steamhappy:
M.S.Referee  [author] Dec 31, 2024 @ 2:40am 
To black_panther559

I'm sorry to see them late, but I don't understand that you said issues.

And I see you used TM:PE, so after 1.6 verssion, TM:PE not support Other Rail Track Speed Increaser 3 anymore. So I you feel issues that's the one of reason.
black_panther559 Dec 4, 2024 @ 9:31am 
UPDATE: I found out how to take videos!! LOL

* 1st video: Train speed set 2000 km/h
* 2nd video: Metro added at 450km/h going same speed as train
* 3rd video: Train glitching on track rail

https://drive.google.com/file/d/1ISBwVLHaaGzCB-k6lRj7zFaPFYu0z7P3/view?usp=sharing
https://drive.google.com/file/d/1gvVqx7HfzPgx1CiU1c8k-u_AU17B0_PC/view?usp=sharing
https://drive.google.com/file/d/1Z8eQcJDYiza7cKK4L8YHviCU3NXYNLvB/view?usp=sharing


Happy city building everyone! :steamthumbsup::steamhappy:
black_panther559 Dec 4, 2024 @ 9:25am 
Per an inquiry, I test mods to see if they work, and I have found that this is a little buggy. I've been using the original one forever and had no problems with it whatsoever. This one, on the other hand, has a couple of issues.

According to the video, you are able to set each one separately, however, when setting the train speed different from the metro speed, they went the same using the higher number (train speed calculation). I also encountered a point where the train would move like a snail and the front car starts drifting off to the side while the rest is still moving forward.

Potentially, this is an awesome mod, with the top speed adjustment, but not sure what would cause this. Can you let me know what could be the case? The other two versions are fine.


Happy city building everyone! :steamthumbsup::steamhappy:
OllyG Aug 15, 2023 @ 4:59am 
Yes, indeed there are.

I remember once, after a game update, the 81 Tiles Mod made all industry areas go into massive negative profits! The author initially didn't know why, but eventually sussed it and did an update. Mysterious.
M.S.Referee  [author] Aug 14, 2023 @ 8:19pm 
To OllyG

Thank you, and in fact, I'm also don't know why like this.

Functionally, it shouldn't cause this problem, since there is no way to interfere. Therefore, it can only be said that there are many 'weird' situations in the game.
OllyG Aug 14, 2023 @ 8:09pm 
Well, I spent over an hour testing it, and disabling your mod fixed the problem. I do agree with you that there is no logical reason for why that should be.

It's not to do with the budgets as I left them unadjusted in my test. I started a new game, and removed mods 1 by 1 until I found what was causing the altered coverage behaviour.

I thought I'd let you know, but the issue has been resolved for me now for whatever reason.
M.S.Referee  [author] Aug 14, 2023 @ 7:50pm 
To OllyG

Maybe you're mistaken, this mod just controls the 'tracks' contained in the perview picture. However, the police station and the fire department do not have 'tracks' at all. They depend on 'roads', and roads do not belong to 'tracks'. To put it simply, there are three mainstreams mods that can control the behavior of 'vehicle(cars)' and 'roads': 1. TM:PE. 2. Advanced Vehicle Options. 3. Transport Lines Manager.
So, even if this mod wants to interfere, it cannot reach the 'interface' and even there are no codes to change 'roads' in this mod.😄

It's like, you use an iPhone, and it found out that Android system is causing the problem, but the point is that the iPhone is not using Android system at all.😄

As for the scope issue you mentioned, if you increase the related budget, it will also improve their scope, maybe that is reason.
OllyG Aug 14, 2023 @ 5:55pm 
Hello

Having done some investigation, by a process of trial-and-error, I believe this mod is causing a strange effect in my game.

My service buildings (e.g. police/fire stations) were showing 100% efficiency and coverage of all the roads (one police station made every road on the map green coloured), which didn't seem right.

I removed all my mods one by one and traced the cause to this mod.

Do you have any idea why?

Thanks

Olly.
jasstaka Jun 24, 2023 @ 10:04am 
To M.S.Referee
Thank you!!
When I the tracks speed to 'Unlimited' in TM:PE, it worked as expected.
M.S.Referee  [author] Jun 23, 2023 @ 4:37pm 
To jasstaka

It may need like before that need to set the tracks speed to 'Unlimited' in TM:PE.
jasstaka Jun 23, 2023 @ 12:04pm 
Sorry, TM:PE seems to have been the cause. (TM:PE 11.8.0.0 STABLE)
When TM:PE was turned off, it worked without having to redraw the tracks.
Perhaps it's conflicting with TM:PE's speed limit feature or something.
jasstaka Jun 23, 2023 @ 11:46am 
In 1.17.1-f4 game version, this mod doesn't work on existing tracks, it only works when new tracks are drawn.
However, this information is not saved and will not work when the game is restarted after saving. It will not work unless the line is drawn again.
M.S.Referee  [author] Mar 30, 2023 @ 2:26am 
To mistermcd

Thank you also for discovering the problem caused by the airplane path, so that we can got a conclusion after a good discussion.

Have a good day!
mistermcd Mar 29, 2023 @ 9:10pm 
This mod is now perfect!

Without the Airplane path modification, the planes are operating normally, my pasenger blimp vehicles (spaceship looks things) are zipping around the sky, my hydrofoil ferries are zooming across the bay.

The ability to modify ferry and blimp speed is something I have pined for for many years.

Excellent work sir!

McD
M.S.Referee  [author] Mar 25, 2023 @ 4:45pm 
To StayHungryStayFoolish

Yes, and thank you, it is known in the previous feedback that it is the situation like in the video.
It cannot be resolved in the short term. Perhaps I can do first that temporarily canceled this function of adjusting the aircraft?
StayHungryStayFoolish Mar 25, 2023 @ 10:29am 
@M.S.Referee Please see these 2 videos:

With your mod: https://youtu.be/sCGVlMxrB7Y
Without your mod: https://youtu.be/HRhGfR681UI
M.S.Referee  [author] Mar 24, 2023 @ 12:34am 
To Spinoro

Yes, regarding this situation, you can check look some previous comments of explanations. This problem is relatively complex, so it cannot be solved in the short term.
Spinoro Mar 23, 2023 @ 1:14pm 
With the Airports DLC, this mod breaks the behaviour of my planes: they take off from the stands and they hover around the airport.
M.S.Referee  [author] Jan 27, 2023 @ 12:30pm 
To dog rich no forget 和 73313WS

其實從模組的角度判斷,模組本身沒什麼問題。它只是單純的改變這些 “軌道” 的速度。
而會出現這些問題,反而是因為在模組的加速作用下,發現了遊戲本身的 ‘不嚴謹’,我之前也說明過了。這基本上是涉及了飛機與飛艇核心模塊。
所以,這可能無法很快有個答案。如果真要做一個 “接頭”,那我估計可能須要另外幾位有名的模組作者聯合做一個新的模組來解決。
只能說,透過各種模組發現了遊戲各種問題。😂
dog rich no forget Jan 27, 2023 @ 1:37am 
感谢回复,这个问题还是比较影响游戏体验的,希望能顺利解决。我好像没在更新日志或者描述中看到,如果能说明一下我就不用花一整个下午的时间去排查mod了: )
73313WS Jan 26, 2023 @ 2:33am 
感謝製作
等更新

目前使用上還是有問題
充氣飛船會不載客 可能與Advanced Vehicle Options 修改載客數量以後有關係

然後老問題 DLC和原始的機場會不走起降跑道直接起飛
mistermcd Jan 22, 2023 @ 12:21pm 
@M.S. Referee, thanks. I wasn't suggesting to actually set the path speed to 0, rather, in your mod, setting speed to 0 triggers turning off mod speed for that path. I figured that would be easier from a UI perspective (no checkboxes, translations, etc). Just something in the mod code that if speed = 0 then use game default for this path type.


Staying patient,

McD

:)
M.S.Referee  [author] Jan 22, 2023 @ 4:34am 
To mistermcd

No, for mods, setting it to 0 may cause the vehicle to stop and not move forward.
In fact, setting it to 0 and switching to game default also requires a set of codes to achieve. 😁
mistermcd Jan 22, 2023 @ 12:14am 
@M.S. Referee - instead of checkboxes, how about setting speed of path to 0 for the path type you wish to exclude from the mod. ie, set plane path to 0kph disables mod from affecting plane speeds. Yes, I know, I said I would be patient :)

McD
Fruit Jan 20, 2023 @ 2:27am 
Ok figured out how to fix my problem. If anyone like me is installing this mod onto a save with TM:PE, all you have to do is set the speed limit of the track to unlimited again. This will allow it to respect the limits set by this mod. However I have now encountered the plane bug as noted by other users. Planes do not use the runaway but instead go into a nose dive straight to the gate and then take off from the gate.
M.S.Referee  [author] Jan 19, 2023 @ 4:31am 
To dog rich no forget

這問題評論裡的 mistermcd 玩家已經告知過,經判斷是遊戲預設沒有對機場範圍內的跑道做強制規定。即一旦飛機進入機場的模型範圍,就須要強行使飛機使用機場範圍內的跑道和速度限制。此Mod其實是針對 粉紅色 那條與地圖邊界相連的 “飛機航線”。而不是飛機跑道。
官方應該加入像飛艇那種方式,把飛機粉紅色這條 “航線” 與機場的跑道對接。對接方式就如同飛艇一樣,把 “航線” 連接到那個圓圈上。這樣就能解決這問題了,飛機從粉紅色“飛機航線”到機場跑道對接點,然後飛機進入機場內的跑道速限和行動方法。
我會去問一下 algernon,如果可以做這個 ‘對接頭’ 那這問題就能解決了。不然就得反饋給官方去解決了。
dog rich no forget Jan 18, 2023 @ 9:57am 
BUG反馈:开启这个mod后,飞机会出现找不到跑道的情况,具体表现是飞机起飞直接从机库起飞,然后飞到机场上空滑行直至消失.
Fruit Jan 15, 2023 @ 1:32pm 
Adding on, the custom limit only applies to new track built in session. If I save and reopen the track is back to game default limit. I have to destroy and replace the tracks to allow custom limits
Fruit Jan 14, 2023 @ 8:50pm 
To author, I did further testing and can confirm it does work when I built a new track and line. Does it only apply to newly built tracks and lines, or should it apply to already built pre-existing tracks and line? My current mods are Harmony / Unified UI / FPS camera / Network Anarchy / Improved Transport Manager / TM:PE
M.S.Referee  [author] Jan 14, 2023 @ 5:32am 
To Fruit

It may be affected by other mods. During the test, whether it is set to 10 km/h or 2000 km/h, everything work fine, and no random slow down of speed has been found. 😉
Fruit Jan 14, 2023 @ 2:27am 
This doesnt seem to work for me. In the original RSI mod trains can reach custom max speed but not consistently and randomly slow down. But in this mod I have never seen it reach its custom max speed and it also has the random slow down issue. Any idea?
mistermcd Jan 13, 2023 @ 2:26pm 
M.S. Referee - thanks! Yes, checkboxes in the current mod would be solutions that satisifes everyones' need. I will be patient :)
M.S.Referee  [author] Jan 12, 2023 @ 10:03pm 
To mistermcd

It can be done, but it's will be thought a repetitive mod.

I already asked how to use a "Check Box" to control each single of them and waiting a answer. If done , it will be like your suggestion that they will enable or disable controlled by mod. 😉
mistermcd Jan 12, 2023 @ 7:31pm 
Any chance you could do a fork of this mod ONLY for blimps and ferrys?
M.S.Referee  [author] Jan 5, 2023 @ 12:53am 
To Snake from Snakewater
Yes 😅
Ivar Dec 30, 2022 @ 8:45am 
Boutta make supersonic trains xD
M.S.Referee  [author] Dec 28, 2022 @ 9:41pm 
To mistermcd

OK, thank you for test, and if there is a need to do something different, I will let you know.
mistermcd Dec 28, 2022 @ 5:48pm 
@M.S.Referee, thanks. I have done more testing and with the plane path set to 10kph, the planes will taxi from the gate normally, but then will go slowly down the runway and stop. They are not going fast enough to take off, so eventually there are several stopped on the runway.

Increasing the speed in 10kph increments, they eventually start not being able to follow the taxiways and will start leaping into the air from the gate.

Incoming planes will arrive at high altitude and then nosedive to the ground.

Suggestion: A toggle on/off button for each path to type use vanilla path speeds (off option) or to use mod speeds to override vanilla (on option). That way, if root cause of plane issue is a significant challenge, at least can use other path speed overrides this mod provides.

The blimp/ferry path speed overrides are AWESOME.

If there is anything you can suggest or want me to try, let me know.

McD
M.S.Referee  [author] Dec 26, 2022 @ 7:59am 
To Professor Hardknocks

Thank you, and it's look like you said that belong to 'Road System', so it might be better to let "Traffic Manager President Edition" support. This mod would be better to focused on Tracks.
Sol Dec 26, 2022 @ 6:21am 
Wonderful macro solution. I would like to see support for Roads, Highways, Pedestrian/Bike paths.
M.S.Referee  [author] Dec 26, 2022 @ 5:25am 
To mistermcd
OK, this mod is adjusting "track(path)", not "Vehicle", this is why you can see the normal speed attributes of plane in AVO.
I guess it's because game default, official not set right bounding box range of airport. That means the bounding box should surround the entire airport and inside runway, then another part belongs to outside. So, when plane lands without touching the bounding box, speed of the outside segment is used, but when touches the bounding box, given runway speed inside bounding box should be used. Just like F1, when F1 are on the track they can go over 300km, but when F1 come into the pits they will be limited to 60km. And the current situation is like the F1 driving directly into the pits at the speed on the track. Therefore, either the official should fix this problem, or should do a other mod to solve this problem.
I'll also ask algernon to see if he can give me any suggestions, if possible, to add improvements to this mod.

Thank you, and have good day!
mistermcd Dec 25, 2022 @ 9:20pm 
@M.S.Referee I set the plane path speed to 10km, the planes seemed to start following the right paths, but of course, when taking off, going 10km, so not workable. I also tried various other speeds, all the way from 10km to 2000km, but the planes (most are just workshop planes, avo settings show them as 300kph, 1.5 acel 1.5 brake). They will spawn at the gate by leaping out of the ground, then taking off right from there. Other planes are coming in over the airport at high altitude and then diving down to the gate and getting stuck nosefirst in the ground with the tail sticking up.

Without this mod enabled, they go back to normal behavior. Not sure if this is an issue with this mod, or this mod + others, I use most of the "main mods".

Here's my output log if it helps
https://drive.google.com/file/d/1sy22zYo3yCTFK-oiClk21wkgthxoN-9-/view?usp=sharing

McD
M.S.Referee  [author] Dec 25, 2022 @ 1:25pm 
To mistermcd

It's also happened when you adjust the speed of plane to low like 10km/h ?

To StayHungryStayFoolish

Thank you, have a good day!
StayHungryStayFoolish Dec 25, 2022 @ 1:18pm 
After the update, I placed back Other Rail Track Speed Increaser 3 on the Financial District DLC compatible modlist.
mistermcd Dec 25, 2022 @ 12:45pm 
Installed this updated mod and my planes went crazy. They would fly in, and hover above the airport, then dive bomb down to their gates. They were also taking off right from the gate, not using the taxiway or runway. Saved the game with the planes all crazy, unsubscribed from this mod,relaunched, and the planes that were crazy either landed (dive bombed) or continued to take off from the gate, but once they were gone, the next wave of planes acted properly.

This was with both an Airport DLC airport and the vanilla cargo airport w/trains.

I hoping to make use of the increased blimp speed feature (nice!) but since this mod makes my planes go nuts, I will have to wait until that is addressed.

@M.S.Referee, any log files or save game you want to see?
M.S.Referee  [author] Dec 22, 2022 @ 7:26am 
To gbuck70
Thank you let me know what's caused the problem. Have a fun!
StayHungryStayFoolish Dec 22, 2022 @ 12:51am 
Since Loading Order mod (LOM) is essential I would not unsubscribe. There are 200+ mods cooperating with LOM and there was no problem with Other Rail Track Speed Increaser 3 before the patch of Financial District. I am sure, this nice mod will be updated in a way that allows assets to be loaded.