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With Mass Transit, you can take control of not only the waterways, but also the sky. Last week I wrote about Ferries and how they offer excellent solution for connecting isolated islands to the city with fast routes. Blimps are another way of doing that, but work better for larger settlements, as they have a higher passenger capacity than Ferries.

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A blimp gliding over the city

The basics of Blimps are much like Ferries. Since they do no work on roads, you need to mark Pathways for them to travel. Blimps fly from stop to stop and need a route to the Depot. Pathways are two-way, basically like virtual roads for Blimps, so you have exact control over where they travel. Stops need a road connection, but other than that, can freely be placed anywhere on the map. Depots need to be connected to roads as well, but can send vehicles to any line they have a Pathway connection with. The amount of Blimps per line is determined by the public transport budget for them, but can be adjusted more carefully with the new slider for vehicles per line. Blimps glide over the city, ascending and descending on their own, following the marked routes.

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That's some quality education right there

As an extra benefit, there is space on the sides of Blimps for advertisements. By default they show adverts from various companies, but if you wish to use the space to your city’s benefit, you can set a policy so that Blimps show educational posters. This boosts your city’s education facilities a little bit, and of course looks quite cool.

MassTransit_003.png

Cable cars operating on a slope

And then there are the Cable Cars. Don’t think of the San Francisco Cable Cars, but the type that travel steep hills suspended on cables. The Skylines Cable Cars are very useful on slopes, but can also be placed on level ground. There are two types of stops: end-of-line stops and stops where Cable Cars can pass through and continue to further stops. Pass through stops can also be used at the ends, but end-of-line types can be used to get that finishing touch. Cable Cars lines are somewhat easier to set up than other types. Built the stops you want to have in the city and connect them with cables. When any two or more stops are connected, the line will start to operate automatically. All stops connected to each other are considered one line. Cable Cars do not have Depots, so no Depot connections are needed.

Cables can go over roads and their height can be adjusted with PgUp and PgDown, just like roads. However the cables cannot pass over houses. Cables can be built on water, even so that the concrete bases of the pylons are standing in the water.

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Cable Car stop in action

Cable Cars don’t have a huge capacity, but they run often, allowing a constant stream of passengers to be transported. Avoiding roads is a huge plus, that’s less vehicles on the roads so less traffic congestion. Operating on level ground, slopes and allowing cables to go on water makes sure Cable Cars are very flexible as means of transport and can be used in many different cases.


What will your city get first, Cable Cars or Blimps?
 
Stockholm
stockholm-harbour-1920-postcard-with-airship1.jpg


Also, please note the water level.
Looking at this picture I can't help but to feel that it may have inspired Mass Transit DLC.
 
Stockholm
Also, please note the water level.
Looking at this picture I can't help but to feel that it may have inspired Mass Transit DLC.

The text "Bodensee" is on this blimp. I wondered what is a blimp from Austria doing in Stockholm - it's a long journey with a blimp ;-)
And I noticed there are blimp sightseeing tours offered in Bodensee:
http://www.bodensee.de/zeppelinrundflug/

Will tornados affect blimps ? It could be fun to watch.

I too hope they are affected and also would like to see cable cars swirling through the air. I would guess the engine automatically does this vor fehicle assets and so they are automatically affected and no extra coding is required.
 
The text "Bodensee" is on this blimp. I wondered what is a blimp from Austria doing in Stockholm - it's a long journey with a blimp ;-)
And I noticed there are blimp sightseeing tours offered in Bodensee:
http://www.bodensee.de/zeppelinrundflug/
Zeppelins were constructed in a swimming assembly hall in the German city of Friedrichshafen on the northern shore of the Bodensee.
 
the Zeppelin museum in Friedrichshafen is worth visiting.
 
While I can't come up with a reference, I do believe a lot of people were asking for disasters.

@Korpsen - For the "x Respectfully Disagree"

I submit:

We use the community feedback and the suggestions when outlining the expansion. For example in Mass Transit there's plenty of community driven features and improvements and Natural Disasters was developed to cater to the requests to have disasters since launch.
 
Top on my transportation wish list is better-looking road merges!

Especially on highways, and also where two regular roads connect at an acute angle.

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^ See, these parts here in the Workshop look great —
https://steamcommunity.com/workshop/filedetails/?id=835226091

If they could be part of conventional road-building, a lot of the city planners here would be happy.

Agree. The sadest part is that their previous game (CiM2) had much more naturally looking road merging.

Like: https://i.ytimg.com/vi/WlJoBqPL_YA/maxresdefault.jpg
 
One more sort-of transportation-related request (as it relates to ferries at least): It'd be good to have fewer waves on level rivers and lakes.

Here are the world's two longest rivers, not especially ragey:

76580.jpg


River-nile.JPG
 
I was thinking that trolleybuses would be a very nice addition, they aren't that different from buses and trams but it would be a neat mean of transport to add more variety.

Can't wait to know more on this DLC..
 
Top on my transportation wish list is better-looking road merges!

Especially on highways, and also where two regular roads connect at an acute angle.

C0CCC272DD1D1AB862870D46A849CD93213857B0


^ See, these parts here in the Workshop look great —
https://steamcommunity.com/workshop/filedetails/?id=835226091

If they could be part of conventional road-building, a lot of the city planners here would be happy.

Not only this looks more realistic, but also this helps to keep speed as higher as possible, which is the purpose of the ramps. This contributes to handle more traffic, not only looking more realistic. If we are lucky, this will be added in the DLC !
 
I am curious about which real city that served as a model for using blimps for mass transit, or how you arrived at the "interesting" conclusion that they should have higher passenger capacity then ferries do?

I was actually looking forward to building more realistic mass transit solutions into my cities, but spending time on fantasy things like this is just such a waste IMHO.

Don't use them then.
 
Don't use them then.
Where did I write that I'm going to use them?

This is about me preffering not have to pay for CO to develop features that I think have no place in a realistic modern citybuilder.

Extending your argument with any feature being fine if they are optional in the end we get an expansion containing only one feature you really want to use, ( trams in snowfall anyone? ), and then a whole lot of people won't want to buy it...
 

I'm going to use the cable cars and ferry's a lot. But I like to see more cargo transportation options. (for harbors you need schip connections, and train stations generate (to) much traffic)


To mange this, I think we just need a better road connection for the harbor, such as native one way lane … In fact, what which saturates the traffic is the fact you could load only one truck and one train at one time, and that a ship contains generally many trucks and freight trains. This is also valuable for trains, both freight and passengers !

So adding more rails or ship connection does not makes a sense, adding more roads can.