Cities: Skylines

Cities: Skylines

30 ratings
SMC International Terrastar Ambulance
   
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Assets: Vehicle
File Size
Posted
5.664 MB
11 Apr, 2021 @ 12:24pm
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SMC International Terrastar Ambulance

In 1 collection by Dying
Skylines Medical Center Vehicles
8 items
Description
Skylines Medical Center International Terrastar Ambulance

This International Terrastar Ambulance may be used for several services:
Response to general 911 medical calls, BLS or ALS (Paramedic and/or emergency medicine specialist / technician) response.

The vehicle is based on vanilla ambulance template, so it will response to ambulance calls with code 3, load patient and return to spawn point (hospital). I added use of emergency sirens/lights on return. It will drive back like any other vehicle, so it stick to traffic rules and just flares will light up, not the textures (I cannot change that by now).
Btw. it is not unrealistic that transport to hospital is slower and driving behavior is less risky, because the patient is already under specialized critical care and treatment during the transport.


I left some textured emergency lights in white, so that other light flares than red (blue, white...) will stick with your ELM settings. The vehicle uses all vanilla front ambulance flares on front lightbar, rear on rear box corners.

Custom Effect Loader and Vehicle Effects are not needed to use this vehicle, but needed to have all additional light flares on front, lightbar and rear (as shown in the pictures).
It also change light settings when stopped at target or reached hospital (e.g. light up of warning light bar on rear).
Basic setting is red/white on front and red/amber on rear. I also set some blue lights on effect list, so that you may change some spots manually by editing VehicleEffectsDefinition.xml in steam workshop folder 2454326768.

Big possible flares (mainly used for box corners):
"BRS.RedBig1", "BRS.WhiteBig1", "BRS.BlueBig1"

Small possible flares (mainly used for small additional lights effect):
"BRS.RearAmber1", "BRS.RedSmall1", "BRS.WhiteSmall1", "BRS.BlueSmall1"




Completely rework of a free available truck vehicle and formed it into a Terrastar. Box and wheels taken and reworked from Ninjanoobslayer's Ambulances.
Textures by me.

This Terrastar is different to Ninjanoobslayer's versions, because Ninjanoobslayer used the International 7000 series (until 2007) as base. Both vehicles can be used.

This livery is made for Skylines Medical Center series by Basco81
Check out his workshop:
https://steamoss.com/profiles/76561198056921039/myworkshopfiles/?appid=255710


Stats (each asset):
Tris: 3825
Texture: 1024x1024 (_d/_n/_s/_c/_a/_i)
Auto LOD

Disclaimer:
Private made as fan project for private use only.
Logos, names, brands and/or designs are trademarks/registered/copyright by their owner(s).
6 Comments
DangerousRobot 10 May, 2021 @ 8:48am 
ok perfect thx.
Dying  [author] 10 May, 2021 @ 8:41am 
There are several plans including civil vehicles with that cabin.
As for fire department, I am working on a generic red/white department livery. May get a Terrastar as well.
DangerousRobot 9 May, 2021 @ 12:24pm 
plan on making like a red version/fire dept. as well?
Dying  [author] 12 Apr, 2021 @ 1:09am 
@[Delta ²k5] Yes, I tried several things to have just one EffectsDefinition at one workshop folder as separate "asset", but this does not work on loading. The VehicleEffectsDefinition just expect it in the same folder, unfortunately
That's the reason why I made several hours beta testing, so that the colors are the ones I want to use. In case I need other effects or even bit different ones for other vehicles/props, I will give it a new name.
When I am making invisible props with several lightnings, I make a whole package.
[Delta ²k5] 11 Apr, 2021 @ 4:29pm 
Hey, great job on these ones! There is just one thing: you seem to include a EffectsDefinition.xml in every upload.

I thought about doing something like this too but ended up with this thoughts:

1. Every time I want to edit one effect I've got to do so on all vehicles if the effects name is the same (conflicts due to the fact that the game loads probably just one effect with that name)
2. I don't know how exactly these effects are loaded so there might be an additional effect instance for every effect defined in worst case

To avoid both I'm working on some kind of a repository for my effects - I just upload the EffectsDefinition.xml and probably a ParticleEffectsDefinition.xml as a prop and list it as an dependency. So the only thing I include in the assets will be the VehicleEffectsDefinition.xml.

This works just fine and reduces risks like running into game limits and such stuff. Just to mention my thoughts ;)

Best wishes!
ApollonDriver 11 Apr, 2021 @ 2:10pm 
Amazing! Best ambulance ever!