International Space Elevator – Port & Powerplant Version

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Author: Grunder Industries

Last revision: 17 May, 2021 at 07:42 UTC

File size: 3.69 MB

On Steam Workshop

Description:
Important Notes

This is an updated version of my International Space Elevator asset, which now includes 6 working cargo ship docks.

Redirect for Powerplant Only version

How to set-up the asset to function properly

1. Download all required items & associated requirements. Make sure the mods are enabled.
2. With Anarchy enabled, plop the asset on the water. Ideally, have the asset encircled by ship networks. Use More Network Stuff if needed.
3. In some cases, the hidden road networks may pop over or under the mesh; use the Move It! node editor function to hide the networks within the mesh.
4. Connect the port networks to the corresponding nodes under the concourse.
5. Connect the elevated highway to your city for goods to be transported.

See last 6 images for guide. It’s crude, but effective.

Asset

Ingame Statistics & Usage

  • 12×13 plot size (mesh is much larger)
  • $250,000.00 upfront cost
  • 4,000-20,000 MW production
  • ~1024m height
  • Works as both a powerplant & a central port. Found in Electricity tab. Find it! tag is International Space Elevator v2
  • Asset can only be placed on water with ship paths nearby.
  • Use Ultimate Level of Detail & Camera Positions to view the entire asset.

Model Data

  • 15,027 tris
  • 1024 x 1024 d/s/a/n/i. Shares textures with original ISEV asset.
  • ~1,100 tris LOD
  • 128 x 128 d/s/a/n/i LOD. Shares textures with original ISEV asset.

Changes from Original

  • Slightly changed the concourse design to better resemble Ace Combat 7’s design.
  • Removed lights to allow for added personalization
  • Presence of port sub buildings forces the asset to be in the water with unobstructed path to ship routes.

Other Assets in Images

Known Issues

Due to the size of the asset, the game camera will jump when passing near its center. Use TPB’s Camera Positions Utility mod to disable building collision.

The asset will disappear from the screen if the camera looks away from the actual base of the asset. So far this only occurs when looking directly upward & away from the mesh, and when zooming in extremely close to the outer pylons/ docks.

Hope you enjoy this asset and find a good use for it.