![]() Dundrum Town Centre, Dublin 16 (Balally), Dublin, Ireland. ![]() Reason for 8th: Gets quite humid inside the lifts and are very busy so not ideal to film.ħ. Reason for favourite: These are the lifts that got me really interested in Oronas, one predoors, are fast and runs very efficiently with the exception of the levelling. All are 1.6m/s without intelligent levelling and predoors although one of them does predoor. 6x Glass Orona Arca II with Arca II buttons. Reason for 9th: Locked off at nighttime, can safety break itself at -1 and is a little run down.Ĩ. Reason for favourite: Runs very nice and smoothly, fast and levels very well. Lift is 1.6m/s with semi-intelligent levelling and predoors. CC Punta Marina, Orihuela Costa, Alicante, Valencian Community, Spain. Reason for 10th place: The lifts are quite slow, they're a bit cramped and the motor sounds a little run down.ĩ. Reason for favourite: Double clunk when brake applied, levels fast and predoors. Both are 1m/s with semi-intelligent levelling and predoors. 2x 2nd Generation Kone Ecodiscs with KSS570. It wasn't easy to pick these but in order from 10th favourite to favourite, sorry if I went into a little too much detail on the favourite and reason for _ place XD:ġ0. Gonna casually claim the second reply of this topic and say my 10 favourite lifts since I'm bored out of my mind. Of course everything opinionated here is fully my own opinionĪnd that's these lifts' history! Now for the photos XD: They were made 1m/s again, feature some awesome fixtures (ThyssenKrupp Blueton), have pre-doors and semi-intelligent levelling and are overall just so much more improved! If I could improve these further, I would decrease the startup delay (because it is quite long) and I would make them the original shape as they look a bit weird in the current pit. Overall, the new lifts are so much better. Finally, on the 7th of November, the right lift went into service. Speaking of temporary walls, ThyssenKrupp originally printed them as "Thyssenkrupp Elevator UK" then scribbled the UK out and put R.O.I. ![]() Near to the time when ThyssenKrupp fixed the numbering, the temporary walls were updated to look quite nice (Picture 10). There is a glitch with the voice on Level 1 where it goes "(Chime) First" instead of First Floor. For one day, the buttons were still 0-1-2 although the indicator was programmed as 1-2-3. For about 2 weeks it was 0-1-2 instead of 1-2-3. (Pictures 8-9) Originally, the floor numbering was set up wrong. The big day happened soon after, 3rd of October was the first day the lift went into service. This was the point where I realised that they were going to be Evolutions. September was mostly just time of the lift sitting slightly above Level 1 doing nothing, not sure why. Near to the start of September, the cabin was fully installed although not yet in service (Picture 7). On the 22nd, the new cab was installed, though only the bare essentials (Picture 6). (Picture 5) At this point, the entire lift was removed from the shaft and scaffolding and blue mesh was put in place, possibly for ease of dismantling. On the 17th of August 2020, ThyssenKrupp began to replace these lifts. During this mod, the shaft was also made black and the lights surrounding the cabin were removed. They originally went 1m/s (approx 200fpm) and when they were modernized they were slowed down to 0.6m/s. QUICK HISTORY: Originally Otis Europa2000s from 1990 when the centre first opened (Picture 1), they were then modernized by Pickerings in 2008 to feature Dewhurst buttons, Thames Valley logic and a slower speed (Pictures 2-4). Recently, in The Square Tallaght in Dublin, Ireland, the main glass atrium lifts were replaced. ![]() Otherwise, the sim looks looks as good as ever! After pressing OK, the building still loads fine, it's just that the error appears every time. Hypothetically, this is how I would (somewhat) expect it to work:įor reference, this is how the lifts look when there are none present and turned off in the INI, respectively:Īlso, when lighting is enabled, this error is thrown every time the building is reloaded using Ctrl+R. Using Point Lights, I attempted to making some exterior lights on a lift light up, but the light went through walls onto the other shaft: The lights give off a good effect, but I can see it is experimental. I know you can disable it with F9, but would it be possible to make this an option in the INI file to save it being done every time a building is loaded?įrom what I've seen, the experimental lighting engine works well. Upon loading, I immediately noticed the FPS counter in the top right-hand corner. Great to see Skyscrapersim back in development! I've played around a little with the Alpha 11 release here's some feedback on what I've discovered.
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