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Messages - John HZ6751

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1
Elevator Discussion / Re: Which elevator company do you like the most?
« on: September 05, 2026, 10:57:51 am »
IMO,
In terms of history, that would be OTIS for sure.
but in terms of efficency, Schindler is the best. (non-AC/2 model)

Here in 2026, when most of the elevator companies make their product seemed efficient by just enabling ADO (advanced door opening aka pre-doors), relying on this is just smoke and mirrors, when it comes to no ADO, the true performance reveals. I've been so many OTISes, Kones, TKEs, they spend too long time on leveling and delaying (when starting and stopped as well). While Schindler levels very quick and the delay after leveling is nearly non-existent.

OTIS especially Gen2s in Hong Kong is just POS. Always wasting people's time - slow leveling, long delay (1 second is already unacceptable to be fair, especially in busy condition such as metro stations)

In terms of door closing timer, I'll go Kone. Its default closing timer is the best.

2
Buildings / Re: (WIP) Hayate Broadcasting Tower
« on: September 02, 2026, 09:13:09 am »
There is also the Butler Centre, which TT was unable to complete, and only part of Tower 1 has been built.
The service elevator at Butler Centre Tower 1 has a keypad.
No Butler Centre is too difficult for me lol; and i know there's a keypad function just developed, but if there're any special floor numberings, the actual numberings will be affected.

Originally I'd like to add a keypad on HYTVB's L18, but due to there're already 10 special numberings, 1-22/F needs to be shifted to 21-32 (actual numbering) when inputing.
which will be kind of uhhh... weird?

Quote
Introducing: Hayate Broadcasting Tower
(Formerly known as Hayate TVB tower)
Thanks to LEVCKS/Test Tower for allowing me doing this again lol.

It's still a long way to go, but allow me to introduce what I've done to the building.
(snip)
Nice job on this!

Thank you!

3
Buildings / Re: (WIP) Hayate Broadcasting Tower
« on: August 31, 2026, 04:18:06 am »
It looks like it will be a slightly different Hayate TVB Tower.

I am looking forward to it.
Well basically it's the same lol; the basements are originally planned to be a shopping centre and 22/F planned to be a gymnastics. (mentioned in the original .bld file)
What I'm doing is just simply completing TT's unfinished work. The only different thing is the lift 20 only. So it's not really a big change.

4
Buildings / (WIP) Hayate Broadcasting Tower
« on: August 30, 2026, 10:42:05 am »
Introducing: Hayate Broadcasting Tower
(Formerly known as Hayate TVB tower)
Thanks to LEVCKS/Test Tower for allowing me doing this again lol.

It's still a long way to go, but allow me to introduce what I've done to the building.
1. Renaming to Hayate Broadcasting Tower (HYBT)
- Due to change of media broadcasting market, television is already not the only media... Now we've got other media platforms... (TLDR)
- I don't want it looked affiliate with TVB, which just has simplifed their name to TVB (and it's the similar reason above)

Alright let's get into the topics:
Building Update:
- Furnished Basements levels
- Seperated lift lobby on Basements

Lifts Update:
Lift 20: Exhibition-Podium Shuttle
- Replaced to Schindler 5500 with D and M-Series hybrid fixtures.

Lift 18: BFA-nised Service lift
- Voice replaced from Tonic to Vander
- More service message added, such as Fire Service Return/Fire Service message/Indepandent Service message

Lift 21-22: Parking lift
- Retrofitted with my version's Tonic Voice, now with complete CP1-4 and EX1-3's message.

Lift 12: Zone 3 Pax lift (with BFA-components)
- No longer stops at B and LG due to basement lobby is now publicly accessible for Gymnastics on 22/F.

Lift 16: Zone 4 Pax lift (with BFA-components)
- Changed to stops at B, LG and 22 only due to security reason for public access.

Planned updates
- Furnishing 22/F Gymnastics (it's not completed yet)
- Adding detailed shops for basement levels

Future updates (Not guaranteed tho)
- Lift on the opposite side of the footbridge outside the main tower.

Any 3rd-party content included is for ease of download and realism (and let the building less dull). If any content redistributed with this project and would like it removed, DM me on this forum and I will comply if reasons and proofs are valid. [ Guests cannot view attachments ]

5
Situation 1:
Elevator arrives at 4 as the last stop. Go out and press the down button, it chimes.
But then after clicking the up button, then press the down button again, it refuses to answer the down call until the door shut.
The chime rings up chime for around 0.1s then switch back to down immediately.

Situation 2: with Up Peak Mode enabled
When doing the same thing as situation 1, down call has answered then press up then down, the up call registered and the down call did nothing (only lights up)
even when the elevator is closing its door, pressing up or down doesn't work (not nudge mode). Making the elevator goes down to Up Peak recall floor, and travel up again.

Situation 3:
When elevator switched on Up Peak mode while it is travelling down to immediate landings (like Floor 6), after calling both direction, even down direction (as recalling), it just doesn't do anything until the elevator returned to main floor.

All of the situations are conducted in Simple.bld

EDITED: In Up Peak (also down peak as well) Mode, the button for recalling floor refuses to light up as well. (Though it would still recall normally)

6
Version: Skyscraper 2.0 Latest
Buildings (2x): Hayate TVB Tower.bld (Public version with no suffixes in  building name), Simple.bld

On HYTVB's elevator 20, it was initially spawned as in inspection mode. After disabling the inspection mode to normal service, the elevator open its doors normally.
What happen is on the 1st trip after changing back to normal service. The door refuses to open when the elevator arrives. Eventually tried a few times to re-call it to make it open.

This also happens to the Simple Building. Again, the elevator did not open its door on its 1st trip after switching back to normal.
And this also happens inside the elevator. When switching back to normal and go for the 1st ride, I selected 5 & 7, the elevator stopping on 5, then without opening its door and started running to 7.

Logfiles for 2 buildings has been attached for reference.

7
Buildings / Pacific Ocean Commercial Building - Schindler MV and 5500
« on: August 25, 2026, 12:54:54 pm »
Pacific Ocean Commercial Building - Schindler MV and 5500

Thanks Test Tower for authorising me to release this version of POCB. It's a tiny project for me to practice modding in this game lol. (as well as testing out some new commands)
The invalid floor altitude has been fixed, and are now compatible with the latest version of Skyscrapersim.

Changes to the buildings:
No - I don't know how to create nor editing a building's interior, like even walls.

Changes to the elevators:
L1-L3: Schindler M-TX/VF -> M/V-TMDC, with L3 BFA-nised with Party Electronics Voice
L4 and L5: Schindler MRL -> 5500. Yes 5500 with M-Series, the landlord paid enough and requested like Festival Walk.

The following Integration Project is required for this building works:
Test Tower Integration Project 2018R1 Revive - TT-IP 2018R1

Acknowledgement:
- Test Tower/SSKS: Original Building & Textures
- escalatorgeek881: Schindler MT Cab set
- epco_rules, eventhorizon: Building and other textures
(Correct me if I forgot any)

Have fun!

Screenshots:
https://u.cubeupload.com/HJ2127/POCB1.png
https://u.cubeupload.com/HJ2127/POCB2.png
https://u.cubeupload.com/HJ2127/POCB3.png

Download:
https://www.mediafire.com/file/s1w6ioza8xmu4ox/POCB2026.zip/file

8
As I haven't been played Skyscrapersim for a long time, I'm not sure if these functions are implemented or not.

1. Arriving Lanterns
Currently, the arriving lanterns will turn off when the doors start closing like OTIS Series 1s.
However, some other elevators such as Schindler (Miconic Vs), the lantern turns off only after the doors are fully closed.

I think it would be great to have a variable to change the lantern mode like this:
0 - lanterns off when door starts closing by default
1 - 1 as lanterns off when doors are fully closed.

Tho is it possible to have 2 modes in the same elevator? like 0 outside and 1 inside:
ExtLantLogic = 0
IntLantLogic = 1

Besides, as we all know the current arrow logics inside the elevator indicator is showing when the elevator moves (like Schindler MTs).
But in Asian elevators, the arrow will still shows when the elevator is in stationery (no matter when picking up a call/finishes its last call).

For Asian Skyscrapersim creators, what we do is placing an arrow (as lantern) and another same arrow (as for moving state). But the current logic will makes the "lantern" mode arrow disappeared when the doors closing, then re-appear when the elevators move. I hope the variable for changing the lantern mode could help us makes it better.  ;D

See this video for what I'm saying: (0:18-0:26)
https://youtu.be/yn8EQTbfh_4?si=RyEbmqy1tZnWNlY-&t=18

2. Advanced floor changing and more detailed floor changing
Like Schindler Miconics, floor number changes immediately when the elevator starts moving.
Some elevators changes floor number when it has travelled 50% to the next landing.

Would it be possible to have something like this:
0 - By default, changing floor number when travelled 90% to the next landing.
1 - Advanced changing when starts
2 - Changing when travelled 50%

Or,
0 - default
0.1 - Advanced changing (by imitating)
0.5 - 50%
0.99 - 99%

3. Blinking number
We all know Mitsubishi blinks its number when arriving until the doors open. Would it also be possible to have blinking numbers?
(like also the parameter for blinking speed; as well as separating different mode for inside and outside indicator?)

Thank you.  :)

9
Data / Re: Asset Pack by VP SG John
« on: July 11, 2023, 04:30:05 am »
Why are svg files present in the Trains folder? I have never seen these before.
What could be done with them?
It was one of the temporary folders that I created while making animations; you can ignore them as they have nearly no use for now.

10
Data / Asset Pack by VP SG John
« on: July 10, 2023, 12:37:27 pm »
Hi all,

Well firstly, I apologise for delaying the release for ONE YEAR because I totally forgot the whole thing, and I lost interest in lifts at that period of time.

Secondly, here is the latest data pack (down below). If there're any copyright issue, please kindly contact me through my public Instagram account (@john.xv3858.sg2966) as I may not be that active on checking here's message. I will remove those items as soon as possible if there're any copyright infringement. For the files in "TTSkyscraper's", these are obviously from Test Tower, and he allowed me to release those unreleased textures. (Special thanks to him allowing me to do so)

Thirdly, I MAY continue on making new textures as well as different types of fixture as much as possible. (i.e. the TKE keypad ones)

Last but not least, about the usage of the pack:
- Just credit me by adding #SG2966 or #VPJohn at the end of the line; For using TTSkyscraper's those textures, refer to his IP.
- For other usage like lift animations, just simply credit by adding something like textures by me or whatever as long as having my name displayed.
- Some of the assets (especially sounds) are provided by TheDragonFire123, please credit him if using those assets, those files information should be shown in Windows Explorer.

Asset Pack by VP SG John - Release 07112023
https://mega.nz/file/IrIDUBYL#HsneqwdBkiT7-x7mSx5sFeGvv1pg01lipzrBSO-rLdA

Enjoy,
VP SG John (John_HZ6751)

11
Data / John_HZ6751's asset pack
« on: April 29, 2022, 12:07:24 am »
Well first, I'm sorry for the delay because I was busy dealing with my schoolwork and paper bus creations (as I'm now a bus spotter).
But, I'll be back very soon. The asset pack will be updated later.
Another thing I'd like to say is that I'll remove the term of use and simply change it to CC BY-NC-SA 4.0 as I found it totally ridiculous🤦🏻‍♂️, I'm sorry for any inconvenience caused before🙇🏻‍♂️

Currently working on the KONE voice. Stay tuned :)

- John_HZ6751

12
Data / HJ2127's Asset Pack August Update
« on: July 30, 2021, 07:41:21 am »
Welp, I'm back.
Here are some minor updates:
- Schindler chimes now classified as Miconic B, Aconic, Miconic V, TX and TX-GC, TX-GC2
- Miconic V and TX chimes now have 40 variants. (located in the M-Series folder)
- Schindler QKS9 Door sound now have 50 variants (located in the M-Series folder)
- Super-clear Tonic, Vander, voice for Toshiba, Tonic (KONE version) voice with special modes are now available
- Sounds for DesignS
- Schindler M-Series/R-Series segmented indicator (7 and 16)
- KONE US Voice with special modes
and some other updates

The credit list can be referred to readme.txt
When using it, please credit to them if specified.

Download will be available in the later stage.

13
Data / Re: Lift datas by HJ2127
« on: March 25, 2021, 10:26:32 am »
Btw Kone KSS570 and KSS970 please add blue illumation buttons, Kone arrow And lantern
Why

14
Data / Re: Lift datas by HJ2127
« on: March 18, 2021, 02:29:08 am »

15
Data / Re: Lift datas by HJ2127
« on: March 06, 2021, 03:24:26 am »
Update:
The Schindler PORT presets for animations will be available in the next release - However, please note the few things:
1. This file requires Microsoft PowerPoint 2016 or later versions as the "Morph" function is being used.
2. The scaling must not be modified, unless you are good at scaling things.
3. Currently, it only supports PORT 4, PORT 4 Home, PORT 4 Visitor. PORT 1 and PORT Doorbell is currently not supported.
4. This file includes PORT with portOS version and the early version of PORT.

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