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Testers wanted: functioning ferry wheel with 8 rideable slots; updated 09/21/2006

by Jasana_BugBreeder Posted 17th Sep 2006 at 10:55 AM - Updated 7th Dec 2008 at 10:30 PM by -Maylin-
329 Comments / replies (Who?) - 25 Feedback Posts
This is a new mesh, and means that it's a brand new self contained object that usually does not require a specific Expansion pack (although this is possible depending on the type). It may have Recolours hosted on MTS - check below the description for more information.
This is a featured upload! It showcases the best talent and creativity available on MTS and in the community.
I think I'm done with this one, but not tested it too thoroughly.
It's fully working ferry wheel which can be used by up to 8 sims at the same time.

Usage instructions.
1. Use Turn On to start wheel rotation. Ride On action is available only when wheel is rotating.
2. Use Ride On to ride When selected, sim waits for the next free seat to be down, then sits into it, then rides until certain conditions, then waits until seat is down, then leaves. Conditions for stop riding are one of the following:
- user cancelled Ride On action
- sim's Fun is maximum
- sim's Energy or Bladder are too low
- another sim selected Ask To Free All Seats
While riding, sim's Fun and Comfort increase. Sim looks around at nearby objects - so make sure that there are objects around ferry wheel to make riding more realistic.
All ages except toddler can ride. Visitors can ride too.
3. Use Ask To Free All Seats when you want all sims on the wheel to get down. It may be useful, for example, if you want the visitors to stop riding.
4. Use Turn Off to stop wheel rotation. This action is available only when all seats are free.
Action autonomy values are changed so that sims are likely to use Ride On autonomously, while other actions are likely to be done by user's command only.

Uncertainties (need test).
1. I tested the wheel in Residential and Community (riding is free there) lots, but don't know what'll happen in addon-specific lots since I have no addons. Please inform me if there are problems with them.
2. Ride On should become disabled when all seats are used. However, I didn't seen it myself - my families are small and don't have enough inviteable friends to test it. If someone can test this condition, please tell me if something will go wrong.

Known bugs.
1. Please don't fill the tiles adjacent with ferry wheel with objects - they are used by sims waiting for their seat down, but I was lazy to add 'dummy' tiles for those - this object already used 7 GUIDs, I'd say it's enough for it.
2. You can build walls around the wheel and then put floor on second pace to 'slice' the wheel - please don't do so I can't figure out how to workaround it - standard tall objects like trees and tall lights have the same problem; I could create dummy tiles on 2nd floor, but, again, it would take more GUIDs for nothing.
3. While seating in/out, sims kind of go through the mesh - through the seat on adjacent tile. It's unavoidable with current geometry I count it as minor so didn't remesh.

General details.
Object is visible in the Neighborhood View - make sure that you extracted both files from archive for this.
Object has 2 recolorable subsets - 'metal' and 'other', 3 recolors available for each - and 1 non-recolorable subset, 'button', which color is red when wheel is stopped and green when wheel is rotating.
Object can be found under Hobbies/Recreation.

Technical details.
Mesh geometry:
- 'metal' subset - 1338 faces, 2042 vertices.
- 'other' subset - 352 faces, 704 vertices.
- 'button' subset - 22 faces, 16 vertices.
I'd say it's fairly low for an object which is 5 tiles long and 2 story high.
The 'lod90' object (used by neighborhood view only) has the same meshes for 'metal' and 'other' subsets, 'button' is absent there.
The object used as start for the ferrywheel was the Grandfather's Clock.
Mesh was created in 3ds max and imported using smd plugin.
Animations were edited in SimPE built-in plugin.

To skankyboy, for the smd plugin.
To Numenor, for explaining CRES structure.
To atavera: for explaining slot types and SLOT resource contents; for explaining footprint block structure; for finding silly bug in my Init function.
To fisheeyes, for explaining how to add slots to objects.
To Peter Jones, for PJSE plugins.
To Echo, for various BHAV-related information.
To quaxi, for SimPE and built-in ANIM editor.
To modthesims2 in general without the information from here, I wouldn't be able to make this object.

Feel free to recolor, but please link back to this thread, and don't post on pay sites or as donation.
As for my permission first if you want to clone and remesh it.

Changed on 09/21/2006.
1. The rule of motives increase is corrected.
2. New interaction, 'Ride On (No Motive Exit)' added - works the same as 'Ride On', but no motive test is made.
3. Attractiveness is (hopefully) increased.

Added on 09/23/2006.
Looks like some people can't download updated version; I'm trying to attach the same archive with different name.
In case it still wouldn't work for someone, try to get the file here.
Tags: #ferry wheel

Style: Retro Childrens
Room: Outdoor
Maxis Flags: Not Applicable

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 2
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date

Size: 634.2 KB · Downloads: 110,915 · 23rd Sep 2006
634.2 KB 110,915 23rd Sep 2006
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

1. Download: Click the download link to save the .rar or .zip file(s) to your computer.

2. Extract the zip, rar, or 7z file.

3. Place in Downloads Folder: Cut and paste the .package file(s) into your Downloads folder:
  • Origin (Ultimate Collection): Users\(Current User Account)\Documents\EA Games\The Sims™ 2 Ultimate Collection\Downloads\
  • Non-Origin, Windows Vista/7/8/10: Users\(Current User Account)\Documents\EA Games\The Sims 2\Downloads\
  • Non-Origin, Windows XP: Documents and Settings\(Current User Account)\My Documents\EA Games\The Sims 2\Downloads\
  • Mac: Users\(Current User Account)\Documents\EA Games\The Sims 2\Downloads
  • Mac x64: /Library/Containers/com.aspyr.sims2.appstore/Data/Library/Application Support/Aspyr/The Sims 2/Downloads
Need more information?
329 Comments / Replies (Who?) - 309 Feedback Posts, 15 Thanks Posts
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#151 Old 19th Sep 2006 at 1:09 AM
Amazing, very good...
My sims use it on their own and really like it
Ferry wheel? Here in Sweden we call a thing like this a Paris wheel?
But it works wonderful for me and my sims....

Lab Assistant
#152 Old 19th Sep 2006 at 1:15 AM
Originally Posted by magicmoon

So far I haven't had any sims start using it autonomously. Maybe if I play longer they will. But the fun and comfort problem needs to be addressed.

The animations are fabulous! Fantastic job on the mesh.

I played with the Ferris Wheel for quite some time (1 hour+ realtime), and none of my sims got on the ride autonomously. Otherwise, it ran very well for me.

No question, this is a wonderful object! Autumn is Fair and Festival time, and it's great to be able to set up a Midway for the Sims! Thanks so much
Mad Poster
#153 Old 19th Sep 2006 at 2:23 AM Last edited by frankie : 19th Sep 2006 at 2:28 AM. Reason: Textual.
This is so cool and I am definitely downloading it now! Thank you! I hope you can eventually make more rides for us to create a full amusement park, as well as food stands and other kiosks and carnival objects. I love roller coasters, so I am hoping that one can be made sometime in the future. GREAT JOB!

EDIT: You should one day try making the seats two-seaters since it's that way in real life. Just a suggestion, that's all. And it would look realistic for Sims 2 stories.
Field Researcher
#154 Old 19th Sep 2006 at 2:26 AM
wow that's amazing!!!!! i really love it and do apreciate your work on this!

Adicta a los Sims xD (parece que no soy la unica!!:P)
Test Subject
#155 Old 19th Sep 2006 at 3:18 AM
Very cool and original, seems to work fine in my game so far.
It would be great to see more fairground stuff sometime.
But yeah, great job!
Test Subject
#156 Old 19th Sep 2006 at 3:30 AM
Way cool whats next?.....LOL.....Very good work...
Test Subject
#157 Old 19th Sep 2006 at 4:06 AM
Awsome! That's amazing.

Test Subject
#158 Old 19th Sep 2006 at 5:22 AM
Does anyone ONLY have Uni and use this object?
Lab Assistant
#159 Old 19th Sep 2006 at 8:13 AM
Hey, I think I've missed something really obvious, but it is only working as a decoration on my lot. No options came up when I clicked on it. I'm guessing I've either a) missed a real obvious instruction (sorry - blushing) or I have a hack that clashes with it. Any advice? Thanks.
Lab Assistant
#160 Old 19th Sep 2006 at 11:14 AM
one word: WOW! Maybe you could start up a "theme park project"? like the Simstone and HarryPotter projects? My monthly webcomic about a Goldfish and his adventures in a fishbowl.. my own SIMS 2 site, where some stuff is already up, but cooler stuff will be available soon ..Mesher(s) wanted, but not needed..
Test Subject
#161 Old 19th Sep 2006 at 1:55 PM
Fine. Thanks for sharing
Test Subject
#162 Old 19th Sep 2006 at 2:12 PM
This is really impressive! I hope you have plans for other rides, I'd love to make a theme park or carnival or something.
Lab Assistant
#163 Old 19th Sep 2006 at 8:07 PM
i just tested the ride in my game and it works perfectly well thankyou so much,I have wanted a ride for a long time I would love to do a fairground for my sims at least now I can make a start.
Lab Assistant
#164 Old 19th Sep 2006 at 9:37 PM
Workes great!!! =) truly amazing work
now we just need a doublewide vertion so our sims can sit in them and make out lol
what ferriswheel is complete without kissing your loved one at the top
Lab Assistant
#165 Old 20th Sep 2006 at 4:18 AM
Wowwwwww Fantastic, thank you friend :p
Field Researcher
#166 Old 20th Sep 2006 at 5:03 AM
Amazing work! When do we get coasters??
Test Subject
#167 Old 20th Sep 2006 at 5:53 AM
The object will work well on a community Playground I am making in my game thanks you for your hard work
Field Researcher
#168 Old 20th Sep 2006 at 8:11 AM
It looks incredibly amazing. Also very unique and creative. You rock~~~.
MTS2 Hot Pepper
#169 Old 20th Sep 2006 at 3:32 PM
I tested it on UNI comm lot - some upsetting got
Sims use it quite well but there are no fun boost while ride...
Just a smallest bit of it...

Currently playing Sims 4 full collection. (and fixing my mods folder)
Lab Assistant
#170 Old 20th Sep 2006 at 9:33 PM
Definantly one of the best objects ever created : ) I LOVE YOU
Original Poster
#171 Old 20th Sep 2006 at 11:54 PM
First of all, thanks everyone for both kind words and critics

On the motives rising/dropping - I guess I figured out where the problem was. The thing is, I rised motives only while sim was in loop - so when sim was still riding but set to leave the wheel once possible (for example, because his or her Fun is maximum), motives weren't increased although sim is still in the wheel. Fixed that. However, sims waiting to leave the wheel don't and wouldn't animate (look around, change face expressions etc.) - it would need a major change in code, I somehow missed this when writing it.

On number of rides - currently, Fun change is set to take 2 hours to raise from minimum to maximum, full turn of wheel takes about 27 minutes, so sim with average Fun should've take about 2 turns before leaving. Anyway, I'll add 'Ride On (No Motive Exit' interaction which is the same as 'Ride On', but doesn't check Fun/Energy/Bladder - so sim will exit from it only via user cancel or other sim's Ask To Free All Seats.

On attractiveness - I tried to increase it; currently it should be about as atractive as expensive telescope.

On the other subjects...
Yes, I'm going to make ferry wheel with loveseats, but ways later - I have a lot of unfinished projects and would like to finish them first.
I'll try a roller coaster, but it's also would be ways later.
In general, the main problem is in sims animation - object animations are ways easier then them.

Originally Posted by windgirl
it is only working as a decoration on my lot. No options came up when I clicked on it.
That's strange, Turn On should be available when the wheel is just created. Any chances you've missed it when clicking? I often click on wrong spots, with all these lines and holes in wheel shape. Clicking around wheel center, and clicking on Pause usually catch it.
Lab Assistant
#172 Old 21st Sep 2006 at 12:01 AM
This is an amazing mod... Whoa, never though someone could do something so impressive...

I hope you understand this as a good critic, but I think the mesh needs some work yet.

If the mesh was bigger it could 'fix' the problem with sims passing through the chairs, and it would also be easier to make more details :]
Test Subject
#173 Old 21st Sep 2006 at 1:59 AM
Not Found
The requested URL /files/2/5/6/6/3/2/MTS2_1401705_Jasana_BugBreeder_OBJ_ferrywheelJasana.rar was not found on this server.
Test Subject
#174 Old 21st Sep 2006 at 3:41 AM
I was all psyched up to download this and put in my game, but when I try to download it I'm getting an error message. Could someone help??
Field Researcher
#175 Old 21st Sep 2006 at 4:18 AM
I've been trying to redownload this all day and get the same error messages. All the other downloads here at MTS2 appear to work just fine.

Running: Sims2, Uni, NL, OFB, Pets, Seasons, BV, FT & AL. Patched.
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