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NAM & Transit Networks

Research, development, and help pertaining to the modification of the transit networks, featuring the Network Addon Mod (NAM).

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    • meanwhile i finished the SD Model - but i did not found the "onWater" option - just a test - in 4 colorvariations .. the tip with the footprint was very hepfull if you wonder why it hovers - i added 2 truncs where the boat is attached - that seems a good way if they are not floating ... i have to see how this affects the ground as soon as find the "onWater" option     thx for your help to get this done
    • Update 5 - The Highway Update Now that I've got a string of towns along one side of the map, and seeing all the traffic heading through Chelsea was starting to make the cims sick from the noise pollution, I figured it was time to start building a highway to move traffic more efficiently. The map has external connections near Chelsea and Horgos, so it was a (relatively) simple matter of building a highway from A to B. I think I need to get Road Anarchy - and I really wish I'd waited until the Mass Transit DLC before attempting this, the road guides really would have been useful with some of the bends and layout.   Here you can see the overall route - I could have gone the other way around Chelsea and Runcorn, but I needed a connection for Chetana and I also wanted to stay on the more level plains than venture into the slopes above Chelsea.   The first two junctions are pretty simple - a limited exit junction leading onto Chelsea's main thoroughfare, and another one to feed the industrial estate:   The Chetana/Chelsea junction was also not to hard:   The planners were regretting the decisions made about siting the Ducasse industrial park so close to Runcorn - the Victorix mine was not going to allow the highway through their land, and getting a highway junction to serve Victorix/Ducasse/Runcorn was going to be a tight squeeze:   The planners decided to try and keep it simple with a view to upgrade based on road usage surveys (hint: this is not the final configuration - future updates on the way). However, they were forced to relocate the road maintenance depot and the bus depot:   The second Runcorn interchange was trivial by comparison - although, siting it on top of an ancient fork in the roadways still proved a slight challenge - changing the fork to a roundabout ruffled a few feathers with the Historic Roadways Society - but they only have 3 members after splitting from the Ancient Trails Group over whether it should be jam and cream or cream and jam on scones:   And now for my least favourite junction - I wanted each junction to be a bit different, and to experiment around with design a bit. This one just didn't want to work. It's getting even worse as I play on, as a second highway starts from this junction to reach out across the map (spoilers  ):   And then, on to my favourite - the last major junction outside of Horgos before the limit interchange on the way out of the map. Disappointed with the previous junction, I spent quite some time thinking this one through and getting the sweep of the feeders just right:  
    • A view of the central business district of Cedar Bluffs at night, the city is both the Capitol and largest city in the Constitutional Republic of the Platte.
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