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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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    • Sure you do. Use a hole-digger where you want the exit. Reinstall your slope mod and edit it to severely limit the slopes within tunnels so they can only exit where you provide such hole-digger ventilation. You might then find yourself swapping slope-mod versions for different tasks. If so, then keep it away from plugin folders that you'd be tempted to dat-pack.
    • Aha, that explains why an old NAM download page was updated rather than a new download created for (and labeled as) NAM 36.
    • Wow, there's a lot of great work out there!!  @A. Gates I don't remember having seen much work on Philadelphia, let alone a recreation, and this one looks like going on the right direction. Nonetheless, I guess you'll have to use many replacements for buildings that haven't been done. @Thin White Duke while I'm not a fan of suburbia, yours is looking pretty neat, particularly that diagonal part on the upper left corner! @korver is there something one could say? No, there isn't; there aren't words! Everything you touch is simply magical. @nycsc4 Impressive!! As you can see, full city recreations are really unusual here, and even more so functional ones! I don't know Vancouver enough to discern how alike yours is to the original, but I can say that those mid-density neighbourhoods are lovely. With no doubt at all, that's the best way to make cities!! Also, your usage of those raised parks is brilliant; take for granted that I'll try to copy it at the first opportunity... @f3cs It looks cool, but I'm a bit insecure about the little roundabout; for that level of traffic I would try with a 3x3 one. Also, the only times I've seen those structures on real life is for pedestrian walkways, not viaducts, but I guess here we have enough space to avoid such a solution... @Haljackey I'm always amazed with how much traffic do you manage to have even on empty tiles. Some day I'll learn to do those fractionally angled interchanges, but surely they will be much more empty!! @RobertLM78 great concept! Though I feel that those trenches are a bit too deep for their function. What about using L1 (7.5 metres) road overpasses to cross over them, and using that same depth? I guess it will work as right. And if you need more depth on the approach to the port, then you can down gradually.
      BTW, for the canal on the right, I guess you are encountering a common issue with the brigdes: they don't allow ferry traffic at 30 metres over sea level, but instead of the curved brigdes, you can raise the approaching roads and avenues on a couple of metres and to get functional passes for ferries. It's a matter of trial and error.   For my part, I'm redesigning my region and replacing the wide and deep rivers with torrents, more coherent to the mountain environment, heavily eroded by water. It's a fundamentally hand-made work and that surely will require tons of MMPs to look realistic (think on meadows and floodable crops) but I think it's worth the work. In some point I pretend to make the torrents to drain to a ria (a submerged river valley), from where the water will be navigable.
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