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Show us your Railroads!

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@vinlabsc3k Thanks! I think that there is no puzzle piece for elevated train over tram-in-ave. The overhang is indeed using two pieces, one for avenue bridge and one for regular road/street bridge on the other side.

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@CT14 IIRC using "draggable" TIA, you can bring el-rail up to the edge of a TIA, and then continue from the other side, and it will extend itself over automatically.

EDIT: It appears this capability is currently only for RHW (Everything from L1 & L2 seems to be supported) and Road Viaducts. There is the puzzle piece as vinlabsc3k mentioned, under TIA PP about midway through the TAB-ring, which will let you have an El-Rail run over your TIA. Guess El-RailxEl-Rail/Avenue is too much to resolve in RUL. Best hope is a FLEX implementation.


  Edited by APSMS  

Correction
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On 22.10.2016 at 6:57 AM, philforhockey51 said:

My Railroad Challenge Entry

The roundabout with 5 roads connected - doesn't it create traffic/capacity issues?

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11 hours ago, Fantozzi said:

The roundabout with 5 roads connected - doesn't it create traffic/capacity issues?

No, roundabouts are perfect for this sort of situation. They're better than having a five-way stop, or a signalized intersection. I'm talking real life here, BTW.

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@Fantozzi and @Compdude787  

The roundabout is great both in real life and the game. We lack them here in the USA but every time I'm in Europe I've noticed how well they actually work compared to our traffic lights, keeps things moving instead of so much stop and go building up traffic.   The specific game roundabout mentioned is actually what I think/hope a good unique traffic control technique. If you notice the roads leading up to the circle are coming in from populated areas but have little to no buildings or zones on the stretches near the circle. This seems to allow for a faster flow as there is less getting on the road in these stretches. Instead of a handful of intersections that would clog things up all traffic is directed into this larger faster moving transition area.   Note this is also a fairly low population town so that helps things. Here are some pics that might help, the first shows the automata and it doesn't show signs of traffic buildup.

l4G60Cu.jpg

Here is a pic of the traffic view, clicking around the circle the max number shown was Cars 140 Bus 20 Ped 19

ugCxcIy.jpg

The other circle you can see in the third picture from the above post is much busier as the four roads leading to it are full of buildings near the circle. More traffic but still reasonable for the game and there are more roads and streets around it for Sims to use to avoid the circle in the first place. The click on the circle read Cars 486 Bus 68 Ped 29, the max I would want for the area, no intent of growth of this town but in taking this pic I did notice some pruning of buildings needed at this circle, I let too many years pass trying to get pictures of trains.

WNZ5oWR.jpg

Sorry I know this is not a road traffic thread but I felt Fantozzi asked a great question and this is a technique that others may want to use for traffic control.

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I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

 

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@philforhockey51  Looks really cool . Mind me asking , what version of NAM are you using ?

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15 minutes ago, raynev1 said:

@philforhockey51  Looks really cool . Mind me asking , what version of NAM are you using ?

The most recent available,  NAM 34         You are seeing the RRW in the top pic and in the below picture the Bullet Train Mod or BTM, SAM street 10,  anything you don't recognize?

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@philforhockey51  Yeah , I'm still using NAM 32 and had just recently switched to RRW w/ RUM . At first I really wasn't sure if I liked it and was reluctant to use it . I'll probably upgrade to NAM 34 this weekend . I hope my old dinosaur of a PC can handle it :lol: . Actually , I didn't notice the SAM street 10 or the BTM . Does the BTM come with the fencing and pavement underneath ? 

     You really have to appreciate all of the creators of the custom content being provided for this game , especially the NAM Team . Without them , I doubt this game would still be on the shelf at walmart or anywhere else for for that matter .

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When I'm not on Simtropolis or playing SC4 HERE you can see what else I'm into . 

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@raynev1   There is an option to choose the parts you download with the NAM instead of installing all of it, you do not have to pick everything so if you don't typically use something you can opt out of downloading it and not needing to take up more space on your computer. Like I do not have all the height levels of highway overpasses so I can only build on two height levels. There are also options like including the BTM that replaces the monorail, and then some options within these options like the BTM you can also click to include the fencing, not sure about the pavement but I think that is part of the option. 

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I know with some software products, upgrading can lead to headaches. But the way the NAM works, that really shouldn't be an issue. Sure we add more RUL code with each release, but that doesn't really take a huge toll on your PC's performance. At the same time though, we keep making things more stable, adding support for more connections and new features. Added to that the custom controller, which ensures the only code loaded is that you will use as Philforhockey51 above points out, it can be remarkably efficient.

I think I won't get in trouble if I say NAM 35 is on it's way. So if you are thinking of upgrading, maybe hold off a little while, it shouldn't be long ;).

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27 minutes ago, rsc204 said:

I think I won't get in trouble if I say NAM 35 is on it's way. So if you are thinking of upgrading, maybe hold off a little while, it shouldn't be long ;).

Freaking out with that! :party::rofl::drool:


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5 hours ago, rsc204 said:

 

I think I won't get in trouble if I say NAM 35 is on it's way. So if you are thinking of upgrading, maybe hold off a little while, it shouldn't be long ;).

     Thanks for the heads up . Might that be a Christmas present from the SC4 Gods  :???:  If so , I believe I can wait a bit longer . I'll be going from NAM 32 to NAM 35 while slowly nearing 2GB of plugins .        "Come on you old Vista beast , you are tough , you have been resurrected , you can handle it "  

(EDIT) Sorry for getting off topic , now to get back on track . Ha ha (Intentional Pun)

QSuYrAi.jpg?1


  Edited by raynev1  

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23 hours ago, raynev1 said:

     Thanks for the heads up . Might that be a Christmas present from the SC4 Gods  :???:

Christmas came early this year ;)

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@metasmurf Soo Smoooth . That is really nice . I'm going to have to get my hands on the new NAM immediately .

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Residing in West Virginia , Product Of Maryland , Viewer Discretion Advised . 

When I'm not on Simtropolis or playing SC4 HERE you can see what else I'm into . 

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Your bridges are absolutely incredible, @korver. That, coupled with the incredible, jaw-dropping nature makes your work a wonder to behold.

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Train heading into the station

DLHU3tE.jpg

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@philforhockey51 Great layout, I like the wide curves and grade separation. The diagonal borders are also top notch.

Something strange about the Warbonnet train shown above, I wasn't aware it was possible to get an array of different passenger cars running.

It seems possible to load these cars into the freight automata and obtain a result like you show... but that's not how it was done, was it?

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@CT14  Thank You  SFBT diagonal fillers and for the train it was made by rivit engine and carriages ATSF Super Chief  the carriages replace the game carriages

 

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I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

 

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