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castironpigeon

Driveways & Sidewalks

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I'll spare you a useless screenshot of something you've all encountered I'm pretty sure. You have a nice road going through your city. The road comes with a sidewalk. You proceed to plop down a hospital (or some other building, but this is what I did today). You zoom in and notice that the hospital has a little parking lot. Then you notice that the parking lot, though it looks like it has a little stub of driveway, does not actually extend to the street. There's a sidewalk in the way. Is there any way to get around this? Are there other custom buildings that don't have this issue? I know I can just zoom out and ignore it, but it's really bugging me...

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Transit-enabled lots have direct entryways for the most part. But no growable buildings can have them. You basically have to ignore it.

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It used to bother me until I payed attention to RL.  Then I realized that every driveway in the city requirs you to drive across the sidewalk.  What bothers me is when there is a tree in front of the driveway, but I'm pretty sure there's a mod to fix that.

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I was just wondering about this yesterday. Not sure if there's anything to fix it but it's a just minor inaccuracy.


Check out the SimNew York recreation blog for the latest updates

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Originally posted by: simzebu Transit-enabled lots have direct entryways for the most part. But no growable buildings can have them. You basically have to ignore it.quote>
That's not actually true.  It's been done before with growable lots with TE (it was one of Glenni's I forget which).

I highly advise against this because of the GLR over TE-lots crashing bug.  When they are growable, they are very hard to control.  Additionally, they can distort your networks.

I would recomend a transit enable 1x1 road lot that would allow you to plop a driveway entrance over the road networks.

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Last Online: A long, long time ago... 
 

well the GLR crash bug will be reduced significantly with the next NAM and its draggable GLR

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Draggable GLR, that sounds fantastic, I love using GLR but it's a right pain to lay.

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Last Online: A long, long time ago... 
 

There's a trick...it's not perfect, but it's better than nothing...

Assuming you have the NAM installed, pick a road puzzle piece and lay a ramp facing the entrance to the parking lot.

B=Building, P=Parking, R=Ramp, S=Street/Road, X=Bulldoze me

 

BBBPPPRRRX

BBBBBBS

BBBBBBS

BBBBBBS

Then bulldoze the farthest piece back (the part on the ground) and the ramp will "fall" with the end still pointing at your parking lot. Clean up the excess and connect to your street/road and you should be good to go.

There is a tutorial around here somewhere, but I'm too lazy to look, and it's really not difficult to do. Of course, this doesn't make the lots transit enabled, it just fudges the lines on the road.

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You just have to put up with trees in the middle of where cars go over the sidewalk. I used to transit enable my early lots for that visual effect. The problem is that Transit Enabling lots can affect the traffic. If you allow cars to enter your lot to just get a driveway, they may enter the lot trying to find a quicker way to work. Also, when you TE a lot for street or road, you add a stop sign (street intersection) or traffic light (road intersection). This will add to transit time and may make driving untenable in your city. So just live with the visual glitch.

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  • Original Poster
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    @sanantonio: That sounds interesting, I'll have to give it a shot. Thanks for the tip!

    Otherwise I suppose I can live with it. It's true that in many places you have to drive over a sidewalk to get into a driveway, but large buildings are generally important enough to have dedicated driveways. Things like large manufacturing plants, civic buildings, etc.

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