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NAM General Discussion Thread

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Date:7/19/2004 1:59:31 AM
Author:ardecila

diagrail1.jpg

This is what I'm talking about.  The rail traffic doesn't HAVE to flow in this manner, although doing otherwise would be complex and unnecessary.
quote>

The rail tile that you are describing is actually available in the game with no modding needed.  The problem was that there was no way to actually split these into two separate lines, a problem I fixed with the Transit Bugfix Supplement several months ago and has been included with the NAM since its inception.  However, every attempt I've made to make drawing the double-diag rails easier have been thwarted by a prevent hidden somewhere in the RULs.  It can be pretty tricky to actually get these double-diag laid down correctly.

Incidently, this double-diag has come up between Tropod and I in chat.  We realized that a road/double-diag rail intersection that I created a while ago was never included with the NAM.  This has been rectified with the latest update to the main mod.

-red

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Posted:
Last Online: A long, long time ago... 
 
I'd like to see two adjacent sets of rails have one way traffic on each so we'd get something like this
< ---
<---
--->
--->
but that'd would require a lot of rul and path finding fiddling if at all possible so it behaves properly -- it would require correctly laying tracks to allow two way traffic (making sure you have tracks going in both directions), editing the pathfinding of transit enabled lots to be sure that trains on the inside tracks do not stop at the stations that they aren't platformed for (such as my 4-track local stations), or the outside tracks if the platform is inside, and also the design of a transition peice that allows these tracks to be connected to regular 2-tracks sort of like a road-to-avenue transition.   As you see, this is probably a tall order.

 

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Posted:
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On another note related to rails, I don't know if it's just me, but with the Netword Addon Mod better pathfinding system, why is it that most intercity traffic relies on buses?  In some towns, despite the prescence of an established highway and rail network, commuters jam onto to buses, in some cases upto 10,000 sims!  I can understand the use of buses for hopping one town over because at that distance buses would be the most effective means of travel, but at 2 towns over or more rail becomes the best means of travel, and the number of sims using my rail network for travel over that distance to buses is marginal.  What's up with that?

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Posted:
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that school zone is completely off topic....please stick the topic at hand....



what about bringing back the air/seaport zoning

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Date: 7/19/2004 7:53:27 PM
Author:
that school zone is completely off topic....please stick the topic at hand....




what about bringing back the air/seaport zoning
quote>

Like that's any more relevant.

On Topic: I'm working on a road over road start/end piece for the double networks. Images to be posted soon.

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@Tropod, this is what I was talking about. Banking is raising one side of the road and lowering the other to produce a slope. It mitigates the centrifugal (sp?) force caused by turning at high speeds by using gravity.

On a normal turn, a car tends to push outwards from the axis of the turn towards the outside lane. This is caused by centrifugal force. Banking uses gravity to cancel out the centrifugal force, reducing the forces acting on the car.

I bring this up because I'm not sure if the SC4path files will allow the car model to turn (as it couldn't be straight up and down on a banked turn) if they can't, banking will have to be scrapped and it will look unrealistic.

@Everyone else: A small teaser. Don't you love the twist modifier 2.gif This took about 10 minutes of spline editing and 5 minutes of editing the twist modifier.

Image:

bankingperspective.jpg

EDIT: Two more

bankingperspective2.jpg

bankingperspective3.jpg

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I have the diagonal ortho intersection here with super terrain following.  Looks like a rollercoaster.  I think ill call it the Trotho coaster. 
 
 
/idealbb/files/orthocoaster.JPG
 
 
I doubt that this intersection was ever intended to go on this type of terrain
 
Here is an ave over ave overpass.
 
 
/idealbb/files/aveoveraveop.JPG
 
 
 
ok last one here is a sink hole effect.
 
/idealbb/files/roadoverroadop.JPG
 
 
Ive only ever seen these on the end of the overpass. 
 
 
Tropo you should see a number of ped malls around in these pics i didnt have any problems with those.  I also placed a number of road and rail and el no problems there either. 

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Posted:
Last Online: A long, long time ago... 
 
Date: 7/19/2004 9:46:08 PM
Author:


I have the diagonal ortho intersection here with super terrain following. Looks like a rollercoaster. I think ill call it the Trotho coaster.
/idealbb/files/orthocoaster.JPG
quote>I think that this problem requires a relatively simple fix in the max terrain slope department. I'd do it now, but I'm too tired to. Maybe tomorrow.

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My god, gone for 2 months and look what happens!!! After I get my Rush Hour patched again, it will be so sweet.

A question, the latest NAM, the one from your sig tropod, does that include most everything from this thread? And if not, what's missing?

Ah it's good to be back.

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kassarc, it includes everything you see for the most part, including all of the old transit bug fixes and all... the only new thing you won't get is the dual network thing, as that hasn't been released (Or developed too much) yet.

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How is a School Zone... which is part of a road network off topic to a Network Transport Modd???? And yet... gambit thinks seaport/and airport zoning is more on topic? Sure it is.

A school zone might actually add realism to the road network, whereas a highway orthoganal interchange that looks like it has melted certainly looks stupid and wouldn't. At any rate... thanks... I was merely trying to add some depth and realism to an already great mod.

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Date: 7/20/2004 7:12:28 AM
Author:
A school zone might actually add realism to the road network, whereas a highway orthoganal interchange that looks like it has melted certainly looks stupid and wouldn't. At any rate... thanks... I was merely trying to add some depth and realism to an already great mod.
quote>

The melted interchange is apparently a bug that Tropod needs to look at, so its completely relevant. And how does a school zone have anything to do with the road network?

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More pictures. This model is nowhere near finshed. I need to tone down the banking and make a few other minor adjustments. After this point the roads will split and go down, so this is all of the conjoined section.

bankingperspective.jpg

bankingperspective2.jpg

bankingperspective3.jpg

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I'm not certain where you are in your cities when you come upon a School Zone. However, in most cities I have been in... I'm usually in a car.. driving on the road... which would be a Road Network. Which would certainly make my comment relevant to a Road Network Mod. Forget, for a second that the word ZONE is in this... basically you are on a road.. forced to drive 20 mph for a block or so... I can't see how you don't perceive this as a road network???? Do you not drive in your city? Or do they just not have schools?

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why would you want to slow down cars in simcity though? i can understand in real life situations, but it doesnt make much sense to slow down the commute time in simcity situations , 42.gif

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Date: 7/20/2004 9:04:48 AM
Author:
I'm not certain where you are in your cities when you come upon a School Zone. However, in most cities I have been in... I'm usually in a car.. driving on the road... which would be a Road Network. Which would certainly make my comment relevant to a Road Network Mod. Forget, for a second that the word ZONE is in this... basically you are on a road.. forced to drive 20 mph for a block or so... I can't see how you don't perceive this as a road network???? Do you not drive in your city? Or do they just not have schools?
quote>

I didn't really understand what you were saying. And no, we don't have schools 2.gif

Any comments on that piece I'm working on?

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Posted:
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I must say, Builderman, that the banking highway (it is a highway, right) looks awesome. That could add a lot of realism to building the major artery roadways, since it seems we can only build simple straight & diagonal highways. During my travels through the northeast usa, especially in cities, the highways are not as straight as can be (think I84 in Hartford).

Good job. Can't wait to see if it can be in the mod.

-SantoS

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Two things.

a) It's a road, not a highway. Guess the median confused you?

b) Banked highways weren't something I had originally thought about, as this is for an on-off ramp type thing for double networks, but I'll talk to Tropod about that.

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I do like the banking highways they look great...

Now as for the other comment about... Why would we want School Zones in SimCity... because if Real Life were more like simcity and we could just not have them.. and run over those slow learners in the summer who force me on my daily commute to slow down to 20 mph... but in real life we do have school zones and I prefer my cities to be more Real Life like and not mod a highway that would allow someone to go 200 mph so they could have a 5 min commute time. In Houston the only way to get a 5 min commute time is to well.. live across the street.. or in the same building. 30 - 45 or even a 1 hour commute time isn't unheard of... it's sadistic.. but not unheard of...

At any rate enough banter and energy has been expended on the school zone topic. I just thought for those of us who prefer realism that it would be a nice addition.

Thanks....

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I really didn't understand what you were saying. I thought you were talking about making a zone and a school popping up in it, not the areas where you have to slow down. School zones would be a nifty touch.

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  • Original Poster
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    @JayMan; could you PM me please, with the particular files you're using [the NAM files that is]. There has been some mixed responses regarding some of the Traffic Plugins.
     
    @Leichhardt; I must say, initially I too didn't realise what it was you were actually getting at. I thought you were talking about something else completely irrelevant. As for your idea though; it's not a bad idea, but don't count on it happening.
     
    @a11eria; did I not say; when the next main update comes out, to remove that TerrainTesting file? Or you not see there was an update? 2.gif
     
     
    As for the conceptional ideas; keep them coming.

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    Posted:
    Last Online: A long, long time ago... 
     
    Date: 7/20/2004 10:47:57 AM
    Author:
    Two things.


    a) It's a road, not a highway. Guess the median confused you?


    b) Banked highways weren't something I had originally thought about, as this is for an on-off ramp type thing for double networks, but I'll talk to Tropod about that.
    quote>

    Oh ... my bad. 15.gif It was a road. Yeah, the median confused me, as well as what looked to be highway lines.

    But either would be good! :)

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

    Hey, I've seen some interesting things with the terrain file.

    I've found another problem with the ped malls...

    !!!Images hoestf offsite

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    Posted:
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    When I was having plopping down highway intersections, bits of highway would go into the water and it even drove underwater in U-Drive-It

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

    If you're referring to mine, I'd add this: Create a long river seperating your R from C and I and place the ped malls underground, then place bus stops, and other MT on the edge of the other side of the mall. They swim to get to their MT and ride all across town, but that needs a little bump in the walking speed of one plugin. I chagned mine to seven, and it's too funny... Just you don't see them underwater... Would there be any automata editing could do that? 17.gif

    That is, if you were laughing at mine.
    Good mod and addons, Tropod and the NAM team! 44.gif

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