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NAM General Discussion Thread

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I have just installed the latest (061705) NAM and still have this problem but only with ATL installed.
Eddie.

<ahttp://www.eddiemsc4.pwp.blueyonder.co.uk/images/Avenue.jpg align=baseline>

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Whats the status on these?

<ahttps://www.simtropolis.com/idealbb/files//ave.jpg align=baseline>

 
<ahttps://www.simtropolis.com/idealbb/files//Ave-ELHwy2.jpeg align=baseline>
 
 
<ahttps://www.simtropolis.com/idealbb/files//Ave-ELHwyPara.jpeg align=baseline>
 
 
<ahttps://www.simtropolis.com/idealbb/files//Ave-GHwy1.jpeg align=baseline>
 
<ahttps://www.simtropolis.com/idealbb/files//Ave-GHwyPara.jpeg align=baseline>
 
And is it possible to add turning lanes to these? (accept for the first interchange)

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Posted:
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Date: 6/16/2005 12:49:50 PM Author: dzi

I have a newbie question related with NAM.

I downloaded the lates version (that is: NetworkAddonMod_Beta_06.08.05 ) and owerwrote following files in my plugins folder:
NetworkAddonMod.dat
NetworkAddonMod_Automata_Plugin_Standard.dat
NetworkAddonMod_Custom_Highway_Menu_Plugin_Optional.dat
According to the fact that I'm making a NYC copy I need my sims to travel long to earn for living in Manhattan, that's why I tried the 10xCommute
So I deleted my NetworkAddonMod_Traffic_Plugin_BetterPathfinding.dat and copied NetworkAddonMod_Traffic_Plugin_BetterPathfinding_10xCommute.dat instead.
First of all, did I do everything right?
And now the question.
I realised that after the changes my commute times dropped like to 4-16 minutes. I wouldn't be surprised if I used the 10xSpeeds mod but I didn't. I'd prefer to have realistic, long commute times, even up to 2 hours would be fine and I was hoping that the 10xCommute will allow that. What to do if it doesn't?
quote>

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Posted:
Last Online: A long, long time ago... 
 
*whining* The NAM is not big enough! *whining*
I'm gonna have to wait until I can get my laptop on the net again to D/L the latest NAM.  BTW, to all those who are asking:
  1. How to move the right folders into the plugins folder,
  2. where the NAM is,
  3. what's in the NAM, and
  4. how to use what's in the NAM, then...
 
Read the stupid README!  That's why it says Read Me!  It wants you to read it.  Please don't ask any trivial questions until you THOROUGHLY read the Readme file.  That means every last word.27.gif
 
Sorry everyone, but I'm getting tired of seeing ppl ask questions that are ALREADY answered in the README.7.gif

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Guys, I've got a problem! I want to download the latest Nam edition, but when i click on the link on the GLR homepage, I can't download it because the server says that it's unavailable :S

Can someone take a look into this???
 
Thanks and have a nice weekend!
 
Thunderm@n

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Posted:
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I will update the page on the weekend but you can also download the newest NAM on the STEX now (see ModdingFiles section!).

A german version will be hosted on simszone.de soon, a spanish version at capitalsimcity.com

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Ok thanks for the quick reply on this one! 44.gif Didn't knew that the NAM also is hosted on the STEX (feels ashamed 15.gif )
 
Thanks
 
Thunderm@n

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It hasn't been, for the most part. There was an old version up for a long time, this is the first new release to go on the STEX in a while.

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Zdog,

It wouldn't be fesible to add turning lanes to the highway onramp structures. This due to the fact that there only 2 tiles over/under the highways. There needs to be at least 3 tiles for the turning lane to work properly. Those pics were from when I was experimenting with adding stoplights to the avenue/highway interchanges. They aren't finished, as the vehicles don't stop and the stoplights don't work.

-Swamper77

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  • Original Poster
  • Posted:
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    Date: 6/16/2005 8:16:35 PM
    Author: eddiem
    I have just installed the latest (061705) NAM and still have this problem but only with ATL installed.


    Eddie.


    Avenue.jpg

    quote>


    Nothing actually changed with the ATL itself in the most recent version, except that it is now optional. With problems like this, please post it in the following thread thanks;

    Turning lanes feedback & testing

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

    If you need a spanish version of the NAM, try this link:

    http://www.capitalsimcity.com/foro/download.php?id=1122&sid=1c5c413807595e6d282fb7906987a01a

    It will be placed in the usual download area there soon.

    @Andreas: Is there a full package for the german version or do I still need the english version and a separate plugin?

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    Posted:
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    @GoaSkin: This is the NAM as Tropod created it, so you will need the German plugin, too, if you want to have German labels. The link to the plugin is the same as before.

    Once I have time to translate the readme file, too, I will make a complete German package (hopefully available at SimsZone.de). We have some issues with our upload script at the moment, so I cannot update the files over there, but hopefully, this will be fixed soon.

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    Posted:
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    My Ideas

     
    1.Diffrent Highway Colors/Textures
     
    Example:
    a. blue asphalt
    b.green asphalt
    c.orange asphalt
     
    thats only a few that i named
     
    2. Make Rural Highways with 4 wide lanes, like avenues but asphalt texture
     
    3. Lights on median as well as outer wall on highways

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

    For rural highways, it may also be possible to change simply the textures used on avenues outside the settlements. We could add an emergency lane on each side and guard rails in the middle. That also needs special highway exits to be used with avenues.

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    Posted:
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    how about make a ground highway to elevated on slope like this.<ahttps://www.simtropolis.com/idealbb/files//edit%202.JPG align=baseline>

    Here is a photoshop
     
    <ahttps://www.simtropolis.com/idealbb/files//Edit.jpg align=baseline>
     
    wot du u fink!!

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    Posted:
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    That would be the highway onslope puzzle piece. They've encountered some problems making it, but it is being worked on.

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    Posted:
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    Date: 6/17/2005 12:16:29 PM Author: JaxCoJazz
    *whining* The NAM is not big enough! *whining*
    I'm gonna have to wait until I can get my laptop on the net again to D/L the latest NAM.&nbsp; BTW, to all those who are asking:
    1. How to move the right folders into the plugins folder,
    2. where the NAM is,
    3. what's in the NAM, and
    4. how to use what's in the NAM, then...
    Read the stupid README!&nbsp; That's why it says 'Read Me!'&nbsp; It wants you to read it.&nbsp; Please don't ask any trivial questions until you THOROUGHLY read the Readme file.&nbsp; That means every last word.27.gif
    Sorry everyone, but I'm getting tired of seeing ppl ask questions that are ALREADY answered in the README.7.gif

    quote>I'm not sure if you're talking to me because it has nothing to do with my post but according to the fact it's just after I guess you are...
    Here's the readme fragment connected with my question:
     

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    Posted:
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    Dzi,

    that has absolutely nothing to do with your post!28.gif  If you take a day and look through the other 91 pages of this thread, you'll find that there is at least one post per every three pages on what to do with the NAM, where the NAM is, or what's in the NAM.  It gets annoying.19.gif  Please take no offense, I did not direct it at you.  I merely made it noticeable for those thinking about asking the same repeated questions.  I am sorry if I offended you.15.gif  Should I do such a thing again, I will mention that it is at no one in particular.19.gif
     
     
     
    -EDIT-You have a good question.  Although I do not know as much about the NAM as the others, I am not directing my efforts at it.  I think someone got screwed up by overwriting their NAM files somewhere back on page 75 or so...maybe later than that...I'm not sure.  All I know is what I've read by glancing through this thread.

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  • Original Poster
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    Here's the readme fragment connected with my question:

    ffice6.gifffice' />



    “…_10xSpeeds_…” = Standard Speed values x 10 [the Exception to this is the Walking Speeds, which has been capped to try &amp; prevent any cross-city Pedestrian commuting].



    What I'm saying is, that 10xCommute behaves like 10XSpeeds, because after I started using it my commute times has dropped drastically. So it's not like the readme says and that's why I'm asking.


    quote>

    It helps to first understand how Commutes work in the game. A majority of players tend not to understand it from what I've seen. There is a reason commute times drop drastically with x10 Commute file.
    x10 Commute is very different from x10 Speed, despite the fact they may seem similar. x10 Commute files actually contain an adjustment to the Commute Graph because of the modifications made to the allowable Commute lenght, x10 Speed files don't contain this change. So when you start the game with a x10 Commute file, the Graph changes occur instantly, but it will actually take awhile for the actual Commute Engine to update everything properly. The 'idea' with the x10 Commute files is to make the Commute Graph representation more accurate or realistic, so the Commute time in the Graph isn't as skewed or inaccurate with the x10 Commute file. The technical underlying on how each one works is also slightly different. x10 Commute actually increases the Commute lenght allowed before Sims will give up (hence the modification to the Commute Graph), whereas x10 Speeds only increases the Speed Sims travel. Traffic conditions for the most part, can have a great impact on the efficiency of the files. x10 Speed will tend to suffer more, more so than x10 Commute files, in the case of bad traffic conditions.

    Personally, I do not & have never used a x10 Speed Commute file. I've only ever modified the Commute lenght allowed for when playing my game. I can't imagine Sims driving x10 Speed of the default, at 400KM/hour on a Street 20.gif2.gif

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    Posted:
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    Date: 6/19/2005 5:46:50 AM
    Author: dzi
    Date: 6/17/2005 12:16:29 PM Author: JaxCoJazz


    quote>

    once i looked at the traffic.dat with this commutething in it an from what i understand it just show you a 1/10th of the original commute time...

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    Posted:
    Last Online: A long, long time ago... 
     
    @Tropod: I built a diagonal highway ramp (avenue x ground highways) and realized that it isn't pathed. No traffic and no vehicles pass the lot.

    Is this ramp incomplete or has the pathing been forgotten?

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  • Original Poster
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    Schattenparker:
    it does more than just that. The changes to the Traffic Exemplar for the commute time actually increases the upper commute time allowed for Sims, by x10. So they're more willing to travel further to look for & travel to work. The changes to the Graph are made simply for adjustment purposes, because of this, nothing more.


    Keiran Halcyon:
    No. Modifying the Graph itself doesn't actually do anything, except modify the end data that is being displayed. Graph data & DataViewMap data is essentially end data. Anything done to the Graphs or Dataview Maps doesn't actually change the underlying functionalities of anything really, only what is being displayed.


    GoaSkin:
    Not sure I follow you? Lot? Care to show a picture? As far as I'm aware, the NAM doesn't contain any custom made avenue x ground highway ramps.

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    Posted:
    Last Online: A long, long time ago... 
     
    @JaxCoJazz: no problem for me 1.gif
     
    Thanks for answers everyone 1.gif
    So I assume everything will get back to normal (meaning lets say 2 hours of commute time) after some time.
     
    BTW, does the 10xcommute change the maximum walking distance too? I saw pedestrians walking like for 4 blocks (about 16 tiles) to a bus stop. I'm not saying it's bad, I'm just asking how it is.

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  • Original Poster
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    BTW, does the 10xcommute change the maximum walking distance too? I saw pedestrians walking like for 4 blocks (about 16 tiles) to a bus stop. I'm not saying it's bad, I'm just asking how it is.
    quote>

    Yes. Ages ago, shortly after one of the initial releases of the NAM, this was capped. But I noticed that Sims tend not to walk very far when it was capped, & would be more typical to complain about a short walk being a long commute. So I removed the cap that was in place for the x10 Commute. Players should bear in mind, that most of the Traffic Plugin files are more suitable for larger populated cities, where traffic tends to slow everything (i.e. Sims) down & getting from A>B takes more time.

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    Posted:
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    ...and it's way more realistic too, thanks for the answer 1.gif

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    Posted:
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    I have a annoying Problem with the NAM:  I downloaded the latest version and installed everything I need!

    BUT I'm unable to build One Way-Bridges, I can't build them at all!
    In earlier versions I was able too.
     
    What I'm doing wrong?

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