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Tropod

NAM General Discussion Thread

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    EDIT: 100th page 39.gif35.gif40.gif.

    abcd:
    Simtropolis Homepage/ModdingFiles section. And/or also take a look on page 95 of this thread regarding the current version.


    nealos101
    Could you please list what NAM version you have, & what NAM/diagonalstreets/roundabout related files you have installed, thanks.


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    Oh, sorry tropod, it's the most recent, July 2005.

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    right, well......

    Bug1: this is quite normal & how it comes with the game. NAM doesn't touch anything in regards to that, far as I am aware.

    Bug2: I don't see any picture showing connection between the highway tile & y-stack interchange? Otherwise, not sure I follow.

    Bug3: (diagonal street issues should preferably be posted in the diagonal streets thread). That would appear to be a bug.

    Bug4: that's nor really a bug per se, but rather due to how the diagonal streets have to be drawn in order to work. This issue has been brought up though. So whether it'll be possible to address it or not I couldn't say.

    Bug5: that would appear to be yet another bug.




    Just realise, that with all the additional features the NAM, diagonal streets, roundabouts etc add, that there's bound to be some issues that may need sorting out still (many major/minor issues actually get sorted out before something is released). Some we are already aware of, but some issues though may exist that we're not aware of yet. So thanks for the feedback 2.gif.

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    Yeah, I think he means the fact the avenue goes into the highway and then goes into an interchange. I think he is talking about how the lines don't carry over from the one tile to the other. At least that's what I see in picture number 1.

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    nealos101,

    Thank you for your bug reports, that intersection bug I didn't know about, and I've been hoping to find some time to hopefully see what I can do about that slope problem, samething with the roundabouts.  Oh, and thanks for telling me Tropod, I forget to visit this thread sometimes.  It's sooo big. 3.gif
     
    -Teirusu

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    since this is the NAM General Discussion Thread.... can someone point me in the direction of some Raised Railway Stations? i like to use the raised rail puzzle pieces in my city, but i can't seem to find any stations for it. that means i have to lower the rail right before the station, and then raise it again.... not very aesthetic

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    You can actually use the games original/normal train station & it'll still work for them, but I guess visually it's probably not the best look.

    A search of the STEX on NAM:
    https://www.simtropolis.com/stex/index.cfm?mode=files&filetype=all&startrow=1&category=default&sortby=DatePosted&show=12&Str=nam&displayTS=true


    Obviously not everything that's shown is actually related or relevant to the NAM, but it should display what you're after.



    Just regarding Bug2 of nealos101's post: I wouldn't say it's a bug as such, though it definately is graphically out of sync. Maxis probably just decided on doing them that way for a particular reason, possibly because of how some of these particular interchange items are put together internally.

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    the only one i see there is the SBahn station....

    say, Tropod.... how high are the Raised Rail tracks? maybe I could modify some of the stations i use for raised rail use....

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

    Inside my NAM update for the S-Bahn, there is a modified propsformegastation.dat containing a raised rail prop and a custom pathfile.

    A raised rail station should use this prop and when transit-enabling, a 16th rep has to be added containing the IID of the included sc4path file. A station for puzzle pieces has also to be transit-enabled as an autonomous system. the border sides have to be 00 instead of 02.

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    about my last post, I forgot to put a picture so here it is

    <ahttp://stex.simtropolis.com/lots/rean2/rean2_private%20roads%20set/pic11.JPG align=baseline><ahttp://stex.simtropolis.com/lots/rean2/rean2_private%20roads%20set/pic21.JPG align=baseline>
     
     and here is the link again just so you don't have to go back one page
     

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    Masked_Avenger: I think you need to read about what the NAM is. Those are lots and lots do not belong in the NAM.

    PCk4tXG.jpg

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    Help Please, anyone:

     
    My transit network tools have changed appearance while plopping.
     
    This is what they should look like:
     
            <ahttps://www.simtropolis.com/idealbb/files//Monorail%20good.jpg align=baseline>
     
            <ahttps://www.simtropolis.com/idealbb/files//Road%20good.jpg align=baseline>
     
    And this is how they appear now:
     
            <ahttps://www.simtropolis.com/idealbb/files//Monorail%20bad.jpg align=baseline>
     
            <ahttps://www.simtropolis.com/idealbb/files//Road%20bad.jpg align=baseline>
     
    I have the latest version (as far as I know) of NAM.  These are the files I have in my plugin folder:
     
    <ahttps://www.simtropolis.com/idealbb/files//Nam%20list.jpg align=baseline>
     
    Does anyone know if this is normal with NAM?
     
    Thanks for any help.

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    Date: 8/29/2005 6:54:10 PM Author: tungston

    Help Please, anyone:

    My transit network tools have changed appearance while plopping.
    This is what they should look like:
    &nbsp; &nbsp; &nbsp; &nbsp; <ahttps://www.simtropolis.com/idealbb/files//Monorail%20good.jpg align=baseline>
    &nbsp; &nbsp; &nbsp; &nbsp; <ahttps://www.simtropolis.com/idealbb/files//Road%20good.jpg align=baseline>
    And this is how they appear now:
    &nbsp; &nbsp; &nbsp; &nbsp; <ahttps://www.simtropolis.com/idealbb/files//Monorail%20bad.jpg align=baseline>
    &nbsp; &nbsp; &nbsp; &nbsp; <ahttps://www.simtropolis.com/idealbb/files//Road%20bad.jpg align=baseline>
    I have the latest version (as far as I know) of NAM.&nbsp; These are the files I have in my plugin folder:
    <ahttps://www.simtropolis.com/idealbb/files//Nam%20list.jpg align=baseline>
    Does anyone know if this is normal with NAM?
    Thanks for any help.

     
    I don't think you have a NAM issue, I think you may have turned UI translucency off in the graphics options.
     
    edit: Tropod beat me to it!

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    Date: 8/30/2005 6:43:27 AM Author: Gryphonite

            I don't think you have a NAM issue, I think you may have turned UI translucency off in    
         the graphics options.
        edit: Tropod beat me to it!

    Grypghonite:Yes he did, and thanks anyway.  That was the problem (or I guess I am43.gif)

    Tropod:  I thanked you in the other thread, but I will thank you again.

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    Tropod:

    I made a request for a shorter monorail over elevated highway [(page 9) (also NAM:request, page 14)], and since there were no replies:
     
          Do you know if that is possible?  Is it a question of slope or was it designed long for esthetics?
     
    Thanks

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    Posted:
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    Hey all!1.gif

    You know the way there are on-slope puzzle pieces for roads and rail? I was wondering will there be one one for GLR/Elevated rail so the GLR can connect directly to the El rail?42.gif

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  • Original Poster
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    Gryphonite
    hehe, only by 10 seconds 2.gif


    tungston
    Possible, yeah. There's a discussion amongst this thread, somewhere, that covered this at one point in time. Basically it was done that long namely due to the gradient that a monorail might have for something like this. As for why not lower both the highway & monorail, well it was a decision I'd made at the time & so it's been like that since. Even if both the monorail & highway were lowered though, it'd still take up roughly the same amount of tiles as the highway being lowered would affect the highway tiles. Monorail puzzlepieces have crossed my mind (which would give more flexibility/freedom), like many other things, it's just a matter doing them. And this usually means putting together &/or creating appropriate models first, before anything else can be done.


    greenlemon44
    As far as I'm aware, *currently* there has been some issues creating that particular item properly. I could not say when/if it might be done.

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    Date: 8/30/2005 5:29:56 PM Author: Tropod: tungston Possible, yeah. There's a discussion amongst this thread, somewhere, that covered this at one point in time. ....... I could not say when/if it might be done.

     
    Tropod:  I have long searched for discussions on this, and found nothing.  I am extremely anxious to solve this, because I use monorail extensively, as much as anyother network.
     
    As far as the gradient, I make elevated to ground highway transitions, so the mono can cross, in 3 tiles, which I don't like.  The mono dropping would not look so displeasing.  And the mono will climb grades, without making a tunnel, steeper and higher than most other networks (other than the street).
     
    I'll throw this at you:  what about dropping the mono to ground level to go under the elevated networks?
     
    I know nothing about writting code for these mods, but in the past I did some code while studying for my degree (Visual Basics, C+, etc.).  And I am doing the BAT stuff now, so if there would be anything I am able to do to help in a project of this nature, I would be more than willing to do so.

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    possible bug?

    I already showed this before, but i'll show it again.

    update1d.jpg
    City facts: 54,000
    City layout: traditional grid
    transit system: no

    42.gif

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    Date: 9/2/2005 5:45:53 AM
    Author: Tropod
    Date: 8/30/2005 10:07:30 PM

    Author: starrdarcy

    possible bug?

    quote>


    Where? You haven't exactly pointed out the problem, & I myself can't see anything apparent that points to a bug existing.

    quote>
    I'm pretty sure he asking why does that selected road intersection carry nearly 16,000 cars and if the NAM is making it do it or not.

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    Tropod, not to be ignorant, but how so?  I mean 54K in the city and 15K on that street alone...  of course we don't know all the info.  such as are there other cities in the region that could add to that, or if he has the 10x distance and the 10x speed NAM installed.
     
    Ugh, I think I just solved my own question... 41.gif47.gif42.gif34.gif

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    Date: 9/2/2005 7:36:02 AM
    Author: mcarch

    Ugh, I think I just solved my own question..
    quote>

    lol..........

    Even without the NAM, it is possible to attain numbers such as this. How? Easy; by funnelling traffic, having neighbour connections, having badly designed city layouts (which would include zones/networks placement), lack of public transport & possibly few other influences. These can all affect commuter numbers &/or how commuters get from pointA to pointB, the routes that they take. I should point out though, that the game can sometimes have a habbit of fudging the numbers a bit, especially if you have quite a lot of traffic in a localised area, but I've found this to be more of an issue with pc's that have slower CPUs.
    Obviously the NAM's Traffic Plugins can have an influence on this too, which can increase this quite a lot depending on which Traffic Plugin is used, but it's effectively not a bug still because of how this stuff works in general (i.e. above paragraph).

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    Uh....has anyone figured a solution ot the problem of NAM or GLR crashin' Simcity back to Windows? It is soo annoyin', I mean, I'd like to make a Tram system but I just can't. Any solutions yet?

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    hey guys...as some of you know ive been developing some eyecandy overhanging prop lots to go under nam and land bridges...

    some of you might not have noticed it cause it started as an inquiry in a different thread...and i just kept posting there...
    its a nice quiet corner of the forum and im very lazy2.gif
     
    any hoo....i'd like to get some feed back on the design etc before i finallize it all....since it was made to compliment all your hard work here
     
    come visit and let me know what ya think..
    UNDERBRIDGE SCENERY

    ..i focused on industrial area cause im new to all this and have been learning as i go along...

    heres a picture of my latest to intice ya all
    <ahttps://www.simtropolis.com/idealbb/files//0001NASTYness03.jpg align=baseline>

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    I have been reading through this large topic which has taken me 4 hours!! I have downloaded the nam and find it a great addition to many of the tools now availiable for SC4. Being british the roundabout mod is especially useful as in the Uk we have thousands!! On the subject of highways (in uk we call them motorways) I would like to ask if anyone can do more british style junctions. This link goes to a website about British motorways and there are pull down menus to choose each motorway, at the bottom of each motorway page is a pictorial diagram of all the junctions along that motorway and you can see how complicated some of these are. Junctions to note are spagetti junction which is Junction 6 of the M6, which is mad!!! British motorways

    I have noticed people experimenting with the GLR to have the tracks going down the centre of the road with cars running either side, is this an addition to the GLR in development? if not could it be?

    Unfortunately I am no good at modeling in 3Dmax (being an architect I am lazy and use Archicad which makes 3D building design so much easier!!)

    Other suggestions for anyone to think about and have a play with:-
    1. I think the Y stack motorway juction can be possible because it works for avenues, why not re-texture and widen slightly for highways, a ground highway version would be good.
    2. How about a 4 or even 5 lane version of a highway for increased capacities (this happens alot in the uk at very busy juctions and half of the M25!!!) I wouldn't think the transitional pieces would be to dificult from 3 lane to 4 lane and 5 lane, as it sort of works from highway to avenue.
    3. Has there been any progress with the max 2 carridges Sprinter I heard someone might be developing this?
    4. We have water taxies, why not uses Pegs channel or the existing canal packs and have barges take people down them. I know the transit enabled tiles has been dealt with, could this work?

    If any of this has been covered else where, please pm me the location for me to read.

    Hope this may give people some new ideas to take the nam.


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