Jump to content
Tropod

NAM General Discussion Thread

4,321 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Create a circle of one ways on a 3x3 tiles area, depending on your game either counter-clockwise for a right-hand drive version (US, most of Europe), or clockwise for a left-hand drive (UK or Australian) version. If you place a single tile of road/street/one-way in the center, it changes to a centerpiece (a fountain or something similar, haven't tried it yet), otherwise, you can put any 1x1 lot in the middle.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Ultima,

You need to draw a 3x3 loop of oneway road. Draw it clockwise if you have vehicles driving on the left, counterclockwise if the vehicles drive on the right. Optionally, you can place a single tile of street/road/oneway road in the center and a statue with grass and shrubs will appear in the middle. This piece can be bulldozed without destroying the roundabout. The middle tile of network is optional to allow you to place any 1x1 lot of your choosing.

-Swamper77

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

 Keiran Halcyon,

Oops! I guess I should have been a little bit more specific. I have downloaded three different betas of the NAM: the last three releases, if you will. This last one works really well and takes the cake as far as I'm concerned! Of course, I can only imagine what the first versions (versions .1, .2, etc) were like...42.gif

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

The new version's working great so far. Since Traffic Cop doesn't really work with NAM, is there a thread or any reference to the capacity and speed changes? Specifically I'm wondering if there were any changes made to mass transit rail (railroad, L, lightrail, subway)? The default game puts these all at the same capacities and speeds.

I guess I'm trying to justify a reason for using lightrail when it costs just as much as the El but doesn't have the benefit of not impeding traffic. Might as well use RR.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

With lightrail, do you mean the Ground Light Rail puzzle pieces? They are merely el-rail tracks on the ground, so capacity and cost is the same. They may look like normal railroad, but serve another purpose, adding flexible methods to build a lightrail system in your city (el-rail and subway works the same and are interchangable, but on many occasions, you'll see such trains on street level, too). Regarding Traffic Cop: You can use it to modify the included Traffic Plugins, but keep in mind Traffic Cop doesn't recognize the values for the ANT. If you don't use the ANT, using Traffic Cop is perfectly ok.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I just installed the latest NAM and have a couple of questions as I am not too experienced with this sort of thing in the game.

First concerning the diagonal dirty streets. When I make diagonal streets they automatically turn from dirt to regular streets. Is this the way it is supposed to be or am I doing something wrong?

Second concerning the other features of the NAM, ex: turning lanes, roundabouts, etc. How do I utilize these options? Are they automatic when I lay certain roads or do I have to do something else?

Thanks in advance for any help.2.gif

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

There are no dirty streets included in the NAM, neither orthogonal, nor diagonal. You have to install jeronij's dirty diagonal streets mod. Make sure to install it in a manner that it's loaded after the NAM: Either create a subfolder in the folder where the NAM is installed, or create a folder on the same level and name it so that it is below the NAM folder, alphabetically-wise (i. e. zz-Dirty Diagonal Streets). Regarding the NAM features, some are created with the normal road tools (such as the roundabouts and the intersections), some have their own menu buttons. Please read the included readme file for further details.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Date: 9/16/2005 12:32:56 PM Author: Tropod
QUOTE] Underbridge puzzlepieces; was only ever a concept/experimental idea that at the moment has not proven fruitful (functionally there's issues). So they don't actually exist nor were they released.
quote>
 
well crap...what am i doing then...lol....
could you tell me what these issues are....
especially since i've come across next to no issues since i started my work....?
i'm just curious cause i've asked for input and got none....now i read this...
please pm me and let me know these issues.....so i can give up now four months into this....just dont want to waste my time and others with pointless downloads....i will be willing to remove my bats if there is a problem....
just want to know whats the problems are and if they can be resolved....
if anything i think i proved im willing to do the work.....no offence intended of course...love all the work you do43.gif

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I believe he was referring to the puzzle pieces, which, theoretically, can be placed under a bridge, and be fully functional as a network.

On that note, what happened to those puzzle pieces that apparently had paths that went beyond the edge of the lot?


Nine degrees of separation??

NAM Team member | NYBT Member | NHP Member

Download the Network Addon Mod and its related components here.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
cool...i was scared...check this out
<ahttps://www.simtropolis.com/idealbb/files//00001newJeronij07.jpg align=baseline>over overhanging props rock...this is using just regular nam pieces...

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I believe I found a possible bug in the latest version of NAM --> pedestrian speeds.

My pedestrians seem to be walking LONG distances. The only traffic modifier I have is 10xSpeeds. The documentation specifically states that the ped speed is not modified, and in the previous version of NAM I had (April or so), this was the case. But now my sims are walking absurd distances, and here I am developing beautiful transportation systems for them. By the way, I do love the new roundabouts, and NAM is truly necessary for SimCity4.

Could someone with access to the source doublecheck the ped speed on the 10xSpeeds?

Thanks

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Date: 10/15/2005 6:23:42 AM Author: kmannkoopa I believe I found a possible bug in the latest version of NAM --> pedestrian speeds. My pedestrians seem to be walking LONG distances.&nbsp; The only traffic modifier I have is 10xSpeeds.&nbsp; The documentation specifically states that the ped speed is not modified, and in the previous version of NAM I had (April or so), this was the case.&nbsp; But now my sims are walking absurd distances, and here I am developing beautiful transportation systems for them. By the way, I do love the new roundabouts, and NAM is truly necessary for SimCity4. Could someone with access to the source doublecheck the ped speed on the 10xSpeeds?&nbsp; Thanks
quote>
 
Well, a quick look at the speeds does indicate that walking speeds are increased about 3x, whereas all the other methods are increased 10x. So, pedestrians should walk quite a bit further than normal.

However, this was the same as in the July version of NAM, so it doesn't appear anything is different.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I just noticed - the NAM installer (great work on it by the way) is pointing to the MyDocs/SC4/Plugins folder.

Shouldn't it be pointing to the Program Files/Maxis/SimCity 4/Plugins folder?

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 
Date: 10/16/2005 4:15:03 AM Author: cammo2003 I just noticed - the NAM installer (great work on it by the way) is pointing to the MyDocs/SC4/Plugins folder. Shouldn't it be pointing to the Program Files/Maxis/SimCity 4/Plugins folder?
quote>No (sorry for short post)

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

Hello

 
I have a problem... I can't make diagonal streets! Not even with the new NAM (with the older version i couldn't either), the latest release... i just can't!!! 42.gif My streets end in cul-du-sacs, could that have anything to do with it?
 
Thanks a lot for the NAM in general, GREAT piece of work!!! 29.gif

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Date: 10/17/2005 5:54:38 AM Author: kanella

Hello

I have a problem... I can't make diagonal streets! Not even with the new NAM (with the older version i couldn't either), the latest release... i just can't!!! 42.gif My streets end in cul-du-sacs, could that have anything to do with it?
Thanks a lot for the NAM in general, GREAT piece of work!!! 29.gif

quote>
I'm pretty sure that the Cul De Sac Mod doesn't interfer with the NAM but i'm not 100%. Tropod or Qurlix should be able to answer that. And for the diagonal streets? Do you have the Plugin for it installed? There is a rule with the NAM which I have discovered.

If something is made for the NAM which adds to the game, it is included in the main Network Addon Mod DAT file
If something is made for the NAM which replaces something in the game, it is made into an optional plugin.

Have you got the latest NAM and have that plugin? If you do already, I dunno whats wrong.

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 
Date: 10/17/2005 8:03:43 AM Author: lakeyboy
Date: 10/17/2005 5:54:38 AM Author: kanella

Hello

I have a problem... I can't make diagonal streets! Not even with the new NAM (with the older version i couldn't either), the latest release... i just can't!!! 42.gif My streets end in cul-du-sacs, could that have anything to do with it?
Thanks a lot for the NAM in general, GREAT piece of work!!! 29.gif

quote> I'm pretty sure that the Cul De Sac Mod doesn't interfer with the NAM but i'm not 100%. Tropod or Qurlix should be able to answer that. And for the diagonal streets? Do you have the Plugin for it installed? There is a rule with the NAM which I have discovered. If something is made for the NAM which adds to the game, it is included in the main Network Addon Mod DAT file If something is made for the NAM which replaces something in the game, it is made into an optional plugin.

Have you got the latest NAM and have that plugin? If you do already, I dunno whats wrong.

quote>
 
Thanks a lot, i found out the problem! Reading through this thread i found another person with the same problem and the solution given was to do S like streets for a while like:
|_
   |_
      |_
 
and then they should turn into diagonal after a few turns.
I'll try this later when i get home!! can hardly wait!!!!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I recently installed the latest NAM and have found a bug that
creates a hole in the ground at the of the off ramp when placing elevated road puzzle pieces.This seems to happen intermittantly as it is possible to place off ramps successfully.
Another thing I've found is that there are no 45 degree curves
to transition from the straight sections to the angled sections only 90 degree curves.Is something missing from my install or is this something to be included in a future version of the NAM?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Yes, I really miss not having diagonal ground-to-elevated highway transition pieces. I don't think they've been made yet.

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

Hello,

I wanted to ask a couple of questions about the yet another great NAM version.

1. is the NetworkAddonMod_Traffic_Plugin_PerfectPathfinding ...... files the same as the previous version, july i think.

2. Perfect path finding is a must... but others like 2x capacity and 10 x speed etc are they real, i mean if i am using that could i hear somebody say, yea ofcourse you got 70 million something SIMS in one large city cuz u got 10x speed 10x capacity 10x commute plugins ?

PS. the installer looks really professional, looks like a work from dedicated, mature and deserving of applaud people, infact this is true.

keep it up 44.gif

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Date: 10/20/2005 7:02:32 PM Author: salehsamee Hello, I wanted to ask a couple of questions about the yet another great NAM version. 1. is the NetworkAddonMod_Traffic_Plugin_PerfectPathfinding ...... files the same as the previous version, july i think. 2. Perfect path finding is a must... but others like 2x capacity and 10 x speed etc are they real, i mean if i am using that could i hear somebody say, 'yea ofcourse you got 70 million something SIMS in one large city cuz u got 10x speed 10x capacity 10x commute plugins'&nbsp; ? PS. the installer looks really professional, looks like a work from dedicated, mature and deserving of applaud people, infact this is true. keep it up 44.gif
quote>

Well, first of all thanks for the remark about the installer - it was indeed a tough way to get everything working (took me at least ten or twelve hours, maybe more)... To answer your questions: The traffic plugins haven't changed since about a year or so, so it's save to use any you have from the previous versions (just remember to use only one, not more). About using the pure ones or the ones with multipled speeds and capacities, that's completely up to you - Tropod merely provided a wide variety of options, so everyone should be satified.

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

I'm considering installing the NAM, but I'm worried about emergent effect problems with my current cities. Will installing the NAM have any effects on cities built without the NAM? Also: I routinely use 3x3 one-way traffic circles. Will these automatically become NAMmed into real roundabouts?

I remain seriously impressed with the efforts of the modders, and look forward to using your awesome additions -- but please, can you allay my fears first?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Date: 10/21/2005 11:16:38 AM Author: Jurph

I'm considering installing the NAM, but I'm worried about emergent effect problems with my current cities.&nbsp; Will installing the NAM have any effects on cities built without the NAM?&nbsp; Also: I routinely use 3x3 one-way traffic 'circles'.&nbsp; Will these automatically become NAMmed into real roundabouts? I remain seriously impressed with the efforts of the modders, and look forward to using your awesome additions -- but please, can you allay my fears first?

 
You can safely install the NAM without destroying your old cities. As the name says, it's an addon, so it doesn't change existing items. For things like the one-way traffic circles, you have to rebuild them to get the new textures, and of course, if you don't want them at all, just leave out the roundabout plugin(s). If you don't want to have your pathfinding engine changed (faster speeds, more network capacities,...), install the standard versions of the automata and traffic plugins.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Are there any new highway peices in the works? New ramps maybe, or maybe some re-tooling of the ground/Elevated Highway interchange to make it look alittle more like the others. I really want clover leaf ramps. Great owrk on the New NAM I love it.

GQ

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Does anyone know how to do avenue roundabouts? I remember reading that it was possible, but I could never figure it out.

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

First of all thanks for all the hard work in delivering this great product.

There are a couple of items that I continually wish I had though. One I see has already been mentioned, and that is the longer and smoother Elevated to Ground Highway transition done on a diagonal. Its not a huge thing because you can do it in game, but the game's transition is very unrealistic.

Two other items that I really would love to have. Elevated Rail and Monorail over elevated highways.

Other than that, there aren't many things I really want. I love all the highway intersections and would love more (especially a Y, but I know those are being worked on) so I just have to give some more thanks.

Share this post


Link to post
Share on other sites

Sign In or register to comment...

To comment in reply, you must be a community member

Sign In  

Already have an account? Sign in here.

Sign In Now

Create an Account  

Sign up to join our friendly community. It's easy!  

Register a New Account


  • Recently Browsing   0 members

    No registered users viewing this page.

×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections