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dietercl

NWM capacities?

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so hey just wanted to know the capacities for the various NWM networks.

I did following things: read the readme, googled, browsed the forums both here and at sc4d.

but i came up with nothing.

so i am asking for your help with this

thx

dietercl

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AVE-2 & ARD-3: Same capacity as Road

TLA-5: 1x or 1.5x (depending on simulator) capacity of the Road

OWR-1 & OWR-3: Same capacity as OWR-2

OWR-4 & OWR-5: 2x or 3x (depending on simulator) capacity of the OWR-2

MAVE-4, MAVE-6: 2x capacity of the Road

TLA-5: 2x or 3x (depending on simulator) capacity of the Road


Read the Readme or drown in bugs and glitches; the choice is yours...

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  • Original Poster
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    and where does one find that info? coz i searched fruitlessly for tables or textes containing that information. such a thing should really be in the readme.

    so if i understand it correctly those capacities make it for mostly eye candy instead of really improved networks?

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    This is because SimCity counts capacity per tile (and unfortunaly not per lane). This means no matter how much lanes you have on a certain tile, it will always have the same capacity as their base network. However, some override-networks (TLA-3 and 5 and RHW-6C,8C,8S and 10) acting like intersections and some simulators have an intersection multiplier for capacity.

    I found this out multiple times on SC4devotion. Here's a quote from Tarkus over at the RHW FAQ's

    Different simulators will have different values set. Note that the game handles capacity on a per-tile basis, not a per-lane or per-path basis, so some additional width on the wider networks may just be "functional eyecandy" (automata can and will use the extra width not accounted for in the capacity).

    In addition, as per a discovery made by myself and jplumbley in September 2008, network tiles with paths in 3 or more directions are technically considered "Intersections" by the game, and thus, the Intersection and Turn Capacity Effect modifies the capacity of those tiles. The TLA networks have a series of "crossover" paths, which result in paths exiting from 3 or more directions, so they qualify. The crossover paths on the RHW-6C, RHW-8 and RHW-10 thereby render those networks to essentially be intersections. In order for the networks to function at a proper capacity, the first number of the Intersection and Turn Capacity Effect in the Simulator must be greater than or equal to 100%. With Simulator A, it is set to 150%, and with Simulator B and Simulator Z, it is set to 100%.

    quote>

    Best,

    Maarten


    Read the Readme or drown in bugs and glitches; the choice is yours...

    Deep lurk mode: ACTIVE

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  • Original Poster
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    thank you for that bit of information. at the very least it makes sense now

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