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@CIUU96

Thanks for replying so quick, as for #3, scrap that, managed to get it working with RHW.

Also, I got another request for the NWM. It's currently missing Maxis Highway Transitions to, well, everything. I've worked around that by connecting OWR to the highway and it works but visually it's a bit messy, and I can only connect single tile OWRs.

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I know the Maxis hiways cannot be made into one way hiways, but can they be rendered so they appear as one-way hiways? i.e. take out the center divider with three or four lanes. (You'd have to be careful about ramp placement so you don't have two-way traffic). It's not that I am ungrateful about the RHW, but they are cumbersome.

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One thing I do need to request is this:

Draggable underground rail, as well as the ability to drive a subway train.


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Originally posted by: tiansivive

Also, I got another request for the NWM. It's currently missing Maxis Highway Transitions to, well, everything. I've worked around that by connecting OWR to the highway and it works but visually it's a bit messy, and I can only connect single tile OWRs.

quote>

Will probably happen at some point, along with RHW/NWM ones.  Maxis ones are a bit tricky because they require some models to be made, but it might be possible to pull off with just slight tweaking on the existing Avenue/Maxis ones.  MAVE-4 would be the hardest.

Originally posted by: 830point35

I know the Maxis hiways cannot be made into one way hiways, but can they be rendered so they appear as one-way hiways? i.e. take out the center divider with three or four lanes. (You'd have to be careful about ramp placement so you don't have two-way traffic). It's not that I am ungrateful about the RHW, but they are cumbersome.quote>

I'm not entirely sure what you mean here.  If you're referring to building a one-tile-wide one-way stretch of Maxis Highway, you can already do that using the Multi-Highway technique.  It can be a bit tricky, however.

If you're referring to completely re-making the Maxis Highways into a one-way network by default, it's theoretically possible, but the end result would be more cumbersome than using the RHW (especially with some of the refinements planned in the next couple releases), and there'd be backwards-compatibility problems, not to mention it'd require a lot of heavy-duty modeling work, which often turns projects into non-starters.

Originally posted by: nathanthemayor

One thing I do need to request is this:

Draggable underground rail, as well as the ability to drive a subway train.quote>

Subways already kind of function in that capacity, and if we were to make a draggable underground network, it would be subject to the slope settings for that network, which would largely defeat the purpose.  UDI Subway functionality is a bit of a tricky one as well, and the main issue is that as far as the game's pathing system is concerned, Subways are different than the Light Rail and Heavy Rail trains.  That's why a TE Lot with a Transit Switch has to be used instead of a puzzle piece for the transition from ELR/GLR (or any other transit type for that matter) to Subway.  While the Transit Switch does allow for proper commute functionality, it instantly kills UDI

I agree, it'd be a really nice thing to have, but we've yet to find a way to work out the quirks necessary to allow a fully seamless transition without TE Lots and Transit Switches.  I've actually done some experiments, and while I've seen some promising signs, there's been a fatal flaw in every case that prevents the concepts from being viable.

-Alex (Tarkus)

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Tarkus, thanks. What I really am asking is can object be re-drawn so it shows only a four- or six-lane highway with no divider, giving it the cosmetic appearance of a one-way hiway. It would still function exactly the same as the Maxis hiway so if you put ramps on one side only the cars would only drive that side; the other side lacking any ramps would go unused. If the pavement textures can be changed, what about just the general appearance?

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I want to Request an elevated highway over RHW 6-C like the Metro Manila Skyway over South Luzon Expressway (NOTE: I want to make a Philippine city in my game)


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**Charges Everyone a Mainline Toll of $3.50 for contributing to a thread involving the Tarkus Turnpike**

Seriously though...

I want to see more compatibility between Maxis Highway and RHW, smoother transitions for starters, secondly I want to see RHW6 and 6C merge into GHW... Stack Interchange puzzle pieces for RHW's would be nice but I can understand if this would be too complicated...

ALSO we need Elevated RHW over GHW pieces!

Also...the thing I desire MOST, is a GHW exit interface into an MIS ramp... and a smooth one instead of the abrupt merge that the NAM left us with for the GHW exit into Straight Oneway Road... there shouldnt be a 1 tile gap, MIS needs to begin on the next adjacent tile of the highway.

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I would like to see some new HSR pieces.

1. 45 and 90 smooth curves

2. transition piece between HSR and GHSR

3. HSR over diagonal light rail

4. Diagonal HSR over diagonal light rail.


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Originally posted by: 830point35

Tarkus, thanks. What I really am asking is can object be re-drawn so it shows only a four- or six-lane highway with no divider, giving it the cosmetic appearance of a one-way hiway. It would still function exactly the same as the Maxis hiway so if you put ramps on one side only the cars would only drive that side; the other side lacking any ramps would go unused. If the pavement textures can be changed, what about just the general appearance?quote>

Changing the textures is the easy part.  Doing anything to the models is a great bit more complicated, and one-waying it like that would require substantial changes to the interchanges.   There'd also be a lot of re-pathing involved.  For those reasons, I'd say its rather unlikely.

Originally posted by: Geometry

I want to Request an elevated highway over RHW 6-C like the Metro Manila Skyway over South Luzon Expressway (NOTE: I want to make a Philippine city in my game)quote>

The existing ERHW-4 and EMIS can go over RHW-6C in Version 4.1.  Maxis Highway-over-RHW-6C is planned for Version 4.2.

Originally posted by: Need4Camaro

I want to see more compatibility between Maxis Highway and RHW, smoother transitions for starters, secondly I want to see RHW6 and 6C merge into GHW... Stack Interchange puzzle pieces for RHW's would be nice but I can understand if this would be too complicated...

quote>

More transitions of that sort have been discussed and are tentatively planned, but it's unknown what version they'll go into at this point.  However, as there's a fair bit of modeling involved and the geometry and scaling are a bit tricky, it may be awhile.

As far as stacks go, the plans to allow stack interchange functionality are contingent on the Multi-Height ERHW/EMIS system, which is planned for Version 5.0.  You'll likely end up seeing a few RHW-over-RHW-over-RHW pieces when we get to that point.  No pre-fabs, though.

Originally posted by: Need4Camaro

ALSO we need Elevated RHW over GHW pieces!

quote>

Planned, though the implementation deals still need to be worked out, and due to how the overrides need to be set up, it'll likely require the ERHW-2 be in place first.

Originally posted by: Need4Camaro

Also...the thing I desire MOST, is a GHW exit interface into an MIS ramp... and a smooth one instead of the abrupt merge that the NAM left us with for the GHW exit into Straight Oneway Road... there shouldnt be a 1 tile gap, MIS needs to begin on the next adjacent tile of the highway.quote>

That piece has been discussed in the past, but is not planned.  The scaling's a bit weird between the Maxis Highways and MIS and there'd be quite a lot of modeling involved there.

Originally posted by: the00guvna

I would like to see some new HSR pieces.

1. 45 and 90 smooth curves

2. transition piece between HSR and GHSR

3. HSR over diagonal light rail

4. Diagonal HSR over diagonal light rail.quote>

#2 already exists--it's under the GHSR button toward the end.  HSR has been on an extended hiatus since about 2009, though I've personally done a little work to fill in some of the draggable overpass/underpass functionality gaps.  #3 and #4 will be taken care of by that.  #1's unlikely, however, as it would require quite a bit of modeling.

-Alex (Tarkus)

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Just wondering if the NAM team is thinking of making a Rail on Road or avenue? not the GLR but the main passenger and freight traffic rails on the roads

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Originally posted by: 830point35

Tarkus, thanks. What I really am asking is can object be re-drawn so it shows only a four- or six-lane highway with no divider, giving it the cosmetic appearance of a one-way hiway. It would still function exactly the same as the Maxis hiway so if you put ramps on one side only the cars would only drive that side; the other side lacking any ramps would go unused. If the pavement textures can be changed, what about just the general appearance?quote>

Get This

Due to how highways work it will be the closest thing you ever get to what you want.

Originally posted by: Blueeyesman

Just wondering if the NAM team is thinking of making a Rail on Road or avenue? not the GLR but the main passenger and freight traffic rails on the roadsquote>

That is inpractical and would never be done. I  personally would not want to drive down the road then suddenly have a freight train come staright at me from behind. Rail IN road maybe but not Rail on Road.

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Originally posted by: Xyloxadoria

Originally posted by: Blueeyesman

Just wondering if the NAM team is thinking of making a Rail on Road or avenue? not the GLR but the main passenger and freight traffic rails on the roadsquote>

That is inpractical and would never be done. I  personally would not want to drive down the road then suddenly have a freight train come staright at me from behind. Rail IN road maybe but not Rail on Road.

quote>

sorry im bad at naming things but Rail in road is exactly what i meant when i said Rail on road..... im just hoping the NAM team will make this

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Ok, I've already stated the NWM needs some improvements and I know it's a new mod and lots of things will be fixed in the next version but just to be sure you guys don't miss much I have to point out some other stuff.

First off, my main problem is intersections, T-shaped to be more precise when either a NWM or Maxis network ends in a NWM network; double-tile networks' ending intersections are particularly frustrating. For instance if I have a OWR-5 then an empty tile followed by another OWR-5 in the opposite direction and if I intend to end this custom avenue in a OWR-3 then either the OWR-3 tile connecting the 5s reverts back to original maxis OWR or the 4 tiles that actually intersect revert back to maxis default intersections.

Similar stuff happens with Maxis avenues or MAVEs ending in a OWR-3. I've gotten around these issues by prolonginf my Avs or OWR-5s one tile beyond the intersection, but it would be nice if it would be fixed.

With OWR-3, if you have a corner and try to connect a street to it the same problem happens - a road intersection appears.

Also, I tried to do an avenue with OWR-5s and a GLR in between them, but on OWR's border with the GLR sidewalks don't appear, which sort of makes it look weird since you end up having OWR, strip of grass, GLR, strip of grass, OWR. Would be awesome if we could have sidewalks on that situation.

Finally, if MAVE's could be connected to those Avenue Roundabouts it would be great. Oh yeah, and smooth scaling on single tile NWM networks connecting to normal road roundabouts.

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Originally posted by: Blueeyesman

sorry im bad at naming things but Rail in road is exactly what i meant when i said Rail on road..... im just hoping the NAM team will make thisquote>

Interesting idea . . . I've seen in locally here, particularly in older industrial areas.  But it'll probably be a good while before we get to something like that.

Originally posted by: tiansivive

Ok, I've already stated the NWM needs some improvements and I know it's a new mod and lots of things will be fixed in the next version but just to be sure you guys don't miss much I have to point out some other stuff.

First off, my main problem is intersections, T-shaped to be more precise when either a NWM or Maxis network ends in a NWM network; double-tile networks' ending intersections are particularly frustrating. For instance if I have a OWR-5 then an empty tile followed by another OWR-5 in the opposite direction and if I intend to end this custom avenue in a OWR-3 then either the OWR-3 tile connecting the 5s reverts back to original maxis OWR or the 4 tiles that actually intersect revert back to maxis default intersections.

Similar stuff happens with Maxis avenues or MAVEs ending in a OWR-3. I've gotten around these issues by prolonginf my Avs or OWR-5s one tile beyond the intersection, but it would be nice if it would be fixed.

quote>

I'm not entirely following you there, but I will try to answer what I think you're asking--please correct me if I'm not on the right track.4.gif 

I have just checked the OWR-3 going through an OWR-5 and trying to intersect another immediately adjacent . . . it does indeed deconvert.  The process of adding additional "stability"/"adjacency" RULs to cover various situations is an ongoing process . . . due to the nature of how Override RULs work, there will probably always be some sort of situation that we haven't thought of that someone will find causes "deconversion".  But once we're aware of it, generally, it generally gets fixed by next release.

Trying to end a dual-tile NWM network or Maxis Avenues into single-tile NWM networks is currently not possible, as there aren't any RULs for that in place yet.  Some of that sort of functionality is being added in NWM Version 2.0.  The following T-Intersections are planned:

AVE-ending-in-TLA-3

AVE-ending-in-AVE-2

AVE-ending-in-ARD-3

AVE-ending-in-OWR-3

AVE-ending-in-NMAVE-4 (the NMAVE-4 will be a new single-tile 4-lane network added in Version 2.0)

(AVEs will not be able to end with a T-Intersection at an OWR-1)

TLA-5-ending-in-TLA-3

TLA-5-ending-in-AVE-2

TLA-5-ending-in-ARD-3

TLA-5-ending-in-OWR-3

TLA-5-ending-in-NMAVE-4

(TLA-5s will not be able to end with a T-Intersection at an OWR-1)

OWR-4-ending-in-NMAVE-4

(OWR-4s will not be able to end with a T-Intersection at a TLA-3, AVE-2, ARD-3, OWR-1 or OWR-3)

(OWR-5s will not be able to end with a T-Intersection at any single-tile network.)

MAVE-4-ending-in-TLA-3

MAVE-4-ending-in-AVE-2

MAVE-4-ending-in-ARD-3

MAVE-4-ending-in-OWR-3

MAVE-4-ending-in-NMAVE-4

(MAVE-4s will not be able to end with a T-Intersection at an OWR-1)

MAVE-6-ending-in-ARD-3

MAVE-6-ending-in-OWR-3

MAVE-6-ending-in-NMAVE-4

(MAVE-6s will not be able to end with a T-Intersection at a TLA-3, AVE-2, or OWR-1)

Originally posted by: tiansivive

With OWR-3, if you have a corner and try to connect a street to it the same problem happens - a road intersection appears.

quote>

To which specific situation are you referring?  An image would be immensely helpful.

Originally posted by: tiansivive

Also, I tried to do an avenue with OWR-5s and a GLR in between them, but on OWR's border with the GLR sidewalks don't appear, which sort of makes it look weird since you end up having OWR, strip of grass, GLR, strip of grass, OWR. Would be awesome if we could have sidewalks on that situation.

quote>

The best solution to that would be to simply stick a sidewalk under all OWR-5s.  A RUL-based system involving detecting OWR-5-next-to-GLR would, especially in a close parallel couplet situation like yours, would be too specialized a situation, requiring a fair bit of really wacky override code that would most likely have significant stability issues, especially at intersections.

Originally posted by: tiansivive

Finally, if MAVE's could be connected to those Avenue Roundabouts it would be great. Oh yeah, and smooth scaling on single tile NWM networks connecting to normal road roundabouts.

quote>

MAVE-4s are planned to be connected to the Avenue Roundabouts at some later juncture, though it would require quite a bit of work to be done on the Avenue Roundabouts Plugin before it could be coded.

-Alex (Tarkus)

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nwm_problems.pngWhile everyone here seems to lately have overdosed on alphabet soup, let me just mention that some streets have a problem with the new, wide roads, equally SAMs running across the end of NWMs cause first a brown tile (manure about to hit the windmill) and then the tile disappears. And someone will hopefully clean-up their act a bit: most of the ploppable turns (at least those with markings) appear to have been painted by someone with a severe hickup, and then outline with extra strong white to make sure we notice:

The problem in the middle can be averted by drawing the NWM over the SAM - not the other way around, it seems.

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Originally posted by: DocRorlach

While everyone here seems to lately have overdosed on alphabet soup, let me just mention that some streets have a problem with the new, wide roads, equally SAMs running across the end of NWMs cause first a brown tile (manure about to hit the windmill) and then the tile disappears.

quote>

Proper SAM/NWM intersections are planned, but it'll require us to update the SAM with the new instances.  I've already made some preliminary steps on that end (seen below), and will be getting back to that once I have a wrap on what'll be in NWM Version 2.0.

sam090620101.jpg

The SAM will also be extended to cover more unaccounted instances beyond just the NWM side . . . GLR crossings, under-Maxis and RealHighway, under HSR, etc.

Originally posted by: DocRorlach

And someone will hopefully clean-up their act a bit: most of the ploppable turns (at least those with markings) appear to have been painted by someone with a severe hickup, and then outline with extra strong white to make sure we notice:

quote>

The single-tile NWM network curves haven't been painted at all, actually.  Those are actually special "MORPH curve" models smoncrie did awhile back (shortly before he went MIA again), that "bend" the orthogonal texture into a curve, saving a fair bit of texturing work.  I will take a look into it, however, to see if there's any way that effect can be mitigated.  It likely has to do with the filtering/wrapping settings on the S3Ds, though the settings that usually fix those types of problems can cause issues with items that have negative UV-mapping coordinates (which I think these have).

-Alex (Tarkus)

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In your first pic, you also placed the piece in the wrong way. Rotate it another cycle for the other type.

Alex: We didn't give it RKT3s? And instead of using negative UVs, simply use its additive inverse in relation to 1 (so 0.25 becomes 0.75). That way we can clamb all we want. 3.gif


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Thanks, Tarkus.

It appears you are "bearing the brunt" of all the wishing, hoping & complaining -admire your patience with it all. My own "desires" here never go beyond the visuals. I tend to think that all the clamour for "realism" in terms of traffic is utterly misplaced for the simple reason that the EXE behind it all is not only severly limited but invariably faulty. And yes, BL, I know it is the wrong way around - quick job, just to get an image. That said, the other way around is only a little different: depending on map rotation, the painted lines still end up chopped and the white border never disappears. But I can at least grasp the uphill battle you guys are facing. NWM is an ideal replacement for those of us who simply don't want highways, "real" or otherwise because they are invariably a visual spoiler. Too much space is required for them to make any sense at all, and then the adjecent tiles mostly become unusable.

BTW, and this may actually not be possible, but conversion pieces appear not to accept zones on either side (meaning zoned tiles have no road access. The same is true of GLR-in-road/street stations. Is there a way around this? Especially for the latter?

And finally, is there somewhere a tutorial on the turning lane pieces available in the NWM - because I cannot make sense of them at all - they don't seem to permit crossroads or turn-offs (at least in my untrained hands).

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Very small request.

Is it possible to make something like the default Maxis cloverleaf, except it be Maxis Highway-6 to Avenue-4?


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One I forgot to mention: using the STR start piece anywhere near a TE lot causes a sinle tile to turn grey, regardless of whether or not the delete part is removed. It also happens when plopping or zoning tiles near that anchor piece:

str-problem.png

NB: ignor the text on the image

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Originally posted by: DocRorlach

It appears you are "bearing the brunt" of all the wishing, hoping & complaining -admire your patience with it all.

quote>

Thanks!  Just doing my job.4.gif

I've had a chance to look into the issue with the NWM curves.  It appears the S3D settings are set to Bilinear filtering with Repeat wrapping.  The one complication with simply eliminating the negative UV-mapping values is that many of the models have UV coordinates that exceed 1--a quirk of the MORPH Curve technique.

I tried just flipping one of those over to Clamp ("Clamb" according to the old Reader) and noticed absolutely no difference.  I experimented around a little bit more, and it seems this is not a Repeat vs. Clamp wrapping issue, but an RKT0 vs. RKT3 issue.  The Large and Small 90-Curves do not suffer from any artifacting at farther-out zoom levels, while the S-Curves and 45-Curve do, because the 90-Curves (well, most of them) are RKT3ed while the others are RKT0ed.  Simple to fix, but a bit tedious.

Originally posted by: DocRorlach

BTW, and this may actually not be possible, but conversion pieces appear not to accept zones on either side (meaning zoned tiles have no road access. The same is true of GLR-in-road/street stations. Is there a way around this? Especially for the latter?

quote>

Which conversion pieces in particular?  The station thing may have to do with the fact that those are TE Lots.  I don't really work with TE Lots particularly often, though, so someone else here who does should be able to answer more conclusively.

Originally posted by: DocRorlach

And finally, is there somewhere a tutorial on the turning lane pieces available in the NWM - because I cannot make sense of them at all - they don't seem to permit crossroads or turn-offs (at least in my untrained hands).quote>

Do you mean the TuLEPs (Turn Lane Extension Pieces) by chance?  To the best of my knowledge, there isn't a tutorial at this time, unfortunately.  There are intersection pieces in the TAB Ring--most of them in the current set are for intersections with other TuLEPs for various networks rather than their standard turn-lane-less configurations, though.

Originally posted by: LivingInThePast

Very small request.

Is it possible to make something like the default Maxis cloverleaf, except it be Maxis Highway-6 to Avenue-4?

quote>

Actually, that's a fairly large request.  It is technically possible, but it would require quite a lot of modeling, and to that effect, I would say it's unlikely.

Originally posted by: DocRorlach

One I forgot to mention: using the STR start piece anywhere near a TE lot causes a sinle tile to turn grey, regardless of whether or not the delete part is removed. It also happens when plopping or zoning tiles near that anchor piece:

quote>

I'm guessing that issue is the result of a combination of the two things:

1) the way the IIDs are assigned.

2) quirks with how the Rail network handles wealthification.

I'll take a look at it.  I believe the RAM folks may be aware of it, though their activity level is quite sporadic at times.

-Alex (Tarkus)

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Thanks again, Alex. I will provide some images next time around (conversion pieces, GLR stations). On the advice of Rivit I redrew the STR. The result is positive if the anchor piece is far enough from the TE lot, but within a two or three tile range the grey base returns the moment anything is soned or plopped nearby. Guess the only thing to do is to keep the anchor right next to the TE lot where possible in order to camouflage it by making it look intentional.

Are you aware of any plans making the street curves SAM compatible? Diagonals take over whatever SAM precedes them, but curves simply stop SAM dead in its tracks.

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Take a look at the picture, and see if you can picture an interchange in your head (or a modelling program) to link those four separate networks in a free-flowing interchange that will cater for those networks

post-529601-12985112798362_thumb.png

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Why on earth would you connect such disparate networks in a single exchange??? I can't see this occuring anywhere except a Terry Pratchett book..

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That is an incredibly specialised intersection. In RL, one of three things would happen.

A. RHW interchange - changing all the approaches to RHW and maybe building a Partial Cloverfold Interchange, preferably with the overpass going left-right from the MAVE-4 and MHW.

B. Roundabout

C. Traffic Lights

You will not be able to preserve those existing networks.

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Originally posted by: Blueeyesman

what about freight/passenger rail in roads?quote>

Already covered in my previous reply up the page:

Originally posted by: Tarkus

Originally posted by: Blueeyesman

sorry im bad at naming things but Rail in road is exactly what i meant when i said Rail on road..... im just hoping the NAM team will make thisquote>

Interesting idea . . . I've seen in locally here, particularly in older industrial areas.  But it'll probably be a good while before we get to something like that.

quote>

Originally posted by: Wiimeiser

Take a look at the picture, and see if you can picture an interchange in your head (or a modelling program) to link those four separate networks in a free-flowing interchange that will cater for those networks

quote>

As the replies above me have stated, it's a far too specialized request . . . not to mention the fact that the modeling required would be extraordinarily tough because of the scaling differences involved.  If you want to meet all those networks, you're going to have to transition them to something else in order to make the interchange.  Some of those conversions/transitions aren't really possible yet, but they're far more likely to happen than a wacky pre-fab for all 4 of those.

-Alex (Tarkus)

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I have one request I haven't seen yet that would be interesting.

Left Turn Signals. (Or if set on the left hand side of the road, Right turn signals)

Do you think it might be possible to modify the TuLEP intersections by tuning up the lights so that way traffic on the left (or right if left handed road) can have a controlled signal? That and possibly adding a signal with the "invisible arrow" for traffic turning left where they have to "yield on green circle".

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Originally posted by: nicebutevil91

I have one request I haven't seen yet that would be interesting.

Left Turn Signals. (Or if set on the left hand side of the road, Right turn signals)

Do you think it might be possible to modify the TuLEP intersections by tuning up the lights so that way traffic on the left (or right if left handed road) can have a controlled signal? That and possibly adding a signal with the "invisible arrow" for traffic turning left where they have to "yield on green circle".quote>

The game's traffic signal system is, on the whole, very simplistic.  It only allows for 2-phase setups, alternating between north/south and east/west oriented stop points, and does not allow for the addition of protected left phases or anything particularly creative.  The best we can really do in terms of making synchronized signals is just stick additional signals onto the mast arms (as we've done with the Avenue Turn Lane Plugin and TuLEPs intersections), but they're still stuck with 2-phase operation.  It's also technically possible to make a 4-light or a 5-light signal ("doghouse" or straight), but they'd be subject to the same limitations.

Unless, of course, you're fine with signals that don't synchronize with game traffic.  Something like that probably wouldn't be going into the NAM , though.

-Alex (Tarkus)

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Hi NAM guys,

Sorry for posting these on the original thread. I posted these there, then I realised that there is a 2nd edition.

Would it be possible to add a 90 degree ground highway curve, elevated 45/90 degree highway curves and elevated highway trumpet interchanges like the ones that are in the current NAM 2010 version?

I feel that when I try to curve the elevated highway using what is available, it looks unrealistic - the curve looks too sharp. Try taking the bend at 120kmh!

Thanks.

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