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Not even like this?

http://maps.google.com/maps?ll=18.395901,-66.153676&z=18&t=h&hl=es

This here is the PR-2 / PR-5 SPUI in Bayamón's city center area. Above the roads there's an elevated rail line, from the Tren Urbano. Making something like this would be interesting, but probably not forseeable in the near future (we still need diagonal high elevated rail).

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How about the ideas of a Double Decker highway bridge (ie: Western span San francisco Bay Bridge) a wider Double decker (like RHW6) and ends for the Double-Decker RHW4 to transition into a RHW2?

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Not even like this?

http://maps.google.com/maps?ll=18.395901,-66.153676&z=18&t=h&hl=es

This here is the PR-2 / PR-5 SPUI in Bayamón's city center area. Above the roads there's an elevated rail line, from the Tren Urbano. Making something like this would be interesting, but probably not forseeable in the near future (we still need diagonal high elevated rail).

It'd take us a fair bit of work to figure out how to work a 3-level SPUI . . . which is basically a single-point version of a Volleyball Interchange. (That would make it a "SPolleyball" or perhaps a "SPack"?) I wouldn't anticipate anything along those lines anytime soon. Not until well after stack interchange functionality is in place.

How about the ideas of a Double Decker highway bridge (ie: Western span San francisco Bay Bridge) a wider Double decker (like RHW6) and ends for the Double-Decker RHW4 to transition into a RHW2?

There already is a basic DDRHW-4 bridge. It'd take a bridge modder to do anything more elaborate. There are plans for a DDRHW-8, but no DDRHW-6 or any other widths beyond the 4 and 8. I'm not sure why you'd want to transition from a DDRHW-4 to an RHW-2 . . . and if you really want to, you can already do that with existing transitions and about 20 tiles of space.

-Tarkus

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How about an expansion to the Ped Footbridge tiles? Can they include intersections and curves, as well as STR, HSR, RHW, and SAM support?


Check out

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speaking of Ped mall tiles.. i remember a while back someone saying that there might be some new stuff coming for it. i don't really care when it comes out as i know you guys have a lot of other stuff going on. But i think it would be cool to hear what kindof ideas are being floated around for the Ped tiles.

I also have a question about NAM. is there a "diagonal road on slope"? i make a lot of rrail bridges using the diagonal on slope and i came across a project where it would be useful with a road on slope. i checked the readme but im not seeing it


  Edited by pahs1994  

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How about an expansion to the Ped Footbridge tiles? Can they include intersections and curves, as well as STR, HSR, RHW, and SAM support?

The overpasses would be feasible, but you're getting into adding new model-based content with intersections and curves.

speaking of Ped mall tiles.. i remember a while back someone saying that there might be some new stuff coming for it. i don't really care when it comes out as i know you guys have a lot of other stuff going on. But i think it would be cool to hear what kindof ideas are being floated around for the Ped tiles.

I also have a question about NAM. is there a "diagonal road on slope"? i make a lot of rrail bridges using the diagonal on slope and i came across a project where it would be useful with a road on slope. i checked the readme but im not seeing it

There's been long-running talks about going draggable, and adding more connections so it can be used without having to interface it with a TE Lot (such as a station).

There are no diagonal on-slopes for Roads, One-Way Roads or Avenues. The main reason is--you guessed it--the fact that it's a model-based item. I tried making one myself awhile back, but it didn't turn out too pretty. :rofl:

-Tarkus

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I think an interesting idea would be subway-over-avenues. Similar to that of Chicago.

Another request I would make is quad-tracked turning pieces. Currently there are dual track turning pieces (45 degrees, etc), but none for a quad-tracked system.

Thanks!

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I believe there was a mod by someone many moons ago. Can't remember thoughBtw it's Will12 but my other user isn't workings soo.....


  Edited by Will13  

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I'm not sure why you'd want to transition from a DDRHW-4 to an RHW-2 . . . and if you really want to, you can already do that with existing transitions and about 20 tiles of space.

I thought it would be an easier end piece. Rather than having it split from one tile to two, this looks like it would be much easier for me and take up less space.

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I'm not sure why you'd want to transition from a DDRHW-4 to an RHW-2 . . . and if you really want to, you can already do that with existing transitions and about 20 tiles of space.

I thought it would be an easier end piece. Rather than having it split from one tile to two, this looks like it would be much easier for me and take up less space.

While I can see where you're coming from now, I'm not sure such a transition exists anywhere in RL, and it'd be very tricky from a modeling standpoint (where we're already poorly-equipped) because the lane geometry between the two networks would be extremely odd. We'd probably end up having to expand out width-wise anyway to make things line up, which would defeat the purpose.

And Bwong, there's been talk of Elevated Light Rail-over-Avenue for awhile now--I think there was even a rough prototype at one point. But there's the issue of whether or not to center the rail line or asymmetrically have it over one side of the Avenue. There's never been a conclusive decision on that front, so that's stalled and not likely to return to activity for awhile, with our current slate of ongoing projects.

There are, however, plans for Quadruple-Track Rail (QTR) as part of the further expansion of the Rail Addon Mod (RAM) system. You can read all about the plans on the RAM front on the first post of the RAM development thread at SC4D.

-Tarkus


  Edited by Tarkus  

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Well, here is still a basic but crude picture of my idea. Black road is top and bottom road is bottom. After the split, it starts to angle down.

8vtgkh.jpg

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Well, here is still a basic but crude picture of my idea.

The issue isn't in the interpretation of the piece, it's in the implementation.

We just don't have the modelling manpower to do it right now.

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I wonder if somebody ever asked for this but are there or will there ever be smooth curves for GLR?

When my subways go out into the suburbs they run above ground using GLR tracks. To make it more eye candy (but of course it should be fully transit-enabled) I would like to add wide curves:

glrcurve.jpg

Is that possible?

Thanks a lot for any hint.

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On the rail topic, has there been work on making wider rail lines? Say, like the 3 to 4 rails used for main lines in heavy traffic areas? This would be nice for those who want a realistic implementation of genuinely important railroad networks.


  Edited by Dragonxander  

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I wonder if somebody ever asked for this but are there or will there ever be smooth curves for GLR?

When my subways go out into the suburbs they run above ground using GLR tracks. To make it more eye candy (but of course it should be fully transit-enabled) I would like to add wide curves:

glrcurve.jpg

Is that possible?

Thanks a lot for any hint.

It's been planned for awhile now, but it's also been on the backburner that entire time. Eventually, it'll probably be rectified, but I can't say when. The GLR curves probably won't be of quite that diameter, either.

On the rail topic, has there been work on making wider rail lines? Say, like the 3 to 4 rails used for main lines in heavy traffic areas? This would be nice for those who want a realistic implementation of genuinely important railroad networks.

Yes. The planned expansion to the Rail Addon mod will take care of that, and Triple-Track Rail is actively in development right now. See here.

-Tarkus

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Are there any puzzle pieces for High Elevated Rail turns? I can't seem to find any way to make High El Rail that isn't straight. If it doesnt exist, then that's what I'd request for the next version


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Are there any puzzle pieces for High Elevated Rail turns? I can't seem to find any way to make High El Rail that isn't straight. If it doesnt exist, then that's what I'd request for the next version

The High Elevated stuff is kind of in an odd spot developmentally. Those pieces essentially came out of nowhere when smoncrie came off of a lengthy hiatus back in 2008 (they had been sitting on his hard drive since 2006 or even 2005), and there's been no development on them since. There had been discussion of going draggable with them, but they've kind of fallen by the wayside with all the other stuff going on developmentally. I don't know what the plan is there--it would kind of depend on how much wrangling would need to be done to appropriate the existing regular-height elevated models and make them into high-elevated.

Other pieces missing are diagonal ground/elevated road, one-way and avenue transitions, on slope--any news on this particular detail?

They are in development now. See here.

-Tarkus


  Edited by Tarkus  

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In regard with Tram ON road will it eventually have car paths in the middle 2 lanes? Is this possible? If possible can it have a higher capacity (car)? Also is their any way to extend the limit on how far you can drag el rail over road? Is it just an easy ilives reader change or is it impossible? Regards Durfsurn

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In regard with Tram ON road will it eventually have car paths in the middle 2 lanes? Is this possible? If possible can it have a higher capacity (car)?

There already are paths in the middle 2 lanes for cars. As far as the capacity goes, it's kind of tricky to really tell what the actual capacity is for that network. They're dual-CheckTyped puzzle pieces, so they could be inheriting their capacity from either Road or Light Rail, and there's never really been an official investigation into which one, though given what I know about network hierarchy, it's probably deriving it from Light Rail (in which case there's a big increase).

Also is their any way to extend the limit on how far you can drag el rail over road? Is it just an easy ilives reader change or is it impossible? Regards Durfsurn

I wasn't aware that functionality was still enabled in RUL0 . . . it's a relic of the era when we started experimenting with "AutoPlace" lines (circa NAM Version 28), which fell out of favor when we discovered they caused CTDs on TE Lots whose TEing setup matched the CheckType setup of the puzzle piece (e.g. the infamous car ferry CTD). If we really do anything different to that functionality, it'll cause a CTD to occur whenever a station is plopped.

-Tarkus


  Edited by Tarkus  

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Hey Guys. Great work going on :) I was just wondering is elevated roundabouts ( L1 in the multi height system) were being made in the close future? maybe with a L2 overpass? look at the picture below and you'll see what i mean. its close round me and they could be handy.

http://g.co/maps/nqdj9

Thanks guys

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Better disable it then. So will the tram in road get an "investigation?"

At some point, yes. But it'll be down the road (no pun intended).

Hey Guys. Great work going on :) I was just wondering is elevated roundabouts ( L1 in the multi height system) were being made in the close future? maybe with a L2 overpass? look at the picture below and you'll see what i mean. its close round me and they could be handy.

It's been discussed, though once again, we're talking about model-based elevated content here. Our resources on that department are quite slim, and there'd also have to be some conceptual planning on implementation done there. It'll be awhile.

-Tarkus

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Hmm...before I deluge my 'requests' of sorts, can I ask if there's a SAM thread where it may just be slightly more relevant? :P It concerns different SAM overlays (?) and whether they will ever be able to intersect cleanly...like the NWM does.

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Hmm...before I deluge my 'requests' of sorts, can I ask if there's a SAM thread where it may just be slightly more relevant?

I'd ask here or just start a new thread.

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There are no plans to have intersections between different SAM sets. Ditto with transitions The number of intersections (and transitions) that would be required would be absurd. I think the best you can hope for is some sort of filler piece that'd stop the SAM Street before the intersection, which would mostly accomplish the same thing.

-Tarkus

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There are no plans to have intersections between different SAM sets. Ditto with transitions The number of intersections (and transitions) that would be required would be absurd. I think the best you can hope for is some sort of filler piece that'd stop the SAM Street before the intersection, which would mostly accomplish the same thing.

-Tarkus

You can always use the SAM Stopper, but it has some limitations.


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Are there any plans to add roundabout intersections to FAR roads? I've been tring to craft traffic patterens like you see in Washington DC ( 4 diagonal roads intersecting at a traffic circle). It is technicaly possible now by transistioning back to regular road before the intersection, but if space is tight that extra 2x3 trasition piece can really throw a wrench into things.

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I was working in my game the other day, and I realized two things I really would love to see; NWM elevated network pieces (like the avenue ones) and NWM flups. I have recently gotten really into the NWM, and my game really needs these things :P

I hope to possibly see this in the future? :D *crosses fingers*

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