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^^ You mean something like this?

[picture]

That looks more like NWM to me. Anywho that is probably also the right tool for what I am trying to accomplish.

 

Textures for such a piece were made, but we elected to not finish the piece due to realism concerns. In-line lane shifts like that would be a massive head-on collision risk and in most countries not pass safety requirements.

I would think that is where signs, speed limits and road markings would come into play (and driving according to the conditions). Anywho NWM is probably the right tool for what I am trying to make (a Motortrafikvej - hybrid between a motorway and a country road - lower speeds, crossing roads, same rules as on a motorway, optional barrier)


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Replying to a few more entries that haven't gotten a response yet:

 

Can we get Barriors/Lights like these  all the ground RHW or give a different design for the RHW-6C/RHW-8C? The dual barriors dont really look appealing to me. Just a request.

 

Barriers aren't a huge priority, especially as they're a cosmetic detail and it can be surprisingly tricky to model them on curves.  The only reason we have the dual barriers on the ground 6C/8C is because it was the easiest way to get barriers on them (they were basically height-adjusted from the L1 6C/8C), and it was ultimately better than no barriers at all.

 

I just got an idea: You know the Rural Roads Plugin, right? Well, how about a version for those stylish commercial districts in some towns? I don't really have any examples to show right now, but "stylized sidewalks" and road patterns, traffic islands, etc.

 

A nice idea, but as RuRP has been one of the least popular NAM Plugins (in part due to it having a bit of an identity crisis, between Road Cosmetic Pieces and SAM Curves), there aren't any plans at this point to expand along similar lines.

 

Is it possible to make TuLEP pieces that crosses monorail, elevated rail, and/or rail varadict? Without those, basically all elevated network has to go around the intersections and it's very unrealistic and waste of spaces. Since we already have GLR and rail crossings, is it possible to cross them too?

 

It is possible to make pieces along those lines.  It's something I may look into as part of the expansion to the TuLEP system.

 

Can I see? It's probably still better than anything I could make...

 

It's still not exactly pretty . . . suffice to say, there's a reason why I have no involvement in RABETs.

 

rhw102520111.jpg

 

5 Words: RHW-6S, 8S, 10S Lane Shifts.

 

Definitely on the list, but I don't know when, as it's unlikely I'll be the one making them.

 

Also, to further report on a previous request . . .

 

u9XUQEV.jpg

 

The only "puzzle" involved there is the FLEX OnSlope.  All the other components involved are built through draggable means.  It's quite stable, too.  Not having to rush to meet a release date means I can work at a reasonable pace on this stuff.

 

-Tarkus

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Is it possible to make TuLEP pieces that crosses monorail, elevated rail, and/or rail varadict? Without those, basically all elevated network has to go around the intersections and it's very unrealistic and waste of spaces. Since we already have GLR and rail crossings, is it possible to cross them too?

 

It is possible to make pieces along those lines.  It's something I may look into as part of the expansion to the TuLEP system.

 

 

 

 

Sounds good, and I think I have another request: Is it possible to make a transition piece between a normal avenue to the NRD-4? Right now I had to make transitions from NRD-4 to road then to an avenue, which creates a major traffic nightmare with the bottleneck it creates without the pieces. And is it possible to make Maxis highway ramps for NWM systems?

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It's still not exactly pretty . . . suffice to say, there's a reason why I have no involvement in RABETs.

 

rhw102520111.jpg

 

 

-Tarkus

Actually, it's not too bad considering. Definitely would be worth revisiting later down the line

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I've been thinking for some time: Why not make the Rural Roads draggable? That way it's easier to draw them out over long distances and there's more overpass and intersection support.

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There was a project which endeavored to do it, it was called RealRoads. The problem is that it got very complex very quickly and the author abandoned it.

 

The NAM Team has no intention to pick up development of RealRoads and the last remnants were removed in NAM31.

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How about roads with bike/pedestrian lanes, or parking lanes so cars can park on the side (although I don't know if that would be possible :()

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How about roads with bike/pedestrian lanes, or parking lanes so cars can park on the side (although I don't know if that would be possible )

 

Neither request would be possible and lead to new functionality. Bikes can't be added as a new form of travel and there's no way to add side parking using only puzzle pieces or draggable means.

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There was a project which endeavored to do it, it was called RealRoads. The problem is that it got very complex very quickly and the author abandoned it.

 

The NAM Team has no intention to pick up development of RealRoads and the last remnants were removed in NAM31.

 

It's no fun plopping 812 puzzle pieces on a single stretch of road...

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It's no fun plopping 812 puzzle pieces on a single stretch of road...

That's about 13 kilometers of featureless road. Surely it can't be completely featureless, because even then, there has to be a crossing (or even something) that has to break the pattern. Additionally, that would have to span up to 4 large city tiles, and if there's nothing in all four tiles but purely straight Road with absolutely no other crossings (keep in mind that for safety reasons, you can't have a broken yellow line near a crossing, a curve, or the top of a hill, and I'm sure there are more places), you may have to question what you're building.

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For Turning Lanes, can you just add a right turning lane along with the left turning lane and regular lane.

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What about maxis highway pieces? Or is it already exist? o.O


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What about maxis highway pieces? Or is it already exist? o.O

What about them?  You just pick it up on your cursor and use it.  Only the unitary pieces don't drag.  Who would drag an interchange?


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What about maxis highway pieces? Or is it already exist? o.O

What about them? You just pick it up on your cursor and use it. Only the unitary pieces don't drag. Who would drag an interchange?I'm talking about like the RHW. RHW is like building a puzzle. With transition, ramp pieces.

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What about maxis highway pieces? Or is it already exist? o.O

What about them? You just pick it up on your cursor and use it. Only the unitary pieces don't drag. Who would drag an interchange? I'm talking about like the RHW. RHW is like building a puzzle. With transition, ramp pieces.

 

 

Project Symphony is about all you're going to get out of the Maxis Highway from here on out.  The purpose of RHW is to replace the old highway wherever possible.  There might be some diagonal ramps in the future, but that's about it.

 

All of the custom interchanges that already exist are still available.  But no more will be made.

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I am not particularly pleased with project symphony because it does not manage a seamless conversion from MHW.  RHW is far to labour intensive for most players, IMHO.  I can think of no reason to clutter up my game with all the extra stuff to use MIS with PS.  Generally it means starting up new regions, abandoning the old ones. 

 

When I get to my next break of that kind, I'll consider this again.  What I will probably do at that point is a switch over to RHW.


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Project Symphony is more like a Maxis Highway leaning towards RHW instead of the other way around. Symphony is also meant as a stepping stone for people converting from MHW to RHW, but due to design decisions about dimensioning, Symphony just simply can't convert existing MHW interchanges, often because their dimensioning is way too tight...


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I am not particularly pleased with project symphony because it does not manage a seamless conversion from MHW.

 

That's because it's not designed to. It's designed for people new to RHW to get used to the usage paradigm and for those already used to it to have a more urban-oriented Motorway network.

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RHW is designed for highway aficionados.  The amount of civil engineering pretty much flattens most of your terrain, and disallows some of the neater irregular terrain features.  This is typical of engineering for a real highway.  It adds an interesting dimension to the game, but I am not one of those who is interested, particularly, in volumes that need such transport systems.  My play scenario at the moment is detached rural towns on one tile.  This needs at most NWM for the bigger towns transitioning into cities.  In my towns an avenue is rare.

 

I am always aware that the maximum grid dimension in the game is 4 Km.  Hard to justify any kind of highway.


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"That's about 13 kilometers of featureless road."

 

Sounds like Nebraska.

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I'd love to see stack interchanges- plus 7.5 highway crossing- I've noticed that I can't cross highways using 7.5- love to be able to do that.


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I'd love to see stack interchanges- plus 7.5 highway crossing- I've noticed that I can't cross highways using 7.5- love to be able to do that.

For stack interchanges...

2vwelqf.jpg

It's possible, but it will take up a lot of land. (Doesn't take up a lot of land for my standard. :P)

For 7.5 the same thing to what Durfsurn said, use the 7.5 RHW networks to cross an arterial road over an RHW.

P.S. If you have the Maxis Highway Override installed (Project Symphony), you can use the 7.5 AVE/Road/OWR over MHW pieces for your RHW-4 networks.


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Actual 7.5m Road/OWR/AVE-over-RHW overpasses will become available in NAM 32.  It won't be in the form of puzzle pieces.  The functionality will come as part of the new draggable roadway viaduct system that is going to be a central feature of the new release.  (And no, we are not doing release dates ever again.  That was a one-time thing.)

 

u9XUQEV.jpg

 

-Tarkus

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Actual 7.5m Road/OWR/AVE-over-RHW overpasses will become available in NAM 32.  It won't be in the form of puzzle pieces.  The functionality will come as part of the new draggable roadway viaduct system that is going to be a central feature of the new release.  (And no, we are not doing release dates ever again.  That was a one-time thing.)

 

<snip>

 

-Tarkus

Nice! Will it be capable of making NWM viaducts?

P.S. Yeah, I'd love to get surprised rather than seeing a release date, Release dates also pressure the developers and are required to rush due to limited time...  ;)


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Nice! Will it be capable of making NWM viaducts?

P.S. Yeah, I'd love to get surprised rather than seeing a release date, Release dates also pressure the developers and are required to rush due to limited time...  ;)

 

 

If you're referring to these new viaducts going over NWM networks, yes, and that functionality will be in NAM 32.  If you're referring to NWM viaducts, the answer is also yes, but that'll be something for a later release.

 

-Tarkus

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I wish something could be done about the long pauses getting into and out of subway view and similar modes.  It almost seems as if the game is doing all its sums again rather than just a redraw.  What has been triggered in the game to cause this?


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The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
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Well, if you change to subway view, it removes all models and lot textures and props from the view (which is logical, otherwise you can't see where the subway goes). This is the quick part. If you switch back, it has to redraw and switch on EVERY SINGLE building, prop, tree and lot texture. Considering this quickly runs into thousands of objects, it's more than obvious that this process takes time. Same goes for from zone view to normal view.


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