Jump to content

1,637 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

It takes a little experimentation to get comfortable with it.  Having the game in window mode and having the NAM Users Guide open in Adobe Reader at the same time is the best way to go when learning it.  I've managed to migrate just about all my FAR setups to the new draggable form.

 

-Tarkus

Share this post


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

I still don't know how to make FAR-3 x FAR-3 intersections, but the rest of the patterns are not that hard. The easiest ones to remember are:

- Street short 90 degree curves

- Street/road 45 degree curves (just plop a 1x1 road tile in the center of the curve and it becomes smooth

- Road S-curve

For the rest, just check the manual and try to familiarize yourself with the dragging patterns. Most of them are not that hard...


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

Deep lurk mode: ACTIVE

Share this post


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

To be certain I understand:  by El Rail terminals, you mean ones into which the track enters only from one side and does not continue beyond?  I ask because the real-life El lines I've known didn't use terminals, but rather had the tracks continue through to service yards, or on occasional simply dead-end beyond the station with ample room to store a train.

 

Maybe a clearer definition:  Stations have through traffic.  Terminals are the end of the line, no through traffic except maybe to a yard.

 

Yeah just a nice end to the El-rail lines, I compulsively have to loop them leading to massively complicated loops everywhere which is just not realistic.

Share this post


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

I will experiment with the curved feature, but the lots will still face 90 degree angles, which sort of ruins the point. 


Best signature ever

Share this post


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

I still don't know how to make FAR-3 x FAR-3 intersections

This is the only currently possible option you have. Count tiles and fill in the gaps.

fa3_20.jpg

 

 

fa3_21.jpg

 

 

fa3_22.jpg

 

 

I made these pix the very first time I played with draggable FAR, so it can't be very hard.

 

 

Cheers

Willy


NAM Team Member   ||   Check RealRailway development   ||   Visit Port St Claire

Share this post


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

Maybe a set of slip anes which can cross thier networks (either diagonlly or orthogonically)( or even exit from the left[right if you're using UK traffic]) would be in order so we can create a on ground setup [L0] like this.

I mean, currently its possible with one way roads, but it doesnt look as asthetically pleasing as it can (because you have to create intersections from the trunkline road instead of actual left sided slips).

Hell, even a L0 AVE X AVE intersection like this would be an amazingly awesome puzzle piece


Space for rent

call 1-800-sig-need ext.help

Share this post


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

Apologies if this is the wrong section, but.

 

Is there a way of removing the blue structure from the street/road Bus Stations? Anything with a capacity greater than that is OK.

 

I like to try and have a bit of realism in my cities and around my location we have bus stops every few blocks but it's  just the corner, no structure. Networks like Aves would have them. 

 

I don't even mind the phone booth and little sign. It would awesome just to have the floating neon sign to recognize their locations.

Share this post


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

I gather you're talking about RTMT, which is not part of the NAM, but has its own sticky support thread at

 

If so, the answer to your question is "yes".  Just go into the Props subfolder and remove the BusStop prop; it should be called RTMTV3_PropS_BusStop_TfL_Road.dat or something similar.

Share this post


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

- Road S-curve

 

 

Sweet, I didn't know it was introduced for roads! Do you mind to explain how you do that? I don't see it in the images and manuals.

Share this post


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

- Road S-curve

 

Sweet, I didn't know it was introduced for roads! Do you mind to explain how you do that? I don't see it in the images and manuals.

Oh, it's simple: drag two stretches of road next to each other three tiles long. What actually happens is that two halves of the ortho-to-FA-2 curves appear, creating an S-curve.

  • Like 1

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

Deep lurk mode: ACTIVE

Share this post


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

Why is the FLUP for roads one grid longer than the one for streets?  Makes just a bit of a nuisance.


Beware: Emancipated user.  No Windoze for me.
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.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory

Share this post


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

Hi there, I really appreciate all your hard work. Just a quick question: Are there still any plans for puzzle pieces in the elevated Road/OWR/Avenue section overpassing NWM-Streets in future releases of NAM? Or maybe even elevated NWM?

 

Thanks!

Share this post


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

Hi

 

Not sure this is right thread but here goes.

 

It would be nice to have fully 100% draggable street, roads, avenues, rails, RHW, Maxis Hwy's, Symphony. 

I mean fully draggable as in any angle and width!!!!!! Like 11 degrees or 33 degrees or even 22.54678 degrees!!!!!!!

Share this post


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

Alas, such things cannot be done within the legal limits of modding the game.  It would really require building a whole new game, because the whole game engine is built around a grid.

 

The FAR system now allows you to drag roads and some other networks at quite a few different angles, however.  It's just a little difficult to figure out.  Check the NAM User Manual for instructions.

Share this post


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

I can't imagine what would the size of the controller be...

Share this post


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

 It would really require building a whole new game, because the whole game engine is built around a grid.

 

Not really, there are theoretical ways that it could be done in the existing grid-based engine, but there are lots of other things that would need to be built beside it like a dynamic path builder and a traffic simulator capable of looking for the point-to-point drags (And maybe at the same time Street and RHW Tunnels). And we'd need to modify the source code to do that.

 

But it wouldn't be impossible for EA to do it, EA Japan did it in the Wii version of SimCity Creator which I believe is partially based on the SC3K engine.

Share this post


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

From some work being done on Boomtown, this will take more than one CPU.  That is impossible with SC4 without having the source code which we do not and have agreed not to disassemble.


Beware: Emancipated user.  No Windoze for me.
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.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory

Share this post


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

I don't know if this idea has came up before but I think I great idea for regulating traffic (and giving your city a realistic feel) is for an option to include ramp meters on the ramps. I don't know how much it would be possible to make them possible but even ones that don't woud look cool

Share this post


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

I don't know if this idea has came up before but I think I great idea for regulating traffic (and giving your city a realistic feel) is for an option to include ramp meters on the ramps. I don't know how much it would be possible to make them possible but even ones that don't woud look cool

 

You couldn't make them functional (regular traffic lights don't even work in the game), but that sounds like a fairly easy side project for someone to do.  I'd advise putting in a request over at the normal modding request thread.

Share this post


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

Smooth curves for RHW 6S. Yes! That's what a lot of people need.

Share this post


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

I don't want my highways looking derpy like this...

post-560689-0-19356300-1374411755_thumb.

Share this post


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

 

I don't know if this idea has came up before but I think I great idea for regulating traffic (and giving your city a realistic feel) is for an option to include ramp meters on the ramps. I don't know how much it would be possible to make them possible but even ones that don't woud look cool

 

You couldn't make them functional (regular traffic lights don't even work in the game), but that sounds like a fairly easy side project for someone to do.  I'd advise putting in a request over at the normal modding request thread.

 

How did they get traffic lights in the diverging diamond piece

(which don't work correctly)?

Share this post


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

It's easy enough to add traffic light props through T21 modding.  I'm just saying that traffic lights have absolutely no effect on the game mechanics (they won't make your highways less congested in the case of ramp signals).

Share this post


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

Everyone should remember that the general display is mostly eye candy except when it is used for zoning input.


Beware: Emancipated user.  No Windoze for me.
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.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory

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


×

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