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How about additional Bike paths styled Ped Mall tiles?

I've used this mod from Deadwoods a while back because I do like the urban look. But, I kinda experienced the water graphics bug with this mod for some reason even though I have the listed dependencies.

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well rather than posting a request that would blow todays schedule in terms of time typing it down, I'd rather like to ask a question covering it:

Are there any additions (and if so, which are confirmed for NAM 30) to maxis standard highways (both ground and elevated), the NWM and the TULEPs?


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How about additional Bike paths styled Ped Mall tiles?

I've used this mod from Deadwoods a while back because I do like the urban look. But, I kinda experienced the water graphics bug with this mod for some reason even though I have the listed dependencies.

We are looking to expand the Ped Mall functionality after the next release cycle. As far as the water graphics bug, it sometimes can be an adverse reaction by the game to transparent lot textures.

well rather than posting a request that would blow todays schedule in terms of time typing it down, I'd rather like to ask a question covering it:

Are there any additions (and if so, which are confirmed for NAM 30) to maxis standard highways (both ground and elevated), the NWM and the TULEPs?

As far as Maxis Highways go, Chrisim has made a few additions. The Elevated Maxis Highways will be getting a 45-degree wide radius curve, there will be interchanges for Elevated Highway and Tram-in-Avenue (both orthogonal and diagonal) and the Avenue diagonal interchange for Elevated Highway has been redesigned.

As far as the NWM goes, there is active development on a new release. Two of the long-awaited triple-tile networks will debut (the TLA-7 and AVE-6), along with a new single-tile network (the Narrow MAVE-4). All of them will be able to curve and go diagonal (not wide-radius curves yet), and the dual-tile networks will gain curve/diagonal functionality as well. There's been some progress on adding diagonal intersection configurations to the single-tile networks, though this has been taking quite awhile (about 40 new intersections for 6 networks), and the NWM is dragging behind the other projects we're prepping for this release cycle, so that part may get scaled back a bit. You can see more of what's been happening on that front in the NWM thread.

As far as TuLEPs go, there will be some new pieces to allow Rail, GLR and Elevated Rail to cross Road and Avenue TuLEPs, as well as a couple of new transitions, and one new slip lane piece. It won't be a substantial update yet. The new NWM release will also add some TuLEPs for the new triple-tile networks.

-Alex (Tarkus)


  Edited by Tarkus  

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wow, thanks Alex for this detailed information. :thumb:

covers quite a bit of what I had in mind if I posted a request. Let's so how things do once it's released


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1.. el raid over avenue j

2. double decker highway

3. draggable FARR :)

4. larger roundabout (3-5 lanes)

5. one way maxis highway (including wide radius curves and entrace/exit ramps)

6. more flexfly pieces

7. diagonal mod that will remove the saw tooth edges in daigona raod and avenues.

8. more RHW bridges

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2. double decker highway

DDRHW-4 will be in the next release of the RHW Mod.

5. one way maxis highway

Already possible. Just build the highway and then drag rail over the side you want gone.

7. diagonal mod that will remove the saw tooth edges in daigona raod and avenues.

That already exists as well. It is on the STEX, but I'm not sure what it is called...

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4. larger roundabout (3-5 lanes)

I think I saw that one aswell. ploppable roundabout filler thingy that at least visually adds a lane or 2


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I would like to have puzzle pieces to put monorail along streets, roads and avenues like there is the Elevated Rail Dual/Double-Decker Networking. The monorail is the fastest means of transport in simcity 4 so it would be great to have it running along the streets and avenues to alliviate congestion.

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Hi,

I posted this on main board to see how easy, then fainted at the level ov codeding you need to learn, but would this be possible.

I'm wondering whether it is possible to create track sharing (where two forms of railway share one track) between EL/GLR and standard rail? It's astheticaly pleasing and it saves a tile worth of space. Im looking at the track sharing between the district line of the tube (London) and national rail, see photo for example

P1160592a.jpg

If this does exist, please point me to it, and if it doesn't and someone thinks they could code it, it would be great.

Thanks,

The Game Guy

-------

You ate my lama :cry:

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In a future release, would it be possible to have a speed bump puzzle piece, so that sims won't go through residential areas, unless they live there? And also maybe ploppable traffic blocking poles so that the street can continue, and pedestrians can keep walking, but cats can't? I know you guys a really busy, but now that I've just been around Holland, I keep seeing more and more things that are missing from simcity that would be very beneficial.

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I'm wondering whether it is possible to create track sharing (where two forms of railway share one track) between EL/GLR and standard rail?

There is a Ground Heavy Rail to El-R connection piece here:

https://www.simtropolis.com/forum/files/file/4338-ground-rail-2-elevated-rail-transition/

But as the description & comments state, the thing is a bit buggy.

In a future release, would it be possible to have a speed bump puzzle piece, so that sims won't go through residential areas, unless they live there? And also maybe ploppable traffic blocking poles so that the street can continue, and pedestrians can keep walking, but cats can't?

There are these:

EDIT: Fixed Links:

https://www.simtropolis.com/forum/files/file/26285-traffic-restriction-lots-for-nwm/

https://www.simtropolis.com/forum/files/file/3199-brf-urbanlegend-traffic-control-pack/

https://www.simtropolis.com/forum/files/file/14799-traffic-control-addon/

https://www.simtropolis.com/forum/files/file/13857-overhead-sign-traffic-control-pack/

Sorry about that.


  Edited by CahosRahneVeloza  
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I'm wondering whether it is possible to create track sharing (where two forms of railway share one track) between EL/GLR and standard rail?

There is a Ground Heavy Rail to El-R connection piece here:

https://www.simtropolis.com/forum/files/file/4338-ground-rail-2-elevated-rail-transition/

But as the description & comments state, the thing is a bit buggy.

Sorry but this is mearly a tranfer, rather than one piece of track shared between rail and GLR, but thanks for looking.

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Hi,

I posted this on main board to see how easy, then fainted at the level ov codeding you need to learn, but would this be possible.

I'm wondering whether it is possible to create track sharing (where two forms of railway share one track) between EL/GLR and standard rail? It's astheticaly pleasing and it saves a tile worth of space. Im looking at the track sharing between the district line of the tube (London) and national rail, see photo for example

P1160592a.jpg

If this does exist, please point me to it, and if it doesn't and someone thinks they could code it, it would be great.

Thanks,

The Game Guy

-------

You ate my lama :cry:

Forgive me if I'm mistaken, but isn't the train on the right (yellow) part of London Overground, which is now part of London Underground?

I'm sure the both use the same electric pick up system (two live rails in between the ones the wheels go on) so it's more like light rail than heavy rail.

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Hi

Now, I may not have been a good boy, and downloaded the latest NAM (I was happy with the one I had... ;) ), so I could be oblivious of any pieces like the ones I'll be requesting/suggesting... also, I haven't read this complete thread, so I'm sorry if this has already been suggested. If so, just disregard my post. :)

With my limited knowledge, this should be quite easy, at least it shouldn't add completely new networks, only an addition to extisting NAM features.

My suggestion is to add a few pieces to the different road and rail puzzle piece plop cycles. I'd like to see straight pieces of raised road and rail over blank terrain, without the support columns. This way one could make longer spans (wider 'openings') of functional bridges over canals, rivers or other terrain, which I would very much like. Right now, when making scenes like this, the columns will often appear too close together. If one were able to jump between pieces with and without columns, one could make even more realistic bridges and crossings. :)

Another possible nice effect of this is that other batters (like myself) can more easily (and more creatively) create custom bridge skins, to 'dress up' raised NAM networks, and further blend them into their scenes. :D

I hope you guys will consider my suggestion in your surely busy modding schedule. ;)

Anyway, thanks for the work you do for the community! :thumb:

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Hello. I think that the Rail should have electric cables for the trains to pick-up electricity from, and I don't mean plopable Ones, I mean ones that appear when the rail is dragged.

Jinglesingle

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Hello. I think that the Rail should have electric cables for the trains to pick-up electricity from, and I don't mean plopable Ones, I mean ones that appear when the rail is dragged.

Jinglesingle

For El-Rail & a monorail to shinkansen mod that has catenaries try out this mod by moonlight:

https://www.sc4devotion.com/forums/index.php?topic=10828.0

For your ground heavy rails, try this one:

https://www.simtropolis.com/forum/files/file/21935-rail-catenary-mod-v3-hd-version/


  Edited by CahosRahneVeloza  

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Wider roads... My widest highway in my region with 5 lanes on each side with a carpool lane made possible by a mod I dl'd from STEX has serious traffic problems...

And yes, call me CRAZY but this is what I wish the width could be possibly made up to and what the traffic is like.

Link.

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I suggest making if possible a Avenue/OWR Viaduct pieces for Diagonal RHW-4, since there are some places in my region where I need it.


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My suggestion is to add a few pieces to the different road and rail puzzle piece plop cycles. I'd like to see straight pieces of raised road and rail over blank terrain, without the support columns.

Quite easy to do, fortunately. That's a small enough thing it'd be feasible to "sneak in". ;)

Wider roads... My widest highway in my region with 5 lanes on each side with a carpool lane made possible by a mod I dl'd from STEX has serious traffic problems...

And yes, call me CRAZY but this is what I wish the width could be possibly made up to and what the traffic is like.

Link.

Ah yes, the Atlanta Downtown Connector. Looks like you'll need "Ultra-Wide" RHWs to do that. Those won't be in our next RHW release (Version 5.0) though we've been discussing expansion out to an RHW-18 for a future release.

I suggest making if possible a Avenue/OWR Viaduct pieces for Diagonal RHW-4, since there are some places in my region where I need it.

They won't be in our next RHW release, but they're on the long-term list.

-Alex (Tarkus)

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My suggestion is to add a few pieces to the different road and rail puzzle piece plop cycles. I'd like to see straight pieces of raised road and rail over blank terrain, without the support columns.

Quite easy to do, fortunately. That's a small enough thing it'd be feasible to "sneak in". ;)

:thumb:

Can't wait! :D

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Is there any overpasses for STR planned in the future?

Yes, but they most likely won't be done until there's an update to the RAM. There won't be one in this release cycle, but RAM development is set to kick back into gear afterward.

-Alex (Tarkus)

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my suggestion is for FLUPs. Im not sure if this is realistic or not but i am looking for a monorail to underground tunnel FLUPS for a span of water that i do not want bridges over, but i need more access than just the road and ave i have there. Rail acess is on the other side of my city so it would be cool if i can extend my nearby my Monorail network over there. the transition would be a pretty long piece i would think...

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I have a big problem facing me, I have planned out large RHW and HSR networks with substantial sections inplace. But, I CANNOT interlace them! My highways run at ground level, and my HSR runs 15m above them and it's not feasible for me to use tunnels to cross them with the tight grid system I have going.

Basically, if you guys could possibly get around to making a set of over and underpass pieces for HSR, in the same mannor that you've made them for heavy rail, I would be truely grateful!

And thank's again for all your hard work that still makes this game worth playing!

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my suggestion is for FLUPs. Im not sure if this is realistic or not but i am looking for a monorail to underground tunnel FLUPS for a span of water that i do not want bridges over, but i need more access than just the road and ave i have there. Rail acess is on the other side of my city so it would be cool if i can extend my nearby my Monorail network over there. the transition would be a pretty long piece i would think...

I don't believe there are any plans for Monorail-based FLUPs at this time.

I have a big problem facing me, I have planned out large RHW and HSR networks with substantial sections inplace. But, I CANNOT interlace them! My highways run at ground level, and my HSR runs 15m above them and it's not feasible for me to use tunnels to cross them with the tight grid system I have going.

Basically, if you guys could possibly get around to making a set of over and underpass pieces for HSR, in the same mannor that you've made them for heavy rail, I would be truely grateful!

And thank's again for all your hard work that still makes this game worth playing!

First off, you're most welcome! :golly:

The RHW/HSR support is relatively minimal at this point, but it will be more substantial after RHW Version 5.0 is released. The crossings will be draggable rather than puzzle-piece based. I don't believe all the RHW networks will support HSR crossings, but many will, including ERHW-over-GHSR overpasses.

And murimk, if you're reading this, I can officially confirm that there will be "no pylon" orthogonal Road, OWR and Avenue Elevated Viaduct pieces in NAM Version 30.

That said, we've largely shut down further development on new items and the NAM Team is focusing its attention toward final tweaking and stress-testing of the existing new content we've developed, in preparation for the Version 30 release (which, as always, has no scheduled release date or timeline for release). Unless your request is something we've already developed, it'll have to wait until a later release.

-Alex (Tarkus)


  Edited by Tarkus  

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Did you get my post at SC4D that said the GHW Parallel avenue ramps don't have paths? Because I think that's important.

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Did you get my post at SC4D that said the GHW Parallel avenue ramps don't have paths? Because I think that's important.

Yes, though I have been unable to replicate the bug in either RHD or LHD mode, so it appears it's been fixed.

-Alex (Tarkus)

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