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I'd like the first start by saying I really appreciate all the work NAM does for SC4. :ohyes: But I guess euro textures for the network widening MOD would be awesome! Keep up the good work guys!

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diagonal neighboor connections 4 the RHW/ NWM?


  Edited by iowndiscti  

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A diagonal ramp for roads that joins the unusable small exit lane wide MIS ramp piece, for something like, um, how do I make links to specific areas in Google Maps?

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A diagonal ramp for roads that joins the unusable small exit lane wide MIS ramp piece, for something like, um, how do I make links to specific areas in Google Maps?

zscren434.png

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I love the NAM for its various components, but frankly find the MIS too space-consuming for my dense-urban areas, which causes me to use the Maxis Highway network exclusively in my urban areas, and since I've left RHW for the vast suburban areas I've been planning, I haven't really looked at RHWs yet. What I'm asking for is an addition to the MIS to allow more compact interchange ramps for urban areas and ready-made interchanges similar to the Maxis Highway interchanges and some other patterns such as stacks?


SimCity is still being developed, just because something isn't in the game right now, doesn't mean it won't be in the final game.

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What I'm asking for is an addition to the MIS to allow more compact interchange ramps for urban areas and ready-made interchanges similar to the Maxis Highway interchanges and some other patterns such as stacks?

Yeah, uhh,... No. And the following is quoted verbatim from the RHW FAQ on SC4Devotion:

The massive amount of time required in making one, the size limits imposed on them, the fact that they would duplicate already existing functionality, along with the rigid inflexibility of such setups and the massive number that would have to be made in order to account for all the networks included in the RHW renders the notion of plop interchanges impractical and unworkable.

And if you think the RHW was too big, think again: The Maxis Highways are actually too small. o.O o.O o.O

The point of the so-called "Modular Interchange System" (not the MIS network; I'm referring to any RHW piece used for interchange construction) is that it's modular, where you can mix-n-match all sorts of ramps, interfaces, and transitions, allowing for an infinite number of interchange possibilities, not just a fixed number.

Another quote:

That being said, there are some setups, particularly with interchanges between two RHWs, that, right now, may seem to especially place a strain on space. It is our intent to slowly fill this area in with creative new pieces which allow for more compact and complex interchanges while retaining some semblance of realistic scale.

Starterless pieces and DRIs are what I see as the first step to such an incentive.

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That seems to be about as tight as it can get. Personally I don't want things any smaller. If they were any smaller I'd worry about trucks tipping over among other nonsense. In the game it would never happen, but the fact that it looks like it would, would bother me lol.


Keep calm and take photographs.

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Actually, they'll get more compact without necessarily getting "smaller" in the future. See below:

rhw021320113c.jpg

And yes, that's exactly what it looks like, and no, it's not anywhere near completion.

-Tarkus


  Edited by Tarkus  

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And if you think the RHW was too big, think again: The Maxis Highways are actually too small. o.O o.O o.O

I meant space-wise, I plan to use RHW for suburban or otherwise more spread-out urban centers.

The point of the so-called "Modular Interchange System" (not the MIS network; I'm referring to any RHW piece used for interchange construction) is that it's modular, where you can mix-n-match all sorts of ramps, interfaces, and transitions, allowing for an infinite number of interchange possibilities, not just a fixed number.

The main problem I have seen with the MIS is it tends to create very boxy and "ugly" interchanges that don't seem to look very realistic. There's only so many curved pieces that I've seen, unless there is a curved-to-diagonal transition piece. Further, I'd like to see a multilevel functionality.

The idea of having ploppaple ready-made interchanges could be worked around by having someone build them and upload them as lots to an exchange if its possible. It wouldn't serve to limit choices, but it'd be a supplement since the cloverleaf/stack is such a common occurance in the world. I've said it to many people on other games, and I'll say it here, not everyone has the time to learn all the nuances of the game. I'm just a casual gamer.

Yeah, uhh,... No.

Lastly, your first statement seemed very rude. I may be a newbie here, but I'm not an idiot.


SimCity is still being developed, just because something isn't in the game right now, doesn't mean it won't be in the final game.

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The main problem I have seen with the MIS is it tends to create very boxy and "ugly" interchanges that don't seem to look very realistic. There's only so many curved pieces that I've seen, unless there is a curved-to-diagonal transition piece. Further, I'd like to see a multilevel functionality.

The one thing I would recommend to new/inexperienced/befuddled/lost RHW users is, well, practise. The second thing I'd recommend is to look at other people's RHW creations for inspiration/ideas. This isn't the kind of thing you can master in one day; It takes immense practise to even make a diamond that's compact and realistic enough.

There's also a handful of RHW tutorials out there, so I'd further recommend looking into those, as well as practising RHW construction in a sort of "Test Region/City".

There are already a number of pieces that curve an orthogonal RHW to diagonal, primarily for MIS, RHW-2, RHW-4, and to an extent, RHW-6C, with many others to be filled in with each successive release. Some of which don't even go directly to diagonal; They transition to something between orthogonal and diagonal: Fractional-Angle, which essentially "breaks free" from the regular SC4 grid.

Alex (Tarkus) clearly stated that multi-level functionality is nowhere near done, so as of now, that's all you'll probably see at this point.

Also, the use of TE-lots as puzzle pieces isn't recommended, as they can cause strange side effects with the Traffic Simulator. Besides, BATing such a piece would still take as long to make as a prefab.

PS: Even today, there are people who still request for RHW prefabs, but the answer is always the same. It's oftentimes along the lines of "No" and "They're inflexible, they're too big, they take too long to make, they're a waste of IIDs, they copy pre-existing functionality, and there's far too many networks and RHW widths to make prefabs to account for each combination." This is stated in the SC4D RHW Development Thread FAQ (and should probably be copied into the RHW Readme). My reasoning for having a modular system is like asking "Why not just cut up the prefab into pieces?"

PSS: I'll admit that even I don't have time to learn how to fully play SC4, but that's for building hypermassive cities. Most of my SC4 time is devoted to transit tomfoolery, hence my knowledge of the RHW.

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Are people ignoring me? I requested something to join a parallel MIS and road without a OWR transition...

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You folks want compact interchanges? Check this one out from Twyla over at SC4Devotion's "RHW Interchange Guide" Tutorial thread:

witw.jpg

I have to admit that I am still a novice with the RHW & I had some fun recreating the interchanges that were presented on that thread. Then all of a sudden, I saw this petite beauty on the 13th page & I went, "aww that's so cute!" :thumb:

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The idea of having ploppaple ready-made interchanges could be worked around by having someone build them and upload them as lots to an exchange if its possible. It wouldn't serve to limit choices, but it'd be a supplement since the cloverleaf/stack is such a common occurance in the world. I've said it to many people on other games, and I'll say it here, not everyone has the time to learn all the nuances of the game. I'm just a casual gamer.

Actually, in a way, it'd serve to limit choices. Ready-made/pre-fab interchanges are extremely labor intensive to make. We're talking about months just to make a single one. Rather than making dozens of modular pieces that are adaptable to a variety of situations and working on other content, we'd be pumping all our resources into making just a small sampling of pieces that only work in very specific situations and doing nothing else. It's simply not feasible from the standpoint of time or labor resources. With the number of pieces that would be required just to provide the same level of Maxis Highway functionality to all the RHW networks, we'd need to make somewhere on the order of several hundred ready-made interchanges.

I recognize that the RHW can seem to have a rather daunting learning curve, but from a time/labor resource standpoint (we're just volunteer modders), ready-made interchanges are far from being a solution. Going forward, it is the RHW project's top priority to find alternative, innovative solutions to make that learning curve a bit less steep while maintaining modularity and flexibility.

Are people ignoring me? I requested something to join a parallel MIS and road without a OWR transition...

Not purposely, no--you just got lost in the shuffle. :( Are you meaning a direct MIS-Road transition?

-Tarkus

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I will suggest for a DD-RHW bridge,the girard point bridge from I-95 in Philadelphia:

171967-M.jpg

171968-M.jpg

2829396987_8296a11bdc.jpg

I95_PA_SB_GP_Bridge-300x205.jpg

13.jpg


  Edited by pahs1994  

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is there a MIS piece with sloping curves though? If not, that'd be a big improvement


SimCity is still being developed, just because something isn't in the game right now, doesn't mean it won't be in the final game.

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How has the Fractional Angle piece development gone? I've already found myself in which I'd like to have a FAAVE to diagonal avenue transition piece, and later on maybe the same for roads as well as fractional angle pieces for the Maxis highway.

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How has the Fractional Angle piece development gone? I've already found myself in which I'd like to have a FAAVE to diagonal avenue transition piece, and later on maybe the same for roads as well as fractional angle pieces for the Maxis highway.

Fractional Angle development hasn't progressed much in the last 2-3 weeks since the release. I'd imagine a FAAVE-to-Diagonal transition will be added at some point in the not-too-distant future. There's already one for Roads, and I'd imagine once we get around to having FAOWR, it'll appear there as well. There are no plans for Fractional Angle Maxis Highway at this point in time.

-Tarkus

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Now I have nothing to request, NAM is really great right now, the only thing I'd like is a highway intersection with a mess over turning lanes, but that would be too complex. :ducky:


8304485626_1c64b9f489_t.jpg

Formerly known as Zulu2065

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Now I have nothing to request, NAM is really great right now, the only thing I'd like is a highway intersection with a mess over turning lanes, but that would be too complex. :ducky:

I think your best bet there is with RHW.


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sundul.gif

Is there will be a Highway over Avenue double decker network for NAM 32??

Short answer: Not likely. (And we don't even know what's going into each successive version until we start throwing it together.)

Long answer:

The one problem with these kinds of pieces, other than its potentially limited usage, is the directionality of the two decks: The reason the DDRHW works is because the two levels are going in different directions. If the two decks were in the same direction, you would have cars jumping between the two decks. The game can only read paths two-dimensionally (and that's the best analogy I can come up with), and the end result would be no different than a single-deck highway with two paths.

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How about an insane little idea for futuristic cities: Flying cars?

Shouldn't be too hard, just take the standard road network and add additional path layers on it at different hights. We might need a whole new set of visual automatia to make it look good, but wouldn't it be cool if you could have roads with 4 or 5 layers of traffic to make a scene like something out of "The 5th Element"? You could have something so that like each vertical layer would be just another lane to the game, so driving on it you could shift left or right to go up or down in elevation. Intersections for it might be a little tricky but I'm sure you guys would weave something through. As for crashes or mid air collisions.... that would just be interesting to see what happens!

Also, it wouldn't need any pavement or roadways up there or any textures for that matter, although you might add floating centerline lane markers or something if you wanted to show a little visual que that it's there, especially if you use pedmalls or parks as a base instead of roadway pavement.

Just a thought incase you guys wanted to try something a little different to fool around with.

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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:

http://sc4devotion.c...p?topic=10828.0

For your ground heavy rails, try this one:

http://www.simtropol...-v3-hd-version/

Sorry, For not getting back to you so soon40.gif

Thank you for the links They worked

Jinglesingle

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