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    Is there a way to connect a narrow 4 lane road to an avenue or some other 4 lane roadway? I'm searching through transition pieces and all I'm finding is the N4LR to road transition.

    And since I just want to narrow my avenue to 1 tile, but leaving it with four lanes, transitioning it to a 2 lane road first just to widen it to four lanes afterwards doesn't seem too realistic..

     

    At present, there isn't.  Additionally, when that one is added, it'll be draggable, like most of the NWM transitions that have been added since NAM 30, and it won't be under the button in puzzle piece form (in fact, we're trying to make the button obsolete).  You might be able to temporarily think of the brief lane drop as being for construction purposes for the time being.

     

    I hope this is the right place for this question. I just placed my first ave 6 with median now the cars are turning anywhere they want even when there is no intersection is this normal? I was trying to ease congestion now it looks like drunk people on the road lol  

     

    Are you referring to the actual AVE-6, or its version with the center left turn lane, the TLA-7?  In the case of the TLA-7, vehicles will enter the median and turn across--that's actually the entire point of the network, as it allows direct access to zones all the way on the other side of the network.  If you're seeing zigging and zagging on the AVE-6, that can happen if you have a lot of generated traffic, as opposed to normal simulated traffic.

     

    Sounds like an LHD/RHD conflict.  If your game is LHD, you have to have the LHD version of the package too.

     

    LHT/RHT drive side issues would have no impact on this particular situation.

     

    -Tarkus

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    I haven't used that feature (it is loaded) since the change in nomenclature.  I rather hope that crossing the median is not a default, but can only be done at designated points.  Making U turns on an avenue is not usually permitted except at designated cross-overs.


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    I haven't used that feature (it is loaded) since the change in nomenclature.  I rather hope that crossing the median is not a default, but can only be done at designated points.  Making U turns on an avenue is not usually permitted except at designated cross-overs.

     

    If you are using the TLA-7, the TLA-5, or the TLA-3, where the median is paved, crossing the median is the default for those networks.  There are related networks with a physical median (the AVE-type networks), however. The median on the TLAs can indeed be crossed at virtually any point, as that is how those networks operate in RL, but U-Turns are not allowed on them.

     

    -Tarkus

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    Thanks for the clarification.  At least vehicles don't have to go to the next intersection to turn into some place.


    Beware: Emancipated user.  No Windoze for me.
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    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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    Is there a way to connect a narrow 4 lane road to an avenue or some other 4 lane roadway? I'm searching through transition pieces and all I'm finding is the N4LR to road transition.

    And since I just want to narrow my avenue to 1 tile, but leaving it with four lanes, transitioning it to a 2 lane road first just to widen it to four lanes afterwards doesn't seem too realistic..

     

    At present, there isn't.  Additionally, when that one is added, it'll be draggable, like most of the NWM transitions that have been added since NAM 30, and it won't be under the button in puzzle piece form (in fact, we're trying to make the button obsolete).  You might be able to temporarily think of the brief lane drop as being for construction purposes for the time being.

     

     

    Thanx, Tarkus.

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    Another thing I noticed last night is that the two-tile neighbor connector pieces for the TLA-5, RD-4, and RD-6 don't seem to allow for traffic to fully cross into a different town.  It will allow commuters from within the originating town to leave and come back every night, however commuters from out of town will not enter town by way of the same neighbor connection.  They will be forced to enter town by way of a mass transit connection, if available.  If none is available, they just become phantom employees in the neighboring town.  This does not seem to affect the three-tile neighbor connector pieces for the TLA-7 and Ave-6. It took me so long to notice this because every city in my region has an extensive subway system.

     

    For the time being I have transitioned my TLA-5's to RHW-4's and my RD-6's to RHW-6s's near the edges of my cities for the purposes of creating fully functional neighbor connections.  After installing the RHW neighbor connections, traffic flowed perfectly between each side of the city border.

     

    If needed I can post some pictures to demonstrate

     

     

     

     

    Another thing I noticed last night is that the two-tile neighbor connector pieces for the TLA-5, RD-4, and RD-6 don't seem to allow for traffic to fully cross into a different town.  It will allow commuters from within the originating town to leave and come back every night, however commuters from out of town will not enter town by way of the same neighbor connection.

    Did you put an NC piece in the neighbouring town? It's required you do so to ensure proper function for both sides of the connection.

     

    Neighbor connector pieces were on both sides of the connection.  At first I thought that was the mistake I hade made, so I rebuilt them on both sides and let traffic recalculate on both sides.  Still nothing coming in from the opposite side.  I also removed every other plugin I had and did a test with two new cities in a blank region. The results were the same every time.  Traffic would exit and return on the originating side only.  Traffic would be heading out the link for the morning commute and back in for the evening commute.  No incoming traffic during the morning commute and no outgoing traffic in the evening.  Once I switched out the TLA-5 neighbor connections for RHW-4 both sides were used like they should have been.

     

     

    I am having the same issue.  Have you been able to figure out why this is happening?

     

     

    Actually, in my tests investigating the issue with NAM 32 Pre-Release 1 the past night, I found the dual-tile network neighbor connectors to work fine, and the triple-tilers didn't.  I fixed the triple-tile ones.

    Yeah, I am having the same issue. I finally got around to using the RD-6 network. This is a two-part issue:

    First: I replaced two regular avenues with RD-6 as a neighbor connector. I placed the NC pieces on both sides. Excuse me if this has been covered somewhere, but I think I may be placing the NC pieces backwards. There is a little brown "ghost" tile hanging off one of the sides of the RD6. Is that brown ghost tile supposed to be on the "neighbor's side," or is it supposed to be on the side of the city in which you are working?

    The second part is the reason why I am resorting to the forum, as I have done exhaustive research about the issue. Rather than continuing to test it, ever since I started messing around with the RD6 pieces, I have been experiencing constant CTDs, and my simulation inevitably only lasts so long before I am looking at my desktop again. Reading through the documentation, I came across an issue regarding something about an "IRI" spot or something, where if you have the traffic inspection tool out, it will CTD if you go from an "IRI" to a puzzle piece or something. I don't quite understand what that even means, and I suspect I could have inherited such a bug with the NAM 32.

    Thanks!

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    First off, the little "ghost tile" on the RD-6 is an error--it seems to be using the RD-6 Starter Piece preview model.  The ghost tile shouldn't be there, and there is no "backwards" orientation for that piece. 

     

    As far as this "IRI" acronym, it stands for "Interchange-base Related Items"--it's basically the formal name for "puzzle piece", and tended to be used more back in the very early days of the NAM, 10 years ago.  If you hover a puzzle piece near a transit-enabled lot, like a transit station something similar, the game can't resolve the RULs, goes into an infinite loop, and the game determines that the only way to terminate the loop is to crash to desktop.  That issue is something we can never fix (it's in the .exe) and it's been known for as long as the NAM's been around.  There's other reasons it could be crashing--the city tile could be corrupt in spots, it might be the "zoom bug" (another very old and essentially unfixable issue), perhaps there's some immortal lots in the vicinity, or there could be some other graphical issue.

     

    -Tarkus

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    First off, the little "ghost tile" on the RD-6 is an error--it seems to be using the RD-6 Starter Piece preview model.  The ghost tile shouldn't be there, and there is no "backwards" orientation for that piece. 

     

    As far as this "IRI" acronym, it stands for "Interchange-base Related Items"--it's basically the formal name for "puzzle piece", and tended to be used more back in the very early days of the NAM, 10 years ago.  If you hover a puzzle piece near a transit-enabled lot, like a transit station something similar, the game can't resolve the RULs, goes into an infinite loop, and the game determines that the only way to terminate the loop is to crash to desktop.  That issue is something we can never fix (it's in the .exe) and it's been known for as long as the NAM's been around.  There's other reasons it could be crashing--the city tile could be corrupt in spots, it might be the "zoom bug" (another very old and essentially unfixable issue), perhaps there's some immortal lots in the vicinity, or there could be some other graphical issue.

     

    -Tarkus

     

    Thank you for your response. Much appreciated. As is your hard work on the NAM. :)

    It's not the zoom bug. I knew about that one for as long as the game as been out. And I still zoom in and out too fast on occasion. lol.

     

    What do you think the best course of action should be? Bulldoze all the transit lots and the entire RD-6 on both sides and try again? I did re-d/l the NAM 32 last night and installed, but haven't had the chance yet to try it out.

    When you say that little "ghost tile" is an error, is it an error with the NAM, or do you suspect it's something to do with my particular installation that could be causing it? Also, does it affect the functionality of the piece? If not, I probably won't have to worry about it. I figured it shouldn't matter which way to orient the peice, as the yellow lines are in the middle, and the white lines are on the outsides. But I am not a programmer, soo....

     

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    Don't know if it's the right place to ask, but since I downloaded the NAM 32 i have multiple issues with the RHW. Every system beside the RHW-2 does not show up properly any longer, also when I drag from starter pieces only the RHW-2 is dragged so I can't build any RHW networks anymore. Already built RHW networks like RHW-4 or 6C/8C aren't shown properly anymore. I re-installed the NAM with several different configurations for RHW also texture configurations but I wasn't able to solve the problem.

    I can deliver photos if needed. Thanks for help ;)

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    For once, I can help.  Beneath the RHW-2 button you should see starter buttons that you can cycle through for the desired network.  Plop the desired starter with the correct orientation, and then drag the RHW-2 from there for the desired RHW. :)

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    Yeah I know that :D No the problem is even if I drag from starter pieces only RHW-2 is dragged I cannot create any other RHW netwroks anymore besides RHW-2 and also my already built networks do not show up properly anymore. 

    It's allso intetresting that the RHW.-2 I can build has an Euro texture although I didn't install any additional textures during NAM installation.

    But I just realized this is the NWM thread I'll switch topic for my problem ;)

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    is there a way to make a overpass with this ave over ground project symphony?

    k42Yov8.png

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    is there a way to make a overpass with this ave over ground project symphony?

    Your only option is to elevate the highway; there's currently no option for elevating the RD-6 unless you want to convert to Avenue instead.

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    is there a way to make a overpass with this ave over ground project symphony?

    Your only option is to elevate the highway; there's currently no option for elevating the RD-6 unless you want to convert to Avenue instead.

    Thank you that's what I thought

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    Hello. I have been having some problems with traffic regarding a RD6 <-> RHW6 transition. All the traffic around on the congestion tool shows as green but on the single tile of the transition it is shown as red. Is this a bug? Is there anything I could do to solve this problem?

     

    Here is a screenshot:

    post-108538-0-32749200-1410226654_thumb.

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    You'll get a clearer picture if you used the advanced display,.  Just click the second radio box,.  Single tiles can be deceptive.


    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.
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    I cant find any tutorials on youtube that give a detailed explanation on how to connect highways/streets etc to bordering neighbors. I place the neighbor connector piece at the border but am not able to connect the highway to the boder piece. Can some give me a detailed explanation. If I just run the highway normally through the border only freight goes through. Thanks

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    You have to do it the other way around. Make the draggable connection, then plop the connection piece over the top.

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    Hello,
    This is the 1st time I am trying with NWM. I use NAM 32.
     
    1. What is a Turning lane avenue? What is the significance of this "Turning"?
     
    2. What does this 3-Lane Asymmetrical Road (ARD-3) do? Features I mean.
     
    3. I made a road using 6-Lane Road (RD-6) and tried to cross it with a normal road and normal avenue. The normal road can cross it but the normal avenue cant. Is this correct? What to do so that a normal avenue can cross the RD-6?
     
    4. How to cross a RD-6 with a RD-6 road? While I tried to cross a RD-6 with a RD-6, only one part of the horizontal RD-6 can cross the vertical RD-6. How to solve it?
     
    More questions will be updated later in this thread of mine.
    Thank you.

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    Hello,

    This is the 1st time I am trying with NWM. I use NAM 32.

     

    1. What is a Turning lane avenue? What is the significance of this "Turning"?

     

    2. What does this 3-Lane Asymmetrical Road (ARD-3) do? Features I mean.

     

    1. TLA networks have a median that's basically a giant turn lane. Depending on where you live or what your authority of transportation might say, real-life TLA networks may be deemed unsafe or even nonexistent; these are more a US/Canada thing where being able to turn off of the road is more convenient than having to go to the nearest intersection to make a U-turn.

     

    2. Climbing lanes, capacity boost, and in some cases, extending turn lanes. For the case of climbing lanes, these are for use with mountain roads, where uphill traffic needs to overtake slower vehicles.

     

    That's all I can answer.

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    Thank you Ganaram,

     

    So now I understand what are Turning lanes... Now I need to decide whether I will use them in game or not.

     

    And the ARD-3... no question of using it :)

     

    Anyway I will wait for my 3rd and 4th answer from somebody.

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    Now, to those other two questions . . .

     

     

    3. I made a road using 6-Lane Road (RD-6) and tried to cross it with a normal road and normal avenue. The normal road can cross it but the normal avenue cant. Is this correct? What to do so that a normal avenue can cross the RD-6?

     
    4. How to cross a RD-6 with a RD-6 road? While I tried to cross a RD-6 with a RD-6, only one part of the horizontal RD-6 can cross the vertical RD-6. How to solve it?
     

     

    With both of these, are you by chance using the starter pieces as if they're standard puzzle pieces (i.e. plopping 1-tile long segments)?  That would explain the issue you've described.  The way the starter pieces are intended to work is that you place just one starter, and then, using the Road tool, drag two stretches of directly parallel Road through both tiles of the starter piece.  The two Roads will convert into the two halves of the RD-6, creating the complete network.  Then, you should be able to build intersections with Avenues and other RD-6s.

     

    Additionally, the RD-6 supports intersections with all the default networks, plus most draggable-based NAM items.  The one caveat is that both networks involved in the intersection, at this point in time, must be orthogonal.  If either (or both) is diagonal, the RD-6 will convert back to two parallel default Roads, as we haven't added support for those crossings yet.

     

    -Tarkus

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    Now, to those other two questions . . .

     

     

    3. I made a road using 6-Lane Road (RD-6) and tried to cross it with a normal road and normal avenue. The normal road can cross it but the normal avenue cant. Is this correct? What to do so that a normal avenue can cross the RD-6?

     
    4. How to cross a RD-6 with a RD-6 road? While I tried to cross a RD-6 with a RD-6, only one part of the horizontal RD-6 can cross the vertical RD-6. How to solve it?
     

     

    With both of these, are you by chance using the starter pieces as if they're standard puzzle pieces (i.e. plopping 1-tile long segments)?  That would explain the issue you've described.  The way the starter pieces are intended to work is that you place just one starter, and then, using the Road tool, drag two stretches of directly parallel Road through both tiles of the starter piece.  The two Roads will convert into the two halves of the RD-6, creating the complete network.  Then, you should be able to build intersections with Avenues and other RD-6s.

     

    Additionally, the RD-6 supports intersections with all the default networks, plus most draggable-based NAM items.  The one caveat is that both networks involved in the intersection, at this point in time, must be orthogonal.  If either (or both) is diagonal, the RD-6 will convert back to two parallel default Roads, as we haven't added support for those crossings yet.

     

    -Tarkus

     

    Thank you Tarkus.

     

    woo hoo thank you it works. Both NMW road and avenue networks cross each other.

     

    OK My Ave-6 is coming like this.... w/out the median. Is it correct? Also is the networking signs correct? How can traffic come to this city from the other city through this avenue since all arrow signs are outwards?


      Edited by mayorgreener  

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    Glad I could help. :)

     

    I can't see your picture, as it's giving me a 404 error.  The AVE-6 doesn't include median props by default--this was to avoid dependencies.  As far as the neighbor connection goes, any multi-tile NAM draggable network that is built using single-tile networks will always have the arrow going out on all tiles.  You'll need to plop the AVE-6 neighbor connector piece over top of both ends of the neighbor connection in order for it to function.

     

    As far as the RD-6 goes, there are no smoother corner turns.  Only the single-tile NWM networks have wide-radius curves available presently.  NWM development is in an odd spot right now, so it'll probably be quite some time before there's new NWM content.

     

    -Tarkus

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    Glad I could help. :)

     

    I can't see your picture, as it's giving me a 404 error.  The AVE-6 doesn't include median props by default--this was to avoid dependencies.  As far as the neighbor connection goes, any multi-tile NAM draggable network that is built using single-tile networks will always have the arrow going out on all tiles.  You'll need to plop the AVE-6 neighbor connector piece over top of both ends of the neighbor connection in order for it to function.

     

    As far as the RD-6 goes, there are no smoother corner turns.  Only the single-tile NWM networks have wide-radius curves available presently.  NWM development is in an odd spot right now, so it'll probably be quite some time before there's new NWM content.

     

    -Tarkus

     

    Thank you Tarkus.

    I will make straight RD-6 only as that will be best ...

     

    Another question, can we turn that RHW 10S or 8S? I mean if it takes a corner turn ... North-to-East turn? Can that be done?

     

    And can a NWM RD-6 and RHW 10S/8S criss-cross each other? Will I have to use the elevated RHW options if I want to do that?

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    Another question, can we turn that RHW 10S or 8S? I mean if it takes a corner turn ... North-to-East turn? Can that be done?

    If you mean a full 90...

    No.

    Just try doing a 90 turn in Mario Kart under the influence of a mushroom and see for yourself.

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    Huh?  Well, 90 plus or minus 15 will not work.  The orthogonal grid allows at best 45 degree turns.  Others are coerced.


    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.
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    Thank you Tarkus.

    I will make straight RD-6 only as that will be best ...

     

    The RD-6 can actually curve and go diagonal, but the curves aren't of the wider-radius variety, and the diagonals can't form intersections.  But the option to curve things around does exist if you wish to use it.

     

    Another question, can we turn that RHW 10S or 8S? I mean if it takes a corner turn ... North-to-East turn? Can that be done?

     

    And can a NWM RD-6 and RHW 10S/8S criss-cross each other? Will I have to use the elevated RHW options if I want to do that?

     

     

    You can make a 90-degree turn, but only by using two 45-degree turns.

     

    And yes, you will need to elevate the RHW-8S and 10S to cross a RD-6.  The only two RHW networks that can intersect NWM networks at-grade are the RHW-2 and MIS.  For all others, you'll need an overpass, and if you're wanting the RHW to connect to the NWM network, an interchange.  This will become considerably easier with NAM 33, which will add a bunch of new ramp interfaces to the elevated RHW networks.

     

    -Tarkus

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    This technically applies to the NWM and the RHW, but I thought I'd put it here instead.

     

    So far you guys have made RHW-4 able to morph into OWR-2, and RHW-6S into OWR-3 (as well as RD-6), but there's no support for MIS & OWR-1. I was curious as to whether or not a transition between MIS and OWR-1 could be made at some point in the future. It would actually be really useful for making intersections and such, since the MIS (being a highway-type thing) doesn't have too much support for such. In addition, this would let us connect a MIS to any NWM netword because we could simply turn it into a OWR-1 network. I realize these transitions are probably a pain to make, but I was just wondering.

     

    -Mush


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    “The deeper I go into myself the more I realize that I am my own enemy.”  ― Floriano Martins         Member of the NAM Team

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