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Real Highway (RHW) - Development and Support

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While I was building a RHW-2 bridge with the FLEXHeight system I came across this bug. The FLEXHeight system does not generate the RHW-2 bridge version. This occurs at the L1-L2 level. This bug only manifests itself with RHW-2 while with the other versions (RHW-4,RHW-3, MIS Ramp,RHW-6S,RHW-8S,RHW-10S,RHW-6C,RHW-8C) work

unknown.png


Federal Republic of SiculiaFederal Republic of Sonora

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2 hours ago, ulisse said:

While I was building a RHW-2 bridge with the FLEXHeight system I came across this bug. The FLEXHeight system does not generate the RHW-2 bridge version. This occurs at the L1-L2 level. This bug only manifests itself with RHW-2 while with the other versions (RHW-4,RHW-3, MIS Ramp,RHW-6S,RHW-8S,RHW-10S,RHW-6C,RHW-8C) work

unknown.png

That's a stability requirement. Use a starter.

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@ulisse, just to add further to what @Ramona Brie said, we intentionally removed the "auto-L1/L2 RHW-2" out the ends of both the FLEXHeight and FLEXOnSlope transitions with NAM 38.

The issue with it is that it effectively resulted in the other elevated RHWs needing to override not only the base RHW-2 network, but also the L1 and L2 RHW-2 networks, and this got particularly sticky in situations in which one crossed over another network immediately after (or even a couple tiles out) from the transitions.  For instance, the L2 RHW-4 in that instance above would not only need to override L0 RHW-2, but also L2 RHW-2 and L1 RHW-2 (due to how the transitions "stack"), or else it'll stubbornly revert to one of the elevated RHW-2 networks partway through.  There was some RUL2 code written ages ago to partially compensate for it with the FLEXHeight, and it was on the order of about 100,000 lines of RUL2 code, and still didn't cover everything.

It's basically the same reason FLEXFly (in its current iteration) doesn't cross over L0 RHW-2.  It made all the override networks more stable, and saved probably at least a couple hundred thousand lines of RUL2 code.  One has to be very careful with initiating overrides out of a base network, because it can create a lot of headaches later--especially given that the RHW system includes over 30 override networks in its current iteration (that number's expected to exceed 40 at some point).

It's possible we might create a dedicated RHW-2 version that does allow "auto-L1/L2 RHW-2" but does not allow much in the way of other overrides (which would still be FLEX-based, since old style puzzle pieces are bad news, and it'd allow us to stick it into QuickChange setups, as needed), but having a version that doesn't do that and is more override-friendly was the top priority with this change, especially since one can generally work around this by adding a starter.

-Tarkus

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@Tarkus   thank you so much for clarification


Federal Republic of SiculiaFederal Republic of Sonora

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NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

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An early taste of what's going on with NAM 40 . . . some minor cosmetic cleanup to do on these, but they should give you the idea.

rhw-12092020-1.jpg

 

rhw-12132020-1.jpg

-Tarkus

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8 hours ago, Tarkus said:

An early taste of what's going on with NAM 40 . . . some minor cosmetic cleanup to do on these, but they should give you the idea.

rhw-12092020-1.jpg

 

rhw-12132020-1.jpg

-Tarkus

That RHW-4 turns in a wye. This is new. Wye is previously possible on RHW-2 only. And, awesome RHW-8C lane split!

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On 12/13/2020 at 5:06 PM, chfzdn said:

That RHW-4 turns in a wye. This is new. Wye is previously possible on RHW-2 only. And, awesome RHW-8C lane split!

The RHW-4 Wye is actually in NAM 39, and perhaps earlier. I'm using them on my newest map. That clean up looks nice.5fd91a9b213f9_3RHW4Wyes.jpg.3f26ab361b1faae62310fa8441b6321f.jpg

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The NAM weaves as the NAM wills

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5 hours ago, Matrim Cauthon said:

The RHW-4 Wye is actually in NAM 39, and perhaps earlier. I'm using them on my newest map. That clean up looks nice.5fd91a9b213f9_3RHW4Wyes.jpg.3f26ab361b1faae62310fa8441b6321f.jpg

Thanks for info.

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On 12/13/2018 at 11:15 PM, Tarkus said:

Work on the QuickChange Xpress (QCX) project, adding FLEX-based pre-fab interchanges with bells and whistles to the RHW, is once again humming along . . . here's a couple of samples:

rhw-12072018-1.jpg

rhw-12132018-2.jpg

-Tarkus

I could really use these right now lol,

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1 hour ago, TJ1 said:

I could really use these right now lol,

They're still planned, but have been put back on the shelf for a bit.  The main issue is that there's quite a bit of work that needs to be done to stabilize (and path) the new FLEX Turn Lane (FTL) setups that are part of them.  I suspect when we get another FTL-focused release cycle (don't worry, we're on much shorter release cycles since NAM 37's ultra-marathon, so timewise, that's not likely to be far off), they'll be revisited, along with a possible SPUI variant.

-Tarkus

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Hello ,

I want suggest a complement, for the RHW (URHW = Underground RHW) .

At this time , this tube existes for the Flup :

pUeqqVy.jpg

With LHD and RHD , I think that is good if there are elements with green light in right and left (only an idea).

To complete this collection of elements, I propose this parts :

Tube entrance :

3ZdlQ.png

Underground RHW in 2x2 :

transition between tunnel and half underground.

aGJ8e.png

transition with a aerial round about :

beJOQ.png

sample transition with aerial way :

EXNlV.png

undercover way in underground for a center of round about :

lO17x.png

part of underground connection :

QZ4k9.png

My skill with BAT are limited . I own Gmax , BAT and SC4PIMX. I'm don't know the system with program to transform a lot / model in TE (transit enable).

I can in first time product a lot in cosmetic or eyes candies.

 

 

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In fact, the NAM team has been working on something very similar to this since the end of the last year:

 

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10 minutes ago, matias93 said:

In fact, the NAM team has been working on something very similar to this since the end of the last year:

 

Very interesing ! It's already in function or for the moment it's again in developpement ?

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A basic set for RHW-2 is present in NAM39 and functions fine. I believe this will be expanded in v40 and eventually to support all RHW and existing FLUPs, probably so new things too. 

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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I have NAM 40 and found this graphic problem with FLUP RHW-3

Y3C9jsR.jpg

 

 


Federal Republic of SiculiaFederal Republic of Sonora

   Ain Member  Wiki

NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

Ulisse Wolf YouTube Channel - Ulisse Wolf Mastodon Profile

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Messing around with 6 Lane RHW and get a gap using the HSR Monorail.   Is there a filler piece that fits the center median of HWY ?

If I reduce the lanes to 4 lane RHW (2 tile width) , the HSR Monorail connects without any issue or extra puzzle pieces

There are 8 and 10 lane RHW, any plans to add pieces for them as well or they already exist somewhere ?

 

 

https://i.imgur.com/wmtgKjn.jpeg

 

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54 minutes ago, Max4k said:

Messing around with 6 Lane RHW and get a gap using the HSR Monorail.   Is there a filler piece that fits the center median of HWY ?

=====

There are 8 and 10 lane RHW, any plans to add pieces for them as well or they already exist somewhere ?

No, there's no filler/puzzle piece, because that's supposed to be a draggable crossing--that's most likely a bug with the HSR-side code.  RHW-8S and 10S are also supposed to be supported draggable crossings as well.  I suspect the crosslink code was accidentally removed during the big RHW code revamp.  I'll see to it that it gets added back in for NAM 43. 

-Tarkus

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ok, yea, because when I reduced it to 4 lane prior to the Monorail, it did the same thing, but If I used the normal RHW road piece to drag, but just click once on the highway, the Monorail fixes itself

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I have either a question or a request. Maybe I'm not reading the documentation right, but I couldn't find a way to make an RHW-2 split into two MIS like this, neither draggable nor with a puzzle piece.

616c993a951e8_RHW-2Split.jpg.720a4e0141f60304d80d41a2ebd1869b.jpg


11241036 Lotting/Modding Thread - Support for all of my uploaded plugins

Visit my CJ Maxiland, where I'm taking on an enlarged version of Timbuktu!

 

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26 minutes ago, 11241036 said:

I have either a question or a request. Maybe I'm not reading the documentation right, but I couldn't find a way to make an RHW-2 split into two MIS like this, neither draggable nor with a puzzle piece.

616c993a951e8_RHW-2Split.jpg.720a4e0141f60304d80d41a2ebd1869b.jpg

O4LTVto.png

Here is the procedure you need to do to get the piece you need

 

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Federal Republic of SiculiaFederal Republic of Sonora

   Ain Member  Wiki

NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

Ulisse Wolf YouTube Channel - Ulisse Wolf Mastodon Profile

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I'm trying to build a Stack Interchange but I'm stuck with trying to drag the ramps but they stay as 2-laned highways here is what I'm talking about:

Any and all help would be appreciated.

Screenshot(242).jpg

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I don't know if anyone else has reported this bug or not but in the RHW 3 Tile Cosmetic Pieces, theres a bug with some of the inner ones with the barriers.

Screenshot (254).png

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The current cosmetic pieces are all puzzle-based and there are (eventual) plans to replace them with a flex-based update at some point.

I don't think there is a bug here, so much as there being some missing pieces unsupported by a cosmetic mod. There is an optional mod (NAM) that replaces the twin concrete barriers with single ones, but that's never offered complete coverage.

It is possible to convert any missing pieces, but that involves editing S3D models and re-IDing things.


Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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12 hours ago, Phillip Driver said:

I don't know if anyone else has reported this bug or not but in the RHW 3 Tile Cosmetic Pieces, theres a bug with some of the inner ones with the barriers.

Screenshot (254).png\

 

Thanks for the report,  I have a fix in place:

617abdf2b4daf_Screenshot2021-10-28101241.jpg.d3494989d7897827feeddee13451a4d2.jpg

For now, you can use this TEMPORARY patch to resolve the issue.  Please create a folder within your "Network Addon Mod" folder called "z_patch" and place the file in it.  This will ensure the patch loads after all other NAM content and ensures that the patch will be deleted when you remove the "Network Addon Mod" folder whilst upgrading to the next NAM which will contain the fix permanently integrated into the mod.

RealHighway_CosmeticPieces_SingleBarrier_TEMP_PATCH.dat

Cheers,

Flann

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Proud member of the NAM development team.

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Found another bug with the FLEX Inside 2 lane to 1 lane split when converting to 4 lane splitting to 3 lane and 12 lane road

Screenshot (257).png

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7 hours ago, Phillip Driver said:

Found another bug with the FLEX Inside 2 lane to 1 lane split when converting to 4 lane splitting to 3 lane and 12 lane road

That appears to be an artifact from the sometimes tricky process of trying to build that ramp (D1 and E1 ramps with the 8S are always a bit messy, because of the tile drop in addition to the lane drop).  Click over the affected tile with the Disconnector, and that glitch should go away.

-Tarkus

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Hi all,

I am very new to the world of RHW and thought I would start with a simply junction shown below, am I correct in thinking there is no transition piece that replicates the section in red? Namely two single lanes (different directions) merging into a standard road.

Thanks!

Split.JPG.a5e634a99cba194eebf7421914bb20be.JPG

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19 minutes ago, mallenuk said:

Hi all,

I am very new to the world of RHW and thought I would start with a simply junction shown below, am I correct in thinking there is no transition piece that replicates the section in red? Namely two single lanes (different directions) merging into a standard road.

Thanks!

The drag pattern shown at left, when drawn with RHW, will give you the outcome at right. Just curve the ramps as needed.

Screen Shot 2022-01-09 at 15.40.50.png

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