Jump to content
Sign In to follow this  
alvinheriadi

SimCity: Transit and Roading Networks

730 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

If a narrow street can only support up to medium density buildings, why have I seen high density buildings on narrow streets in screenshots, such as this one: http://www.thesimshu...003405795_o.jpg

That's because the (narrow) 4-lane road with lights supports high density buildings.

Ooh, goody!

I must have misinterpreted your post above.

That's great to know! I was worried that a city would never be able to support high densities just because I never laid any wide roads down.

  • Like 1

Share this post


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

So I'm assuming road widths are dependent on their names?

Something like street-road-avenue-boulevard-highway?

I understand that there are two different road widths, but multiple capacities of each.

The first road width is dirt road, 2 lane road, 4 lane road, 4 lane road with traffic lights, and the second road width is boulevard, avenue and avenue with tram.

  • Like 1

Share this post


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

So I'm assuming road widths are dependent on their names?

Something like street-road-avenue-boulevard-highway?

I understand that there are two different road widths, but multiple capacities of each.

The first road width is dirt road, 2 lane road, 4 lane road, 4 lane road with traffic lights, and the second road width is boulevard, avenue and avenue with tram.

Those are the internal names though, in game it's something like:

Low-density road, medium-density road, high-density road, and medium-density avenue, high-density avenue and finally high-density avenue with streetcar tracks. Oh, and dirt roads.

  • Like 1

Share this post


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

So I'm assuming road widths are dependent on their names?

Something like street-road-avenue-boulevard-highway?

I understand that there are two different road widths, but multiple capacities of each.

The first road width is dirt road, 2 lane road, 4 lane road, 4 lane road with traffic lights, and the second road width is boulevard, avenue and avenue with tram.

Those are the internal names though, in game it's something like:

Low-density road, medium-density road, high-density road, and medium-density avenue, high-density avenue and finally high-density avenue with streetcar tracks. Oh, and dirt roads.

Personally I prefer the internal names, than what your are planning on using in the game.

Any chance you will reconsider?

  • Like 1

Share this post


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

Are the tramways limited to only dedicated right-of-way in avenues? I hope there will be an option to have tracks that share the right of way with other vehicles. It would be limiting to their usefulness to only be able to have tram tracks in the widest roads.

If there aren't any shared-lane tramways, I hope that at least it will be possible for them to be modded in properly, instead of like in SC4 where the trams in such roads go through cars because modders didn't have a way to make them stop and slow down for other traffic.

Share this post


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

If a narrow street can only support up to medium density buildings, why have I seen high density buildings on narrow streets in screenshots, such as this one: http://www.thesimshu...003405795_o.jpg

That's because the (narrow) 4-lane road with lights supports high density buildings.

Nice. I'm looking forward to this new function ability with the road network. Instead of planing urban development through light med and high density zoning. We now do it with the road we choose to build. And the road will network all of the power and utility lines and pipes.

Share this post


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

So I'm assuming road widths are dependent on their names?

Something like street-road-avenue-boulevard-highway?

I understand that there are two different road widths, but multiple capacities of each.

The first road width is dirt road, 2 lane road, 4 lane road, 4 lane road with traffic lights, and the second road width is boulevard, avenue and avenue with tram.

Those are the internal names though, in game it's something like:

Low-density road, medium-density road, high-density road, and medium-density avenue, high-density avenue and finally high-density avenue with streetcar tracks. Oh, and dirt roads.

So the loss of density control in the zoning system is made up for by density controls in the roads. Which sort of makes sense; you generally see density following the quality of the infrastructure in modern cities. All the new high density neighborhoods in the Sunbelt are forming along high quality roads and avenues, while the smaller roads still have only single-family homes and strip malls along them. I would like to see streetcars able to use more networks than simply the high density avenue.

Share this post


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

I would like to see streetcars able to use more networks than simply the high density avenue.

Streetcars can also run on their own dedicated tracks as well.

Share this post


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

I think he meant on roads and streets. We have that here in Melbourne.

Also, no info on highways?

Share this post


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

So, no highways/motorways/freeways/autobahns then?

Wait, I guess such high capacity road would be redundant in a pitiful 2km square map.

  • Like 4

Share this post


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

The stock SC4 interchanges work just as good the real deal for a lot less space, what's wrong with that?

Share this post


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

The stock SimCity 4 interchanges are unrealistically scaled. That is what is wrong.

--Ocram

  • Like 2

Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

Share this post


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

The stock SimCity 4 interchanges are unrealistically scaled. That is what is wrong.

--Ocram

SC has never been about realistic scale (SC4 is MUCH better on this front than SC3K was; we at least have proper interchanges in SC4). If you play the game the way it is designed everything will fit handily into the medium map.

Share this post


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

Come to think if it, A SC4 scaled interchange probably wouldn't be able to properly function in the new SimCity since the cars are actually simulated now.

Share this post


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

Those are the internal names though, in game it's something like:

Low-density road, medium-density road, high-density road, and medium-density avenue, high-density avenue and finally high-density avenue with streetcar tracks. Oh, and dirt roads.

Can we drag a higher-capacity road over an existing one to upgrade it? What if the newer road is wider than the previous? What will happen to adjacent properties?

Share this post


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

The stock SimCity 4 interchanges are unrealistically scaled. That is what is wrong.

--Ocram

Not really.

For a proper high-standard motorway, yes, but in reality they come in many shapes. There are plenty of interchanges even smaller in terms of consumed space. Not everywhere has those bloated U.S. interchanges.

But I forgot - this is, after all, The United States Mid-West/West-Coast Town Simulator.

Share this post


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

Sigh. When will the mods create Parclo interchanges for the upcoming SimCity? They are actually becoming more popular than the cloverleaf worldwide (including the United States Midwest/West Coast) and Ontario invented and popularized the Parclo interchange. In fact, Parclo interchanges take up less space than a cloverleaf and has a higher capacity as well.

Share this post


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

Those are the internal names though, in game it's something like:

Low-density road, medium-density road, high-density road, and medium-density avenue, high-density avenue and finally high-density avenue with streetcar tracks. Oh, and dirt roads.

Can we drag a higher-capacity road over an existing one to upgrade it? What if the newer road is wider than the previous? What will happen to adjacent properties?

By the looks of a video on youtube when you delete a road the houses and zones also go with it which is disappointing.

Share this post


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

Those are the internal names though, in game it's something like:

Low-density road, medium-density road, high-density road, and medium-density avenue, high-density avenue and finally high-density avenue with streetcar tracks. Oh, and dirt roads.

Can we drag a higher-capacity road over an existing one to upgrade it? What if the newer road is wider than the previous? What will happen to adjacent properties?

Only within the road-width class. So you can upgrade a low-density road to a medium density one, and a medium-density avenue to a high-density avenue, but not a medium-density road to a medium-density avenue (since they are different width.)

Share this post


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

Only within the road-width class. So you can upgrade a low-density road to a medium density one, and a medium-density avenue to a high-density avenue, but not a medium-density road to a medium-density avenue (since they are different width.)

That makes sense, thats one thing that bugged me with cities xl. looking forward to seeing this in action, roll on march!

Share this post


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

Is there automatic demolition of adjacent properties if you lay a larger road over a smaller road, or must the buildings and/or road be demolished manually? Is it possible to build over part of a building's lot without demolishing the structure itself?

On another note, any word on freeways in the game?

Share this post


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

How's the ferry system coming along? We haven't seen much on it.

ferry here.

SimCity%20Panoramic%20copia.jpg

Share this post


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

How's the ferry system coming along? We haven't seen much on it.

ferry here.

It's coming along nicely.

Share this post


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

I cant wait to see more about the train system. If we will have elevated rail, see the models of heavy train, freight train and the kind of intersections the rail system can have with like airport and mainly seaports.

For example, some coal powerplants are stocked by coal wagons.

  • Like 1

Share this post


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

I don't believe right now there is elevated rail but you can lift light rail off the ground to create a sort of elevated rail.

Share this post


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

Elevated rail would be nice to have, though the fact that you can make tunnels everywhere almost takes away the need of it for crossing things.


Pineapples, what else do you want? :D

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

Sign In to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×

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