Jump to content
Sign In to follow this  
Daicon

Underwater Tunnels

29 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Hey Hey

I just build myself a rather large underwater tunnel... The entrances are made to connect to sunken highways (14m dept). Everythig looks great now the only problem is when i use udi and drive through the tunnel the car gets stuck at the exit point.. Maybe i could fix it by having ekstreme shallow waters so the cars would drive more straight but it would look silly.....My question is:

Even though the udi cars wont go there does the normal simmer cars use the tunnel for travel? Or is there anything i can do to fix it? I tried using hole digger but since i am already at 14m dept it wont let me dig any deaper... (sea level)

Share this post


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

If you want to make it look more realitstic, then make the tunnel entrance abit far from the shores, sicne you know how to make an underwater tunnel, then no need to tell you how to do it.

& yes sims will use the tunnel for travel.


.....

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Heres what it looks like so far.. the water is rather deep and the edges are too steep for the udis to climb...but aslong as the simmers travel through with no problems im happy... ;)

    daicon16feb319134229595.png

    daicon23feb319134229599.png

    Share this post


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

    I've no idea about how to solve your problem since i don't use underwater tunnels, to me they're stupid, in fact the tunnel goes into the water... unless it's shielded, but i don't think.


    May Lenin'sk sprawl forever in wide and wise Mother Russia! - Lenin'sk City motto.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    The tunnel could go into the core of the earth for all i care aslong as it functions proberly. And that was really my main concern... if the simmer cars just teleport through the entrances and i can make it look good it works for me.

    Share this post


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

    Many RL underwater tunnels are actually buried into the seabed; Not many of them float in the water. This is a simulation game; Think of them as that.

    You seem to have done everything right, but from experience, if you sink the land between the tunnel caps to be lower than the caps, you'll expose the actual paths. I don't think actual traffic would have a problem with that except for maybe UDI (but I have yet to try), so I think you're solid.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    I agree..and the tunnel is on the seabed.. the slope is just way too steep for udis to climb,hence i mentioned raising the hole water level. But it will make the seabed transparent through the water and it looks silly. If i could dig 27m holes with the digger tool i would have sloped the highway before the entrances..but that digs into the sealevel.

    But aslong as the traffic functions proberly it will make do. Once everything is painted and detailed i think it will look okay. :)

    Share this post


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

    I never tryed but if i know well the game engine, when you are driving the car, i believe it doesn't step to the seabed as you enter the tunnel or shortly after you entered... I consider the "underwater tunnel" a sick bug.


    May Lenin'sk sprawl forever in wide and wise Mother Russia! - Lenin'sk City motto.

    Share this post


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

    I've no idea about how to solve your problem since i don't use underwater tunnels, to me they're stupid, in fact the tunnel goes into the water... unless it's shielded, but i don't think.

    In Real Life (RL) Moskva, underwater tunnels are quite common and very useful as well.

    You can find out more about them at: Wikipedia if you're interested.

    • Like 1

    Share this post


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

    If you doubt that sims through the tunnel, simply use the querytool to see the traffic. It will tell if or of not sims will use the tunnel.

    mrb


    "I love long walks, especially when they are taken by people who annoy me." I say what I think, and not what you want to hear most of the time!

    Share this post


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

    I've no idea about how to solve your problem since i don't use underwater tunnels, to me they're stupid, in fact the tunnel goes into the water... unless it's shielded, but i don't think.

    In Real Life (RL) Moskva, underwater tunnels are quite common and very useful as well.

    You can find out more about them at: Wikipedia if you're interested.

    You didn't get it... read again what i've written.


    May Lenin'sk sprawl forever in wide and wise Mother Russia! - Lenin'sk City motto.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    I never tryed but if i know well the game engine, when you are driving the car, i believe it doesn't step to the seabed as you enter the tunnel or shortly after you entered... I consider the "underwater tunnel" a sick bug.

    If i drive an udi car it will enter the tunnel and drive down onto the seabed and up again on the other side... hence the problem with the steep slopes.

    Share this post


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

    I never tryed but if i know well the game engine, when you are driving the car, i believe it doesn't step to the seabed as you enter the tunnel or shortly after you entered... I consider the "underwater tunnel" a sick bug.

    If i drive an udi car it will enter the tunnel and drive down onto the seabed and up again on the other side... hence the problem with the steep slopes.

    Oh so the car wont get up like it went down? Ah this is weird. Want my suggestion? Make a nice bridge. Sorry but i really have no idea how on earth you could solve this, it probably would take serious modding.


    May Lenin'sk sprawl forever in wide and wise Mother Russia! - Lenin'sk City motto.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    I have no need of udis in that tunnel.. just made me worry that traffic couldent pass through at all. And i have so many bridges already so i wanted to try something new;)

    Share this post


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

    Alternate idea: Certain NAM pieces can be placed in the water and won't obstruct UDI flow or ferry flow. Use the Setsealevel 0 cheat if you have the Extra Cheats DLL installed, use what are called FLUP pieces where the tunnel should go, save and exit, and when you re-enter, the water should return and you should have a UDI-solid Puzzle-based tunnel.

    Unfortunately, this only works for the AVE, OWR, and RD networks...

    capturefluptunnel.jpg


      Edited by Ganaram Inukshuk  

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Alternate idea: Certain NAM pieces can be placed in the water and won't obstruct UDI flow or ferry flow. Use the Setsealevel 0 cheat if you have the Extra Cheats DLL installed, use what are called FLUP pieces where the tunnel should go, save and exit, and when you re-enter, the water should return and you should have a UDI-solid Puzzle-based tunnel.

    Unfortunately, this only works for the AVE, OWR, and RD networks...

    Ill just connect it to an avenue it looks allright. Ill give it a try thanks :)

    Share this post


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

    Ill just connect it to an avenue it looks allright. Ill give it a try thanks :)

    A word of warning: If you decide to do so, be prepared to rebuild any bridges you may have, but that's where the Weaknesspays (or Moolah x, where x is how much money you had before or want to have) cheat comes in.

    EDIT: Results may vary, but you get the idea. I tried this one other time but I lost the city...

    capturefluptunneldone.jpg


      Edited by Ganaram Inukshuk  

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Thanks for the heads up.. im working on it now :)

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    What it looks like so far... its possible but not yet perfect.. :)

    daicon15dec326134230804.png

    Share this post


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

    Not a bad idea- I often have to make bridges which seem to clutter up everything


    I HAVE STRUCK AN ICEBERG AND SANK

    Titanicbuff

    Founder of http://simcitybuffs.boards.net/
    Co-founder of United SimNations (USN)
    Member of RTMT Team
    NAM Associate

    Share this post


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

    Why making it so complicated??

    Here's what to do, make a higher land (where you want to be there tunnel), then after you make the tunnel, dig that area that you elevated to become a part of the river or the sea again, (so it's like terraforming a high land bridge, so you can make the tunnel pass threw it then remove it).

    & that's it, sims will go to the other side and ot their jobs and live happily ever after :D

    • Like 1

    .....

    Share this post


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

    Since it works, I wonder what the drawpaths command would show?


    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.
    JohnNewSig.gif
    "We have met the enemy, and he is us" - Walt Kelly

    Come join us at the Moose Factory

    Share this post


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

    Why making it so complicated??

    Because this method can also make a curved tunnel.

    Ah ok, I see :D


    .....

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Also this way you can set sea level back to 0 without destroying the hole thing. I did try making another normal highway tunnel using terra leveling with zero sea level... but i had to make an adjustment and reset the sea level and i could start all over;) Using the flups makes it stable.

    Now i just spend an hour rebuilding all the roads and highways and the game crashed... Thats why i am here on the forum counting to 10... ;)

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Heres the result... ofcourse alot more work needs to be done in the surrounding areas but you get the idea. More custom flups would have been welcome though;)

    daicon27oct347134243254.png

    Share this post


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

    No reason I can see why not, except that you don't have any RHW/FLUPs tunnel entrances, so you'll have to convert PS to Avenue for the ramp pieces/connections on either side.


    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.

    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