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NAM: Requests

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I'm sorry if it has already been suggested, but I tried to use search and didn't find this, so...

Is it possible to make double decker monorail, just like double decker elevated rail? I can use double height monorail, but I have to place ramps whose need a lot of space, and there are no stations for monorail right on road, like for e-rail

Thank you in advance, sorry if I wrote in wrong topic - I'm newbie on this forum

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I would like to say sorry if this had been suggested or under designing and my poor english grammer..

For example:

US280_Elevated_3.png

Currently NAM elevated rail or supported highway only elevated the road only and the ground was left empty(Or build a road which perpendicular to the elevated road

If the ground of ER(Elevated Road) can build a one way road which parallel to the ER,this might able to improve the realistic

Trial.jpg

I know this suggestion is very hard to coding,but thanks for a look

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 pseudohwyxave.jpg

Posted by ebina in this topic. Not exactly the same what you requested, but pretty much still. As NAM Associate I've actually tested it, it is pretty nice really! 4.gif

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Yes,this is what I mean.

I hope not only highway but EV also have this feature.

Anyway,this suggestion had been suggested before,right?

Cann't wait to build it..9.gif

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This was probably asked many times but I was wondering if anyone is working on this project.

I was recently working on a big city when i wanted a bit of realism in the streets

Is it possible to make puzzle peaces which turn either the Mave - 6, or any other avenue type road

into street parking lot area. What I am saying is to make the two outer lanes a parking lane and the rest of the lanes on the puzzle peice

udi accesible. I think a lot of people will appreciate this feature as it will cause CBDs to look much more realistic

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This was probably asked many times but I was wondering if anyone is working on this project.

I was recently working on a big city when i wanted a bit of realism in the streets

Is it possible to make puzzle peaces which turn either the Mave - 6, or any other avenue type road

into street parking lot area. What I am saying is to make the two outer lanes a parking lane and the rest of the lanes on the puzzle peice

udi accesible. I think a lot of people will appreciate this feature as it will cause CBDs to look much more realistic

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This was probably asked many times but I was wondering if anyone is working on this project.

I was recently working on a big city when i wanted a bit of realism in the streets

Is it possible to make puzzle peaces which turn either the Mave - 6, or any other avenue type road

into street parking lot area. What I am saying is to make the two outer lanes a parking lane and the rest of the lanes on the puzzle peice

udi accesible. I think a lot of people will appreciate this feature as it will cause CBDs to look much more realistic

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i had a thought. what if im in a mountainous region? i surely would want roads to fit that area, i love using the RHW2 for this situation because it can hairpin turn with minimum effort, will there be a puzzle piece or work around that would allow the RHW4 to hair pin turn as well?


Space for rent

call 1-800-sig-need ext.help

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Hi!

Firstly, I apologise if I am double posting as I have put some of this on the Development Forum honestly not realising it wasn't for requests.

1) High way Roundabout Interchange

This is an example of the roundabout in Leura, Australia.

leuraroundabout.jpg

I have gotten as far as the bottom design, but its with avenue and not highway. the transition from the avenues to one way roads is also not optimal, considering that there will be a traffic light. Hmm I wonder if there is a slip road for that...

Also, it should ideally be a flat highway not having to go in a tunnel, ie. instead of the highway sloping down, it should be the one way road exits sloping up.

(PS I also realise the avenue roundabout is perfect for this 4.gif Even if we need to connect a road instead of an avenue to the roundabout, we can always use a common avenue to road transition. So it'll be a timesaver if you could incorporate that)

alexandrettajun16001288.png

2) Quadruple Heavy Rail Smooth Curve

I am kinda certain this has been requested before, but I didnt notice it on the first page of this forum. We have a double track heavy rail smooth curve but a quad track version would save the area in the middle as you can see here.

Also, stretching the idea, we could possibly look to 6 track or even 8 track curve in the future.

mansfieldjul31451288690.png

3) Smooth Curve Heavy Rail Size Reduction

Could we reduce the size from 7x3 to 6x3 tiles. It would save a lot of space and make the city look more condensed and hence, realistic.

It would also be equal to the original smooth curve and be similar to the current smooth curve heavy rail viaduct track.

4) Catenary for the 6x3 Heavy Rail Viaduct Smooth Curve

This seems to be missing the automatic overhead wires. I was told that it was due to as yet non-existant T21 files.

THANKS IN ADVANCE for listening, much less considering these 4.gif Greatly appreciated.

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Originally posted by: stingstingsting

 

2) Quadruple Heavy Rail Smooth Curve

I am kinda certain this has been requested before, but I didnt notice it on the first page of this forum. We have a double track heavy rail smooth curve but a quad track version would save the area in the middle as you can see here.

Also, stretching the idea, we could possibly look to 6 track or even 8 track curve in the future.

quote>

Even though a 6 or 8 track network is not, a quad rail network is in the works by the RAM (Rail Addon Mod) team. Follow their progress in the RAM development thread at SC4D. 19.gif

  • Hillside FLUP entrance
I'd like to request a hillside FLUP entrance piece. I love that the FLUPs can be used to create diagonal tunnels. However, I find it quite unrealistic for the road to go "underground" into a tunnel when facing a mountain. In my opinion a normal tunnel entrance would be more suitable in these situations, while the existing entrance piece fits best when building underpasses and underwater tunnels.

What I have in mind is a piece similar to these hillside tunnel entrances: GLR - ELR, but of course modded for use with road type networks and connected with FLUPs.

I believe it's possible.. but is it?


Victoria County
a city journal by heitomat

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Thanks heitomat!

Great news! I was trying to find the RAM development on simtropolis but couldn't find it. Apparently its on SC4D lol.

PS love your rails on the show your thread 4.gif

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Originally posted by: iowndiscti

i had a thought. what if im in a mountainous region? i surely would want roads to fit that area, i love using the RHW2 for this situation because it can hairpin turn with minimum effort, will there be a puzzle piece or work around that would allow the RHW4 to hair pin turn as well?quote>

The RHW-4 is basically supposed to be a freeway/limited-access expressway-type network, and generally, from an engineering perspective, it would not have particularly sharp curves.  There's been discussion of adding wide-radius 90-curves to the network, though their size would by no means be compact--at least a 7x7.

Originally posted by: stingstingsting

1) High way Roundabout Interchange

. . .

(PS I also realise the avenue roundabout is perfect for this Even if we need to connect a road instead of an avenue to the roundabout, we can always use a common avenue to road transition. So it'll be a timesaver if you could incorporate that)

quote>

Actually, you already can do something of that sort--the Maxis Elevated Highway has been able to go over the Avenue roundabout since at least NAM Version 23 (April 2008).  Just hook in some Elevated Highway Single-Sided Perpendicular One-Way Road On/Off Ramps and connect the One-Way Roads up to the Avenue Roundabout.

Originally posted by: stingstingsting

3) Smooth Curve Heavy Rail Size Reduction

Could we reduce the size from 7x3 to 6x3 tiles. It would save a lot of space and make the city look more condensed and hence, realistic.

quote>

Actually, as virtually all attempts at equating SC4 to RL scale have found, making things look more "condensed" is actually more unrealistic.  Between that and the amount of labor involved, I'd say this one is very unlikely.

Originally posted by: stingstingsting

4) Catenary for the 6x3 Heavy Rail Viaduct Smooth Curve

This seems to be missing the automatic overhead wires. I was told that it was due to as yet non-existant T21 files. quote>

As the catenaries aren't part of the NAM itself, that one would be up to the catenary mod creators.

Originally posted by: heitomat

  • Hillside FLUP entrance

quote>

There already is one such Hillside FLUP portal--the Street one made by toja and Chrisim, which was added in NAM Version 28 (May 2010).  It's quite possible more will be added in future releases.

Originally posted by: iowndiscti

can we also get 45° and 90° ground to el RHW[4] transitions? it would save time when building large interchanges.quote>

A good idea.  However, it might take considerable time to come to fruition--anything elevated requiring new geometry requires modeling work, which can be a rather intensive process.  The 90° might be adaptable from the existing MIS version, while the 45° would have to be created from scratch.

-Alex (Tarkus)

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Is it possible to have an exit ramp that transitions MIS from the ground to elevated or vice versa? I'm saying the piece serves as both an exit and a transition--it might require a slightly longer puzzle piece than the standard. It seems like such a good idea that I half expect it's been tried but found to be not possible.

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Originally posted by: Indiana Joe

Is it possible to have an exit ramp that transitions MIS from the ground to elevated or vice versa? I'm saying the piece serves as both an exit and a transition--it might require a slightly longer puzzle piece than the standard. It seems like such a good idea that I half expect it's been tried but found to be not possible.quote>

It's been discussed, but it kind of edges too close to "pre-fab".  The number of pieces of this sort that would have to be made to fulfill all situations would be quite high, especially once we get the multi-level elevated system in place.

-Alex (Tarkus)

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Think you could do exit ramps that transition MIS from ground to elevated or vice versa? Like the original Maxis highway ramps that go right to the ground (or in the air). It sure would be a space saver in any tight interchange situations. It seems like such a cool idea, I half expect that they're in development already.

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Originally posted by: Indiana Joe

Think you could do exit ramps that transition MIS from ground to elevated or vice versa? Like the original Maxis highway ramps that go right to the ground (or in the air). It sure would be a space saver in any tight interchange situations. It seems like such a cool idea, I half expect that they're in development already.quote>

As I stated in my last post (which you may not have been able to see with the PFB), there are no such pieces in development, nor any plans for them  in the future.  The RHW is designed to be a modular system, unlike the Maxis Highways, primarily to maximize potential and minimize the number of pieces that need to be made. 

While what your idea is actually something that has gotten requested quite a few times over the years, it would involve creating dozens of pieces that duplicate existing functionality, and as such, is too close to being "pre-fab" and does not meet RHW modularity standards.  We also have introduced several features in recent versions and plan to introduce several more that would also further diminish any perceived need for such pieces.

In Version 4.0, we included a "starterless" version of the Ground-to-Elevated MIS transition (saving 2 tiles) and the addition of the Draggable Ramp Interfaces (DRIs), which save an additional tile.  Starterless Puzzle-Piece Ramp Interfaces are planned for a future release, which will extend the flexibility of the ramp interfaces on sloped terrain and save 1 tile of space like the DRIs.  Additionally, we are looking at major changes to the menu button setup and TAB Loop organization to make it easier to find pieces, cutting down on the time needed to build interchanges.

Hope that explanation answers any questions. 4.gif

-Alex (Tarkus)

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Yeah, this is a pretty bad PFB--sorry about the double post.  I admire your patience for answering both though, Tarkus.  I couldn't even see my own post, which is why I posted again (thought maybe an error had occurred and the first one was deleted).  I understand where you're coming from about modularity.

I've been informed that Captain City is looking into getting a new thread created.

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This thread has been closed for years, and should be left closed. If anyone has any requests, post them here instead: https://community.simtropolis.com/forums/topic/40420-nam-requests-2nd-edition/

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