Jump to content
the7trumpets

NAM: Requests

2,125 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Um. I don't quite get your post.

The first thing I'd like to see is Country Streets. These roads are simply made of tar and gravel and can accomodate more traffic than Streets, but less than roads.

The second thing I'd like to see is Lower Class Country Streets. A small example of this is in the upper-right hand corner of the first thing (I tried to get TAMU Riverside Campus, good example). These roads are one lane. They are narrow, are built with red gravel, and have lots of potholes naturally.

The third thing is abandoned roads: roads closed off to cars, only to decay.

The fourth thing is abandoned railroads. You've seen some. Hopefully. Both this and above are only aesthetic.

The fifth thing is concrete roads, streets, and avenues. These roads would have better speed and lower maintenance but expensive intial placement.

The sixth thing is crossings. Some have to deal with the actual crossing itself. Some roads (real old) have wood in them. Most roads have the thing that is made of. Asphalt or concrete. Some roads I've heard have some special rubber substance (which is pretty awesome). And the gates. Some have the simple "X", some have the lights, with the gate. Sometimes the lights (traditional incandescent or LED), especially if a road runs parallel to the tracks, have one light set pointed toward those who would like to a right hand turn. Some have lights and Xs that go over the actual track, requiring clearance.


~ COMING SOON! Exciting new projects! ~

Share this post


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

hey, livinginthepast...

do you live in Bryan/College Station by any chance?

because i do...

Okay, anyways:

The third thing is abandoned roads: roads closed off to cars, only to decay. quote>

could easily be done with lot editor. you could make a whole set easily with pre-existing lot textures available on the STEX.

The fourth thing is abandoned railroads. You've seen some. Hopefully. Both this and above are only aesthetic. quote>

same as above

The fifth thing is concrete roads, streets, and avenues. These roads would have better speed and lower maintenance but expensive intial placement. quote>

you could do this by modding the stats of existing road infrastructure and using photoshop and Ilive/whatever to change the road texture to concrete, but it would replace the current asphault roads. remember making new networks with different stats is impossible unless the game's source code was released to the public which isnt going to happen.

The sixth thing is crossings. Some have to deal with the actual crossing itself. Some roads (real old) have wood in them. Most roads have the thing that is made of. Asphalt or concrete. Some roads I've heard have some special rubber substance (which is pretty awesome). And the gates. Some have the simple "X", some have the lights, with the gate. Sometimes the lights (traditional incandescent or LED), especially if a road runs parallel to the tracks, have one light set pointed toward those who would like to a right hand turn. Some have lights and Xs that go over the actual track, requiring clearance.quote>

you could probably make these as Transit Enabled lots that would function. I for one would love to see something like that one day.

I dunno, i wouldi try making these yourself before you request them because the people doing this project are so snowed under with stuff they'll never have time for it.

One abandoned crossing in Hearne has a big brown gate with a STOP sign on it. quote>

where is that? never seen that before but been to hearne a few times. Anyways, ive noticed sometimes where there is crossing gates on an abandoned railroad they will take out the wooden poles from the gates and leave the rest intact. Also, in Giddings they have an abandoned RR crossing 77 i think and the crossing had a overhanging thing with lights and since the thing wasnt used anymore and it was a clearance hazard they turned the hanging things 90 degrees to hang over the old rail ROW instead. ...Either that or one night a big truck whacked into it and made it swing around3.gif

SamJam wrote:

In the world of passing lanes this is a horrible idea. It means that the right lane moves faster than the left, defeating the purpose of a passing lane. It would result in a lot of unnecessary weaving and a little more road rage than usual on a busy roadway. But that said, it would make a unique addition to the game (provided it's a puzzle piece and not a mod).quote>

i guess, im not a traffic engineer or anything so i dont really know. but im familiar with some roads that are so ridiculously congested that both lanes are used to the fullest and there really isnt any passing, just merging to get ready to make a left or right. In that case something like that would awesome,

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

What I see in Arizona a lot is the use of 5 lanes of traffic. 4 for directional travel and the middle lane for left turns. Is it possible add an additional road piece in and not replace the avenues?

Share this post


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

Originally posted by: SusanMarie1956 What I see in Arizona a lot is the use of 5 lanes of traffic. 4 for directional travel and the middle lane for left turns. Is it possible add an additional road piece in and not replace the avenues?quote>

Yes it is possible.  Ryanbsc4 already made one by removing the centre median and replaced it with a centre left turn lane.  A US version is the only one out at the moment and it isnt transit enabled or UDI-compadiable.

Heres a link

https://www.simtropolis.com/stex/index.cfm?page=1&keyword=%20turn%20lane&type=all

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

Can somone design a continuous flow intersection, please. I just discovered this and I think it's the greatest thing since sliced bread. Sliced bread being invented last year j/k...

They offer nearly the same traffic handling of the traditional cloverleaf, are much cheaper to build and maintain, and importantly consume much less land. All very important things. An avenue-avenue 4-way or 3-way intersection is a prime candidate for such an intersection.

Here is some additional information: 

After some discussion on the ST forums, but on the wrong topic sections, I think most players (and me, too) would like to have a ramp or micro-bridge at point #2 instead of holding cross traffic with a light.  That would even allow for more traffic handling for ave-ave intersections.  However, the micro-bridge solution would mean a wider median nearer to the actual intersection to allow for the climb up and over the on-coming lanes. Either way the CFI with or without ramps is probably the most effecient and compact (for land-use) intersection, possible.

3076_DOTs_story_graphic.jpg

From States Go Global for Road-Safety ideas

http://www.stateline.org/live/details/story?contentId=138586 

If you would like to see a flash animation from ABMB Engineering showing all the movements:  http://www.abmb.com/cfi-cfi-demo.html

Or visit ABMB Engineering the company that designed the CFI in Baton Rouge, LA. There are also CFI's in Maryland, too. Check Wikipedia for additional information, please. 

1.jpg

Wikipedia

http://en.wikipedia.org/wiki/Continuous_flow_intersection

Share this post


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

Ah, there is an additional stoplight. Just like on Airline Hwy in Baton Rouge!

Originally posted by: hamsterTK hey, livinginthepast...

do you live in Bryan/College Station by any chance?

because i do...

Okay, anyways:

The third thing is abandoned roads: roads closed off to cars, only to decay. quote>

could easily be done with lot editor. you could make a whole set easily with pre-existing lot textures available on the STEX.

The fourth thing is abandoned railroads. You've seen some. Hopefully. Both this and above are only aesthetic. quote>

same as above

The fifth thing is concrete roads, streets, and avenues. These roads would have better speed and lower maintenance but expensive intial placement. quote>

you could do this by modding the stats of existing road infrastructure and using photoshop and Ilive/whatever to change the road texture to concrete, but it would replace the current asphault roads. remember making new networks with different stats is impossible unless the game's source code was released to the public which isnt going to happen.

The sixth thing is crossings. Some have to deal with the actual crossing itself. Some roads (real old) have wood in them. Most roads have the thing that is made of. Asphalt or concrete. Some roads I've heard have some special rubber substance (which is pretty awesome). And the gates. Some have the simple "X", some have the lights, with the gate. Sometimes the lights (traditional incandescent or LED), especially if a road runs parallel to the tracks, have one light set pointed toward those who would like to a right hand turn. Some have lights and Xs that go over the actual track, requiring clearance.quote>

you could probably make these as Transit Enabled lots that would function. I for one would love to see something like that one day.

I dunno, i wouldi try making these yourself before you request them because the people doing this project are so snowed under with stuff they'll never have time for it.

One abandoned crossing in Hearne has a big brown gate with a STOP sign on it. quote>

where is that? never seen that before but been to hearne a few times. Anyways, ive noticed sometimes where there is crossing gates on an abandoned railroad they will take out the wooden poles from the gates and leave the rest intact. Also, in Giddings they have an abandoned RR crossing 77 i think and the crossing had a overhanging thing with lights and since the thing wasnt used anymore and it was a clearance hazard they turned the hanging things 90 degrees to hang over the old rail ROW instead. ...Either that or one night a big truck whacked into it and made it swing around..,quote>

-The "gate" is in Hearne. In fact, I'm not quite sure it ever was a crossing. However, it and a real crossing are found north of McDonald's.

-I use a Mac, so I cannot run the Lot Editor.

-My original "Concrete Divided 4-Laned Highway" is just north of Navasota.

-I can't remember where it is, but on SH-105 there is an intersection where one road meets SH-105 (making a "T"), but an abandoned railroad runs STRAIGHT THROUGH THE INTERSECTION DIAGONALLY only to hit a gate and lead to an abandoned grain mill on a farm.

-Is it possible to change the actual traffic behaviors? Sometimes, people merging onto a highway (not yielding) stop.

-On many roads, there is a yielding lane that goes from one road to another, could that be made as a 1x1 ploppable?

-Most of Jones-Butler Rd. today used to be on a old, grassy, RR ROW.

-Some older, abandoned railroads have fence gates.

-In Bryan, TX is there a way to recreate the bizarre Villa Maria-Briarcrest intersection?

-It's probably been done, but CAN you make a Y-intersection?

-Is there a "Red Road" MOD that changes everything to red gravel ala Louisiana?


~ COMING SOON! Exciting new projects! ~

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

The CFI on Bangerter in West Valley surprises me. I was there as recently as...July(?) for warped tour, and my family lives just off Bangerter and 3500. I have never seen that interchange. is it new? and if so, how new. I fear I may have to learn to use it friday night, and would like a bit of a heads-up if anyone has ever actually used it or one like it.

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

There are 2 in Maryland, 1 in Baton Rouge, LA, 1 on Long Island, NY, and a bunch in Mexico. So, I'm sure we can find some actualy CFI users if we look hard enough. http://www.dotd.state.la.us/press/pressrelease.asp?nRelease=627 They improved the intersection time from an average delay of 225 seconds per car when it was a regular 4-way intersection with probably 4 phases (2 for through movements and 2 for protected left turns) to only 30 seconds!! That's a huge design improvement.

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

Okay, let's say I wanted to attempt this. For SimCity where do I begin? Isn't BAT for buildings?

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

not really, more BAT/Gmax skills.......there's a tutorial somewhere about making your own interchanges like that 2.gif

Share this post


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

Don't forget requests earlier. I also have the Y-Avenue Path 1. Poor Image: http://maps.google.com/maps?f=q&hl=en&q=caldwell,+texas&ie=UTF8&z=14&ll=30.64574,-96.458073&spn=0.04785,0.100164&t=k&om=1 Here is an image done in AppleWorks. Yes, it's bad...but it illustrates it! If it is not up there I am sorry, because I can't understand uploading.


~ COMING SOON! Exciting new projects! ~

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

Just as an update to the CFI post, there is no such intersection at Bangerter and 3500 South. I was just up there, and somewhat dissappointed to not be able to use it.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Originally posted by: josefmayor That interchange would be horrible if there is a lot of traffic...quote>
It isn't, actually. Since the right lane on 47 flys over 21 to go west, it merges and works out quite well. Remember that it is the boonies, I couldn't get it on Google Maps...

~ COMING SOON! Exciting new projects! ~

Share this post


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

Just to clarify, you are talking about a partial Y interchange, right livinginthepast??? 

I have a higher-quality shot of this here

http://maps.google.com/maps?f=q&hl=en&q=caldwell,+texas&ie=UTF8&om=1&z=16&ll=43.70643,-79.555221&spn=0.007352,0.021629&t=h&iwloc=A

I do think, however, that this is currently in development and may be a part of the NAM soon.

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

Is there any news on the NAM of a SPUI to be included at some point? for the game, it really wouldn't function as more than eye candy, but I would love to put one in my city. Would do it myself, but I have already determined I am incapable of any artistry.

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

what is hte difference beetwen that and a overpass?

Share this post


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

I would also love to see a roundabout interchange, however that and the SPUI cannot be encoded into the game for some reason unless it is made for an entriely new network... at least I think. Some Parclo interchanges are being developed for the Rural Highway (see that tread in this section, via my signature) because its a new network and therefore is possible.

Share this post


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

No, I'm pretty sure it's not a network restriction. However, I think it might have been determined that the required paths for a SPUI are not feasible, given the way the paths are interpreted. The problem with the roundabout one is more that it doesn't fill any niche that isn't already filled; it would essentially be another (bigger) overpass onramp.

Share this post


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

Originally posted by: haljackey Just to clarify, you are talking about a partial Y interchange, right livinginthepast??? 

I have a higher-quality shot of this here

I do think, however, that this is currently in development and may be a part of the NAM soon.quote>

Hmm...there was one thread called "SimCity fans will love this" (or something) and it mentioned a site that does have much better resolution in the same location. Unfortunatly, you can't direct link, so just search for "Caldwell, Texas". (EDIT: Find 21 and go east until 47) I don't need to go into Canada. Also, there was a Y-splitter for real highways, but that's different and for 6-lane highways. This has to do with the RHW. Speaking of RHW, there was something a few pages back on a highway going elevated to go over a road. Couldn't that be done with the RHW?

~ COMING SOON! Exciting new projects! ~

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

If the pathings are incorrect, why not just make it as eye candy, and path it like a normal intersection, or like a stack? I'm not particular, I just want to see one, and am incapable of doing it myself.

Share this post


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

Well, sure, that would be doable, but it wouldn't get into NAM, since (I think) they don't want to include anything that is "eye-candy only." (Well, except maybe diagonal streets....)

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

  • 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