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NAM: Requests

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Originally posted by: vgcpapa If something like this already exists, please let me know.

But I was wondering if someone could (or tell me how to) change the color of the streets to fit better with roads.

quote>

This is something I've wanted very badly 4.gif

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oh, where to begin. mabey some new stack interchanges, or a new avenue-highway intersection w/ like 1 or 2 flyover ramps. Oh, and some highway pieces that have frontage roads that have development along them similer to any road or avenue in the game, like some urban expressways I've seen in Texas. This is an example; http://maps.google.com/maps?ie=UTF-8&oe=UTF-8&hl=en&tab=wl&q=. Thanks much for adding realism to this game we love so much. Cheers.

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@Deathamphetimine, your link to google maps doesnt show anything. could you try giving the coordinates or taking a screen shot and uploading it?

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Deathamphetimine, the frontage road thing you requested can be accomplished with the current NAM. Just lay one-way or regular roads (depending on whether you're doing a rural or urban environment) one tile away from the highway, then use the side on-ramp/off-ramp pieces.

I'd also like to request a feature... I'd like a highway Y-intersection, since I really like the avenue version and would love a highway one.

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Actually, I've drawn out 4 useful and real-life frontage road setups. Coming soon...


~ COMING SOON! Exciting new projects! ~

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Originally posted by: hoshattack What about doing an overide like RHW for two one way roads next to each other IN THE SAME DIRECTION to combine into a big one way road.

Originally posted by: Tarkus

Actually, there's already a 5-lane One-Way Road in development by jplumbley that's being implemented using the side-by-side dual One-Ways like you are talking about,  I haven't heard anything since December on it, but here's one of the most recent screenshots that have been released.

owr5pathtestdqk1.jpg

quote>

 

The transitions look nasty though. Would it be possible to clean them up?


After a hiatus of 10 years, the slumbering giant has awoken.

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wonderboy145:  The reason why the transitions aren't exactly smooth is due to the fact that the project is still in the very early stages, and that's the only texture that was completed as far as I know.  jplumbley has been dealing with RL, and the companion project, the TLA project (Turning Lane Avenues, which I'm working on) has been slow going lately as well.

-Tarkus

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I have been looking for on/off ramps for the ground highway that are one-sided.

In my search of the forum I came across this in the first post of this topic:

B9) BigRedFish

One-sided versions of single highway ramps, which continue straight onto a one-way road, like so:

simcity4-ramp-01.jpg             simcity4-ramp-02.jpg

(many later requests)

simcity4-ramp-03.jpg

Can anyone tell me if this was ever added into the NAM?

I apologize if asking this question is rude.

I've written it before and I'll write it again...many thanks to the people who contribute to NAM and this site.  It really has given Sim City 4 a new life for me.

Thank you,

CR

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its actually for el highway. come to think of it i haven't seen a ground level version. i think we need one. and i would love to be able to have frontage roads directly next to my highway and be able to exit to them without moving them over.

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i really like the 3 lane road idea, but i think that if there's a two lane road <-> one way road transition then they should be put in the same package.

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2 lane road/one way road transition? that already exists. simply drag a oneway directly to the 2 way. btw you need the NAM for it to work

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Sorry to keep posting, but I have another suggestion. Mabey another Ground Highway interchange similer to the interchange at I-75 and I-4 in Tampa. I can't seem to post a link that works because I suck. It's a low-stack Interchange with onlt 2 levels, good for sub-urbia.

Or mabey make some puzzle pices of Highways with the GLR tracks in the median. And have pices where the track can cross under one side of traffic, similer to the Valley Frwy (CA 85) in San Jose, CA. Sorry, I have so many ideas and no knowlage of how to realize them.

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Originally posted by: dogscarletnyc I hope the things I suggested will be in the next nam single track rail puzzle pieces including a double rail to sngle rail transfer, triple track rail puzzle pieces and a transfer, switch rail junction, and a four track rail puzzle pieces (on a 1x1 tile) with a junction.quote>
 

Sorry to bump this, but I fully agree with this person, especially the single track puzzle piece and the double to single track transfer puzzle piece

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here are two requests I have, (actually suggestions, rather than requests, but anyway)

first, is to have a puzle piece of a GLR track exiting an avenue in a fasion similar to this picture:

glrexitavenuemi7.jpg

the other, is for a station (simple one, just platforms and benches) with a platform and track layout like so:

riveroaksfu1.jpg

I think both would be rather usefull.

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hi!

Im looking for different options for underground highway interchanges. Mostly I would like to see those actually being in underground. But Maxis haven't done much nothing to the tunnel tool since SC2.

I have these in my city, any chance of making them underground or even smaller?

hw5la8.jpg

hw4pv4.jpg

Could the highway tunnel tool be modified like, if 2 highway tunnels cross in underground the tool/pathfinding could mix the traffic, to make it allow turn in underground?

The most i´d like to see is the + intersection smaller or underground.

Takers?

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I would love to have GLR (tram) lines on roads, avenues, streets and one way roads with the tracks in the centre of the roadway, like the ones in Melbourne.

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sebastin use the big dig project. you can connect your highways with that and make underground connections, you also can make ramps. The only bad fhing is that is does not support busses15.gif

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Originally posted by: Gunny sebastin use the big dig project. you can connect your highways with that and make underground connections, you also can make ramps. The only bad fhing is that is does not support busses15.gifquote>

I tried telling him to use that, but he stubbornly refuses.

he's afraid it will effect his normal subway lines.

he's also too impatient to wait for the next RHW that will have tunnels.

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gunny, and rich people tend to avoid mass transit on some occasions, the big dig really serves not much use for me. As it also cant cross regular subwaylines I cant do it. Nor I dont like the fact that it converts traffic to subway. It's a hell good project, but not what im looking for. Thanks for commenting anyway Gunny 4.gif

What is this RHW tunnels that I keep hearing about? Is it discussioned in some topic?

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How about road, highway, GLR, el rail, monorail y-stacks?

Avenue cloverleafs?

And I think that an avenue-highway T-interchange would be nice, because I have to transition from an avenue to a ground highway a lot with those types of intersections, or maybe a non-European style T-interchange for roads with access to the interchange from both directions on the highway, and both directions on the road, because when I use elevated road puzzle pieces to do that, there are too many traffic lights, so it looks strange.

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One thing I'd like to see is elevated heavy rail, similar to the "Lifeline of New York" that runs along the west side of Manhattan.  Perhaps this is something that's already been done.

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Well, as the modder working on the underground RHW, I haven't had much to show up until this point on the RHW thread.  Most of the updates/info you'll see on it will be in the Big Dig thread, here you'll find a pic of the completed model. 

I'm mainly waiting for the completion of the LODing of the model of the connector ramp before I get really serious about it, since I can't really test anything without it.  Once that's done, I'll probably have some things to show, likely on both the Big Dig and RHW threads.

I did, however, in response to sebastin's post on the RHW thread, go into some more detail on the project, which can be seen here.

And nerdly_dood, some of that stuff you're talking about may end up being possible as a by-product of some of the stuff I'm doing for the RHW Modular Interchange System (MIS).  Namely, the Avenue cloverleaf, and while it's not the default Ground Highway, you'll be able to interface Avenues with the RHW in various ways.

Hope that clarifies some things for everyone.

-Tarkus

Edit: Aria Bayliss, to answer your question, there already is elevated heavy rail in the NAM.  Just check under the railroad menu.  There should be a button for "Rail Puzzle Pieces".  You'll find a variety of elevated rail pieces there.

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i would like to request a feature that allows more than one traffic plugin to be selected, for a custom combination

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Is it too late to pose a few requests/suggestions, to be included in the next NAM release?

- Subways: many players have complained that you just can't drag two subway tunnels over/underpassing each other, and I think they are right! OK, it's not possible to have subway tunnels at various depths, but I think a "subway tunell over/underpass" (ie a tile with two intersecting but not connected tiles) might be feasible, and indeed very desirable, in either form (draggable or puzzle-piece). Three pieces need to be made, orthogonal crossing, diagonal crossing and orthogonal-to-diagonal crossing.

- Ped Mall Tiles: the last NAM had two of the Ped Mall Tiles' features removed (quite a blow):

a) Desirability effect. The desirability (landmark) effect was completely removed, on grounds that it was "sort of cheat", and players were asked to use plazas for this purpose. OK, I was the first to complain about the excessive desirability effect (I think), however removing it completely has resulted in only modest development occuring around those pedestrianized streets: lots serviced by pedestrian streets suffer from two disadvantages, i) they can only be reached via MT resulting that not all sims can work there (only those who can use MT to reach their workplaces), thus they are prone to abandonment due to poor commute and ii) there is not much traffic in front of them, so they only get "Low" customers. So the increased desirability (this also occurs in reality, only due to the street being pedestrian and without necessarily having a plaza around) was a necessary counterbalance to the above handicaps. It was excessive indeed, but it I think it should not be removed completely. I would instead suggest that it is set to a low value, similar to the ingame paved tile, limited to a radious of 4 or 5, so that it doesn't affect the other lots too much. With the combined effect of several pedmall tiles, the player will be able to somehow offset the effects of transit/customers handicap.

b) The people automata were removed, due to the excess CPU usage they supposedely caused. To my opinion this was one of the best eyecandy features of the game and removing it makes pedmall tiles much less attractive. As for the CPU usage, first of all I have to say I don't think it was that bad (and I don't have a supercomputer). Pedestrian tiles are usually only layed in small numbers, and I believe the CPU usage caused by their people automata might rather be nearly negligible compared to that caused by the road network with all those cars (and pedestrians) on them. It might be a problem with scripts (if any) or something else, but these should all be possible to improve I hope. Anyways, I would suggest two possible solutions, either bring the people automata back and reduce their number to the half (or third) of the original (indeed, they had A LOT of people on them), or make them optional (or a combination of the above, maybe integrate them in the "Automata Plugins" settings - a "Low" or "Special" setting), BUT PLEASE BRING THEM BACK! And an (old) bug, I think two types of the ped-mall tiles had no people automata at all.

- Can someone find a solution for the incompatibilty between the turning lanes and the roadtop MT stations placed next to intersections? It's not just mine, there is a bunch of roadtop stations on the STEX, not to mention the ingame tollbooth. and they all suffer this (visual) glitch.

Thank you in advance!

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