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NAM: Requests

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@bob56: it has been fixed somewhat...it's called draggable GLR.

@streetlight725: that is possible, but will never happen. the amound of puzzle pieces required is far too great as the depth of water can vary so much. plus there is no way to get every piece perfect so it would look pretty crappy. not a bad idea if there was very few possible water depths as SC2K had.

@ninjajoe: highly unlikely as tunnels are hardcoded into the .exe and we don't have access to that. there was once an attempt but it either died out or failed.

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Originally posted by: HahayoudiedI need a avenue puzzle piece that allows me to build vertical and diangonal elevated avenue over three diangonal railroads. I had to use a elevated highway to build over the diangonal railroads because I couldn't find a correct avenue puzzle piece. The elevated highway crossing the railroads is an eyesore to me.

Is it possibe to make the highway crossing the railroads as avenue puzzle pieces?quote>

 

If you have the NAM you should have the pieces. In the road menu scroll all the way to the bottom for avenue puzzle pieces. You need to hit the tab key to find the pieces you need... in this case you need the option for avenue over diagonal rail (single) or avenue over diagonal rail (double). Because your avenue bridge approaches the rail on an angle, only one side will actually meet the rail so you also need the avenue filler piece (tab location #3 I believe) which will fill in part of the 'void' left by the diagonal bridge. When I tried it everything worked fine for the seperated rail lines (see pic link below) but for the double rail lines it was tricky and I couldn't quite get it... probably because there's actually 2 lines on 1 tile and there isn't a filler piece with half a rail line in it. Even if you have trouble with the double rail line, the single rail lines should not present any problems.

https://i43.photobucket.com/albums/e400/SamJam_photos/diagaverail.jpg

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What about elevated subway over one-way roads?


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Right! well my request seems simple enough well, plural but I'm sure it's not as easy as all that. Ever since I started playing SC4, I've wondered why a road can't go here there, or under that. So, in the spirit of density, I was wondering if any of the following are possible.

1) LODs for traffic over the bottom tile and under the top tile of the long slope transition between ground and elevated highway.

2) LODs for traffic under the highest point of plopable overpasses. the "quarter" bits.

3) Shorter entrances and exits for diagonal highway overpasses.

Honestly the first two are more personal preference than anything as I build myself into corners sometimes, but number three I'd really like to see as an option in the next NAM. I'm not sure if any of this has been requested before as, well this post is 54 pages deep. Anyway! Thank you and the whole NAM team!

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I'm unsure if this should be asked in the RHW thread, or here, so I'll just put it in both. Is it possible to have a Maxis ground/el highway - MIS/RHW exit? Does such an exit exist already? I'd love to know.

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Is the four-lane medianless avenue avalible for download anywhere? It's in the first known Rush Hour pic:

simcityrushhour_050703_05_640w.jpg

It's in the upper left corner.

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That pic is a very old Maxis teaser....as far as I know,that particular avenue never was...however , the NAM team is in developing new avenues.(There was a Eyecandy suicide lane mod that has since been locked) ,of course they are mainly working on the RHW/MIS stuff first , I think that will be next. (don't quote me on that) 4.gif


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I have a question, is anything new with the elevated roads is happening? there are many great area's that they help, but it would be wonderful if the network we developed even more! like more realistic downgrades, ect, skins for it, more pieces, who know's mabey even road over road? i just think there's still alot of potiential for that.

also what's wierd with that picture is that i see alot of bugs with it, if you look at the roads that avenue actually looks like oneways before it goes meadinless.

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Wow, it's been awhile since I've that pic!

I've come here to suggesting lowering the height requirement for bridges to have boats drive under them. I mean, I think it's a little too high and none of the boats even come close to touching the top of a bridge at the lowest allowable for boats, and one that looks like one you can go through, you can't and the boat explodes!

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1) I second Ndragonawa's idea regarding the bridge heights. I thought about that waaaaaay back when I started playing the game and it hadn't really come to mind again until now. At the very least, in my case anyway, a lower bridge means a shorter grade (fewer tiles) on approach and an easier time zoning near the road/bridge.

2) Regarding elevated rail-over-road... I found out the [very] hard way that there are two key pieces missing: a) an intersection with a one-way road (both T and X), and b) a rail curve around a corner involving a T or X intersection. At this point the only 90-degree turn the rail can make is when the road also curves 90-degrees. You can use a combination of pieces to leave and re-enter the road alignment to achive the intersection curve but you lose the tile on the inside corner which may already be occupied.

I'll post this at SCD as well... thanks team!

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Last Online: A long, long time ago... 
 

@samjam...the second part of your request is definitely needed...make sure to request over at sc4d...those should be in the works, but i'm not sure, and it never hurts to ask...

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ok, i'm sure there have been requests for double-decker this and that, but here's a perfect example of what i'm talking about, where you'd simply create shoreline pieces similar to Pegasus's but with transit-enabling puzzle pieces:

Wacker Drive

Chicago_River_from_Michigan_Avenue_%28clWacker_Drive_aerials.jpg

it would function as a double capacity avenue that might include short bridge pieces.

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surdanis: Even if double-decker roads/bridges were made, it would not double the capacity. Each network type has a specific capacity, and that is hardcoded in the game. We cannot change that.

However, if another network was above it, such as the existing el-rail over road pieces, it puts the capacities for both networks on the same tile. That is the only way to do it. I hope this helps you out!

Best,

-Haljackey

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Originally posted by: haljackey surdanis: Even if double-decker roads/bridges were made, it would not double the capacity. Each network type has a specific capacity, and that is hardcoded in the game. We cannot change that.

However, if another network was above it, such as the existing el-rail over road pieces, it puts the capacities for both networks on the same tile. That is the only way to do it. I hope this helps you out!

Best,

-Haljackeyquote>

 

Thanks for the info, and I am well aware of that limitation. However, what I am proposing is simply to make a puzzle piece "appear" to have dual transit functionality of the same type by merely doubling the normal capacity of an avenue or a highway. Traffic for the puzzle piece would move normally at the same speed as with any puzzle piece of the same traffic type. Some piece could also swtich the transit type into subway to allow for "subterranean" avenue traffic similar to Blahdy's work.

Essentially, the "upper" and "lower" levels are for pure looks. While in many respects being "eye candy", the end result will surely be satisfying to many city builders who hold an apprecation for Chicago architecture. If you've seen Blues Brothers or the latest Batman movies, you've seen Wacker Drive. Remember the chase scenes?

Ideally, you COULD make them dual subway/car traffic to better control where the traffic can switch between the two levels, though this is slightly harder. This control would, of course, be achieved through ramp puzzle pieces.

Think outside the gridsquare. 4.gif

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I have a request that is much simpler than making a double-decker avenue or high, how about making the pulaski skyway. It could be made as a patch for a regular highway and a bridge, could you also make it curve like a regular highway. give me a reply soon. Thanks. PS, the Pulaski skyway is higher than a regular elevated highway.

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Originally posted by: mben92 I have a request that is much simpler than making a double-decker avenue or high, how about making the pulaski skyway. It could be made as a patch for a regular highway and a bridge, could you also make it curve like a regular highway. give me a reply soon. Thanks. PS, the Pulaski skyway is higher than a regular elevated highway.quote>

There is a bridge already in the game with a simiar design.

fdfra8.jpg

As far as the rest of the skyway, it would be dificult to do as a higer highway would require new onramp models. Also there is no other empty network so unless it was puzzle piece based, it could not be done.

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there is a problem with glr and stations that sometimes causes crashes

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Bob56: Can you elaborate a bit? What GLR station? GLR in ave?

-Please try to keep your posts informative and proper.

It is known that when you hover your cursor with a puzzle piece over a TE lot (transit-enabled lot, like a train station), a crash can happen. There is no way to fix this problem without modifying the EXE which is illegal.

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The bridge would actually be a combonation of a cantilever truss and an truss arch bridge. As for the on and off ramps, you can make on and off ramps that are underneath the bridge, the highway on/off ramp could be a separate piece of highway instead of designing separate highway on/off ramps, the on/off ramps could be placed underneath the bridge like the elevated rail over road mod featured in the recent NAM. you could even modify the skyway to acommodate a road underneath for the on/off ramps. The skyway it self would be a truss arch with raised concrete pillars. the upper part of the skyway would be lower than a regular truss arch bridge.

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I've got one, a road overpass on-ramp/off-ramp, The highway opens out an off-ramp on one side, and an on-ramp on the other, one ramp goes over (or under depening on the highway, the ramps then join together to make a road. An also, have a dragging high road, avenue, monorail, etc. instead of puzzel pieces

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A roundabout in one tile; i.e. make a normal set of crossroads into a mini-roundabout; therefore eliminating traffic lights at small crossroads.

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Could someone make the manhattan bridge? please.


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Whoa!  A number of requests!  Let me see what I can do:

Living2007:  Sounds a little complicated.  Care to elaborate?

fusion2005:  Well, there just isn't enough room in one tile to make a roundabout.  In fact, the 2x2 road/street roundabouts are really pushing it compared to RL. 

rainyday:  Hmm... Sounds interesting.  The number of double hight puzzle pieces are increasing rapidly!

Wrightguy0:  Well, the Brooklyn Bridge already exists which is good for doing a New-York styled city.  If you would like to learn more about making bridges, see here:

https://www.sc4devotion.com/forums/index.php?board=160.0

Best,

-Haljackey

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I have NAM April 2008 and noticed that the Avenue overpass needs fixing for traffic, they all move to one side. And one request, have a overpass like the T intersections, but they go to a road, and the intersection directs from one side, i'll post an image later

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I'd like to see (and I think I've asked on this before) a puzzle piece (or perhaps something in the "overpass" category) which could be placed on a 45 degree curve of elevated highway (perhaps ground highway too) where there is an avenue leading away from the curve in such a way that it is aligned with the highway on the other side of the intersection. Since the highway absorbs the avenue traffic, it only needs single-sided ramps. (Similar to a T-ish intersection between an orthagonal and a diagonal avenue, except that one side of the T would be an avenue and the other two a highway.)

The use of this would be in places where a new highway was built as a "bypass" around a CBD to replace a surface route that went down "Main Street"; this was commonly done when the US highways were replaced by the Interstates in California and a few other western states.

(One example, if you want to look on Google Earth or such, is the rerouting of US-80 (now El Cajon Blvd.) to I-8 in La Mesa and El Cajon, CA, which actually has 2 such junctions - one near Baltimore and one near Washington, where the freeway had to be built on top of old US-80 between the CBDs of two suburbs of San Diego.)

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kinda hate to dig up an oldy...but...

@mben92: curved bridges can't be done. to otherwise construct the skyway would take a large number od ID's.....likely about 10 from a quick gander at the bridge. each ID is a piece, so in effect, one would have that many models to BAT. lotta work my friend....

@Wrightguy0: if you happen to give bridge building a try, there's plenty of help out there. i have the manhattan bridge on the back burner until im convinced double deckers are impossible. as of now, they are, but one can still hold out hope.

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