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NAM: Requests

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

tHATS if we cut the street in hafe and put arrows on them.

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

and make them block traffic going against the arrows... don't forget about that part... but otherwise, exactly what i had in mind.

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

uhm... i just entered that message twice and it wont let me delete this one, so i edited to say sorry for cluttering the post, this is not an intentional bump! 44.gif

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Any way to widen highways to, say 8,10, 12 laned?

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I would have to say that the thing I want most in SC4 would have to be 6 Lane Avenues & 4 Lane Roads (No Median) These I know are totally possible by using custom textures & paths by using Puzzle pieces. Please include this and try to make it happen.

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I've actually got a few simple (I hope) requests. I'd like streets to be able to connect, independantly, to each side of the avenue, like roads and one-ways can do.


2nd, possibly add the ability for streets to go all the way across diagonal avenues, since they can only connect, not cross, now.

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

<ahttps://www.simtropolis.com/idealbb/files//xing2.jpg align=baseline>


what happened to these bridges? i would really love to have them

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Posted:
Last Online: A long, long time ago... 
 
Sorry if this has already been done or requested but I would really love to have a Highway Y-Stack thing. Sort of like the one you get for avenues but for ground and elevated highways. Could this be done, it would really come in handy for building my cities.

 

40.gif

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

Hello,

I have another request:

Someone could mod better railroad interchanges (for example with the same concept like the TGC stack). I think railway junctions where trains do not need to cross other tracks would be a good idea.

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You guys who made the NAM, could you please help me solve the problem below?
I'm developing an update for the Road-Top Mass Transit Mod.
 
The lots behind the bus-stop have no road access.
RTMT3.jpg
Although a number of workarounds does exist, they all require special actions from the player, and thus I wish to provide a fix.
Any idea? Make special SC4path files, set special values to the Transit Switch Point property (and which) or maybe use a techique similar to Pedestrian Malls (I do not have this special know-how either).
Could you help me please? Sorry if this is not the right thread, but I think I could not find more experienced modders.

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the problem is the bus stop and subwya block the people who would build there, that would work better with medium density develpment.

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Not indeed, the busstop and the subway are just props, and I'm sure that they are not the cause of the problem, plus the problem already existed in the previous version (which didn't have these props).
 
Zoning larger lots (2 tiles wide or more) eliminates the problem (this is one of the workarounds) but I still wish to provide a fix, as the game may split the lots, and then... the no-access zots appear.

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this issue has something to do with transit enabled lots connected to roads and they way they interact with the network system, many people have tried to cure this issue, good luck

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

Hi guys,

 
First up, fantastic work . . . Much appreciated, and thank you all!
 
Now, a request. . . any chance those pedestrian malls might be made pedestrian accessible?
 
 

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If you're talking about the pedestrian malls, they are enabled for pedestrians. The one catch is, they can only enter them through another transit lot. Anything that converts things to pedestrians (bus station, train station), can be used as an entry point. Also an exit, but sims can get to commercial and industrial zones without leaving the malls.

As with transit enabled lots, ped malls to not allow residential development along them. Also frieght traffic would most likely not work either.

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

OK, thanks for the heads up...

 
I do however find this...
<ahttps://www.simtropolis.com/idealbb/files//ss1.jpg align=baseline>
 somewhat silly, so I made a 1x1 lot that allows peds through all directions, gave me the desired
behaviour, but then ofcourse anything behind it gets a 'no car' zot.
 
<ahttps://www.simtropolis.com/idealbb/files//ss3.jpg align=baseline>
 
Peds seem to be confined to travelling along streets, they can't take short-cuts accross
parallel streets, and they can only 'turn' if the road does, is this the behaviour, and the
lack of a ped mall -> road/street/etc intersection the problem? is a street <->ped mall intersection
possible to build as a network piece ??
 
 

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I noticed during UDI that on diagonal road intersections, straight seems to be ill-defined. My car keeps on wanting to turn off onto the intersecting roads. After doing some tests, it seems to happen most when a road/street branches off 45 degrees to the left or your current direction of travel. I also noticed it on one occasion when I was on the orthoganal road crossing the diagonal road, and when two diagonal roads crossed. Can anything be done about this?

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What about the ANT?

 
I'd like to high to have a thing like medium-capacity highways. The highways that we have, currently with 3-lanes on each direction, are networks where you can drive fast and with a high capacity (they rather look like freeways in fact). On the avenues you can drive at medium speed with a high capacity. An on roads you can drive at medium speed with a small capacity.
 
I would like that people create a set of new textures for the ANT to make this network one where you could drive fast, with small capacity. that would help to link remote places without having to lay such a large & expensive highway.
 
This new network would have two lanes(one in each direction), larger than the ones on roads, with/without possibility to build growables along it like with highways, and with curves like on highways.
 
I just wonder if all this is even possible.
 

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

As far as I know the ANT network is a feature by Maxis. It's functionally is incomplete and in the original settings removed from the menu. The NAM just places it in the menu again. So there is nothing specially modded on the ANT.

Actually no one has defined a completely new kind of network with custom speed-limit and custom capacity. So there is not really experience in that.

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well as far as I understand it the ANT is moddible and usable, the problem has always been once its changed its for good, for instance you could not have 3 diff mods using the ant network for diff things, the issue has been that there has never been a general agreed upon usage by the whole community to mod it, and that is what it would take. it does have multiple limitations that are documented thruout the discussion thread.

hope this helps...

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I use avenues as highways alot. I think we should have grade junctions with on-off ramps like the ones for highways. Mind you Tropod and T7T have not posted for months here. The only person that is really doing all of the modding here is:

smoncire
 
Dweller
member
 
Total Posts: 213
Last Post: 3/21/2005
Member Since: 2/9/2004
 
, and a few others. I do hope they return soon.

Why does one drive on a parkway and park on a driveway?

Why is delivery by boat called a cargo and one by land called a shipment?

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Posted:
Last Online: A long, long time ago... 
 
^ Same here. In the meantime, I thought I'd share this; I don't think I've seen anybody else request it:
 
How about interwoven entrance/exit ramps? Could be useful in dense areas with lots of traffic and little space betwen grade separations.
 
59swdriverviewatwilcrestgoings.jpg
 
Just a thought.1.gif

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

This last post has picture in regards to interwoven interchanges was from US 59 in Houston.  Houston's newer freeways utilize this quite a bit.  SH 249 and the new portions of I 610 the West Loop all use this system.

 
A request I'd like to make for the NAM...if it doesn't already exist...is rural freeways.  Is it possible to have 4 lane freeways that are seperated by grass and not a concrete barrier?  Currently, I'm using one way roads and puzzle pieces as overpasses to make rural Interstates, but was curious if anybody else has requested this.
 
 

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

What about avenues as rural highway? It is much easier to create highway exits for avenues than creating puzzle pieces for all kinds of crossings and curves.
Using GMAX is not possible on my system but if someone creates a model of such an avenue highway exit using the tutorial by Redlotus, it needs not much time to do everything else and I would try it.

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

That's not a bad idea.  Does anybody think it's possible to have freeways that vary in width?  For example, having 4 lanes in one area, and then using some sort of transition piece to make it expand to 6 or beyond.  Anybody think this is possible?

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