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NAM: Requests

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Date: 10/7/2004 2:59:02 AM Author: kassarc16
Ok, I don't know if it can be done, but is it possible to make these double crossings into one? Since with the default way these work, if one set of gates aren't down, the cars go straight through even if the others are. Though, if they can't be made functional, don't bother.
/idealbb/files/doublerailcrossings.jpg

quote>

Where can I download those like cul de sacs? I wouldnt mind getting those in my city 2.gif

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Goaskin, here's one I know of near me:
The Alaska Way Viaduct in Seattle Washington. It carries State Route 99 through Seattle, and was built before Interstate 5 provided the main North-South transit through the state, (At least I'm pretty sure about all that.) It's currently slated for demolition and replacement with a tunnel because of it's age and danger of earthquake damage.
 
<ahttp://www.terrydivyak.com/gallery/export/html/photos/Stock_Seattle_DSC_0472.jpg align=baseline>
 
MiniMark, thanks for quoting that picture. Is there anyway to make those crossings into one?

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Awesome! Thank you. This will give my London Region (one day a CJ will be created) more of a unique look 2.gif!

Thanks again

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Date: 6/19/2005 7:30:41 PM Author: kassarc16
MiniMark, thanks for quoting that picture.
quote>
 
Your quite welcome.
 
2 ideas for the NAM is to create (if its possible) is to have well bring back the subway to rail connection like in SC3000/SC3000 Unlimited. Those are something that I wish were in SC4.
 
One last thing that is needed is you take the avenue to the next step. No not 6 lanes, although i do support that 2.gif! is have the median open for a Light Rail Line. (can be built automatically with an avenue or do it yourself) And the light rail line would easily connect to your subway-elevated train lines.
 
I don't know if that has been suggested but oh well its worth a shot.

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@GoaSkin
There are still a few left in the real world like that one in Seattle with the old design but most are being demolished because of the danger of collapsing in an earthquake like the Nimitz Freeway did back in 1989.  However there have been some built with two different designs since then like these:

 
 harborfreeway9sk.png border=0
 
I-110 Harbor Freeway in Los Angeles
 
 
 
i10sanantonio7vy.jpg
 
I-10 Freeway in San Antonio

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Also I wonder if its possible to design a Ground Light Rail or an Elevated Rail in the center divider of a ground/elevated highway like the Green Line on the I-105 Freeway in Los Angeles.

i105greenline5iy.jpg

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like to throw in my NAM request... although .. the interchange requires north to east & west to south dual deck freeway interchange (and i just read that dual deck freeways are not possible it seems my request is actually a moot point) but if it could be done .. i would love to have the i-280 & us 101 interchange in San Francisco  ...!!!!! <ahttps://www.simtropolis.com/idealbb/files//101-280-64.jpg align=baseline>

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This is technically easy to make but this has no priority. There is already a puzzle piece with lightrail under elevated highways. Because for such a puzzle piece you have to enhance the distance bethween the rail tracks, you need to use a minimum of 6 tiles for the lightrail. The puzzle piece will be a big cross and not easy to handle.

A station with a middle-platform is easier to realize.

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Actually, dudes, there are TONS of double decker highways in Japan and Asia in general. I saw a triple deck highway that went for about a half mile in North Tokyo. I took a picture, but it is in the dark and taken from a bus window. There are lots of double decker highways - apparently earthquakes are not a concern if the engineering isn't farmed out to the lowest bidder like in California.

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It would be great if we had an on-slope avenue puzzle piece for overpasses to sunken highways. Maybe even a one-way puzzle piece for that too.

Please respond on thoughts.
 
    -Gosling200317.gif
 

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Widen highways to eight-lanes (four-lanes each direction) instead of having 6-lane highways all the time.
<ahttps://www.simtropolis.com/idealbb/files//puzzle1.jpeg align=baseline>
 
<ahttps://www.simtropolis.com/idealbb/files//puzzle14.jpg align=baseline>
 
Is it possible to edit the textures and make it look like this?
 
<ahttps://www.simtropolis.com/idealbb/files//fr2-new.jpg align=baseline>
 
 
Could this be done for the diagnal sections?
 
<ahttps://www.simtropolis.com/idealbb/files//fr2-new2.jpg align=baseline>

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zdog720:
Possible: yes, as most things generally are. Worth the time to do it: personally, I don't think so. That would require quite a lot of substantial changes to the files (Models, Paths, Textures just for starters), not only to normal highway models, but would also require a re-making of all the Interchange-items (overpasses, cloverleafs, ramps, etc etc). It'd also take quite a considerable amount of time to do too (many many months if not more) considering what'd need to be changed.

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Tropod, what do you think about this? Would it be possible at all?

4laneoneway0ma.png
 
 
Imagine a large one-way which is emerging from two normal one-ways running along next to each other.
With wider inner lanes just like the ones on avenues, and with wider sidewalks/pavements.
 
No doubt people would love it, because it brings New York's flair to your city 9.gif

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@Wilfried: Every kind of street/ railway is possible. It depends on the pathing and the textures only but every kind of transport network has fixed properties. For any kind of network, there are fixed properties for capacity and speed limit. Additional lanes or rail tracks do not enhance the capacities. You see the automata going on additional lanes and you can use them in UDI mode but they are not usable to handle more commuters. For the pathfinding engine in the game, they are like usual networks.

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I would request B9) be implemented for ground highways - Straight Ramp - one way Road

Second, one way roads do not seem to have the necessary pieces to cross a sunken highway.

More sunken highway ramps capable of escaping the ditch without flubbing up the terrain.

Other than these minor inconsistencies, NAM ROCKS! 44.gif

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GoaSkin, if the road covered two tiles instead of only one, it definitely would have a double capacity.
 
No doubt about it 20.gif3.gif

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If the road covers two tiles for one direction; that's optical possible but not technical.

Optically, it is only possible if the two tiles are handled like two separate oneway roads. That means, that it would be impossible to change the lanes.

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Date: 6/25/2005 1:38:19 PM Author: GoaSkin If the road covers two tiles for one direction;&nbsp; that's optical possible but not technical. Optically, it is only possible if the two tiles are handled like two separate oneway roads. That means, that it would be impossible to change the lanes.
Well, if you take a detailed look at the avenue left turning lanes, you will find that cars do indeed drive onto the opposite side, i.e. the tile usually carrying the opposite traffic. How can you explain that? 42.gif
 
Is it absolutely indisputable what you are saying? Or are you just trying to convince me into something? Perhaps you don't like the idea of a four-lane one-way... 27.gif

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At first. the different systems supporting cars (streets, roads, avenues, highways, dirtroads) have lots of properties and only a few of them are customizable.

Lane changing is only possible on one tile itself. Avenues and highways are two tiles broad but any of these two tiles are used exclusively for one direction. Highways have three lanes on one tile and avenues two. If you change the lane, you are still on the same tile. On the ATL-mod, it is the same. On intersections, there are three lanes on the tile.

It is an internal game function what handles the lane-changing. In the path files, there are as many paths defined as lanes are existing on the tile. They have just customized x-positions (lane positions) and are numerized (1=left, 2=middle,3=right). If you are on lane 1 and want to change one lane to the right, the interpreter lets the vehicle follow path 2.

The lanes on the tiles beside have their own pathfile (it's one per tile). The only situation what allows you to leave the tiles is an additional path which starts on the same position like the left or right lane but leaves the tile on a side instead of on the top (like on intersections). Maybe, it is possible to realize by adding masses of intersection paths to the puzzle pieces but this is very hard to realize and will possibly result in malfunctions which can't be fixed.

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This may sound moronic, but how do you install the road puzzle kit and GLR?

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@Toxicpiano: The GLR puzzle piece kit is included into the NetworkAddonMod and the construction of this road puzzle piece kit has not been started yet. There is no special file to install.

@Wilfried Webber: I have not much time to work on SC4 stuff and the time I have, I do use to create additional GLR puzzle pieces because I am actually the only responsible person for GLR pieces since Smoncrie has set a focus on his NAM cosmetic MOD.

Since Tropod made huge changes on the oneway stuff, I have many things to study before I can mod something on it. The oneway system itself is a little bit harder to understand than the other network types. I created a few onelane-oneway puzzle pieces a few weeks ago and they are not usable anymore since the june-NAM has been released.

It is now summer in Europe and northern America but winter in Australia. While Tropod is back to continue the work on the NAM, the most other modders are less involved with the NAM now.

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As we all know the scale of simcity is off by a good bit, because of that, although the work done to create the stack interchange is quite good, the scale is off.  I am wondering if it would be possible to create puzzle pieces that would go over an elevated highway as well as a ground highway.  Additionally, would we be able to get single sided perpindicular exit ramps for ground highways?

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It is already said, we certainly need offramps that end in an one-way road from a ground highway.

Creators of NAM rule.

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I figured out why these don't exist yet - they require new models. The ones for elevated highway copied offramp models that already existed.

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