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NAM: Requests

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Originally posted by: Hahayoudied Why not include a highway that is more than 3 lanes wide, and one way highways?

Also, why not include elevated railroad stations into NAM?quote>

As far as the highways go, there already are one-way highways as part of the RHW project, and there soon will be 4+ lane variants on it.

As far as the stations go, stations are Lots, and for numerous reasons, the NAM does not include Lots.

-Tarkus

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I just noticed a problem with the 2008 April NAM. The 2007 July NAM used to have a feature that cuts down the unrealist commute time by 10x. However, the 2008 NAM doesn't have that. As a result, some of the sims in my main SC4 city are unemployed to due high commute time. I do NOT use to NAM to cheat, only to reduce the amount of bugs that make SC4 unrealistly hard, and to make the sims more smarting in finding a path to get to their workplace and home.

I did everything I can to reduce the commute time by adding more subway lines and subway stations, and enacting ordinances. However, I can't add another type of mass traist without destroying buildings. I feel like reinstalling the 2007 NAM and uninstalling the 2008 NAM.

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Hahayoudied:  The 10x Commute Time Plugin was removed from the most recent NAM because recent investigations into the game's Pathfinding Engine by mott/mayormot and jplumbley resulted in the discovery that that Plugin and the others like it were seriously flawed. 

It was not removed because of some perception that the plugin was considered "cheating", it was because it was actually causing issues with the game.  For more information about the issue, I would suggest reading the thread on the new Simulators A and B here.  I'd personally recommend trying one of the versions of Simulator A, probably Simulator A Easy, as it is probably the most analogous to what you had been using.

Hope that helps.

-Tarkus

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I've just got a few requests for the EL rail puzzle pieces (which is now my favorite mode of transportation to use, thanks to being able to put it above road). Maybe these have been mentioned already, I admit I didn't look through all 52 pages.

-- EL T-intersection over road/street T-intersection

-- EL T-intersection over straight road/street

-- EL + intersection over road/street T-intersection

-- EL + intersection over straight road/street

I've got a non-grid city, so at times it's bothersome to have to work around the puzzle pieces I have.

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i'm not sure if it's entirely possible, but i've been experimenting with express and local lines with both el rail and subway...would it be possible to create and path a station that would have the effect of 2 stations placed side by side? if not there are other work arounds, including making 2 halves of a station so it would look like one station. the express track experiments are working well and as they should. if there was a way (maybe utilizing the old RHW technology) to overwrite the el and possibly even subway to appear as one structure when 2 are laid side by side, i think there would be a possibility of it working...

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I've been hoping for a while that someone could create diagonal bridges. They would be a great help to the Sim City 4 community.

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Is possible to make elevated railroads, highly elevated rails and monorails draggable? It takes me forever to build the elevated railroads by using the puzzle pieces.

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I had a strange thought. Make elevated highway over avenues. Strange, I know. Can you consider trying it?3.gif


Gsig.jpg

"With a purposeful grimace and a terrible sound he pulls the spitting high-tension wires down..."

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It isn't possible to make a different road network over a different road network.

Highway over Avenue = Not possible

Highway over highway = possible

Yes it is possible to make the raised networks draggable, but requires quite a lot of work.

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Trainmaster423: I support your idea too!!! It is sometimes annoying just because the bridges are only horizontal or vertical

warrior: that's strange but why there's stuffs like road top mass transit or underground rail under road like that?

I thought it would be as long as there are only not more than 2 types of transport in the same tile it would be totally fine

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If we have avenue under highway, then it will only look like avenue under highway.

Cars on Highways go faster than on avenues.

Cars follow "car paths" (< that is what they are called) car paths are exactly the same whether they are on street, road, OWR, avenue, Highway, etc.

They isn't a wa to tell the game which car paths are avenue and which car paths are highway.

So they is no way to set the Avenue (on a Avenue under highway piece) to be slower than the highway.

You will either get a normal speed highway and a fast avenue or a normal avenue and a slow highway. Just because it may look like it is a highway doesn't neccessarily mean it is.

Rail under road works because they are two different types of paths, car paths and rail paths, so the game can tell whats rail and whats road.

Same network over same network will work (like double decker highways) because we want both decks to be the same speed.

If you don't understand just ask, and I'll try again.

-Jonathan

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Originally posted by: trainboy2004

Is it possible to build stations on the "GLR between Avenue" pieces?

Something like this:

http://maps.live.com/default.aspx?v=2&FORM=LMLTCC&cp=snjg29hc5c69&style=o&lvl=2&tilt=-90&dir=0&alt=-1000&scene=11600735&phx=0&phy=0&phscl=1&encType=1

quote>

It is possible, but since stations are lots, and the NAM has a no lot policy, the stations are a seprate download Below are links to some stations.  Two of the links are to sc4d so you will have to register there to download if you haven't already

Link 1

Link 2

Link 3

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Originally posted by: Gn_leugim i posted this request once, and a post again..

this time with an image which says it all:

2-10Jun051210321902.png

you should make one piece iqual to the rail one, to make the transition between ortho and diag road pieces.. ty =)quote>

anyone saw this? =1

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If not requested before:

How about something like this:
Turbo-roundabout
A turbo-roundabout, one of the latest trends in Dutch traffic conduction.

More info:

In the Netherlands, a relatively new type of roundabout is built increasingly often. It provides a forced spiraling flow of traffic, thus requiring motorists to choose their direction before entering the roundabout. By eliminating many conflicting paths and choices on the roundabout itself, traffic safety is increased, as well as speed, and as a result, capacity. A turbo roundabout does not allow traveling a full circle.

Several variations of the turbo broundabout exist. The basic turbo roundabout shape is designed for where a major road crosses a road with less traffic.

Turbo roundabouts are typically uilt with raised lane separators. Cheaper implementations with only road markings exist, but hurt the efficiency (regarding safety, speed, and capacity) of the design by enabling users to cheat the system.

From
Wikipedia

Real life applications:

Example

and

Example

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Jep it's quite weird at first glance. Many fail their driving tests at those type of roundabouts, if they never saw them. But if you get used to them, you never have to stop on them. If you time your moment of arrival at the roundabout. 4.gif

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I have another request, I need a avenue puzzle piece that allows me to build vertical 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.

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As mentioned by many; Collector-Distributor Highways. For example, using the Toronto model, you would have:

3 or more lanes of one-way travel

Highway-speed link between one-way travel

3 or more lanes of one-way travel

3 or more lanes of opposite one-way travel

Highway-speed link between opposite one-way travel

3 or more lanes of opposite one-way travel

All are highway (grey/gray) pieces. Highway-speed links would also be grey/gray and would be able to placed where needed/wanted.

I'd also like to be able to do what I want with the 3 lanes of traffic, for example, not have it all go in one direction or even be part of the same highway. The 427/409/401/410/403/27/Eglington/Carlingview/Renforth Interchange in Toronto (check it out on google or msn live maps) is a great example of how this could be used, esp. around the 427/401 area.

Rural Highway Mod I think in part tries to address this but does not currently succeed. Using other pieces such as one-way roads in concert with other pieces is visually unpleasant and does not appropriately mirror their purposes. For example, ramp speeds between collector/express (collector/distributor) systems are almost always the same or only slightly reduced speeds as the highway-posted limit. Rural Highway Mod is great in many ways and can separate traffic into 2-lane one-way segments but they don't always meet up well with regular Maxis-created roads (ramps don't meet up well with roads where there is little space, ramps of one 2-lane one-way segment cannot link up with another realistically (visually it can but the traffic will end up flowing into itself).

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Sorry, if it has been asked before. I'm rather new in here. Nam is doing additional bridges,

and I wonder whether it would be possible to pipeline power through the larger bridges.

I'm not sure, whether it is done, but I think it would be possible to have coated power

lines under the roadway.

Or is the conduction of power handled by the game like some sort of traffic?

However, the underwater power cables available are rather old and odd, so quiete often

you end up having ugly powerlines next to your Golden Gate Bridge, which looks rather

odd as well.

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Originally posted by: ejafus

Rural Highway Mod I think in part tries to address this but does not currently succeed.

quote>

Well, its getting there.  Check out my Multi-RHW guide to learn how to make a collector/express (or collector/distributor) system for the RHW.

In fact, the latest version has made this network much more stable.  Curves and transfers are now a lot easier to make and the MIS allows for realistic interchanges.

For more information, check out the links in my signature for my Multi-RHW guide, Show Us Your Interchanges, and also my City Journal, where I have multiple examples of this.

Oh, and welcome to Simtropolis, ejafus!

Best,

-Haljackey

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NOTICE: Now I-40 through Knoxville Between I-640 Is Closed To Through Traffic Not Local Traffic Due To Widening Project. Transforming to a 8-Lane from a 6-lane. Began-5/1/2008 Ends-6/30/2009. Cost-$500,250

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Originally posted by: haljackey
Originally posted by: ejafus

Rural Highway Mod I think in part tries to address this but does not currently succeed.

quote>

Well, its getting there.  Check out my Multi-RHW guide to learn how to make a collector/express (or collector/distributor) system for the RHW.

In fact, the latest version has made this network much more stable.  Curves and transfers are now a lot easier to make and the MIS allows for realistic interchanges.

For more information, check out the links in my signature for my Multi-RHW guide, Show Us Your Interchanges, and also my City Journal, where I have multiple examples of this.

Oh, and welcome to Simtropolis, ejafus!

Best,

-Haljackeyquote>

Thanks!  I've actually been around for awhile but have I guess haven't posted before (thought I had!).

I'm not complaining about the RHW either, it definitely is a step in the right direction!  I also can't wait for the Networking Widening Mod!

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