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NAM: Requests

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Hi all

May I give some suggestion about NAM in this thread?

I hope there will be a
Now only have straight overpass,truning 45degree elevated road.

I hope in future will have curve overpass in NAM,turning 45 degree elevated road.

I feel sorry if there is any mistake or misunderstand.

Thank you

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 How about 8 m high elevated road/avenue/one-way road pieces. For that matter, also 8 m high elevated heavy rail pieces too. I think the current 15 m (49 ft) is too high.

I've been getting around that by doing 7 m high embankments (using the hole digger tools to raise 15m, then subtracting 8 m with the sunken rail tool), and then sinking crossing roads or rail 8m. It's more realistic anyway. See below:

Nibiru-Jan8001266780537.jpg

Of course, if we have 8m high rail pieces, we'll need stations to match.

 


"Whether it be the sweeping eagle in his flight, or the open apple-blossom, the toiling work-horse, the blithe swan, the branching oak, the winding stream at its base, the drifting clouds, over all the coursing sun, form ever follows function, and this is the law."

—Louis H. Sullivan, "The tall office building artistically considered." Lippincott's Magazine, March 1896.

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Originally posted by: diamonddog_74
Originally posted by: z1
Originally posted by: Liberater444
how about double-decker streets, such as Whacker/Lower Whacker drive in Chicago?quote>


Being a Chicago native myself, I would love to see us be able to make something like Wacker Drive.  Unfortunately, a fundamental game limitation makes this impossible.  If you have paths for the same type of vehicle going in the same direction, where the paths differ only by height, the vehicles will jump unpredictably from one level to another.  So you can use El Rail over Road to construct Chicago's Loop (two different networks), but you can't make a double-decker Wacker Drive that runs just a few blocks away.

It's too bad, because there are a whole set of streets that run under downtown Chicago.  But because they run under other streets, we can't build them.
quote>


How about this idea to get around it, although cosmetically: Tart up the elevated avenue to look like Wacker Drive with an eyecandy lower deck. The textures for the existing elevated avenue pieces need to be revised, but in addition, perhaps there could be a Wacker Drive skin for them. Perhaps base them on PEG's UT Mall Canals. Just a thought.

These Arabian Canals can also give you an idea of how it could look:



This screen shot is from the "Show us your city's detail/close-ups" thread.
quote>

I was just thinking the same thing...

 

Possibly an Avenue Mod (NAM or otherwise) that placed cosmetic downramps at the avenue intersections. they would look like Chicago's ramps, but they would function like the Big Dig ramps, or subway-avenue converters. I'm actually working on a primitive avenue system HERE: http://aoin.darkbb.com/tirnreich-f60/new-tile-transportation-seaport-project-t1620.htm.

Not exactly like Whacker Dr., in fact, its the opposite. But I'll reverse the tunnel directions soon.

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You could always use FLUPs ramps - they come in handy in a variety of situations. (BTW, It's Wacker Drive, not Whacker - unless you position your ramps the wrong way... confused_smile.gif )


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Is it possible that the 2010 NAM or 2011 NAM have an elevated train service that runs in between the highway? Look at picture to see what I'm talking about. For Ground highway, it would be rail.

464821644_3d274937ce.jpg

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Originally posted by: 443402
Is it possible that the 2010 NAM or 2011 NAM have an elevated train service that runs in between the highway? Look at picture to see what I'm talking about. For Ground highway, it would be rail.quote>

 

Something like this is possible with current versions. See the tutorial here.


A wise man once said, "I am not yet a wise man..."

Endless Road 4.jpg

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Originally posted by: z1

(BTW, It's Wacker Drive, not Whacker quote>

OMG! I was going to say the same thing!

Liberater444, the avenue is named after Charles H. Wacker, who was chairman of the Chicago Plan Commission from 1909 to 1926. 

So, it's not "whacker" as in, "I got whacked in the head by a baseball."
 


"Whether it be the sweeping eagle in his flight, or the open apple-blossom, the toiling work-horse, the blithe swan, the branching oak, the winding stream at its base, the drifting clouds, over all the coursing sun, form ever follows function, and this is the law."

—Louis H. Sullivan, "The tall office building artistically considered." Lippincott's Magazine, March 1896.

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there should be a mod for diagonal bridges i am not quite sure if one exsists but it would be great

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I don't know if this has been seen around here, but what about funiculars? (a.k.a. inclined railways, cliff railways...)

Some hilly cities in the world have public funiculars to go up/down the higher districts, the ones that are easier to reach by this way than by car. Personally; I have some very hilly cities and I like pretending the GLR networks to be a funicular line; but it isn't.

Ascensores_de_Valparaiso.jpg

I think that modding the GLR network with a new texturing would be easier than doing the tram-in-road/tram-on-road network and the only problem would come with stations and specific automata; which would have to conform with the slopes.

Just an idea!

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The FLUPS are not subway transfers, rather they are actually subterranean road puzzle pieces that you can use to create more realistic underpasses or tunnels underground. Unlike the subway transitions, the pathing is actually for cars, busses, etc. and it is fully UDI compatible. I use these often and I find them great!

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Can we have a serious road scheme like 2 lane highways and more junctions  and highway over avenue or something?

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Originally posted by: Deathcat001

Can we have a serious road scheme like 2 lane highways and more junctions  and highway over avenue or something?quote>

Seems you need to download the RHW (Real Highway Mod, formerly Rural Highway Mod). You will be able to build 2, 3, 4 and 5 lane highways with a more "serious" layout, as you say.

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Not sure if it has been suggested, but how about various styles of different highway exits like this. These are half cloverleaf exits, but perhaps you could also include a combination of cloverleaf and diamond exits.

I know it's possible to make these with RHW, but it's quite difficult, and space and time consuming, and they won't look very good.

Halfklaverbladaansluiting.png

afrit_1.jpg

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Well, you could always use the NAM European Latheral Exit ramps for the Maxis Highway:
grom15gq2.jpg 
But to be honest, I'm more a fan of the RHW. Although it's more spaceconsuming, it's more realistic. One tile in SC4 is 16x16m so a Maxis Highway Cloverleaf of 14x14 tiles would be 224x224m in real life, which is way smaller than real interchages.

By the way, the RHW may be more time and space consuming, but it's definitely worth it! This was my first parclo:

nieuwlanderveenparclope2.jpg

Here again a simmilar setup Is this really looking ugly? And this is only RHW version 2.0!
guil317kp6.jpg

And they don't have to be space consuming. This for instance is an spacesaving interchange:
kr5i.jpg
It's just how you use the RHW 2.gif

By the way, are you sirdanilot from Wegenforum.nl?

Best,
Maarten


Read the Readme or drown in bugs and glitches; the choice is yours...

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I don't like the way the highway finishis in the game, could you make a highway piece wich goes like a "u" at the end?

Moving to NAM: Requests

-CaptCity

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Originally posted by: sirdanilot

Not sure if it has been suggested, but how about various styles of different highway exits like this. These are half cloverleaf exits, but perhaps you could also include a combination of cloverleaf and diamond exits.

I know it's possible to make these with RHW, but it's quite difficult, and space and time consuming, and they won't look very good.

quote>

I would also request that, even for RHW2

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Yeah that's me, mrtnrln.

anyway, yes I know that just about anything is possible with RHW, but I just see the maxis highway and the rhw as two completely different things. Oh well, I suppose the lat. european onramps go a long way too.

I have tried RHW before, but it's just too difficult to use in even slightly hilly terrain. It took me countless hours to build a cloverleaf (but with parallel lanes!), and it has a really ugly shape (I didn't succeed in diagonal MIS very well, so it looks like it's crammed into a city center, which would be kinda cool if it were actually true I suppose), but at least it still stands proudly in the center of one of my largest cities...

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It may help if you flatten the land first on the place you build your interchange. You can easily do that by placing 1x1 road section side by side. These will automaticly flatten the land with much precision (you only flatten one tile at a time). Maybe then it will be easier to build interchanges anyway.


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Yes, but those interchanges with MIS are very spacetaking and it doesn't look good when there's a big flat section in hilly terrain

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the idea is that its much easiler to make smaller puzzle pieces....prefab interchanges would all need new 3D models, and theres not too many folks capable to make them that have to suficient time to finish.  

its not meant to be a direct replacement for the maxis highways, since that system is already a compact system in itself.  RHW is more for realism imo, which leaves us a possibilities to use each based on terrain.

of course, you are always welcome to start making additional interchanges.  there is lots of info available that could get ya started. 4.gif

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Hello NAM developers.... I have come to make a small request. Since the NAM has been released (as far as I am aware) there have been nicely curving pieces of the 2-lane highway that allow the formation of a nice 45 degree turn in the space of I believe 7 tiles (maybe 6) My request would be to also make one for the on / off-ramps, as well, the possibility of a curved ramp piece that would go around from say Northbound traffic and loop around so that it routes traffic westward... such as those very nice cloverleafs do. That being said, I am going to gripe a small bit I am not a big fan of the sudden "maxis inspired" 45 degree turn in 3 spaces. It seems ridiculously out of place and is by "NO MEANS" realistic.

Thanks for hearing my request. And I wish you all the best in the development of this wonderful tool. I, like many others would be lost without it.

MTLT_17

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What about avenues with four lanes, ore one way roads with four lanes? I know that they're far behind a highway, but cities doesn't have only highways, and bigger avenues/roads serve better.

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