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bitsaul

Cannot get parking lots to work.

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I am experiencing problems with getting sims to use 2 specific parking lot plugins:

Street and Road End functional Parkings  https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=113

Paeng Parking Lots Vol01  http://www.simpeg.com/forum/index.php?action=downloads;sa=view;down=680

 

I am a Mac user and I believe this lies at the core of the problem (it always does).  I figured that someone had probably run into the same problem and found a solution by now since both plugins are quite dated.

 

I have the parking lots in viable spaces that SHOULD be utilized, meaning that I have them placed near mass transit stops in residential areas.  I know that the placement is correct because if I place a generic maxis parking facility in the same area the sims use it immediately.

 

Any suggestions on troubleshooting or a straight up fix is much appreciated.

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I am experiencing problems with getting sims to use 2 specific parking lot plugins:

<>

Any suggestions on troubleshooting or a straight up fix is much appreciated.

Hmm, I think the issue here is this: those may be eyecandy parking lots and weren't made to act the same way as the parking garage.

If you wanted to make a parking lot work in that manner, there'd be a bit of a problem: since the size of the parking lot should, ideally, be dependent on the size of the parking lot, and you have a modular parking lot kit, what should the capacity of the parking lot be? Ideally, 1000 per tile... That is, if all of the tiles can talk to each other and combine their capacities into one.

However, the game doesn't work that way, and that's where you get a problem with modular eyecandy parking lots: if you want it to be a functional parking lot, there's no way to determine how much capacity is needed unless you have a fixed-size parking lot for every possible or practical size, and even then, if the user wants to make a custom-size and custom-shape parking lot, you'll have to nudge the capacities to be higher than recommended to account for expansion.

You could probably get away by modifying one of the parking lot tiles to have 20 or 30 times the recommended capacity (1000 per tile --> 20000 or 30000 per tile), but that'd mean you'd have to place 19-29 additional eyecandy tiles to make up for the size.

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You don't say, but I will guess that you have the dependencies.  The notes in the documentation for the jeronij pack say you need a certain pack that has been replaced by BSC Textures Vol. 3 in addition to the other noted.


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Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
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    The packs in question are titled "functional parking lots" and they do have capacities so I don't see why they wouldn't function as regular parking garages.  Several other similar parking BATs do function correctly for me.  The JRJ pack in particular is just as you described containing a parking space for nearly every possible location.

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    Note that the documentation for these packs limit the number of cars that each can take.  Paeng has supplied several lots of different capacities.  Do not expect infinite capacities for these.


    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
    JohnNewSig.gif
    "We have met the enemy, and he is us" - Walt Kelly

    Come join us at the Moose Factory

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    Right, but I expect more than 0.  They do not function at all.  Take for granted that I have all the basics covered here: dependencies, proper placement, demand for the use, proper connections, etc.  The problem is most certainly a particular property of the LOTs themselves when trying to run on Mac.  For instance, I have to change literally every transport lot/bat in iLive reader because they display improper capacities.  Easy fix, but something that is Mac specific.  I'm guessing I have a similar problem here.  I have not modified the parking spaces yet in iLive but I am assuming that's what I'm going to have to do eventually when I find out what it is I need to change.

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    This may easily be a peculiarity of the Aspyr version.  You should probably try one of the lots with the reader and see.


    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
    JohnNewSig.gif
    "We have met the enemy, and he is us" - Walt Kelly

    Come join us at the Moose Factory

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    This may easily be a peculiarity of the Aspyr version.  You should probably try one of the lots with the reader and see.

    Sorry to bother you one more time on this but I was wondering if you knew of anything specific in the reader to look out for.  I have already tried raising the capacities and the "Rep" value is already set at 0 for all of the lots so I didn't need to change any of those.  Changing the Rep is about the only fix I know how to do with the reader at this time so any suggestions on what else I need to look for would be appreciated.  Thanks guys

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    How about transit switch entry cost? This property determines the time your Sims lose for changing their means of transport at such a transit switch (which is what happens here: car commuters switch to walking). If the value is too high, it may render the switchover cost prohibitive so that your Sims don't use the lots.

     

    There may also be a transit-enabling fault. I remember I had to fix jeronij's pedestrian bridges (at least some of them) because they would unintentionally block the rail or road traffic passing under them.


    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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    BINGO!  Thanks.  I took the entry cost down to nil and they function beautifully... or at least, they function according to the standards I want them to (Specifically, being able to plop them next to a bustop near a residential area and have sims drive to the parking space and park their car, walk to the bustop and make a successful transition into the mass transit system).

    I also discovered that these lots do not like to be laid over top of existing road/street tiles, contrary to the descriptions.  However, they do seem to function normally if plopped on the side of existing road tiles.  I like to blame Mac for my problems so I'll continue that tradition here.

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    Good to know the problem is solved. :)


    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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