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Unfortunately, this solution doesn't work in many cases. The Sims tend to take shorter trips than people in RL, so it is not unusual to see most or all of a network's traffic coming in or leaving at a particular station. In such cases, having the station on a siding will not reduce the usage of the station.

If you want to see station usage for stations on the main line, it is usually a simple matter of comparing the network traffic on both sides of the station and taking the difference between the two numbers. Although this is not exactly accurate if Sims both leave and enter the station, the way the game works, this rarely happens to any significant extent during a given commute period. And the station sidings don't make the through monorails run any faster; as with all travel types, the monorails are actually single-passenger and do not stop (or even slow down) at intermediate stations.

I hope you realize that I differentiate between a spur and a siding. A spur has only one way in and out, and does not pass the track through. Recently I have found this works for heavy rail, and I see no reason why it would not work for monorail. In fact, I seem to recall that I tried this, and it does work. Terminals have no through traffic.


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Rearrange you stations so that they are on spurs and not on the main line. The program counts through traffic on the station load, so except for the ultimate end points the stats are no good.

What do you mean by spurs? I'm not sure what your talking about

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    Rearrange you stations so that they are on spurs and not on the main line. The program counts through traffic on the station load, so except for the ultimate end points the stats are no good.

    What do you mean by spurs? I'm not sure what your talking about

    A simple example...

    Rail.jpg

    The single track on the right that parallels the main line would be a siding that leaves and returns to the mainline. The single track branching off to the left is a spur that ends without returning.

    The way the game functions, stations on sidings often don't offer any benefit to reducing capacity. I've actually had situations where there's been more traffic passing through a siding than was going on the main line. A station at the end of a spur might help, depending on its location and how many passengers would use it. It would probably depend on the layout of the transit networks in the vicinity and their need to be used.


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    Exactly. The main thing about a station on a spur (a terminal) is that it has to be in a heavy usage area with lots of riders. If you avoid stations on your through lines, only use terminals, and arrange it so the Sims must use the rail, things are improved. The spur doesn't have to be very far away from the main line, in fact it can be like a siding except kill the pass through.


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    Rearrange you stations so that they are on spurs and not on the main line. The program counts through traffic on the station load, so except for the ultimate end points the stats are no good.

    Can you show me an example of this with a monorail line?

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    Rearrange you stations so that they are on spurs and not on the main line. The program counts through traffic on the station load, so except for the ultimate end points the stats are no good.

    Can you show me an example of this with a monorail line?

    Sorry, I don't currently have a tile with a monorail on it. I suggest you build yourself a sandbox region (just create a new region from the menu) and play around. You can learn a lot more by playing in the sandbox and you don't have to wait for an answer.


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    Rearrange you stations so that they are on spurs and not on the main line. The program counts through traffic on the station load, so except for the ultimate end points the stats are no good.

    Can you show me an example of this with a monorail line?

    Sorry, I don't currently have a tile with a monorail on it. I suggest you build yourself a sandbox region (just create a new region from the menu) and play around. You can learn a lot more by playing in the sandbox and you don't have to wait for an answer.

    That's fine, I just don't understand how a station can work without a line going through it.

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    That's fine, I just don't understand how a station can work without a line going through it.

    As long as the station is on the tracks, passengers can use it. A complete loop path is not necessary since traffic flow is back-and-forth.

    Monorail.jpg

    The image shows a station on a siding (lower through station) and one on a spur (upper terminal).


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    That's fine, I just don't understand how a station can work without a line going through it.

    As long as the station is on the tracks, passengers can use it. A complete loop path is not necessary since traffic flow is back-and-forth.

    Monorail.jpg

    The image shows a station on a siding (lower through station) and one on a spur (upper terminal).

    Ok, thanks i'll definitely try that. Also, another semi-related question. In the NAM setup it says Maxis rail textures are not recomended, why is this?

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    ...Also, another semi-related question. In the NAM setup it says Maxis rail textures are not recomended, why is this?

    If I remember correctly, when NAM began adding pieces to the rail network, there was some variance in the track textures being used which caused some mis-match between the custom pieces and the game's standard tracks. To overcome this, NAM offered the ability to change all tracks so the textures appeared the same. You could check this by selecting the default Maxis setting and then using the rail pieces added by the NAM. You'll probably see the difference.


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    If I remember correctly, when NAM began adding pieces to the rail network, there was some variance in the track textures being used which caused some mis-match between the custom pieces and the game's standard tracks.

    I believe the difference was the spacing between the railroad ties (the pieces of wood/timber perpendicular and below the actual rails), which was greater in the default textures than what the NAM offers.

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    If I remember correctly, when NAM began adding pieces to the rail network, there was some variance in the track textures being used which caused some mis-match between the custom pieces and the game's standard tracks.

    I believe the difference was the spacing between the railroad ties (the pieces of wood/timber perpendicular and below the actual rails), which was greater in the default textures than what the NAM offers.

    Yes, that jogged a memory. I remember that. I also thought there was some color difference, especially in the more distant zooms... Or perhaps I'm thinking of something else... :???:


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    I'm having a problem. Ever since I installed the new NAM my animated vehicles have been running at cheetah speed all the time. Even when I'm a U drive it car.

    This make driving in my city pretty unenjoyable.

    Strangly, its only cars it effects. Trains and boats have not been effected or have not changed enough for me to notice.

    Can someone help?

    Thanks, Josh


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    Um, hi. First post here, came for the modding community and I downloaded what seemed to be the most popular, NAM. Not sure if this is where I should leave feedback, buuuut... I'll do it anyways.

    Don't think me new to the game itself, been playing it unmodded for more than 6 years. I honestly find the NAM mod to be drastically inconvenient. It's scrolled through these tens of different textures using TAB, which gives it no ability to scroll back to the one before; the prices of the individual pieces are poorly put into place, each having something of a generic price of 100; the new streets are unable to auto-adjust to each other as the built-in ones do... all in all, rendering it tedious and time consuming to actually use this, though I'd love to actually get a proper taste of it if I could. Is there some kind of mod that repairs NAM's function to make it more convenient and functional in actual game play? Thanks.

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    I'm having a problem. Ever since I installed the new NAM my animated vehicles have been running at cheetah speed all the time. Even when I'm a U drive it car.

    This make driving in my city pretty unenjoyable.

    Strangly, its only cars it effects. Trains and boats have not been effected or have not changed enough for me to notice.

    Can someone help?

    Thanks, Josh

    It sounds like an automata plugin choice issue. The NAM Automata Plugins are relatively close to bog-stock Maxis settings, only slightly modified. Are you by chance using a non-NAM Automata Plugin (e.g. the Persistent Automata Mod)?

    Um, hi. First post here, came for the modding community and I downloaded what seemed to be the most popular, NAM. Not sure if this is where I should leave feedback, buuuut... I'll do it anyways.

    Don't think me new to the game itself, been playing it unmodded for more than 6 years.

    First off, welcome to the forums and the world of custom content.

    The NAM can seem a bit daunting at first. It's a very large mod with a lot of features. I'd recommend spending some time reading over the documentation and some of the FAQ threads, which should answer many questions regarding it. To directly address a few of your concerns:

    I honestly find the NAM mod to be drastically inconvenient. It's scrolled through these tens of different textures using TAB, which gives it no ability to scroll back to the one before; the prices of the individual pieces are poorly put into place, each having something of a generic price of 100; the new streets are unable to auto-adjust to each other as the built-in ones do... all in all, rendering it tedious and time consuming to actually use this, though I'd love to actually get a proper taste of it if I could. Is there some kind of mod that repairs NAM's function to make it more convenient and functional in actual game play? Thanks.

    The only other alternative to TAB Loops is giving each and every single puzzle piece its own button. Given that there's several hundred puzzle pieces included in the NAM and some of its related optional components, you'd be scrolling through the standard in-game menus for several minutes to go between pieces. We can't add new menus or submenus--thus, there is no "repair" mod. Given these circumstances, this is really the best and most efficient way of organization we have at our disposal. The TAB Loops are actually capable of going backwards as well--hit Shift-TAB and you'll go through the ring backwards. Home/End rotate the pieces. The documentation should give you a better idea of things.

    The prices for the items do actually vary quite a bit and those values typically depend on the size of the piece, coupled with the cost of any terrain alterations the game requires to place the pieces.

    As far as "auto-adjusting", most of those puzzle pieces (with a few special exceptions) are basically fixed setups--they work just like plopping down a cloverleaf interchange manually.

    -Tarkus


      Edited by Tarkus  

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    a question: why NAM team does not providing Smooth Curves for monorail and El Rail??

    Do you mean spiral segments? Normally rail curves are that or catenaries.


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    a question: why NAM team does not providing Smooth Curves for monorail and El Rail??

    Simple. As I've stated many times before, they're model-based items, and thus, quite difficult to make when we have limited modeling staff. No matter how many times folks request them (and they've been requested quite a few times over the years), it's not going to make them happen any quicker.

    -Tarkus

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    a question: why NAM team does not providing Smooth Curves for monorail and El Rail??

    Simple. As I've stated many times before, they're model-based items, and thus, quite difficult to make when we have limited modeling staff. No matter how many times folks request them (and they've been requested quite a few times over the years), it's not going to make them happen any quicker.

    -Tarkus

    Unless some other member of the forum should happen to be good enough to do his own and publish them on the STEX.


    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

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    Unless some other member of the forum should happen to be good enough to do his own and publish them on the STEX.

    Yeah, but how do they make it into a puzzle piece if they don't know how to? Even if they can, the NAM Team is the only group allowed to distribute modified RUL files (IE, the Controller, the files needed to make EVERYTHING in the NAM itself work).

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    Unless some other member of the forum should happen to be good enough to do his own and publish them on the STEX.

    Yeah, but how do they make it into a puzzle piece if they don't know how to? Even if they can, the NAM Team is the only group allowed to distribute modified RUL files (IE, the Controller, the files needed to make EVERYTHING in the NAM itself work).

    And the reason for that is a very practical one--the game's file architecture with respect to transit network placement RUL files is designed such that the best way to deal with modding it is to have a single consortium of developers, relying on a unified controller file to ensure that all such content is interoperable.

    Generally speaking, if someone demonstrates the ability to handle advanced transit modding tasks (successfully and satisfactorily completing one of the pieces in question, for instance), it's almost inevitable that we'll be in contact with them and invite them to join the NAM Team. It's a community project, and we try to be inclusive of the talented few that have these skills. It's a win-win-win situation for them, the NAM Team, and the community at-large.

    The notion of having completely separate, independent developers/teams, not working together and releasing their own separate controller files, is, to be blunt, silly given these circumstances. It would create headaches for not only the "independents" and us, but the community as well. How would you like to see a Monorail Smooth 45-Degree Curve up on the STEX, download and install it and find out it broke NAM features? Unless they ripped off part of our controller file (in which case we'd likely report them to the staff), that's what would happen.

    The reason we have a "modeling shortage" in the transit-modding community is because there are very specific standards and formats the models have to meet in order to be usable. Rather than being rendered with no polygon limits, like normal BATs, there's a strict polygon count limit and the models need to be exported rather than rendered. We usually end up having to make the models ourselves, with limited skills in that department. We can usually piece it through with enough effort, but it takes us considerable time and competes for our attention with easier-to-make ground-level content that folks are also requesting.

    -Tarkus


      Edited by Tarkus  

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    ^ I don't know whether to consider that a general invitation to modders or a cry for help. I would like to join you but I can't run the BAT because of a problem with gmax.


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    Unless some other member of the forum should happen to be good enough to do his own and publish them on the STEX.

    Yeah, but how do they make it into a puzzle piece if they don't know how to? Even if they can, the NAM Team is the only group allowed to distribute modified RUL files (IE, the Controller, the files needed to make EVERYTHING in the NAM itself work).

    And therefore, we have this Omnibus article to learn how to make puzzle pieces:

    PART 1

    PART 2

    It also explains why there can be only one Controller (Part 2, Section 7.3). However, it does explain how to edit the RUL0.

    The notion of having completely separate, independent developers/teams, not working together and releasing their own separate controller files, is, to be blunt, silly given these circumstances. It would create headaches for not only the "independents" and us, but the community as well. How would you like to see a Monorail Smooth 45-Degree Curve up on the STEX, download and install it and find out it broke NAM features? Unless they ripped off part of our controller file (in which case we'd likely report them to the staff), that's what would happen.

    There was once a threat that such a thing would happen, and that has to do with the whole Freeway Experts situation. It's both sad and good that they disappeared quite a while ago. Sad, because the team consisted out of quite talented people, some who are responsible for the NAM creations from long ago (including the first versions of the RHW) and from the pics you could found quite hidden on the internet (the team was very closed) they did show some good content. But it's good since we wouldn't have two conflicting controllers and mods hanging around. But it always remains a potential risk, but for now it's only a risk for people with outdated controllers...

    Best,

    Maarten

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    what a application used by many NAM Team members for create texture easier???


      Edited by alvinheriadi  

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    There is not a single application we use for creating textures; it's a combination of applications to make it all work, like converting/deconverting programs (FSH to PNG or PNG to FSH batch programs), image editing programs (GIMP, Adobe PhotoShop, Adobe Illustrator, InkScape, just to name a few) and of course iLives Reader (the application that enables you to examine and edit a SimCity4 DAT-file).

    But even then, it's not an easy task. For instance, for my current Euro RHW textures mod, it took over three and a half months to complete the mod (but even then, I'm still missing some textures). Depending on the textures you can use some 'tricks' to speed up the work (but I can't explain them, since most of them are very situation and program related and in that front I'm a bad teacher), but it remains a precise job...

    Best,

    Maarten


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    Textures in general are not all that hard to create. The work is very fiddly however, if you expect them to be tessellated properly. When you lay a texture on a model or part of a model, it has to work beside itself in all directions. If I need a texture, I generally make it with the GIMP.


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    There is not a single application we use for creating textures; it's a combination of applications to make it all work, like converting/deconverting programs (FSH to PNG or PNG to FSH batch programs), image editing programs (GIMP, Adobe PhotoShop, Adobe Illustrator, InkScape, just to name a few) and of course iLives Reader (the application that enables you to examine and edit a SimCity4 DAT-file).

    But even then, it's not an easy task. For instance, for my current Euro RHW textures mod, it took over three and a half months to complete the mod (but even then, I'm still missing some textures). Depending on the textures you can use some 'tricks' to speed up the work (but I can't explain them, since most of them are very situation and program related and in that front I'm a bad teacher), but it remains a precise job...

    Best,

    Maarten

    Can I using CorelDraw??

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    ^ probably, but be sure it tessellates properly.


    Beware: Emancipated user.  No Windoze for me.
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    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
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    How did the NAM members become members? How could a enthusiastic fan happy to learn about advanced modding who has some free time to do it in. Tarkus is saying that they don't have loads of staff and the ones that are there already working hard so wouldn't extra staff (volunteers) be most welcome if they are taught correctly? I personally would love to help the awesomeness of the NAM and love to get old projects back up and running again like SAM and HSRP. Would love if someone could explain this to me and other aspiring fans!


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    That's a good question, Will--and one that's come up a fair bit recently, so I'll try to do my best to give a general overview for everyone.

    All of the current NAM members were invited onto the team after demonstrating substantial proficiency in advanced transit modding tasks, or other skills the team currently needs, and have shown themselves to be a team player. The process of selection is not completely formalized, but typically, things start out with an existing NAM Team member nominating a candidate for inclusion on the team (NAMship? :lol:) in our main private thread. Discussion then ensues and if there seems to be support for their addition, they get invited. Typically, this is done via an "invite PM", but in the past, we've done "ninja invites", covertly giving the new member access to our private development threads and hoping they notice. :lol: (I was actually "ninja invited" myself.)

    Our process of selecting NAM Associates testers is also quite similar. Rather than doing an open-test sign-up, we handpick and invite folks in the community who have enough of a fundamental understanding of how the NAM works and can use it effectively in-game, and are more prone to helping others out with tech support rather than needing it. Most of the folks who have become NAMites in the past 3 years started out as Associates, and got promoted to full NAM Team membership later.

    There's not really an established process for learning the sorts of transit modding tasks we're looking for in new members. I was largely self-taught, working through tutorials, and occasionally receiving some tips from established modders (who were generally quite helpful--that's still the case today) if I got stuck on some part of the process. The tutorials available now are miles easier to follow than what I had when I started. I learned the puzzle piece side of things from redlotus' old "Interchange Guide"--a very, very dense read that was already showing its age in late-2006--and there was virtually nothing out about RUL2. I also had a "modding buddy" . . . jplumbley (creator of the Street Addon Mod, now retired from SC4 modding) and I started out modding at the same time and worked a lot of things out together. The camaraderie helped quite a bit.

    With the modeling side, where we are historically poor-equipped, we're looking for folks who can make things to spec--that is, full-3D, low-poly models that matches up with existing NAM content and can be directly imported into the Reader (.3ds format).

    There are also a few other general points I should bring up . . . how not to get selected:

    1) Asking to become a NAM Team member/NAM Associates tester. We have a closed selection process and don't do sign-ups. It's not that we're trying to be exclusive, but because we need to make absolutely certain that we bring aboard folks who will make a positive and effective contribution to the project. If we think someone is on the right track, they'll be hearing from us.

    2) Being banned or otherwise "in hot water" with the staff at SC4D, ST, and/or SimForum.de (the main German language site). Many NAM Team members are on the staff at those three sites, and we maintain an active presence in those places.

    3) Being pushy/demanding on NAM threads and/or toward NAM members. If someone is constantly demanding we include this or that, or that we're not doing it quick enough, or criticizing well beyond what would be considered "constructive", it's a sign to us that they don't understand what all is involved in working on the NAM.

    -Tarkus

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    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

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