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@aaaling:  You are aware that you can't upload pictures directly to this site, I hope.  The site only gives you 500K space and pictures can only be linked from elsewhere using the picture tool (11th from the left, second tool bar).


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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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Uh, the image I’ve shown was from someone else, found on ImageShack. I don’t know what you’re talking about.


Check out

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I was responding to an earlier thread of yours about being unable to post images.

 


 

V31 testing.  Without doing anything particular interesting, I was able to run one of my regular cities for about three hours without a problem.  It seems that if you are not using RHW, everything seems OK. 

 

I find the clutter in the menus a real nuisance, but what the heck, everything I've used so far works just fine.  One thing I didn't find, and it could be my lousy vision, is I was looking for a four-way cross for orthogonal flups under diagonal rail.  If it is not there, it would be a nice add, and if it is there, sorry, I didn't find it anywhere on the tab ring. 

 

The city population increased from around 95,000 to over 106,000.  This particular city has heavy rail, regular streets, avenues, roads, and ground and raised Maxis highways, including several intersections, one of them a rather interesting stack (thanks for that guys).

 

The regular user not using the advanced stuff like RHW, is likely to be quite happy. 


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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I was responding to an earlier thread of yours about being unable to post images.

 


 

V31 testing.  Without doing anything particular interesting, I was able to run one of my regular cities for about three hours without a problem.  It seems that if you are not using RHW, everything seems OK. 

 

I find the clutter in the menus a real nuisance, but what the heck, everything I've used so far works just fine.  One thing I didn't find, and it could be my lousy vision, is I was looking for a four-way cross for orthogonal flups under diagonal rail.  If it is not there, it would be a nice add, and if it is there, sorry, I didn't find it anywhere on the tab ring. 

 

The city population increased from around 95,000 to over 106,000.  This particular city has heavy rail, regular streets, avenues, roads, and ground and raised Maxis highways, including several intersections, one of them a rather interesting stack (thanks for that guys).

 

The regular user not using the advanced stuff like RHW, is likely to be quite happy. 

 

I rather like the new layout of the menus. I found having to press TAB 20+ times to be more of a nuisance. In my experience, the vast majority of my issues has been with wide RHW bridges, the L0-L4 system, and FLEX-curve overpasses over C-networks.


Thessaloniki | <-- Now Open! Come check out this CJ! | Boycott Chick-Fil-A!

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I rather like the new layout of the menus. I found having to press TAB 20+ times to be more of a nuisance. In my experience, the vast majority of my issues has been with wide RHW bridges, the L0-L4 system, and FLEX-curve overpasses over C-networks.

nam31prototypeicons1.png

 

Unfortunately, I had lost the original in a hard drive failure, the same one that took my Potato out of commission.

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I don't name my computers anything beyond what I must for networking purposes. Desktop is named JeremieNX-base, laptop is JeremieNX-mob, media server is JeremieNX-serv. I did name my iPhone "skittles".

 

Off topic, but I have a friend who names his cars. His Volvo is named Jerry and he has a Facebook page for it!


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Ok so I have been away from SC4 for a bit and just came back. I downloaded the newest NAM and everythings working fine for me but one little thing.

When I make an intersection using the road, it did give me turn lanes with the old NAM, now it just does the intersections like SC4 right out of the box.

 Before posting for help. I removed all of the NAM from my plug in folder and then

re installed, didnt help. I also did a custom install where I made sure turn lanes were on.

Checked all over the forums, and maybe i missed it but have seen nothing on this problem.

Could anyone give me an idea as to if I am doing wrong or did something change.

 

Thanks

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The Road Turning Lanes were interfering with a couple of newer features (the Network Widening Mod and the new Draggable Fractional Angle Roads), so we redesigned the implementation, giving you total control over which intersections get turning lanes.  Place a 1x1 Rail square over top of a Road/Road + or T intersection to activate turn lanes there.

 

-Tarkus

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i dont know if this had been ask before im having a problem with diagonal road overpass over diagonal avenue(nam 31).

 

first is that the pedestrians as it seem was able to go from the overpass to the avenue below(funny i imagine them leaping from that overpass), thou there are no problem with the cars just the peds.

 

secondly, traffic congestion build up on this overpass as if its still an intersection.

 

are there any solution in this problems. im a bit new so please forgive me if these had been ask before.

 

post-602599-0-89955300-1363527046_thumb.

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^^ That's the deck jumping bug, something we can't do anything about, unfortunately...

oh. well thats too bad. how about the congestion?? is there no fix for it too?

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oh. well thats too bad. how about the congestion?? is there no fix for it too?

 

It's a variation on the same bug.  Basically, the game isn't entirely 3D.

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What exactly determines whether or not Lane jumping occurs? Are MHWs the only networks not affected?

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the7trumpets answered that last month:

 

 

  I know I've seen level jumping with diagonal rail under straight viaduct rail, and this situation would seem to be analogous.

 

I think car paths were coded to avoid this because of highway overpasses. Think about that for a second.

Since the RULes do not differentiate on height, there are several situations where they do not prevent level jumping because of 'odd' tiles. Many, but not all of these are highway overpasses. These 'special' situations have override code in the executable which we cannot change.

 

Many years ago, we worked to find quite a few of these, and Maxis did an amazing job of going through and finding and fixing almost all of these situations for the RH patch. Some may have been missed, and certain desired puzzle pieces would require additional overrides in the executable, which can only be done by Maxis.

 

It usually happens in instances where the exit or entry point on the path stanzas at different heights are the same.  It can sometimes be mitigated to an extent by offsetting things a little, so they don't completely align at individual coordinates, but that's the best we can do.  Unless we could ever figure out DLLs, but I'm not sure that'll happen.

 

-Tarkus

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Well, regarding the RTLs, what rail piece should I use?

EDIT: Nevermind, I just have to click the intersection tile with the rail tool. ;)


x(x-10)=7[sin(666x]

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I don't know if these are bugs or problems with something I'm doing.

 

First, the arched rail station that comes with NAM doesn't work for me.  People use it as a bus stop but under no circumstances will they board a train.  I found a dusktrooper train station and put some of them in their place...thousands of people almost instantly started using trains.

 

Secondly, I have a problem with congestion on roads.  I opened up the traffic simulator but it doesn't seem to change the capacities for the roads.  I have a street that runs north/south and is shows up as red with only 6000 or so cars even with the "ultra" simulator being used.  I also have this problem on roads that are running diagonally, but the real problem there is a bottleneck at a freeway interchange.  About the same number of cars and buses. 

 

I really just want to know what my capacity really is.  I don't need 12000 for my roads, but I set it to that and they are still congested.  Not sure what's going on.  I haven't used the traffic simulator program while the game was running.  I don't think I have any conflicting mods, either...I recently started playing again and the first thing I did was download the new NAM.  It came out that very day, actually.  I've downloaded CAM and some lots of buildings and dependencies but I don't think those would interfere.  I've looked in my a_CAM and CAM folders and don't see anything to do with traffic. 

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First, the arched rail station that comes with NAM doesn't work for me.  People use it as a bus stop but under no circumstances will they board a train.  I found a dusktrooper train station and put some of them in their place...thousands of people almost instantly started using trains.

 

This is a known bug, and it will be fixed in the NAM 31.1 release.

 

Secondly, I have a problem with congestion on roads...  I've downloaded CAM and some lots of buildings and dependencies but I don't think those would interfere.  I've looked in my a_CAM and CAM folders and don't see anything to do with traffic.

 

Do you have z_CAM folder?  If so, it may contain an obsolete CAM traffic simulator that is overriding the NAM one.

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Glad to know I wasn't screwing the rail station up. 

 

No, I do not have a z_CAM folder at all.

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May I ask, if the FLUP on the right will work? I'm worried because path isn't drawn.

 

IS_Underground.jpg

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May I ask, if the FLUP on the right will work? I'm worried because path isn't drawn.

That's because the game can't (properly) show paths that go underground like that, so there's no way to tell if traffic will actually flow properly or not.

The only debugging tool that would work is either or in-game traffic. If cars enter one portal and exit the other, then you'll know the paths/pieces are connecting properly, and by the looks of things, they should.

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 If cars enter one portal and exit the other, then you'll know the paths/pieces are connecting properly, and by the looks of things, they should.

 

Sorry, didn't knew that's all to look for. Thank you for that hint.

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Also, you have some missing paths. I'd also like to see the whole interchange, just out of curiosity...

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So there are no bugs with the files Traffic Simulator generates?  How do I troubleshoot what's happening in my game?

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Would some control over bridges be possible? :)

 

elrailbridge.jpg

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Couple of questions Why am I getting this "unsuitable area to build network" on perfectly flat, virgin, ground? The entire region is either under water or totally flat land. I'm on Nam31 now too.

 

Also what road pieces can be used as bridges? I'm trying to make a 3, 4 or 5 lane one way bridge across a river.

 

Edit:

After searching around some more I guess I answered my own question sort of. There are no Bridge pieces that will work with NAM for what I'm looking to do(strike two I guess. I seem to have this unfortunate Knack for naturally wanting to do things that aren't allowed in this Mod). So I'll make due with Maxis stuff for that. But why am I getting the "unsuitable area to build network" stuff on flat ground?


  Edited by omnimutant  

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