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Secondly, I have a problem with congestion on roads...

 

The NAM traffic simulator has not changed substantially in several years, so this would not be a problem with NAM 31.  I would suggest that you post your question to the along with some pictures so that we can see more clearly what your problem is.

 

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

 

The traffic simulator does not generate any files.  As for troubleshooting, please be more specific about what needs troubleshooting.

 

Would some control over bridges be possible? :)

 

elrailbridge.jpg

 

Ooh, that's interesting.  Unfortunately, as you may have guessed, it's totally predictable.  The station consists of two lots, connected by an overhanging building.  Unfortunately, the BTM network has no way of knowing that that overhang is there - hence, the bridge.  The only possible solution here would be an option to turn off all bridges for the BTM.  We could look into that.

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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?

If you don't have it, download the extra cheats .dll.  Then use the drawpaths command to see what the pathfinder is doing.  If you have trouble interpreting this, please post a screenshot.


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Would some control over bridges be possible? :)

 

elrailbridge.jpg

 

Ooh, that's interesting.  Unfortunately, as you may have guessed, it's totally predictable.  The station consists of two lots, connected by an overhanging building.  Unfortunately, the BTM network has no way of knowing that that overhang is there - hence, the bridge.  The only possible solution here would be an option to turn off all bridges for the BTM.  We could look into that.

 

That's not the BTM, it's basic functionality of Moonlight's ElRail mod, all the two-tile intersections look like that.

 

However, as Z meant, the only solution would be to remove Moonlight's ElRail mod.

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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?

If you don't have it, download the extra cheats .dll.  Then use the drawpaths command to see what the pathfinder is doing.  If you have trouble interpreting this, please post a screenshot.

Yeah I have no idea how to interpret this:  https://i.imgur.com/8atYYZB.jpg

 

The regular game query now says 8543 cars and 8 buses are using this road.  The data view shows it as yellow until it gets to the freeway where it turns red.

 

My traffic simulator configuration tool says a road has a capacity of 12,000 and a highway has 45,000.  It should have excess capacity but I keep getting advisor warnings about it.

 

I know from the photo you're probably thinking, "what is this guy doing?  Doesn't he know the first thing about building a city"?  It's just a test city, though, and also there's plenty of room to build more roads and transit in this area.  I just want to make sure I know what I'm doing with this Traffic Simulator thing.  I've read the documentation and it hasn't cleared anything up.

 

Secondly, I have a problem with congestion on roads...

 

The NAM traffic simulator has not changed substantially in several years, so this would not be a problem with NAM 31.  I would suggest that you post your question to the along with some pictures so that we can see more clearly what your problem is.

 

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

 

The traffic simulator does not generate any files.  As for troubleshooting, please be more specific about what needs troubleshooting.

 

 

 

I will visit that thread...I didn't know it existed. 

 

I thought the tool modified some kind of file or something which told the game how much traffic the transportation network could handle, among other things.  As for the trouble shooting I was just wondering why it wasn't working.  I set this program to have a greater all around network capacity, but in the game it's not happening.  I'm just trying to figure out why.  Perhaps I will see you in that other thread.

 

 

Thanks to both of you.

 

Edit - I hope someone sees my post in It's been almost two years between the last post and mine.

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Can we have onslope for rhw6s please.

 

Building a 3 lane each way highway and want it over a ave but using the terrain so I can put siding on etc but theirs no rhw6s onslope piece for road underpasses etc.

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My bad I'm half asleep tonight building in zombie mode.

 

I really should have gone to bed hours ago :/

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Update: if I put a HSRP transit hub in, the line works only to the hub no paths or connections are made to the stations in-between unless its the hub. but those "High Speed Rail Station by Xyloxadoria" don't seem to work or generate trains connection paths or are actually used by anyone, I believe they are the Modern Arched GHSR/HSR Station in the installer.

 

I believe also the HSRP went through a redesign making older stuff stations and lines incompatible and had to be relaid dunno if that was it if the station is not updated to the newer HSRP version..

 

Ill try without the hsrp override piece and see if they work but I believe I found a bug with the GHSRP Modern Arched Station in NAM31, the transit hub works fine but I do not every station to be a transit hub.

 

Ill also try a download of the files here from 2008 and see but I used the ones with NAM as you can see in the screenshot.

 

Elevated version of the station on normal monorail no hsrp override track between 2 of the same station works fine I presume also fine on override track.

 

CONFIRMED: ground station no worky period. either dragging between 2 of them or using a HSRP hub on one end or a elevated modern arched.

 
This is even more hilarious now, the same station but a older version I linked which NAM packaged and modified that was made back in 2008 updated last in 09 and released here on STEX but without bus interested and only 10k than names 60k update and a side road arrow rather than at the end works perfectly 2 together in a line but I would rather use the NAM updated version one with integrated bus support and the higher capacity etc.
 
Ill check the file on iLives later once I slept and see what the differences are but I just installed it and dunno really how to use it..
 
---------------------

 

I cant seem to get the GHSRP working.

This should work and rail works fine like this and the peds and cars are getting to the station ok from the query tool so its working the paths.

But somehow no ghsrp is working at all which it should do between these 2 stations at least.

I got it working once for a few mins so I just undid a test extension way earlier when I was testing the system and no matter what it will not work now.

I even tried zoning large chunks of high density next to the station and nothing even stations away from this highway in another part of the map where the high density zones were separated to eliminate the highway out of the system and still nothing.

Only thing left I havn't tried is a blank map with nothing built and no connections to neighbouring cities to see if it works then.
 
I'ts refusing to even work and pick anyone up etc for some reason.

If I went back to normal rail id have a better chance of getting this to work as it works for other maps fine.

mono-no-work.jpg

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You are correct; the HSR and GHSR stations by Xyloxadoria broke somewhere along the way before release.  I have fixed the problem on our end, though, and perfectly working stations will be available in NAM 31.1.  These will have two advantages over Xyloxadoria's previous releases:  1) There is no risk of a CTD with them when used in large cities (the models were rerendered); and 2) the Transit Switch Entry Costs were set properly, which means that these will allow much greater use of your HSR and GHSR networks than ever before.  (The same change was made to the HSRP Transit Hub.)

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Quick question. I was wondering if there are still filler pieces (or something identical in nature) in the new RHW release? They used to be with the starters but I'm struggling to find filler pieces in the new release.

 

Thanks for the response.


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The RHW Filler Pieces were temporarily disabled for NAM 31, as they were in really bad shape.  They've been fixed on our end for NAM 31.1, and they'll be under their own button then.

 

-Tarkus

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Thanks for your answer Tarkus :)

 

NAM 31.1: Do you know when that's released? I know that's not a question you guys normally answer but I know you guys announced the date for the recent big release so I was just wondering if you had plans to do a similar thing to a minor update. Sometime soon?


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Do you know when that's released?

One word: No. We simply don't know.

That's what I was expecting, thank you :P


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Will there be more documentation included with NAM 31.1?


Check out

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^ I second this. It would be nice also to have some screenshots showing the different cosmetic options that comes with the texture mods

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It would be nice also to have some screenshots showing the different cosmetic options that comes with the texture mods

 

I second this.

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Check out

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I have to agree that the documentation is a real need, but I know you guys are busy.  The document clearly needs an overhaul, but if you don't do it now when will you ever find the time to do it?

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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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I have to agree that the documentation is a real need, but I know you guys are busy.  The document clearly needs an overhaul, but if you don't do it now when will you ever find the time to do it?

Historically, it took about a day's worth of work to write up, for example, a readme for RHW or NWM, but I had worked on RHW and PS documentation with one other NAMite for six weeks straight. End result is a highly comprehensive RHW Manual that totalled up to 120 pages (the raw DOCX file was on the order of 60KB, the resultant PDF was more like 12.5KB), and a PS Manual that's about a fourth as big. It's just that, because of all of the last-minute changes, there are sections within the RHW Manual that are inaccurate.

That's roughly the amount of time it takes to write a comprehensive manual, compared to a dinky readme.

>> (Should be MB, not KB)


  Edited by Ganaram Inukshuk  

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Yeah, I know.  Instead of putting the detailed manual in the download, how about a link to the relevant PDFs and save yourselves some space on the download?  It would be nice (probably too late now) if you could use change-bars on the document produced this way.

 

The last big manual I wrote occupied a three-inch binder when printed out.  Producing such a thing in HTML format is a drag, and each 1000 or so characters takes up a page.

 

Having the manual in a document format also means you can do revisions and corrections easily.  People could write tutorial material and add them later as appendices, too.


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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However, as Z meant, the only solution would be to remove Moonlight's ElRail mod.

 

Speaking of the Elevated rail, thoses stations cause many crashes, and about this particular station, from what i understand you're supposed to add puzzle pieces on top of the station so that the rail get through. It's very clunky. like so :

 

99C6ZI7.png

 

except you actually plop the overpass where the station is (when i tried it to take the screen of the actual thing it crashed 5 sec later or so as i was browsing for other viaduct piece.

I don't know if the station or the puzzle pieces are crashing the game though but it seems related.

 

(edit : or maybe those puzzle pieces are actually not the "viaduct rail" mentionned in the tool tip ?)

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Speaking of the Elevated rail, thoses stations cause many crashes, and about this particular station, from what i understand you're supposed to add puzzle pieces on top of the station so that the rail get through.

Except it's supposed to be the other way around: Place down puzzle pieces before placing down the stations. Otherwise, you get the all-too-familiar (and unfixable) crash-to-desktop bug that's caused by hovering puzzle pieces above a transit station.
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^ First you plop the station near avenue, so it overhangs over it. Note where the blue arrow is pointing before you lay it down. Then choose the appendix and place it on the opposite side of the avenue, with the arrow pointing in the same direction as the station. Once done, just stretch el. rail over the lots and avenue.

Yes the stations causes crashes but it's a well known issue: simply do not hover on a station with a transit enabled lot (any network piece, and some other things) or you will crash to desktop. Always build cautiously when close to a station.

I use this station very frequently, there's no problem with it.

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Speaking of the Elevated rail, thoses stations cause many crashes, and about this particular station, from what i understand you're supposed to add puzzle pieces on top of the station so that the rail get through.

Except it's supposed to be the other way around: Place down puzzle pieces before placing down the stations. Otherwise, you get the all-too-familiar (and unfixable) crash-to-desktop bug that's caused by hovering puzzle pieces above a transit station.

 

Oh right, i'm a bit new to all of this, so i'm not familiar with all too familiar bugs :)

 

Thanks for the info :bunny:

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A word of warning:  That station is currently broken.  It's fixed on our end, and the fixed version will be released with NAM 31.1.

 

Also, with all viaduct rail stations, you can actually just plop the station over a completed network - you don't need to leave space for the station.  The station will make space for itself.  This is actually the preferred (and safest) method for plopping viaduct rail stations.

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I don't recall being able to plop a tram station between two pieces, so I don't know if it's possible to put one between two existing puzzle pieces...

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I don't recall being able to plop a tram station between two pieces, so I don't know if it's possible to put one between two existing puzzle pieces...

 

The stations are built differently.  The tram stations are built to be plopped on draggable networks; this is why you can't plop them between puzzle pieces.  There is no draggable viaduct rail, so this is not a problem with these stations, as the stations are built so that they can be plopped between (or on top of) puzzle pieces.

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I downloaded NAM using the installer, and its the only mod I have installed, but the game crashes whenever I try to load a city form the region view. Any suggestions?

 

EDIT: It works, only there is a wait of about 15 minutes between loading a city and being able to play with it, and any interaction with the window during the loading time crashes the game

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@ marco_rules_ok

i've the same problem, and many others... NAM team are know about this and it's gonna be fixed in v31.1 ... if i  remember correct it's because of the big RUL2 file, that have to be redused and they will :)

 

you might be able to read some here https://www.sc4devotion.com/forums/index.php?topic=15649.300

 

And this is what Tarkus/Alex(NAM member) said on a simular CTD problem... in that thread:

 

"The CTDs seem to be because your computers, for some reason, are unable to handle the size of the controller file.  We're shrinking it for NAM 31.1 by removing a bunch of RUL2 stability code." --- they are romoving some stability codes, for some setups that hardly will be used..... if you can read the mentioned thread you can scroll Down or on to page 17 in the link and read about it.

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