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Not sure if it was posted somewhere, but Modern Arched Rail Station got bugged again.
I wondered why my sheep.... I mean faithful citizens used terminal only as bus stop. Quick lookup in SC4Tool has revealed reason:
 

m_a_r_s_bug.jpg

Yup, Monorail instead of Rail and lack of Freight Train "drive-through".
Also explains why I had monorail icon in UDI menu even without single monorail station or tile.

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The textures of these ramps are not correct. The paths are also misaligned, I noticed.

 

The RHW textures were updated in v31, but the ramp textures and paths were not changed, so all ramps are a bit off.  It's more noticeable with diagonal things.  I think this will be fixed by the next major release.

 

 

Not sure if it was posted somewhere, but Modern Arched Rail Station got bugged again.

 

That one's not on GitHub, good catch.

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The plan with the diagonal RHW ramp interfaces is to go to a FLEXRamp setup for them.  There's already a large part of that functionality in place, but disabled, because they weren't quite finished in time.  The FLEXRamp versions are corrected, at least texturally--I think the lack of pathing is why they didn't go out the door.

 

-Tarkus

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Not sure if it was posted somewhere, but Modern Arched Rail Station got bugged again.

I wondered why my sheep.... I mean faithful citizens used terminal only as bus stop. Quick lookup in SC4Tool has revealed reason:

 

m_a_r_s_bug.jpg

Yup, Monorail instead of Rail and lack of Freight Train "drive-through".

Also explains why I had monorail icon in UDI menu even without single monorail station or tile.

 

Yes, I really don't know how that happened - I was pretty shocked to discover this myself.  If you have the version of this station from NAM 31.1, you can use that one.  Or, since you're familiar with SC4Tool, you can replace the Transit Switch Point from this station with the one from the Victorian Viaduct Rail Station - Orthogonal (morifari_Viaduct_Rail_Station_orthogonal.SC4Lot), which uses the exact switches that this station was supposed to use.

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Done. Now everything works as advertised. Also I've tweaked OccupantGroups section - Monorail replaced with Passenger Rail.


 

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Trying to figure out how to go from an L1 MIS to an L2 MIS with the L1 (or L2) FLEX On-Slope transitions. This is what I keep getting:

screenshot025.jpg

My potential solution has been found, but I have a question about the ability of these networks to height transition on-slope--is the function to switch from L1 to L2 on-slope intended, or does it only work with those two heights and the ground (e.g. L0 to L1 and L0 to L2 on-slope.)

 

Basically what I'm trying to ask is if my setup is a bug of an intended feature, or if this feature was never the intended setup for this situation. That's all. Still enjoying the new features, but it certainly requires a bit of creativity. You know, stretching the mind and all.


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I have a question, now, this is weird... 

 

I have a the american rhw installed... or at least  I thought so... but anytime I build something it shows up as euro texture... but only when I drag the rhw 6 or 8... I mean... only the regular shows up as american, and as soon as I use a starter piece... it turns to euro textures... Help???

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How do you build the Pont Notre Dame bridge? I can get the main body, but there's always an El Rail stub at each end. Is there a way to override these with the tram in road or something?

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How do you build the Pont Notre Dame bridge? I can get the main body, but there's always an El Rail stub at each end. Is there a way to override these with the tram in road or something?

 

First make sure your elevated rail spans at least 2 tiles from each side of the bridge, then drag 2 (one on each side)  perpendicular roads that crosses the elevated rail right next to the start/end of the bridge.

Bulldoze the elevated rail, then the road: this will remove the eleated rail stub at the bridge extremities. You can now put the TIR pieces.

 

Edited.

 

I have a question, now, this is weird... 

 

I have a the american rhw installed... or at least  I thought so... but anytime I build something it shows up as euro texture... but only when I drag the rhw 6 or 8... I mean... only the regular shows up as american, and as soon as I use a starter piece... it turns to euro textures... Help???

 

Do you mean RHW-4 shows US textures while RHW-6 & 8 are in euro textures? Not sure if I understood your post, sorry

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Yes, exactly... but I fixed it... I dont know how... I re-installed NAM and I unchecked the norwegian arrows... or whatever... and it worked...

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I'm trying to build a 4 way interchange, but I can't for the life of me find the MIS L4 to L3 transition :P

 

Does anyone know how to change an L4 back to L3? I'm trying to get it back to ground level to join the highway, but there appears to be no transition. All there is is L2 to L3 but no L4?

Right now I'm stuck with this:

wfeq.png

 

 

Thanks!

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Use the flexible transition--the L0 to L1.  That will transition between any two heights (as long as they are one apart, like L3 to L4, or L2 to L3).  Obviously, put the higher end towards the L4 side and the lower end on the L3 side.

 

Also, go to your monitor's color options, and please turn down the Blue tone by about 80%.   :thumb:

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How come I don't get turning lanes on regular road intersections anymore after installing NAM 31.2? I have tried installing it at least three times and each time I make sure that the turning lane box is ticked.

 

Also, lately I have struggled avoiding the no job zots or whatever they are called. I have tried switching from medium to high capacities and all the way down to classic but it doesn't really affect my cities besides different congestion levels. The thing is that I have lots of residential demand but at some point they struggle to find jobs regardless of the capacity levels I select. Furthermore, my bus network doesn't seem to help much.

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I can't seems to find a 4 lanes road curved. I can only find 3-1 lane curved. 


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How come I don't get turning lanes on regular road intersections anymore after installing NAM 31.2? I have tried installing it at least three times and each time I make sure that the turning lane box is ticked.

 

Also, lately I have struggled avoiding the no job zots or whatever they are called. I have tried switching from medium to high capacities and all the way down to classic but it doesn't really affect my cities besides different congestion levels. The thing is that I have lots of residential demand but at some point they struggle to find jobs regardless of the capacity levels I select. Furthermore, my bus network doesn't seem to help much.

 

For the first problem, click on the regular road intersections with the one-way road tool. That converts the intersection into one with turning lanes.

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Thanks XL

 

To follow up to my previous post, I tried establishing a subway system and it actually helped on the no jobs zots. The region has only reached 200.000 people so far so I wonder if subways really should be necessary? Or does numerous residential high-rises simply require an underground network in order to thrive? I'd guess it depends on how effiect the road network is.

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Yes, subways are very important to the traffic simulator.  They are very often the only way to get rid of the no-job zots.  This is especially true if your zones are spread out.

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Something for the NAM team to think about:  Is the emphasis on subways too much?


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What's the status of moonlights elr and monorail mods and how they intersect with RHW networks?

 

Is ML still active? I don't think they have been updated. 

 

=========

Will there be a NAM v 31.3? 

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^ the team has already said that 31.2 is the final for 31.

 

Whoever placed the announcement on the home page here, you've got the version number as 3.12


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^ the team has already said that 31.2 is the final for 31.

 

Whoever placed the announcement on the home page here, you've got the version number as 3.12

Good. 

 

For a second, I thought someone uploaded the older NAM versions when I saw the announcement.

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Yes, subways are very important to the traffic simulator.  They are very often the only way to get rid of the no-job zots.  This is especially true if your zones are spread out.

 

Ok, thanks for the clarification. I remember hearing about the subway solution some months ago so I thought it was time to give it a try. Nevertheless, I'm not really keen on the idea of having subways in regions below 1 million people. Something tells me that I should limit the use of high density residential until I have a city core where it feels right to have a subway system, which eventually might spread into the suburbs. I'm still just learning my approach to natural growth and spread.

 

In terms of getting no job zots or not, unlike before the establishment of a subway system, I could also finally tell a difference between the different capacity levels.

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What's the status of moonlights elr and monorail mods and how they intersect with RHW networks?

 

Is ML still active? I don't think they have been updated. 

 

=========

Will there be a NAM v 31.3? 

 

 

Moonlight said all the components have been made, I believe it to be a NAM issue.


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Something for the NAM team to think about:  Is the emphasis on subways too much?

 

Believe me, we would change it if we could, but this is hardcoded into the traffic simulator engine.  It stems from the fact that although we can change the parameters of the pathfinder so that Sims have longer commute times, the destination finder (which runs before the pathfinder) has a very fixed idea of how far Sims can travel based on the available networks, and we can't change that.  So if the destination finder doesn't see a lot of rapid transit when residences and jobs are some distance away from each other, it will decide then and there that there are no jobs within reach of the Sims (hence the "no jobs" zot), even though the pathfinder could easily reach them.

 

If we had the source code, this is the first thing in the traffic simulator that we'd fix.  Lacking the source code, encouraging subway usage is the best we can do.

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I know you're getting rid of it but the DDRHW is broken, I can't drag out of the DDRHW stub on half the transitions nor can I drag out of the starter towards where the construction piece was.

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^ the team has already said that 31.2 is the final for 31.

 

Whoever placed the announcement on the home page here, you've got the version number as 3.12

 

Judging by that error in decimal placement, it's pretty safe to say it's a random individual with no connection to the NAM Team who posted that.  Some people just don't seem to believe that we've had 31 release cycles.

 

31 seems to be an unlucky number, too (it's the evil emirp twin of 13--which is actually a lucky number for me), so it's full-speed ahead on 32.

 

 

 

What's the status of moonlights elr and monorail mods and how they intersect with RHW networks?

 

Is ML still active? I don't think they have been updated. 

 

=========

Will there be a NAM v 31.3? 

 

 

Moonlight said all the components have been made, I believe it to be a NAM issue.

 

 

Many components were made, but they were placed in the old RHW IID range, which has been deprecated since October 2011, and was phased out entirely in the RHW Plugin itself for NAM 31.0.  Basically, it's going to require someone going in there with the Reader and, one-by-one, changing the IIDs on all the RHW/ML crossings.  There's also many newer RHW networks that didn't exist pre-NAM 31, and aren't covered.  I dont think there's been much, if anything, done on that front of late.

 

 

I know you're getting rid of it but the DDRHW is broken, I can't drag out of the DDRHW stub on half the transitions nor can I drag out of the starter towards where the construction piece was.

 

We're not getting rid of the DDRHW, but it's having an identity crisis, and it's being a bit obnoxious in the process.  We had to go to a Plan C for its implementation, right before NAM 31.0.  There aren't any DDRHW stubs on the transitions, and I don't think there are on the ramps--at least, there shouldn't be.  I've run across the "can only drag one way" out of the starter issue, but I have no idea what's causing it.  Might have to change the implementation yet again. 

 

-Tarkus

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