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Thank You Swordmaster and rsc204   


I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

 

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We've been aware of this issue since before NWM 1.0 was released as part of the NAM 28 cycle in 2010.  There's actually no feasible way to fix it--and I've certainly tried. 

As far as why it happens, the two-tile OWR networks (OWR-4 and OWR-5) require crossover paths between each half of the network, in order to function properly.  The game has some hardcoded directives for how to affect the directionality of One-Way Roads, and those directives look to see if the path files match the directional flags of the underlying network connection.  Then, depending on the direction the network has been drawn, it flips all those paths that fit.  With the OWR-4 and 5, the main traffic paths correspond, but the crossover paths go off to the side, and as such, aren't affected, which poses a complication.  We had to make the crossover paths bi-directional, to ensure they'd work in both directions the OWR could potentially go, but it does occasionally result in this glitch, which is much more apparent on the OWR-4, because the crossover paths have to cover a much greater distance on the x-axis than they do on the OWR-5 (5m for OWR-4, vs. 0.5m for OWR-5).

Automata-related glitches like this with crossover paths are magnified immensely with traffic that is not generated from the traffic simulation, but "decorative traffic" that comes directly from lots.  The decorative traffic emanating from the automata generators you've used at the base of your OWR-4 will be especially prone to this.  You'll also find some seemingly impaired drivers if you use automata generators along wider RHW networks and the NWM TLA networks.

-Tarkus

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1 hour ago, AlexandrosB13 said:

Thanks for all the details. But i wonder how can it be, that it can't be fixed. Also how come this bug only appear for few users, and for most cases NAM runs normally?

4 hours ago, Tarkus said:

There's actually no feasible way to fix it--and I've certainly tried. 

 

I'm guessing you'll have to take in on good faith that Alex knows what he's talking about (trust me, he does) :thumb:.

It was also stated that this issue is made worse by using traffic generators or TE lots that spawn traffic. So if you are using those, that may well explain why it appears worse for you.

 

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Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

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Please remember that the NAM team is not omnipotent.  They do not have access to the original game source code, and some things we'd all like to fix are outside our ability to access.

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The hardcoded directives on OWR path flipping are inaccessible, and I learned quite a bit about how those directives operate, in my unsuccessful efforts to figure out a potential solution to this issue.  If the crossover paths are switched to run only in one direction,  it'd fix one direction of the OWR-4, only to completely break the other, which isn't an acceptable tradeoff. 

Technically, now that I think of it, there is a solution, but it's quite radical.  It'd entail completely scrapping the OWR-4 in its current form, as a One-Way Road-based override network.  That has actually been discussed, though for reasons other than the automata issues with the crossover paths--capacity differentiation, intersection signalization, and diagonal network construction have been cited--but being based on Road or Avenue overrides would completely change the operation of the network.  It'd no longer work like the other OWR networks, and there'd likely be a fair bit of user confusion.

-Tarkus

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Hello,

Since 20 Feb no one posted a thing so I hope it is not a ghost topic.

Anyway I guess that there has been something forgotton on NAM 34 or I am not able to find that piece(s).

What happened to these overpass ramps? I was using them on NAM 32 but now I can not even find them.

https://i.imgur.com/p7gaopj.jpg

 

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You don't need them, they've been replaced by smarter FlexRamps (found in Flex Height menu) which will transition any of the RHW networks into L1 or L2 (including on-slopes) by simply dragging the RHW network you want through them.

They were not removed however, just depreciated, this simply means if you want to continue using them you need to specifically select the option (Under RHW Options) in the installer.


Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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2 hours ago, rsc204 said:

You don't need them, they've been replaced by smarter FlexRamps (found in Flex Height menu) which will transition any of the RHW networks into L1 or L2 (including on-slopes) by simply dragging the RHW network you want through them.

They were not removed however, just depreciated, this simply means if you want to continue using them you need to specifically select the option (Under RHW Options) in the installer.

 

Thank you, some try and errors I learn how to use. However I guess the ready-to-use ones were easier.

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I think because perhaps you are used to doing it that way. Now just four pieces replace all the options in the old menu. Just plop the piece you require and drag RHW through it. Persevere with them and I'm guarantee before long you'll probably prefer them for the added convenience.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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13 hours ago, omer584 said:

 

Thank you, some try and errors I learn how to use. However I guess the ready-to-use ones were easier.

If we were sticking to the old "ready-to-use" puzzle pieces still, you'd have to navigate 100 puzzle pieces instead of 4 FLEX pieces.  Additionally, if you decide to widen a freeway, in some cases, you can get the transition to change, too, without having to go flip through those 100 puzzle pieces to get to it. 

-Tarkus

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This happened when i placed a low density residential zone next to an AVE-2 to AVE-4 transition. The pavement moves to it's correct position when I place higher density zones.I don't know if this is usual, but if so, I Hope to see it fixed in NAM 35. :)

013096c5e9.jpg



 1947 - 2016 

 

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Unfortunately, we can't fix that, aside from creating a non-puzzle piece version.  Wealthification for large puzzle pieces like that transition is extremely finicky, because the way the game uses an Instance ID degree to determine the Y-coordinate location of the individual tiles in a puzzle piece conflicts with the mechanism used to reference wealth-level textures.  It's the main reason so few puzzle pieces have it.  This one was an experiment, though as you can see, there's some unavoidable quirks.

-Tarkus

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I see, don't worry about it. Still better than not having any pavement at all, in my opinion. And the 45 degree AVE-4 turn worked well. :)



 1947 - 2016 

 

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Hi guys,

I am using NAM 34 and have a question. Are there any RRW STR diagonal street/road rail crossings available? When I drag a STR through a street/road, I get this:

Is there a fix for thisor do I need to use plops if any available? Thanks!

Kind regards!

 

Image 010_1.jpg

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Unsupported at this time. Although Willy has been working on a lot of the STR crossings recently, so I'd expect this to be resolved for NAM 35.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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Just now, rsc204 said:

Unsupported at this time. Although Willy has been working on a lot of the STR crossings recently, so I'd expect this to be resolved for NAM 35.

Cool... Looking forward to it... Thx...

Kind regards!

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I can't find a thing called "MIS ground to elevated curved transition" or something like that.

It was available in the previous NAM 32, but now in NAM 34, i can't find it anywhere. Is it not available now? Or am i just missing it?

Thanks in advance!

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It's still there, but it's not installed by default anymore.  It's in the Deprecated RHW Height Transitions button, as we're gradually phasing out all the puzzle piece-based height transitions.  You'll need to re-run the NAM installer on Custom Installation mode to select that option.

-Tarkus

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Will i need to reinstall all of it or just install again and choose the custom installation?

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install it again, selecting custom installation. The software will recognize the previous configuration and keep everything as it was.


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Hey Guys

 

Pretty new to NAM and having an issue where I draw roundabouts and they disappear once formed.

When it does work I then get normal 'square' junctions instead of roundabout junctions (if that makes sense). I've watched the NAM tutorials on youtube but not had any luck fixing it.

Any suggestions?

 

 

 

EDIT: Reinstalled with Custom Settings and this did the job (particularly intersections!).


  Edited by Ols_S  

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One question. I use a LHD drive and for some reason, every traffic light and railroad crossing are on the right side of the road for some reason. How can I fix it?

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8 minutes ago, TrickyMario76543 said:

One question. I use a LHD drive and for some reason, every traffic light and railroad crossing are on the right side of the road for some reason. How can I fix it?

That's unfortunately how the game was set up by default.  The NAM does not include any fixes for it, either.  The only way you could fix it is making your own mod.  ebina started on one a number of years ago--his last version of it may still be buried in an old thread over at SC4D--but there's a lot of newer stuff that isn't covered.

-Tarkus

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3 minutes ago, Tarkus said:

That's unfortunately how the game was set up by default.  The NAM does not include any fixes for it, either.  The only way you could fix it is making your own mod.  ebina started on one a number of years ago--his last version of it may still be buried in an old thread over at SC4D--but there's a lot of newer stuff that isn't covered.

-Tarkus

That's rather silly, I hope they can find a way to fix that up in a later version of the NAM.

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4 minutes ago, TrickyMario76543 said:

That's rather silly, I hope they can find a way to fix that up in a later version of the NAM.

If you consider the amount of work involved with it (having to redo every intersection-related Type 21 exemplar in the game and the NAM), it starts to make more sense.  It's really a ton of work. :boggle:

In any case, I did realize there is another option for you, if you're okay with using custom signal models.  MandelSoft's Stoplight Replacement Mod (SRM) has an LHD option.  Again, though, anything added since 2014 won't be covered (MandelSoft is retired from SC4 modding).

-Tarkus

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7 minutes ago, Tarkus said:

If you consider the amount of work involved with it (having to redo every intersection-related Type 21 exemplar in the game and the NAM), it starts to make more sense.  It's really a ton of work. :boggle:

In any case, I did realize there is another option for you, if you're okay with using custom signal models.  MandelSoft's Stoplight Replacement Mod (SRM) has an LHD option.  Again, though, anything added since 2014 won't be covered (MandelSoft is retired from SC4 modding).

-Tarkus

Can you give me a list of what won't work?

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@TrickyMario76543 You're gonna have to test that out for yourself, mostly some diagonal and far intersections as far as I can see


I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

 

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