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Untitled.png.5244dc9d78550ee259afb31ea3637399.pngIs RRW single track under highway not supported yet or do I have a conflict somewhere? 

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6 hours ago, ByeByeBayou said:

I'm having some issues with the road extensions in NAM. I'm placing a draggable tile piece and when I draw a road to extend the piece, nothing happens. I'm not sure what's going on.

If dragging the OWR through the OWR-3 Starter doesn't work, that would suggest that the RUL2 override code for the NWM is not being activated.  This would suggest a few possibilities: (a) some sort of weird NAM installer glitchery with the Controller Compiler part of the process (the current NAM installer tends to have a mind of its own), (b) you checked the "Decouple Networks and RULs" option in the installer, and somehow installed the NWM without the code needed to make it draw, or (c) there's an old copy of the RUL2 file somewhere in your Plugins that's preventing it from working (either an old NAM controller, or a pre-NAM RUL-bound mod).

If the intersection in that image is a FLEX Turn Lanes one, and not an old TuLEPs piece, then the prospect of (c) is actually pretty unlikely.  I would suggest re-installing the NAM, to make sure that the "Decouple Networks and RULs" option is not checked--I wouldn't try uninstalling/deleting your current installation, but instead, just re-install over top of the existing one in this case.  After that, try building an OWR-3 again . . . if it's still not working, I'll have some further troubleshooting ideas for you, but hopefully, the re-install will do the job.

3 hours ago, junspud said:

Is RRW single track under highway not supported yet or do I have a conflict somewhere? 

It does work with the MHO.  I'm looking through the files for the MHO version to see what files it's supposed to be overriding, but all the files it's overriding are in the original (Maxis-style) RAM STR Plugin, with none on the RRW side.  It doesn't look like it's included in NAM 36, best I can tell.  The whole thing could be easily solved by simply copying the RRW STR base orthogonal texture over to the same IID as the original STR texture used there, however (I'm not entirely sure why that wasn't originally done).

-Tarkus

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@Tarkus, unfortunately, that didn't seem to work. I tried redownloading NAM twice and making sure the "Enable Decouple Network and rules"  was unchecked. I even tried running the Cleanitol Tool to see if there were conflicting plugins, but no luck.


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City Journal: Wade City Archipelago

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Greetings, everyone. I was considering making a new topic, but then I saw this "general NAM help" topic, so I elected to comment here instead.

Here's the situation prompting me to post: I was trying to figure out how to connect two monorail lines (actually, Bullet trains, as I have the BTM enabled in my NAM36) separated by a tram-in-road line:

Monorail-Connection-Problem.png.2939cd108dfd989142866081681a690d.png

Now, there is a "monorail over tram-in-road" puzzle piece, but it only allows orthogonal monorail, whereas what I really need is diagonal, so that I don't have to bulldoze any more of the city than necessary. Basically, I'd rather have the geometry of the "mono over road" T shown in the next photo, instead of the loopy "mono over TIR" T using the ortho puzzle piece:

Mono-Over-TIR.png.469a987d80910cef1605b240b77cc6a7.png

So, I really have two questions: 

1. Is there any way to do that? (I'm guessing there isn't.)

2. Does the NAM team have the ability/intention of developing "diagonal mono or L-train over GLR/TIR"? Or is that likely to be forever forbidden?


Zebulon Stonehenge, SimCity 4 Experimenter

 

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Indeed right now no such piece exists to drag Monorail over TiR, except the ortho Puzzle piece. Using the dragable TiR it's technically possible to create such a piece, but the BTM isn't really being developed right now.

I guess the best workaround would be to either move the Monorail Line away from the TiR. Which actually makes sense since otherwise every building which is zoned next to the TiR would have to be demolished since there would no longer be a valid network to zoning. Whereas 2-3 tiles back would allow zoning, although likely some buildings would need to be replaced/rebuilt, it's less destructive IMHO. Option two would be to place two TiR to Subway connections, found near the end of the Misc Transit menu. This will transition to Road between the two, allowing for the top configuration in your second screenshot. Then just run Subway between the two to keep the Tram connection functioning. Of course this probably looks weird, but with a little creativity it could blend into your city better.

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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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On 8/31/2019 at 1:44 AM, rsc204 said:

...either move the Monorail Line away from the TiR ... Option two would be to place two TiR to Subway connections...

Ah, good ideas! I hadn't even thought of using a conversion to subway. This was an old city that grew up around "Tram In Avenue", "Tram In Road", and "Tram On Street". But the downtown became so dense with skyscrapers that those modes of transportation became obsolete. So after reading your comment, I spent some time last night replacing tram lines with subway lines, and converting "Tram In Road" to "Subway Under Road". I found that "Subway to TIR" connector you mentioned, and I also used a "Subway to GLR" connector. The TIR along the Shinkansen line is now just a road, so connecting the "internal" and "external" shinkansen lines together is now a breeze. (See the 3 attached photos.) Thanks for the tips!

Transit-Nexis-01.png

Transit-Nexis-02.png

Transit-Nexis-03.png


Zebulon Stonehenge, SimCity 4 Experimenter

 

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I just installed a nearly-full version of NAM36, and ran into a problem. (I've been using an installation without RHM or NWM until now, to speed-up city load times and de-clutter menus. But I got a hankering to learn RHM and NWM, so I installed a more-complete NAM.)

The problem cropped up when crossing Road x MaxisHighway, or MaxisHighway x MaxisHighway. Those crossings look like the ones in the two attached pictures. Note the textures jumping back and forth between the "Maxis" look and the "Override" look. I think this may be because I have the "Maxis Highway Override" turned on; it doesn't appear to be fully compatible with the "automatic ramps" feature. I could try turning the Override off, but I rather like the "Override" look. So is there some work-around I can do to make these intersections look better?

Maxis-Highways-Malfunctioning.png

Maxis-Highways-Malfunctioning-2.png


Zebulon Stonehenge, SimCity 4 Experimenter

 

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The answer is no.  The original Maxis Highway interchanges are not compatible with the Maxis Highway Override system.  You would either need to use the MHO's interchanges, or its modular interchange capabilities (for which also having the RealHighway (RHW) installed is highly recommended).

-Tarkus

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12 hours ago, Tarkus said:

You would either need to use the MHO's interchanges, or its modular interchange capabilities (for which also having the RealHighway (RHW) installed is highly recommended).

Ok, thanks. After reading that, I've been experimenting with the "Symphony" interchanges, ramps, and transitions listed under the (overridden) MHW-L0 and MHW-L2 (lets call them MHO-L0 & MHO-L2). I was able to create an interchange between two MHOs based on the "3-level roundabout" prefab. Though, it did require using 19 puzzle pieces and took me 90 minutes to figure out how to do it. But I do now have an idea now on how to do MHO-MHO.

But how do I connect MHO-Road and MHO-NWM? I tried using the Symphony ramps and transitions, but I can't get the L1->L0 transition to connect to a Road or a TLA-5; there's a gap. (See attached images.)

MHO-L2-to-Road.png

MHO-L2-to-TLA-5.png

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6 hours ago, zebulon_stonehenge said:

how do I connect MHO-Road and MHO-NWM?

Since I wrote that, I figured it out! Took me about 6 hours of struggle, and riffling through hundreds of menu items in both the Road and Highway menus, but finally, when looking in the "RHW Starters" submenu, the second item was "MIS(L0)". So I wondered what would happen if I drew an RHW2 through that. So I did, and it made a MIS(L0) lane, which connects nicely with roads, avenues, TLA5s, etc. So I used that to bridge the gap:

MHO -> offramp -> L2L1 -> L1L0 -> MIS -> [road or ave or TLA5]

With the road, I put the ramps right up against the freeway, and that worked fine.

But with the TLA5 I had to put the ramps one square away from the freeway, else the 4 squares of TLA5 under the freeway reverted to "a pair of roads", with head-on path conflicts in the middle 2 lanes.

This would have been a heck of a lot easier if up-to-date documentation for the Maxis Highway Override existed. As it is, even most of the links to the OLD documentation are broken. Even the pdf file for MHO (aka Project Symphony) is missing in the documentation folder in NAM36 installations. I did eventually find a copy, but on Google Documents, not Simtropolis or SC4D, and it was from 6 years ago. And it only explained how to make interchanges of "road over freeway", but not the more-common-in-real-life "road under freeway"; I had to figure that out myself.

MHO(L2)-to-Road-Interchange.png

MHO(L2)-to-TLA5(L0)-Interchange(Fairview-and-405).png

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7dyAy72.jpgI don't think anything has been added for the MHO in a long time, so there hasn't been a need for updating the documentation.

Another option that I use sometimes: if you look in the avenue roundabout menu, there is a roundabout with a piece of elevated highway over it. I connect the MIS with a piece of OWR.

(I think, @Tarkus will have to confirm though, that we may have some goodies in store :D)


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On 8/29/2019 at 10:43 AM, ByeByeBayou said:

@Tarkus, unfortunately, that didn't seem to work. I tried redownloading NAM twice and making sure the "Enable Decouple Network and rules"  was unchecked. I even tried running the Cleanitol Tool to see if there were conflicting plugins, but no luck.

In that case, try dropping this (a full NAM 36 RHD NAM Controller) into your Plugins, preferrably the z___NAM folder.  If it still doesn't let you drag OWR-3, then it narrows down the potential location for any conflict very quickly.

On 9/12/2019 at 5:04 PM, eaglesong said:

I don't think anything has been added for the MHO in a long time, so there hasn't been a need for updating the documentation.

Another option that I use sometimes: if you look in the avenue roundabout menu, there is a roundabout with a piece of elevated highway over it. I connect the MIS with a piece of OWR.

(I think, @Tarkus will have to confirm though, that we may have some goodies in store :D)

Aside from some minor crosslinking fixes, there has indeed been very little (if anything) added to the MHO in the past 6 years.  The current MHO is, unfortunately, a bit awkward to use, especially if for someone who wasn't an avid user of the RHW in the past (dating back to its pre-FLEX days).

Draggable Ramp Interfaces (DRIs) for MHO are indeed still intended to be part of NAM 37.  We're farther into alpha testing on it now, though the file architecture issues pertaining to MHO vs. MHW, and the residual Maxis Rail content present in many of the other NAM components' crosslinkage are proving to be a massive, massive thorn in the side. 

-Tarkus

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52 minutes ago, Naomi57 said:

In particular, I noticed that FLEXRamps tend to break in game, at some point during the first 10 sim-years, though I think the DRI equivalents might be more robust.

I wasn't aware of any issues in that regard. Are you able to provide steps to replicate the problem? In which case, we (the NAM team), would be grateful for a bug report so we can investigate any potential problems.


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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51 minutes ago, rsc204 said:

Are you able to provide steps to replicate the problem? In which case, we (the NAM team), would be grateful for a bug report so we can investigate any potential problems.

Hi @rsc204, it's not reproducible such that I can make it happen at will, but I did exit the city without saving, and put it on Cheetah speed, and watched it happen again, for each one of the four cases below.  The breaks all occurred within 10 sim-years on Cheetah speed.  I prefer vanilla economic gameplay, and I'm new to mods, so I have almost no mods besides the NAM.

I can send you pictures of the networks where it has happened, if that's helpful.  I rebuilt them, and the problems went away, but it might provide clues as to where the problems occur:

  1. Type A1 FLEXRamp adjacent to a RHW-4 to MHW transition tile.
  2. Type A1 FLEXRamp adjacent to a 1-Level Flexible Height Transition.
  3. L1 MIS over diagonal RHW-4, adjacent to a RHW-4 Double Curve.  This might be repeatable.  It didn't go away with rebuilding it, so I corrected it by replacing the RHW-4 Double Curve with a simple RHW-4 diagonal.
  4. Two consecutive RHW-4 Double Curve pieces with dragged RHW-4 between them.  This might be repeatable, as I had two of them.  It didn't go away with rebuilding it, so I corrected it by replacing the dragged RHW-4 with L0 RHW-4 Filler (Diag) pieces.

I've been building all the major transport networks for my Brownsville city tile right now, so later this week, I might have some reproducible cases in my "City - Brownsville.SC4", which I could then ZIP and send to you, if that's any help?  Mind you, I use DRI for all my ramps now, so they might not break.

On a related note, now building with DRI, I've noticed that sometimes I can't build a DRI Type A1 ramp adjacent to a 1-Level Flexible Height Transition, which is similar to case 2 above, but at build time, rather than breaking during play at Cheetah speed.  At build time, the DRI turns red, and the workaround is to use the Disconnector to remove the 1-Level Flexible Height Transition, then do the DRI draw, then replop the 1-Level Flexible Height Transition.  I think that happens perhaps 30% of the time, frequently enough that I'm working on new habits of building my DRI ramps BEFORE I plop adjacent 1-Level Flexible Height Transition pieces.

Where do I report bugs?

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3 hours ago, Naomi57 said:

Where do I report bugs?

I've moved the relevant posts to our NAM thread here instead.

Racking my brains trying to think how could something "break" after a certain time, because this is unusual behaviour. Transit networks simply don't have properties that allow them to change, with perhaps one exception, road maintenance:

Road-maintenance.jpg.97e7a545b104a75b9cff517e7d93ed72.jpg

By any chance is your budget for taking care of this to the left of the white marker? If so, it could be something related to roads breaking as a result of your city not properly funding this essential service.

3 hours ago, Naomi57 said:

Hi @rsc204, it's not reproducible such that I can make it happen at will, but I did exit the city without saving, and put it on Cheetah speed, and watched it happen again, for each one of the four cases below.  The breaks all occurred within 10 sim-years on Cheetah speed.

Sometimes a bug or issue doesn't occur every time you do a thing, but the information provided gives me enough to look into the problem.

3 hours ago, Naomi57 said:

On a related note, now building with DRI, I've noticed that sometimes I can't build a DRI Type A1 ramp adjacent to a 1-Level Flexible Height Transition, which is similar to case 2 above, but at build time, rather than breaking during play at Cheetah speed.  At build time, the DRI turns red, and the workaround is to use the Disconnector to remove the 1-Level Flexible Height Transition, then do the DRI draw, then replop the 1-Level Flexible Height Transition.  I think that happens perhaps 30% of the time, frequently enough that I'm working on new habits of building my DRI ramps BEFORE I plop adjacent 1-Level Flexible Height Transition pieces.

Yes, one thing you get used to with RHW especially is how the order in which things are placed can make a huge difference to the possibilities. This can't be totally avoided from a design perspective, because we're using many tricks to bring new items into the game, taking it far beyond what Maxis ever intended.


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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6 hours ago, rsc204 said:

Yes, one thing you get used to with RHW especially is how the order in which things are placed can make a huge difference to the possibilities. This can't be totally avoided from a design perspective, because we're using many tricks to bring new items into the game, taking it far beyond what Maxis ever intended.

I assumed that must be the case.  It so seriously amazes me all that the NAM team has done without access to the source code!  :O *:party:   I've a software development background, so I have a deep appreciation for that sort of thing.

Things like placement order, piece dimensions, and all the best spots for starter pieces, will be the subject of another one of my NAM 36: Starting Out tutorials, when I've got it nutted out.  If you've got info on that stuff, I'm a sponge for details and very interested!  *:ohyes:

6 hours ago, rsc204 said:

Racking my brains trying to think how could something "break" after a certain time, because this is unusual behaviour. Transit networks simply don't have properties that allow them to change, with perhaps one exception, road maintenance:

Nope, my Road Maintenance is bang on the white line, normal default budget.  I have to say, however, that there must be some kind of Road Maintenance background thread that runs over the roads, similar to the one that examines lots periodically to evaluate whether they should be rebuilt.  Even at default Road Maintenance levels, that process still runs if there's repair work to be done ... and I wonder if it still runs even when there's no repair work needed at all?  That really does sound like a fairly likely cause to me!  *:idea:

Here's my Transportation Budget, on my Canarsie large city tile at at sim-year 26, where bugs 2, 3 and 4 above occurred.  I leave my Road Maintenance at default all the time these days, having run experiments with that years ago and discovering that it has very limited application to economic gameplay.  My Transportation Budget for my Jamaica Bay large city tile (where bug 1 occurred) is similarly at default, on the white line ... I just double-checked.

Canarsie - Transportation Budget as at May26.png

Would you like me to post screen shots of each break location?  Here's the one from Jamaica Bay, bug 1, showing break at sim-year 10, and showing original construction when I exited the game without saving and returned to sim-year 0.

Jamaica Bay - OUCH After 10 Years in the Simulator.jpg

These breaks all seem to be adjacency related to me.  I enjoy closely packed urban neighbourhoods, so I work hard on producing compact road networks.  Looking at that tiny stretch of RHW-4 between the two MHW stretches, I have to assume the original RHW-4 starter pieces are long gone, and it's anchored entirely by the ramps and MHW transitions.  After rebuilding that Type A1 FLEXRamp with DRI, I haven't had the problem again.

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Untitled.png.4f6f39adb1c2617fb42522c3ba8a64f4.pngCan't figure it out, as this setup supported? I keep getting broken setups when trying to make the intersection.

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1 hour ago, junspud said:

Untitled.png.4f6f39adb1c2617fb42522c3ba8a64f4.pngCan't figure it out, as this setup supported? I keep getting broken setups when trying to make the intersection.

No, it is not. You must use Type 120 on the Avenue.

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4 hours ago, junspud said:

Can't figure it out, as this setup supported? I keep getting broken setups when trying to make the intersection.

To add to @Ramona Brie's explanation, the reason why Type 220 doesn't work here is the lane math.  The number of turn lanes going in a certain direction needs to be less than or equal to the number of through lanes on the road onto which the turn is being made.  You would effectively have two left turn lanes turning onto a road where there is only one through lane.  The RL result would not be pretty. 

Side note: I actually encountered this situation heading into work about a month ago, when the semi truck alongside me thought there were two left turn lanes onto the TLA-3 that goes to my workplace, instead of just one.  I had to floor it around the corner in order to not get crunched by the semi, which would have happened in some fashion once it reached the point where there wasn't actually anywhere for it to go.  Scary stuff.

-Tarkus

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On 10/31/2019 at 5:29 AM, Tarkus said:

To add to @Ramona Brie's explanation, the reason why Type 220 doesn't work here is the lane math.  The number of turn lanes going in a certain direction needs to be less than or equal to the number of through lanes on the road onto which the turn is being made.  You would effectively have two left turn lanes turning onto a road where there is only one through lane.  The RL result would not be pretty. 

Side note: I actually encountered this situation heading into work about a month ago, when the semi truck alongside me thought there were two left turn lanes onto the TLA-3 that goes to my workplace, instead of just one.  I had to floor it around the corner in order to not get crunched by the semi, which would have happened in some fashion once it reached the point where there wasn't actually anywhere for it to go.  Scary stuff.

-Tarkus

That would explain it. I don't have an eye for that sort of thing, I was just thinking it looked cool and missed the fact it doesn't actually make sense lol.

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I have a question but I want to say I really appreciate all the support that you guys provide, I've probably asked like a hundred questions on this forum many of which might come across as asinine, this community really makes SimCity 4 much more enjoyable, I only wish I knew about it years ago instead of only discovering it more than a decade after first playing it.

Untitled.png.1bb32eb765c6d7a3bac525b1e114f031.png

I've tried looking through the documentation, but is the starter piece for this NWM supposed to be dirt textured like this? Nothing is zoned around the tile.

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1 hour ago, junspud said:

I have a question but I want to say I really appreciate all the support that you guys provide, I've probably asked like a hundred questions on this forum many of which might come across as asinine, this community really makes SimCity 4 much more enjoyable, I only wish I knew about it years ago instead of only discovering it more than a decade after first playing it.

Untitled.png.1bb32eb765c6d7a3bac525b1e114f031.png

I've tried looking through the documentation, but is the starter piece for this NWM supposed to be dirt textured like this? Nothing is zoned around the tile.

That's due to the some of the NWM starters being based off of the rail network. Hover the query tool over it and it may report that tile as being a rail tile instead of being an OWR tile. (Network hierarchy is weird like that.) There are texture mods that eliminate the rail dirt, but in doing so, it makes that particular tile show the terrain below.

There are no easy solutions for this other than:

  • Placing the starter in an inconspicuous area.
  • Bulldozing the starter itself (only recommend if the OWR-1 is long enough, about 5-6 tiles minimum).
  • (TECHNICAL) Creating a new starter not based off the rail network, IE, one where, if an intersection/starter between it and one way road is created, it is reported as a one way road tile (the work needed for this is 4-8 lines of RUL1 code plus the code needed to make the appropriate starter show up in a puzzle pieces tab loop).
  • (TECHNICAL BUT MAKES CUSTOMIZABILITY SIGNIFICANTLY HARDER) Baking in the sidewalk textures directly into the NWM OWR networks (the work needed for this is on par with making a custom texture set for an NWM network).
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You're most welcome--glad we can help!:thumb:

Ganaram is correct about the OWR-1 starter.  It uses a "false intersection" between the One-Way Road network and the Rail network (as does the OWR-3), and the network hierarchy does indeed have Rail above OWR

The third option there--changing the cross network in the false intersection for the starter--is probably the most viable long-term solution to fully prevent it on our end, though being a minor cosmetic issue, it is lower on the priority scale.

-Tarkus

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On 28/10/2019 at 9:45 PM, rsc204 said:
On 28/10/2019 at 8:51 PM, Naomi57 said:

In particular, I noticed that FLEXRamps tend to break in game, at some point during the first 10 sim-years, though I think the DRI equivalents might be more robust.

I wasn't aware of any issues in that regard. Are you able to provide steps to replicate the problem? In which case, we (the NAM team), would be grateful for a bug report so we can investigate any potential problems.

Hi @rsc204, I've got a reproducible case on this breaking FLEXRamps issue now, in the form of a 3MB .SC4 file of the city, which I've run twice on Cheetah mode, and had the same three ramps break, reproduced twice so far.  Would that .SC4 file be of useful?  Should I email it to someone, or put it up on DropBox?

This time, the ramps were all created with DRI, not FLEXRamp pieces, but they break in the same ways.  I exit the game without saving when I'm testing out a new city tile, so the .SC4 will reproduce the problem reliably, inside the first 20 sim years.  And yes, I checked, the Road Services budget item is at the default level, on the white line, just like the other two large city tiles with the same problem.

Like I mentioned before, I've got hardly any mods installed, though a few more than I had before.  This other post of mine lists them all out.

https://community.simtropolis.com/forums/topic/758628-brand-newish-with-questions-grab-your-coffee-or-beer/?tab=comments#comment-1720978

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2 hours ago, Naomi57 said:

Hi @rsc204, I've got a reproducible case on this breaking FLEXRamps issue now, in the form of a 3MB .SC4 file of the city, which I've run twice on Cheetah mode, and had the same three ramps break, reproduced twice so far.  Would that .SC4 file be of useful?  Should I email it to someone, or put it up on DropBox?

Sorry I didn't follow up on that at the time, but I did run some tests myself. I wasn't able to get anything to break using the configurations you've shown in my game.

I guess the save file might be a good way to test things, you could just PM me with it attached?

2 hours ago, Naomi57 said:

Like I mentioned before, I've got hardly any mods installed, though a few more than I had before.  This other post of mine lists them all out.

The more efficient method is just to test things in such a way as to determine if a problem is being caused the NAM or something else. So for example, removing all but the Network Addon Mod and z___NAM folders temporarily, then testing if the issue persists with a new city, should point us in the right direction.


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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15 hours ago, rsc204 said:

The more efficient method is just to test things in such a way as to determine if a problem is being caused the NAM or something else. So for example, removing all but the Network Addon Mod and z___NAM folders temporarily, then testing if the issue persists with a new city, should point us in the right direction.

Unfortunately, I get a CTD inside a couple sim months, if I remove "BSC MEGA Props - CP Vol01.dat" from my Plugins folder, but I've removed everything else, and this FLEXRamps breaking mid-game issue still happens.

Good news!  I think I've isolated the trigger of this FLEXRamps breaking mid-game issue, and it's not restricted to FLEXRamps, either.  In my "City - Brownsville.SC4" large city tile, it's happening on a straight piece of L0 RHW-4 approaching a FLEXHeight L1 overpass, and even on a straight piece of MIS approaching a level intersection with OWR-2.  I've been watching this play out in Cheetah mode on Zones view about a dozen times, and noticed that each break occurs around the 3rd time the adjacent lot re-grows.  The highways with no adjacent lots have no breaks.

This is probably happening to me, and not so much to other people, because I do HEAPS of densely packed urban neighbourhoods, with commercial zoned right up against the highways, RCI access provided by frontage roads on the other side.  This is quite common in my home town of Sydney, so it feels natural (and profitable), to do it in SimCity 4, too.  Based on my experiences in the 2 previous large city tiles that exhibited this issue, I'm 90% sure that going back to sim-year 1 to demolish and reconstruct the RHW pieces that break, will fix the problem, so this is complicated.  I'll let you know how that goes.

These breaks usually occur inside the first 5 sim-years, but sometimes take up to 10 sim-years.  Here's each of the breaks, five of them in "City - Brownsville.SC4", which I'll be sending you.

Break 1 – DRI Type B1 Ramp

5dd23b68532b9_Brownsville-Broken1atYear3.jpg.eba34f452444d62277eb6c24b84bc9b2.jpg

Break 2 — MIS approaching level intersection with OWR-2

5dd23baee0227_Brownsville-Broken2atYear3.jpg.43d58ebe19030ea12f7fe6b5b711bca4.jpg

Break 3 — RHW-4 with DRI Type A1 Ramps on either side, and a RHW-4 starter tile in the middle

5dd23bf141305_Brownsville-Broken3atYear3.jpg.096cb93fe66e9c40b780f08727aeb504.jpg

Break 4 – L1 RHW-4 over diagonal rail with DRI Type A1 ramps and L1 to L0 FLEXHeight transitions on either side

5dd23c494a261_Brownsville-Broken4atYear5.jpg.c0dc108a68df2f4db43a28e4f662d30b.jpg

Break 5 — Straight piece of L0 RHW-4 about to go under a FLEXHeight L1 overpass

5dd23cb7344b9_Brownsville-Broken5atYear5.jpg.363a1b5bb38209d861d81369e704e5f1.jpg

 

Each of these breaks don't always occur in this order, but they tend to, depending on how quickly the adjacent lots re-grow.  Notice, too, that some of the breaks cause the next adjacent RHW-4 carriageway to revert back to RHW-2.

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@Naomi57, what you're likely encountering there is related to a concept known as "adjacency stability".  With the exception of the RHW-2 network (which is an actual game network), the whole rest of the RHW system uses RUL2 overrides in order to operate, which usually stem out from the starter piece (or another setup that does the same), and override the base RHW-2 when it appears.  RUL2 overrides, however, only work two tiles at a time, and every possible combination of two adjacent network tiles that come up must have covering code, or else the result will be that the network will revert to RHW-2.

It's possible that the particular setups you are trying to build are not covered (in whole or part) by the existing RUL2 adjacency stability code. 

NAM 37 is anticipated to include a massively re-worked RHW codebase, known as "Project 57-Mark IV" (or "RHWx"), which cranks the adjacency stability support up to 11, and should hopefully cover these cases.

-Tarkus

 

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25 minutes ago, Tarkus said:

It's possible that the particular setups you are trying to build are not covered (in whole or part) by the existing RUL2 adjacency stability code. 

NAM 37 is anticipated to include a massively re-worked RHW codebase, known as "Project 57-Mark IV" (or "RHWx"), which cranks the adjacency stability support up to 11, and should hopefully cover these cases.

Thanks, Tarkus.  As it happens, going back to sim-year 1 and rebuilding those highway pieces doesn't fix it.  My best option for now is to just rebuild them as they break, and sometimes they break twice.  Fortunately, it all seems to settle down at about sim-year 20, with no breaks after that.

Really looking forward to NAM 37.  Thank you!

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