Jump to content

4,091 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Hi all - long time member, never posted before. I just downloaded NAM48 and I can't install it....I can't even seem to find the installer file.   I was able to open the .jar file (with 7zip), but theres nothing in there that looks like an install program. Obviously, I'm doing something wrong, so can someone help me troubleshoot? (The last time I installed NAM was in 2011...so things have changed a bit since then.)

 

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
57 minutes ago, TheReno said:

Hi all - long time member, never posted before. I just downloaded NAM48 and I can't install it....I can't even seem to find the installer file.   I was able to open the .jar file (with 7zip), but theres nothing in there that looks like an install program. Obviously, I'm doing something wrong, so can someone help me troubleshoot? (The last time I installed NAM was in 2011...so things have changed a bit since then.)

 

Have you installed JAVA?

https://adoptium.net/temurin/releases/?os=windows&version=23

Without JAVA you can't run the installer


Federal Republic of SiculiaFederal Republic of Sonora

   Ain Member  Wiki

NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

Ulisse Wolf YouTube Channel - Ulisse Wolf Mastodon Profile

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
2 hours ago, Ulisse Wolf said:

Have you installed JAVA?

https://adoptium.net/temurin/releases/?os=windows&version=23

Without JAVA you can't run the installer

Yes.  I used the one included in the NAM48 download.  Also used the one in the link you posted - attached pic is of that folder - not sure if that's helpful to see. The other pic is of the NAM download folder.  I've run the .bat, which did the 4gb patch, and that's where I am at now. I can get into the file structure of the .jar file in 7zip, but not outside it.

java folder.jpg

nam48.jpg

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 06/02/2025 at 2:55 AM, TheReno said:

Yes.  I used the one included in the NAM48 download.  Also used the one in the link you posted - attached pic is of that folder - not sure if that's helpful to see. The other pic is of the NAM download folder.  I've run the .bat, which did the 4gb patch, and that's where I am at now. I can get into the file structure of the .jar file in 7zip, but not outside it.

You need to force the use of JAVA


Federal Republic of SiculiaFederal Republic of Sonora

   Ain Member  Wiki

NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

Ulisse Wolf YouTube Channel - Ulisse Wolf Mastodon Profile

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
17 minutes ago, Ulisse Wolf said:

You need to force the use of JAVA

Im not sure I follow.  If you're talking about doing "Open with" - I can't find a java app file that does anything, and I dont know which file from NAM to force.  Can you fill in these blanks for me? I appreciate the help!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
1 minute ago, TheReno said:

Im not sure I follow.  If you're talking about doing "Open with" - I can't find an exe java that does anything, and I dont know which file from NAM to force.  Can you fill in these blanks for me? I appreciate the help!

You have to open it with Open with and select Java EXE.

If you don't find it among the recommended applications you need to find the Java exe in the installation folder

 

  • Like 1

Federal Republic of SiculiaFederal Republic of Sonora

   Ain Member  Wiki

NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

Ulisse Wolf YouTube Channel - Ulisse Wolf Mastodon Profile

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Ok - ran into some dumb user error on my part -- the NAM files weren't exactly unzipped. I thought they were, but they weren't.  Once I got that taken care of, the installer actually opened and I'm working my way through that now.  Thank you so much for the help!

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I hope to reach experts of diagonal bridges here. I am having trouble with diagonal RRW bridges. The texture is odd and there are strange gaps. I have described the issue in detail in this post. Any help or suggestion would be much appreciated.

image.png.b105240ac151c8cf8588aba65c0ed1b0.png

  • Confused 1

SC4 Dictionary   690711f9d5161_LEXFiles.jpg.2b0e1a1a7f3d32928c39be4237a1b8ff.jpg

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I just upgraded my "vanilla" road network to RHW and NWM road types, and set the simulator to "medium". For a while my congestion problems seemd to have gone, but as of lately my advisor again tells me about some urgent congestion problems. Turns out, it's only the curves and transition parts, as you can see from attached screenshots. Which doesn't make much sense for me.

 

SO .. did I do something wrong when installing the NAM? Or is there a bug, that curves & transistion pieces seem to have a lower capacity then straight parts?

AVE-to-NRD4.jpg

Curve.jpg

Roundabout.jpg

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
1 hour ago, Rady said:

I just upgraded my "vanilla" road network to RHW and NWM road types, and set the simulator to "medium". For a while my congestion problems seemd to have gone, but as of lately my advisor again tells me about some urgent congestion problems. Turns out, it's only the curves and transition parts, as you can see from attached screenshots. Which doesn't make much sense for me.

 

SO .. did I do something wrong when installing the NAM? Or is there a bug, that curves & transistion pieces seem to have a lower capacity then straight parts?

AVE-to-NRD4.jpg

Curve.jpg

Roundabout.jpg

You didn't do anything wrong, it's an expected behaviour resulting of the limitations of the traffic simulator.

Regardless of the number of lanes a network has, the game only counts capacity based on tiles. If a road-based network has 4 lanes in the space of 2, like it's the case for NRD-4, the game will allow just as many traffic in it as it allows on a normal road. This is generally not noticeable, but with curves and some diagonals, sometimes the traffic that normally goes in two lanes gets forced into one; a typical example of this is diagonal avenues (AVE-4), which alternate between two lateral pieces and one central, which makes the central one more congested, as it is dealing with 4 lanes at once.

Another factor in play is the fact that many smooth curves are made based on intersections, to force the game to interpret it as different as normal straight or diagonal segments. The NAM, to better simulate the behaviour of traffic in intersections, increases the capacity of the tiles that are intersections and slightly reduces the ones of the two tiles behind them, producing the natural queques in front of a traffic signal. For smooth curves based on intersections, this results on the vehicles effectively reducing their speed before taking the curve, and it appears on the data view as a small traffic jam.

Something that has been proposed to somewhat fix this is to simulate false intersections, colloquially called "falsies", to increase the capacity of the network. This has been implemented on some RHW networks, like RHW-6, to give it more capacity than RHW-4 even if using the same footprint. This, at it is the case with the RHW, wouldn't be a perfect solution because smooth curves still are intersections themselves, and the falsies can only increase the capacity once. In some points, the network would still produce this same sort of bottlenecks, but it remains to be seen if, overall, the capacity of the network would improve.

@Lucario Boricua has been proposing this improvement, so he's better suited to explain it (or correct me if I got something wrong).

  • Like 1
  • Thanks 1

matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
4 hours ago, Rady said:

I just upgraded my "vanilla" road network to RHW and NWM road types, and set the simulator to "medium". For a while my congestion problems seemd to have gone, but as of lately my advisor again tells me about some urgent congestion problems. Turns out, it's only the curves and transition parts, as you can see from attached screenshots. Which doesn't make much sense for me.

 

SO .. did I do something wrong when installing the NAM? Or is there a bug, that curves & transistion pieces seem to have a lower capacity then straight parts?

AVE-to-NRD4.jpg

Curve.jpg

Roundabout.jpg

Alright! Yes, this is something I'm already working on, and NAM 49 will feature the required path fixes for the Road, One-way and Avenue roundabouts!

What's happening here is an interaction between the network paths and the traffic simulator. In the traffic simulator, there's a series of modifier values for the network capacity in surface road intersection situations, which affect the Street, Road, One-way, Avenue and Dirt Road (RealHighway) networks. Since the introduction of Traffic Simulator Z around 2009, the following 4 values are being used currently:

  • 1.25 for network cells that act as intersections (25% more capacity)
  • 0.2 for network cells immediately upstream of an intersection (20% of the nominal capacity = 80% less capacity)
  • 0.4 for network cells one cell upstream from an intersection (40% of the nominal capacity = 60% less capacity)
  • 1 for network cells that don't interact with intersections (capacity equal to the network's nominal capacity)

What happens is the game automatically defines which cells are intersections, depending on the way the paths connect each of the sides of the network cell. We cannot disable the intersection behavior on purpose by, say, using the stop points (ideally, stop points could be used for this), but we can enable it by forming path combinations that activate the intersection status. The paths can be valid (ex. real intersection paths, crossover paths in wide override networks, median turning paths in turning lane medians) or invalid (Distilled Intersection Paths / DIPs). It's a method we use to increase the capacity of certain override networks (RealHighway, Network Widening Mod, FLEX turning lanes, Real Expressway). It's also a method I used to cause traffic to slow down in advanced of the mid-block crosswalks, where I would add DIPs to the crosswalk proper to create congestion upstream of the crossing (non-DIPped networks), or remove the DIP paths for the crosswalk when the network has the capacity boost from DIPs or crossover paths.

The problem we have is some network items, such as wide radius curves, width transitions, shared cell median wide networks (ex. Avenue, RD-4, OWR-4), grade-separated crossings (ex. RHW over surface road overpasses), and roundabouts, have some network cells that act as intersections. Ideally, the curves, width transitions, overpasses and shared cell median networks should not act as intersections, but the whole roundabout circles should act as such. The fix in this case consists of selectively applying invalid intersection paths to boost the capacity for the areas in which we want to eliminate the congestion, such that we can reduce overall where the congestion effect occurs. The fix would look like the following for each example:

  • Roundabouts: all the circular roadway segments and connecting branch cells should act as intersections. In a roundabout, drivers entering the roundabout must yield to those already within it, meaning that traffic is always flowing within the roundabout while it can stop along the incoming approaches. The fix consists of using those invalid paths (DIPs) on all roundabout pieces.
  •  Wide radius curves and width transitions with lateral shift: the curve or WT as a whole should get DIPs, allowing congestion to only form where traffic enters the curve or transition. This does not eliminate the congestion in its entirety, but it does balance out with extra capacity along it versus the low capacity just before entering. Meanwhile, curves for override networks that use capacity boosting should also have the DIPs to ensure continuity in the network behavior.
  • Overpasses: this one is the hardest to pull off, the only recommendation I have is to use networks that come with capacity boosting or which are immune to congestion (ex. elevated or ground highway) when building the overpass crossing.
  • Shared-cell median diagonals: Given that these configurations alternate having 1 cell per direction (outside) and having 1 cell for both directions (median), the whole thing needs DIPs. The capacity boost helps eliminate the congestion effect, but it doesn't provide enough of a capacity increase to make it surpass networks with each direction on separate network cells.
  • Like 8

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I found a bug when using a wide flex curve skinned with RHW-4 up to a 12s E2 ramp, but it only did it in ONE direction ONE time at an entire interchange.

I was able to fix with an override tile and this cause it to jump one tile further down the ramp, clicking around a few times corrected this and it was fine.

I included a pic, but I've only seen this once and I've used this ramp 50 times or more.  I've used the wider radii curves only a few times with E2 ramps on 12S.

Looking forward to 10C, and some more options for splitting 10S / 12S highways off at splits (e.g. dual lane inner ramps or 'left-hand exits' and other similar things, give us some more options there please) or maybe some pieces for the 6/7 lane surface roads to interchange with the diamond FA ramp setups like the 120/220's where it interfaces with the surface road.

Can always make models here, I've built Los Injurus city for BeamNG Drive and it's got TONS of collada-format models that are all modular; so if you need something, I just might have it here and if not I can easily make it.  Can work some wonders with textures, too.

Cannot seem to upload a graphic here showing this issue without getting an  Error Code: AUE-05 error.  Sorry.  Well I tried!

Keep up the great work.  Makes this game THE city builder for adults.  I can't even look at the freeways in Skylines, they look like something a 4 year old would draw.

 

Also, something else I noticed.  Any of the surface road ramps in the road menu (vs the highway menu) come up red and just say unsuitable area except about 3 or so of them really far into the tab cycle which don't build correctly when I try to build them.  Any idea on this or an old version possibly messing things up with NAM 48?  Don't have any other issues though.

SC4_DERP_001.jpg


  Edited by bob.blunderton  

Missed that 2.5mb limit first time. WHY!? WHY!? Screenshot was 3.4mb...

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I've browsed around this site a bit and given myself a bit of a headache with the acronym soup (I'm new to using NAM at all), but I haven't found the answer to my question.

I am trying to add tram-on-road to a 4-lane narrow road. It crosses a road with a turning lane in the middle, and some other streets and roads, and I got most of that dealt with, but I'm struggling with a heavy rail crossing. Given the design of the roads in that area, the easiest way to deal with this would be a flexible underpass for the road with the tram. I could potentially put the train on a viaduct, but there's a standard SC4 turn right after there, so I'd have to elevate a lot of it -- those ramps are pretty long.

Is there another/better idea? 

Thanks, this is neat software, and I'm just playing SC4 for the first time.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I just wish someone would upgrade the texture for this BAT to match the darker highways of the NAM

 


Formerly known as biff.

YOU CAN'T CUT BACK ON FUNDING! YOU WILL REGRET THIS!

The Comprehensive SimCity Music Collection V3.1 | SimCity 2000 Music ReTexture (not mine, I just think it's neat) | Uploader of the first SimCity 2000 file on the STEX

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

The small slip lanes on four corners (just before and after the end of the tan walls that are sound barriers for the highway), I re-installed the NAM and I've lost access to get these pieces.

I didn't change anything, I just removed the folder and reinstalled it.

Now my avenue/one way ramp pieces work and don't show up red all the time.  (This was due to not removing an OLD version)

But as I've stated, I lost access to these pieces and they REALLY help things.  I'd like to know what files to put in, as I've saved the old version and I still have the NAM install files too for v48.

Please let me know, thanks.  Also edited my other post to include the picture of the bug.

D1 flex ramps on 8s just plain do NOT work.  They break every time.  At which point, I just bulldozed the highway and was done with attempting it.  I built the same set of 8 ramps and they broke over ONE DOZEN different times.  While I do have patience, I just resigned that I will not use 8s highway sections except with FA ramps and between pairs of 12s E2/D2 ramps.

Now back to regularly scheduled swearing at E2 flex ramps VS 12S and why it likes to throw fits CONSTANTLY.  (please make that thing LESS cranky).

EDIT:  Still the best mod for SimCity 4 hands-down.  Have been using for around 20 years now since it was just a maxis highway upgrade plus rhw4 & 6s.

SC4_021.jpg

EDIT:  Got these back!

It ended up being the file from the old version that was: NetworkAddonMod_TurningLanes_Extension_Plugin

Works great now and gives me my missing menu button back in NAM 48!


  Edited by bob.blunderton  

Found the file, added it manually, got my TULEP objects back.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 23/02/2025 at 1:23 AM, bob.blunderton said:

Any idea on this or an old version possibly messing things up with NAM 48?  Don't have any other issues though.

If you have any old NAM files, undoubtedly that can cause massive headaches with potentially any NAM function. The only proper solution is to remove all traces of NAM from your Plugins folder and do a new install of the NAM.

Using the NAM 48 official build, I am not seeing the problems you are having for instance.

On 25/02/2025 at 4:28 AM, ryanov said:

I am trying to add tram-on-road to a 4-lane narrow road. It crosses a road with a turning lane in the middle, and some other streets and roads, and I got most of that dealt with, but I'm struggling with a heavy rail crossing. Given the design of the roads in that area, the easiest way to deal with this would be a flexible underpass for the road with the tram. I could potentially put the train on a viaduct, but there's a standard SC4 turn right after there, so I'd have to elevate a lot of it -- those ramps are pretty long.

Your only option is the puzzle piece for V2 Viaduct Rail over ToR, you can connect this up with E-RRW though.

Otherwise convert to TiR and make use of the ramps to bring the Tram underground for a segment until you're passed the problem spots.

ToROptions.jpg

  • Like 1

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.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I ultimately did figure out that the viaduct ramps would fit by network erasing a square on each end, and the heavy rail viaduct does work well for this -- I see trains going over it, etc.

Can you give me slightly more specifics on how to do what you suggested with the FLUPs (which is actually one of the things I was trying to do). I actually had it backwards -- I thought tram-in-road was the cement median one, but I see it's the one where the entire thing is blacktop, so I actually had tram-IN-road, but apparently wanted tram-on-road.

At any rate, what do I do with the specific square that is under the crossing? It seems like I've got to put underground tram under something. Like, is it underground tram parallel with road and try to add rail? My understanding is that most of these crossings don't allow two things to cross another thing, which is sort of what happens here, and that typically you can't add a "network" to one of these puzzle piece tiles.

Thanks in advance -- lots of these only work if done with the right tile in the right order, and it's a hard thing to figure on the more complicated crossings.

PS: are the trams supposed to look like subway cars in the street, or does that mean I messed something up?
PPS: is it possible to have an in-road tram station that provides road access to the zone that is next to it? Is there a special trick? I added one of those and the zone now shows no road access. I think I tried to do it over again in a different order, and same deal.

Thanks!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

For greater flexibility it’s better to use the ToR to Subway converter lot, which is further down the Misc. Transit menu. That way the tile after the ramp is simply regular road and free to handle crossings and any other piece you might want to use. To continue the Tram, connect up a subway to the ramp.

Trams will use whatever automata as the El-Rail network. It is possible to have different trains for subway, though you’ll rarely see them.

TE lots (stations) are not a network and there is no way to make them a network. For this reason they can not support zoning, this is just a game limitation. But there are tricks you can use to have zones next to them. You need to zone so that at least one tile of each ‘parcel’ touches a network. For example if the lot it 2x2, you can zone two parcels 2 tiles wide, of which only one touches the station. Otherwise building stations next to intersections, allowing the zoning to face the connecting road not the station. 

  • Like 1

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.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 2/26/2025 at 6:08 AM, rsc204 said:

If you have any old NAM files, undoubtedly that can cause massive headaches with potentially any NAM function. The only proper solution is to remove all traces of NAM from your Plugins folder and do a new install of the NAM.

Using the NAM 48 official build, I am not seeing the problems you are having for instance.

Okay, I did manage to root out a few issues by cleaning out the old version stuff that had remained, a version from 7~11 years ago!  There were still 2014 dated items in here.  Entirely, that was causing some issues.

I did keep one file, to give me a few puzzle pieces, just for a select few that I find I need now and then such as the slip-lane pieces.

...and then I figured out I can just extend the beginning of the slip lane with a one tile drag of one way road, then connect the out-flow portion of said slip-lane with a road tile drag from the destination road - so I no longer would need that manual TULEP file for most things.

I have also found that, while the 12S+E2 still acts like a petulant child that only does what IT wants when it wants, things are made much easier working with 12s + E2 ramps if you build the INSIDE lanes (median side) *AFTER* you build ALL of the OUTSIDE (right shoulder side for Americans) lanes fully.  If you get stuck and it won't link up the network (red build tiles), just use the eraser to back up past the ramp on only the inside lanes - back 4~7 tiles from where you usually have built out to just past the ramp.  I experience this issue commonly when building a 12s cloverleaf, and have only left stubs a few (2~3) tiles past the ends of the interchange when I go to build a little more out past the end of it (to the next interchange, for example).

Which brings me to the next thing.

THANK YOU FOR THE NETWORK ERASER TOOL!

Seriously.  That thing is Hands-of-God levels of handy when things act up or for me when my hands jitter - a very real (and common) thing in my mid 40's now.

All in all, consider my issues a non-issue then if you feel the things which happened were because of the version mismatch, and keep up the great work.

*Request:  I could have used a 6s flex-fly piece yesterday, much like the 90 degree corner flex piece but able to go over/under other networks, but I managed to make it work with an RHW-4 flex-fly at ground level and some width transitions for now.  Maybe there's a way to do that without moving networks around longitudinally?

12s FA ramps would be nice in single/dual/triple lane ramp configs, along with triple-lane "220" pieces (would be a 320 maybe?) and thus pieces for 3-tile-wide surface roads in the same vain, as for some reason I tend to build a lot of FA/Diamond interchanges (I use ortho roads for this at the moment usually with d2/e2 ramps as a work-around for now).

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
12 hours ago, bob.blunderton said:

*Request:  I could have used a 6s flex-fly piece yesterday, much like the 90 degree corner flex piece but able to go over/under other networks, but I managed to make it work with an RHW-4 flex-fly at ground level and some width transitions for now.  Maybe there's a way to do that without moving networks around longitudinally?

12s FA ramps would be nice in single/dual/triple lane ramp configs, along with triple-lane "220" pieces (would be a 320 maybe?) and thus pieces for 3-tile-wide surface roads in the same vain, as for some reason I tend to build a lot of FA/Diamond interchanges (I use ortho roads for this at the moment usually with d2/e2 ramps as a work-around for now).

6S FlexFly or any larger networks than currently exist are pretty unlikely, the entire purpose of FlexFly was to provide pieces for interchange design. However, in order to support the various networks that can interact with a FlexFly piece, it requires a hell of a lot of RUL2 code to work, I believe well over 1 million at present. Certain developments using the NAM DLL may allow us to considerably reduce that code, perhaps that will alter things, but certainly not in the short term.

FA Ramps don't exist for 12S, because as the newest addition to RHW, the network was added a long time after the FA-RAMPs which are still based on legacy puzzle pieces. Until such time as the team can get to work on a Flex/Draggable implementation for FA RHW, 12S support won't be considered. Although that's very much something that is in our overflowing list of things we'd like to do.

  • Like 3

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.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
13 hours ago, rsc204 said:

6S FlexFly or any larger networks than currently exist are pretty unlikely, the entire purpose of FlexFly was to provide pieces for interchange design. However, in order to support the various networks that can interact with a FlexFly piece, it requires a hell of a lot of RUL2 code to work, I believe well over 1 million at present. Certain developments using the NAM DLL may allow us to considerably reduce that code, perhaps that will alter things, but certainly not in the short term.

FA Ramps don't exist for 12S, because as the newest addition to RHW, the network was added a long time after the FA-RAMPs which are still based on legacy puzzle pieces. Until such time as the team can get to work on a Flex/Draggable implementation for FA RHW, 12S support won't be considered. Although that's very much something that is in our overflowing list of things we'd like to do.

The fact it (FA ramps + 12S) will be considered in the future w/draggable means is way better than 'NO', and is just dandy.

I can understand your point with flex fly, which i understand - and 1 million lines of code is just OUCH.

Looking forward to 10C highways fo-sho!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

 

On 2/27/2025 at 4:21 AM, rsc204 said:

For greater flexibility it’s better to use the ToR to Subway converter lot, which is further down the Misc. Transit menu. That way the tile after the ramp is simply regular road and free to handle crossings and any other piece you might want to use. To continue the Tram, connect up a subway to the ramp.

Thanks; what's the difference, if any/why do they both exist? I'm assuming it's the thing that basically looks exactly like the tram-in-road to road ramp?

I also read some documentation that was telling me for these stations (what's TE, btw? the glossary link is broken) should be connected up by adding the appropriate street/road/one-way on top of them, but it only allows you to do one-way and I don't totally get what I'm supposed to be doing there/how necessary it is.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
5 hours ago, ryanov said:

Thanks; what's the difference, if any/why do they both exist? I'm assuming it's the thing that basically looks exactly like the tram-in-road to road ramp?

The ramp model is the same, they look identical but function differently. The T-RAM FLUPs items are designed to be used with special puzzle pieces found in the same menu (tab-ring). Those are by today’s standards really inflexible and probably only useful in very specific situations.

The subway converter lot instead has the full flexibility of the subway network for connections underground. However it is a TE lot instead of an actual network. TE = Transit Enabled, all stations are but not all TE lots are stations. It gets complex. But the short version is through special switches, they allow for sims to switch between travel types. For example at a rail station, usually Pedestrians can switch to/from Trains. Without these Sims will never use Mass Transit.

Clicking using a network tool is simply about path activation. Due to the way these are built, the paths won’t be present until you re-start the city, unless you activate the paths manually. Usually that’s done with OWR for GLR stuff. Just click in every tile you can and that will ensure the paths are present. But if you forget, they will automatically be there the next time you load the city, so it’s not a big deal. 

  • Like 1

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.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Does NAM 49 come with the NAM.dll plugin by default now? Or do I still need to install it separately? And if I've installed it prior, do I have to keep it?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

@CahosRahneVeloza As of NAM 49, DLL content isn't incorporated, it continues being provided separately as part of the NAM DLL and other DLLs developed recently. No need to change those files until they themselves get updates.

Starting with NAM 50, the team is considering incorporating DLL functionality as part of the standard NAM installations.

 

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
1 hour ago, Lucario Boricua said:

@CahosRahneVeloza As of NAM 49, DLL content isn't incorporated, it continues being provided separately as part of the NAM DLL and other DLLs developed recently. No need to change those files until they themselves get updates.

Starting with NAM 50, the team is considering incorporating DLL functionality as part of the standard NAM installations.

 

How about your NAM Tunnel and Slope mod?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

@CahosRahneVeloza I updated the NAM Tunnel and Slope Mod (Version 0.30) to be compatible with the NAM DLL, namely the tunnel support aspect. Out of the box, all steepness variants support street tunnels, and are programmed to support RHW tunnels for when the NAM team is ready to make those available for players. The slope mod itself doesn't need the DLL functionality to work, so it's good to go as-is.

  • Thanks 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Hello,

 

I updated NAM from 48 to 49 and found these two texture bugs in my existing city.

Even after rebuilding the sections the bugs remained.

Just wanted to point it out. :) 

 

 

Edit: Sorry guys, too fast. Texture issues came from GrassNAM Mod Berner Oberland. After deleting the folder, textures went back to normal. 

 

TC Texture.png

ST-RD Crossing.png

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

@Eazngart I just verified both of these issues with a clean installation of NAM 49, neither the street X road 4-way crossing nor the diagonal rail with orthogonal NRD-4 crossings show the issues you're presenting us. My suspicion is your bug can be related to your cosmetic mod for sidewalks, sometimes there's stuff that gets fixed with the next NAM version but takes a while to also be fixed on the cosmetic mods, supposing they're actively maintained (some are, many aren't).

In case it's something else, make sure that you installed NAM 49 on its own, rather than still keeping copies of previous NAM versions. This can mess up file order loading, and bugs from previous versions show up when they were fixed with the latest version.

Share this post


Link to post
Share on other sites

Sign In or register to comment...

To comment in reply, you must be a community member

Sign In  

Already have an account? Sign in here.

Sign In Now

Create an Account  

Sign up to join our friendly community. It's easy!  

Register a New Account


×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections