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3 hours ago, williamross93 said:

Hi, I need some help! Everything is going smoothly, I have an avenue running under my rail etc, but I can't find an Avenue underpass piece that goes under the elevated High-Speed Rail. Does one exist? If not, how can I connect my avenues?

Thank you!

 

 

68504322bd6f0_Filipsborough-Jan.26001750089594.png.45b3edb0fa80deb4173eea0ba5c6506d.png

 

According to the NAM documentation, it is not supported but that might only refer to the override network:

image.png.2d15ee29fdb46982ac10ed4f7757faf7.png

 

This post on SC4Devotion mentions puzzle pieces within the HSR rotation:

image.png.4aca9f02a775709f369b570d1e17e096.png 

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Hi everyone,

I have a little issue on the underpasse. It seems that it is mssing something but I don't touch anything in the NAM files (I avoid it...)

would someone have an idea ?

Enclosed the picture.

New City-Aug. 16, 001750313060.jpg


Albireo38

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15 hours ago, albireo38 said:

Hi everyone,

I have a little issue on the underpasse. It seems that it is mssing something but I don't touch anything in the NAM files (I avoid it...)

would someone have an idea ?

Enclosed the picture.

New City-Aug. 16, 001750313060.jpg

I'm not certain, but it might be a model for a lamppost? If it was the case, it could only appear as missing if you are using a custom streetlights mod, like the USL or the LRMs.


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

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but it is to meet the social needs of man and the development of the society"

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On 02/07/2025 at 6:57 AM, matias93 said:

I'm not certain, but it might be a model for a lamppost? If it was the case, it could only appear as missing if you are using a custom streetlights mod, like the USL or the LRMs.

Hi @matias93

Thank you for answer. Normally there is no streetlights there. Additionnally I didn't use a custom streetlights.


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4 hours ago, albireo38 said:

Hi @matias93

Thank you for answer. Normally there is no streetlights there. Additionnally I didn't use a custom streetlights.

What about catenaries?

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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"

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    On 7/1/2025 at 6:53 AM, albireo38 said:

    I have a little issue on the underpasse.

     

    2 hours ago, matias93 said:

    What about catenaries?

    I was wondering about that... Or maybe crossing signals?

    @albireo38, do the missing model flags only show up when using the railroad FLUP pieces, or also on others?


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    @albireo38

    Probably not much help but I can not get it to do that.

    I tried putting the brown path mark the wrong way on one side of the avenue and nothing except the cars will not go under

     

    Untitled-1.jpg.2cc2eda0d238f00489638325ca26c89a.jpg

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    well, I tried again but it is strange. Look at the pictures :

    6866de2f064e4_NewCity-Mar.26141751571911.jpg.1e8918cdeae3b193198fd85af9be3114.jpg

     

     

    6866de3836cdc_NewCity-Jun.5091751568360.jpg.998f05125b4ad0ecdec231e427df941e.jpg

     

    I'll try to remove the catenaries but they are not used inside that mod. 

    New City-Aug. 1, 091751568485.jpg

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    28 minutes ago, albireo38 said:

    I'll try to remove the catenaries but they are not used inside that mod. 

    By any chance, are you using Plundere's set? (Link). If so, there is an essentials dependency needed. (Link). 

    Here's a couple images to demonstrate:

    cat1.jpgno cat1.jpg

    It seems that the mod will add catenaries to the FLUP pieces at what may appear to be at random. Without the dependency, the models will be missing.

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    20 hours ago, CaptCity said:

    By any chance, are you using Plundere's set? (Link). If so, there is an essentials dependency needed. (Link). 

    Here's a couple images to demonstrate:

    cat1.jpgno cat1.jpg

    It seems that the mod will add catenaries to the FLUP pieces at what may appear to be at random. Without the dependency, the models will be missing.

    Good point I have removed these catenaries because I thought I had enough with SFBT catenries. I don't remember that mod was a dependencies of the NAM. I will install it again and I let you know.

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    48 minutes ago, albireo38 said:

    I don't remember that mod was a dependencies of the NAM.

    On its own, NAM doesn't have any external dependencies. There are catenaries used by the Hybrid Rail network, but they are included in NAM installation..

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    Hi 

    it is not a missing mod. It was 2 mods with catenaries which was intalled together... So now I am using UKI catenaries which doesn't work with the other... so thank you to all to put me on the good way !!!!

    New City-Nov. 5, 171751652342.jpg

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    This post maybe in the completey wrong place: please move it so - thanks!

    First thing's first: thank you to everyone who has ever worked on the NAM and the other essential mods. They have increased my enjoyment of a game I returned to only because I'd read how great the modding community was.

    My specific problem is this: I am having terrible trouble using the ground rhw 2 (I think - the smallest rhw?) ramp from level zero to level 2; of even 1; . I can place the ramp, but when I run an rhw stripe over it that terrible thing happens - all of the workers fall off the end of the ramp and start building the rhw on the ground.

    So I have a nice ramp but I can't drag it through. It gives me the brown line but again, every worker falls of the end.

    I'm trying to raise these rhws in a new city; they worked perfectly well in the city next door which was built with an earlier NAM.

    These aren't issues with neighbourhood connections by the way; levels one and 2 on the rhw are working fine.

    Does anyone have any suggestions as to what I'm doing wrong?

    PS I watched Haljackey's tutorials on rhw ramps but mine just don't seem to work at all.

     

    For whoever responds, thank you :-)


      Edited by RoddyUK  

    i said an innacurate thing regarding the NAM version.

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    On 7/10/2025 at 8:03 PM, RoddyUK said:

    I am having terrible trouble using the ground rhw 2 (I think - the smallest rhw?) ramp from level zero to level 2; of even 1

    Hmmm... I may be thinking of something else, but I believe the RHW2 capability was eliminated from the FLEX ramps for stability purposes in the RHW network (I'll have to look around to find the rationale). However, you can achieve the same results by using the RHW2 L1 and L2 starter pieces and dragging the route into the ramp ends. 

    RHW3 Height Transition.jpg

    Hopefully, there'll be someone along that can confirm this theory, or refute my possible error in memory... (which is always a possibilty). ;)

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    Thank you! I'll try this tomorrow!

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    On 7/10/2025 at 8:39 PM, CaptCity said:

    Hmmm... I may be thinking of something else, but I believe the RHW2 capability was eliminated from the FLEX ramps for stability purposes in the RHW network (I'll have to look around to find the rationale). However, you can achieve the same results by using the RHW2 L1 and L2 starter pieces and dragging the route into the ramp ends. 

    Hopefully, there'll be someone along that can confirm this theory, or refute my possible error in memory... (which is always a possibilty). ;)

    I can confirm that theory.  The auto-L1/L2 RHW-2 was removed from the FLEX Height Transitions and OnSlope Transitions (FLEX-HT and FLEX-OST) back in NAM 46, 2 1/2 years ago.  While the transitions automatically starting the L1/L2 RHW-2 overrides in their base forms was handy, it caused a huge mess whenever one tried to use another RHW network with them.  In essence, because the base L1 RHW-2 became part of the transitions' default behavior, the other networks had a tendency to revert back to L1 RHW-2 unless there was dedicated RUL2 override code--to the tune of hundreds of thousands of lines--to prevent that.  With the way things were designed, even the L2 RHW-2 was affected, and required a massive amount of stability code so it wouldn't drop to L1 when crossing another network or making a curve.

    It was the development of diagonal FLEX-OST and the diagonal and curved FLEX-HT that left us with the choice of either adding a few hundred thousand lines of (awkward and not always reliable) code to cover the new situations those created, or take the similar tactic to what memo did with the massive expansion and revamp of FLEXFly for NAM 33: cut RHW-2 support. 

    The fact that bandage anti-Elevated RHW-2 reversion code we had in place for FLEX-HT/OST prior to this was actually larger than the entire FLEXFly V2 codebase was the big hint of which way to go.

    -Tarkus

     

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    On 11/07/2025 at 4:39 AM, CaptCity said:

    Hmmm... I may be thinking of something else, but I believe the RHW2 capability was eliminated from the FLEX ramps for stability purposes in the RHW network (I'll have to look around to find the rationale). However, you can achieve the same results by using the RHW2 L1 and L2 starter pieces and dragging the route into the ramp ends. 

    0fDZhrw.jpeg

    Hopefully, there'll be someone along that can confirm this theory, or refute my possible error in memory... (which is always a possibilty). ;)

    I'm really sorry CaptCity but I really can't get get this to work. I've fiddled around for ages with ramps and connecting them etc. I'm obviously missing something.

    Would you mind explaining it to me as if I was a two-year-old?

    When it comes to things like this, I basically am a two-year-old.

    Thanks if you have  time to do this,

    Roddy


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    2 hours ago, RoddyUK said:

    Would you mind explaining it to me...

    No worries...

    First, you'll need find and plop the RHW FLEX height transition piece in the HWY menu. Once selected, you will have to use 'Tab' to go through the rotation until you come to either the RHW2 L1 or L2 piece. Then plop the selected piece in place. 

    1b.jpg

     

    After that, do the same for the RHW2 L1 or L2 starter piece (it will take a bit of 'tabbing' to get through to the correct piece). Plop the starter somewhere in front of the height transition piece already placed.

    2b.jpg

     

    Next, select the RHW tool at the top of the HWY menu. Then drag the RHW2 route through the starter and into the height transition and release.

    3b.jpg4b.jpg

     

    Finish by dragging RHW2 from the L0 end of the transition.

    5b.jpg

     

    Hope that helps. Sorry couldn't be a video. My video making skills leave a lot to be desired... ;)

    Post again if more info is needed.

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    8 hours ago, Tarkus said:

    I can confirm that theory.  The auto-L1/L2 RHW-2 was removed from the FLEX Height Transitions and OnSlope Transitions (FLEX-HT and FLEX-OST) back in NAM 46, 2 1/2 years ago.  While the transitions automatically starting the L1/L2 RHW-2 overrides in their base forms was handy, it caused a huge mess whenever one tried to use another RHW network with them.  In essence, because the base L1 RHW-2 became part of the transitions' default behavior, the other networks had a tendency to revert back to L1 RHW-2 unless there was dedicated RUL2 override code--to the tune of hundreds of thousands of lines--to prevent that.  With the way things were designed, even the L2 RHW-2 was affected, and required a massive amount of stability code so it wouldn't drop to L1 when crossing another network or making a curve.

    It was the development of diagonal FLEX-OST and the diagonal and curved FLEX-HT that left us with the choice of either adding a few hundred thousand lines of (awkward and not always reliable) code to cover the new situations those created, or take the similar tactic to what memo did with the massive expansion and revamp of FLEXFly for NAM 33: cut RHW-2 support. 

    The fact that bandage anti-Elevated RHW-2 reversion code we had in place for FLEX-HT/OST prior to this was actually larger than the entire FLEXFly V2 codebase was the big hint of which way to go.

    -Tarkus

     

    It might be useful to change the NAM explanation on the interface then? I even reinstalled the NAM twice because it doesn't say anything about this not working.

    It actually says precisely the opposite :--(

    I'm never, ever going to criticise anyone on the NAM team because a) I am so grateful for the mod and b) I know you work really hard on this for no pay and for the love of the game and the community.

    This game instruction seems to have been overlooked, nothing more.

    Again, I think everyone is grateful for the work you've done and that I'm not just firing off an angry post :-)

    Best regards,

    Roddy

     

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    11 minutes ago, CaptCity said:

    No worries...

    First, you'll need find and plop the RHW FLEX height transition piece in the HWY menu. Once selected, you will have to use 'Tab' to go through the rotation until you come to either the RHW2 L1 or L2 piece. Then plop the selected piece in place. 

    1a.jpg

     

    After that, do the same for the RHW2 L1 or L2 starter piece (it will take a bit of 'tabbing' to get through to the correct piece). Plop the starter somewhere in front of the height transition piece already placed.

    2a.jpg

     

    Next, select the RHW tool at the top of the HWY menu. Then drag the RHW2 route through the starter and into the height transition and release.

    4a.jpg

     

    Finish by dragging RHW2 from the L0 end of the transition.

    5a.jpg

     

    Hope that helps. Sorry couldn't be a video. My video making skills leave a lot to be desired... ;)

    Post again if more info is needed.

    Wow, thank you again! This is tomorrow evening's job then.

    I'm grateful for your kindness.

    In the meantime, I've just got to warn that if there's any thing that can be screwed up, I'll be the first in line to screw it up.

    But this is very different from what I was trying to do earlier, so I'm looking forward to sorting it out!

    Roddy


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    15 minutes ago, RoddyUK said:

    It might be useful to change the NAM explanation on the interface then?

    Sometimes the documentation does lag the actual mod's abilities. The folks involved are few in number, and there is lots to go through. Until then...

    8 minutes ago, RoddyUK said:

    I've just got to warn that if there's any thing that can be screwed up...

     ...feel free to post any questions. There's still quite a few who will step in to help... :)

     

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    Thank you! The problem is not with the documentation, it's actually when you open the submenu I think (I'm talking from memory here, because I'm not at my PC right now) which indicates that you can use the ramp to get rhw2 up a level. It doesn't say you can't do it unless it's being used in a larger highway configuration (I *think*, but I still feeling my way through the rhw system).

    That would probably explain how I got confused.

     

     

     

     

     


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    10 minutes ago, RoddyUK said:

    It doesn't say you can't do it unless it's being used in a larger highway configuration...

    True enough, and at one point it was possible. I'm sure it will be updated in time... 

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    It worked! Thank do so much CapCity, you have made me so happy :-)

    To be honest when I had the problem at first I was almost at the point of giving up with the game.

    With admiration and gratitude to the NAM team, I think it's really important that someone in the upcoming NAM checks the in-game descriptions and instructions;  it becomes dispiriting trying to have fun with a game which internally explains to a player how to do something which cannot and does not work.

    This isn't an easy game for the non-computer literate (like me) and I still don't understand *some* of the basics.

    I love the YouTube videos,  but they're generally all based on stuff in the early 30s to mid 30s. It can be very confusing when they talk about features that don't exist anymore.

    However, I'm glad there are people like you who can advise me!

    (I should also give a shout out to Robin who helped me with some of the basics, which again, were not clear for a novice - he was very patient and helpful!)

    But in the meantime:

    CapCity, you are a star :-)

    PS, I hope members of the NAM team don't think this is in anyway critical of the mod at all. Where would we be without it?

    It's more to do with a few bits of  comms, to be honest. But, frankly,  there would be no need for comms if it wasn't for your dedication in working so hard to improve and introduce new fearures to the NAM.

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    14 minutes ago, RoddyUK said:

    It worked!

    Glad to ssee you've got it going and thanks for the kind words. And yes, there is a learning curve with some aspects of NAM. If the information provided isn't doing the trick for you, always come and ask. Don't give up...

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    Did an investigation of the documentation and LTEXTs (the tooltips in game).  There was an addendum box that noted the change, though there were still some vestigial remnants (including the images) of the old auto-L1/L2 RHW-2 functionality.  Those have now been replaced or scrubbed, along with amending the version history for NAM 46 to explicitly spell out the change occurring.

    The tooltip does say "L0-L1 RHW-2" by default . . . which is technically accurate, as that's what the transition starts off as, and there's no mention that it emits (or doesn't emit) L1 RHW-2 out the top end, though there's some intermixing of terminology between the FLEX-HT and FLEX-OST.

    -Tarkus

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    Hi, I'm new to mod, and I have some inner conflict, or at least that what I thought at first. I choose basic setup for NAM 49 and leave low traffic, cause it says like good optimized version and display that road capacity would be 2400 vs 1200 vanilla. But in game "Traffic view" tool displays 100% as 1200 and that's weird. I thought that maybe something went wrong but in mod files I found that capacity sets 2400 as installer says and for game tool values set 100% - 1200 as game displays...
    Is it an error or what value game actually recognize?
    Also, this 'problem' acquires at other settings too, what installer  says in game you see only 50% of that capacity. I guess I have no other tools to check actual in game capacity, since "query tool" can't display traffic capacity anymore (as I read it was deleted due to conflicts with other mods?)
    I hope someone can tell me what traffic capacity game actually recognize, or maybe I've done smth wrong. 

    image.png

    image.png

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    @S_a_t_a_n_a Glad you ask!

    What happens is that SimCity 4 allocates half of the traffic capacity of each network to each commute period (morning or evening). If the network's total daily capacity is 2400 trips (sims or freight shipments), then your traffic volume view will show the capacity by commute period (1200 in the morning and 1200 in the evening), rather than for the day's total. Additionally, for multi-tile networks, the capacity value that applies is per tile of width, rather than for the full network cross-section.

    As for the query tool, make sure to use the traffic query, which will check the traffic volume and composition by type of commuter. You can use the regular query tool at the neighbor connections to get a congestion rating (only way the game shows the traffic congestion of the networks).

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    9 hours ago, Lucario Boricua said:

    @S_a_t_a_n_a Glad you ask!

    What happens is that SimCity 4 allocates half of the traffic capacity of each network to each commute period (morning or evening). If the network's total daily capacity is 2400 trips (sims or freight shipments), then your traffic volume view will show the capacity by commute period (1200 in the morning and 1200 in the evening), rather than for the day's total. Additionally, for multi-tile networks, the capacity value that applies is per tile of width, rather than for the full network cross-section.

    As for the query tool, make sure to use the traffic query, which will check the traffic volume and composition by type of commuter. You can use the regular query tool at the neighbor connections to get a congestion rating (only way the game shows the traffic congestion of the networks).

    Oh, thanks! I totally forgot about commute period, and that's logically answer why it show's only 50% capacity as mark) 

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