Jump to content

4,091 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Hi Geometry, thanks for your reply. It certainly wasn't a complaint on my part in any way, and yes, cul de sacs are present, and that's great for the suburbs. Just wanted to thank the NAM team for their hard work and thought that was humourous, of course if that wasn't clear, please accept my apologies.

Share this post


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

Does anyone know how I can get the one way road arrows in this picture back? Or is this not included in the NAM anymore?

 

bunden30mrt531333234015.png

Share this post


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

Does anyone know how I can get the one way road arrows in this picture back? Or is this not included in the NAM anymore?

 

Yes. Do not check off 'reduce one-way road arrows' during installation. That should revert them to their original markings.

 

I would still recommend to take them out for OWR-roundabouts though.

Share this post


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

No, I mean the particular 'model' of the arrows, as you can see they are not the standard OWR-arrows, but a less obvious and more elegant 'model'. I am quite sure this option was once included in the NAM

Share this post


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

Oh yeah you have to check for the "arrow reduction" or something like that during install, although I had problem with this particular item when running the 31.1 installer.

I had to copy it from an older NAM install to get it to work...

The name of the file you need  is NetworkAddonMod_OneWayRoad_Arrows_Half_Reduction_Plugin.dat

 

Hope this helps :)

Share this post


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

No, I mean the particular 'model' of the arrows, as you can see they are not the standard OWR-arrows, but a less obvious and more elegant 'model'. I am quite sure this option was once included in the NAM

Those were the NWM arrows, but they were too good to be an NWM-only feature.

yv3LWca.jpg

Locate this in the Installer.

Share this post


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

Query:  Is it possible to build an overpass above a flup?  I have a situation where I have a rail track with streets on both sides and I would like to have a flup under the tracks, but at the same time would like to have the streets adjacent to the tracks continue.

 

If not, then how about a flupersection?


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory

Share this post


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

Query:  Is it possible to build an overpass above a flup?  I have a situation where I have a rail track with streets on both sides and I would like to have a flup under the tracks, but at the same time would like to have the streets adjacent to the tracks continue.

Yes, if I understand you correctly, if you want the FLUP perpendicular to the rail tracks, there should be puzzle pieces for both FLUP under rail and FLUP under street.

Share this post


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

 

No, I mean the particular 'model' of the arrows, as you can see they are not the standard OWR-arrows, but a less obvious and more elegant 'model'. I am quite sure this option was once included in the NAM

Those were the NWM arrows, but they were too good to be an NWM-only feature.

*snip*

Locate this in the Installer.

 

 

Thanks a lot! Maybe it should be added in the description in the installer, that the option also changes the appearance of the arrows? :)

Share this post


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

 

Query:  Is it possible to build an overpass above a flup?  I have a situation where I have a rail track with streets on both sides and I would like to have a flup under the tracks, but at the same time would like to have the streets adjacent to the tracks continue.

Yes, if I understand you correctly, if you want the FLUP perpendicular to the rail tracks, there should be puzzle pieces for both FLUP under rail and FLUP under street.

 

Ah.  I think I get your drift.  You are suggesting that I back the flup off so that the tunnel includes the street parallel to the tracks as well as the tracks?  Unfortunately, the streets in this area are only two grids apart.  What I need, probably, is to use a rail overpass.


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Ah.  I think I get your drift.  You are suggesting that I back the flup off so that the tunnel includes the street parallel to the tracks as well as the tracks? 

 

Yes.

 

Unfortunately, the streets in this area are only two grids apart.

 

That is a problem, then.  The rail overpass sounds like your best solution.

Share this post


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

is the overhanging el-rail station really like this. especially the el-rail over road station as shown in the picture, because its kinda ugly, but its the only setup that would work. without that additional road parallel to the station, sims cant board the station.

 

can future version of nam change these stations so that sims coming from the avenue itself will be able to use the station.

 

post-586136-0-79482200-1368007815_thumb.

Share this post


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

Really? As far as I can recall, there should be (heck, I even refitted the models for it!)

 

I don't see them. For RHW6 and 8 that kind of curve exists, but apparently not for RHW4

Share this post


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

is the overhanging el-rail station really like this. especially the el-rail over road station as shown in the picture, because its kinda ugly, but its the only setup that would work. without that additional road parallel to the station, sims cant board the station.

 

can future version of nam change these stations so that sims coming from the avenue itself will be able to use the station.

 

Which version of the NAM are you using?  There was a bug in these stations in NAM 31, but it was fixed in NAM 31.1.  These stations have been thoroughly tested since then, and we find no problems of the type you describe.

Share this post


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

but thats exactly whats wrong here, especially with the el-rail over road station. the setup in the image, u can see its an avenue x road intersection, but neither road nor avenue have access to the station unless an additional road is added parallel to station just like in the image and it looks so ugly.

Share this post


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

im using the current version 31.1 s180.. the image i posted was a test. i separated the resident to their work station with only the el-rail as way to work. im positive made no mistake in laying out the stations according to the documentation. but station wont work unless theres another road parallel to it(the station itself have its arrow pointed to its side not to the inside towards the overhang where the avenue is supposed to be placed ).

Share this post


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

Sandy, hello there

 

my name is Brian and I am on the NAM team.

I am currently looking into your reported issue with the overhanging El Rail / Road station.

Interestingly, during our testing I had a parallel road set up. I have removed them now, and am testing with just the

avenue going underneath the station to see what we get :)

 

Test results for Sandy -

 

Ill provide 2 pics Sandy

 The first  is a fairly complex routing pic that gives you a general overview of transit switching going on . This includes both pedestrian + bus switching. and than the Sims board the trams ( the station has no parking so no cars can stop there  for car switching).

 

The second pic Sandy showing the sims from a medium sized house walking a couple tiles down the avenue and than boarding a tram from the overhanging El rail / Road station.

 

Although it seems functional , let me double check with head of the transit lots department ( Z1- Steve),

just to make sure the right version of the station was uploaded for NAM 31.1 and i should be able to let you

know later this evening, Sandy.,

 

EDIT : Okay i checked with Steve and this is the proper version of the station that everyone should have , who has installed NAM 31.1.

 

regards , Brian

 

zretest2bus.jpg

 

zretest1elrr.jpg


  Edited by b22rian  

zWF7xn.png

Share this post


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

I removed the texture mods entirely (North American style), not just because I missed the stop lines that were there, but a strange issue with road ends in residential areas...

http://4.bp.blogspot.com/-Kq5ezVTPORg/UYwxw-B-LbI/AAAAAAAACqo/pRs0J8dRq8A/s320/Tigerville-Jan.+1,+261368135705.png

 

(Would've liked to embed it, but ST doesn't like PNGs now?)


~ COMING SOON! Exciting new projects! ~

Share this post


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

On realization of uninstalling the mod, there were never any stop lines to begin with, just crosswalks. Having nothing there at all is...disorienting.


~ COMING SOON! Exciting new projects! ~

Share this post


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

No, the default textures don't have that awkward grassy space between the end of the road and the sidewalk.


~ COMING SOON! Exciting new projects! ~

Share this post


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

Oh, and I am IN NO WAY complaining about NAM 31.1, just a bit confused about textures. It looks fantastic, loaded with cool (and realistic features), and is easier to use than ever. The upgrading specific intersections with the rail tool? That's genius. In my top-ten suggestions for NAM, "placing ala carte turn lane intersections" was one. And Haljackey said it couldn't be done! And it IS done! Isn't that just fantastic?

 

(Sorry for the enthusiasm and the double post, I just wanted to express thankfulness)


~ COMING SOON! Exciting new projects! ~

Share this post


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

I removed the texture mods entirely (North American style), not just because I missed the stop lines that were there, but a strange issue with road ends in residential areas...

http://4.bp.blogspot.com/-Kq5ezVTPORg/UYwxw-B-LbI/AAAAAAAACqo/pRs0J8dRq8A/s320/Tigerville-Jan.+1,+261368135705.png

 

That's a standard function of the wealth level.  It's been there forever.

Share this post


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

No, in the actual game, it fills in that "awkward" space with the "plaza" concrete, which isn't great, but somehow looks "normal".


~ COMING SOON! Exciting new projects! ~

Share this post


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

That's just how the textures for the "cosmetic and retexture" options were designed.  They were based off Avenues (which have a similar thing by default.  You'd have to go in and remove the wealth textures for low-density (IIDs ending in 10, 20, and 30) to get "uni-density".

 

-Tarkus

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