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Mike D

Rail Station/Bus Station glitch

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Recently, after completing a re-install of the NAM, I have been running into this problem with pieces of a transportation network station - the network (in this case, rail) will drag through one side, but not the other. The terrain is completely flat, I have tried dragging the rail and then plopping the station on top of it, but the result is always the same. Sometimes, the glitch doesn't occur for some reason and it works fine with other networks. I have also been having this problem with the Bus Station on road/street/avenue mod, sometimes plopping it cuts part of the road/street off and refuses to reconnect.

 

A8uKzeF.png

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Well I would suggest that perhaps something is wrong with the lots themselves, but you mention you are having this problem with roadtop stops also, would that be RTMT by any chance, because RTMT works and is modded by real experts so I can tell you those are not faulty.

 

The problem with such lots is that the networks must be absolutely flat in order for the TE connection to work, the slightest elevation change will give you the error you see here, even if you can't necessarily see the change. Remove the street and TLA-6 between the two avenues plus the rail lines, place the station then try to drag the rail through again, this time without the possibility of a conflicting slope on networks surrounding the lot it should work, if it does then the problem is that a small slope exists somewhere, fixing that way be a little more work here.

 

The best way to get absolutely flat land is to take the area you need flat (your station is either 6x1 or 6x2, I can't tell if it covers both lines or not), let's take 6x2 for this example, you need to flatten an area around it that covers one extra tile on either side of the lot, so in this case an area 8x4 in size by using road/rail stubs. Simply click with the road/rail tool once in each of the 8x4 tiles, but do not connect any of the stubs together. Such stubs will refuse to place if there is a conflicting elevation they are unable to level around them. Looking at the area here, it's quite possible to make this work you may need to remove/flatten the TLA-6, avenues and street to connect this up, the key is to build the TE lot first, then the rail, then the parallel networks last, hopefully they can adapt to the station, if not you need to level those also.


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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The illustration is from RRW apparently.  Since this is a beta release of that package, have you got the repair issued by Rivit?  In any case, it is a NAM problem and will get better attention


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Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
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No, this isn't really a NAM issue, the same would happen using Maxis rail, such problems would be further complicated by having a restrictive slope mod installed for any of the networks that touch each other.


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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Possibly, but since I don't use any slope mods, having been burned thoroughly by some of them, I can't say whether such interference at that low level could result in this behaviour.  Some puzzle pieces can cause this difficulty.


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

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Yes I am using RTMT. By the way this solution seems to work with rail, however I still have the problem with the bus on road/street/avenue stops. But it only seems to happen when I place them on networks that have been there for a while, as opposed to when I build a new one entirely...

 

 

I don't think its an RTMT problem, but we are currently doing alpha and beta tests on RTMT 4.0, so I'll have a word with my team mates point them to this topic and ask them if they can do some additional tests just to make sure we don't have a problem.

 

-catty

RTMT Team

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On 12/05/2015 at 1:23 AM, Mike D. said:

Yes I am using RTMT. By the way this solution seems to work with rail, however I still have the problem with the bus on road/street/avenue stops. But it only seems to happen when I place them on networks that have been there for a while, as opposed to when I build a new one entirely.

Have you tired following the same principles to plop these lots, i.e. getting the lot in place making sure at least one tile is empty (of transit networks) surrounding where the stop will be placed first?

Avenues are more likely to cause issues because they are two tiles wide, making the games auto-levelling harder to achieve in all situations, ultimately there is nothing wrong here, this is just how the game works. In the example you showed the game has no chance, it would have to level 6 networks and four intersections (like a ripple effect from the centre) to allow you to plop a TE lot, the tiniest bump anywhere and you'll get an error. If my instructions fixed the problem, it proves the station is working as intended and indeed there must have been a barely noticeable bump somewhere.

You can easily see what I'm talking about, draw a nice slope with the avenue tool and two rail lines either side and plop down an RTMT lot in the middle of it (top), notice how the RTMT lot will plop and appear to snap to the slope, however the game must auto-level the actual connections to the TE lot, so when you try to drag the avenue through it, it fails. Remove the rail lines (bottom), you will find you can drag the avenue through, and you'll see how it terraformed the slope (in a visually unappealing way) to make it work. Note: your results may vary, slopes mods can significantly change which slopes SC4 will accept or not.

35570743084_108a20d6a0_o.jpg

On 12/05/2015 at 5:11 AM, catty-cb said:

I don't think its an RTMT problem, but we are currently doing alpha and beta tests on RTMT 4.0, so I'll have a word with my team mates point them to this topic and ask them if they can do some additional tests just to make sure we don't have a problem.

See above, I didn't mean to suggest RTMT was as fault here, quite the opposite, given it's widespread use it was a good baseline to be confident that the lots themselves were not at fault here.


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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I don't think its an RTMT problem, but we are currently doing alpha and beta tests on RTMT 4.0, so I'll have a word with my team mates point them to this topic and ask them if they can do some additional tests just to make sure we don't have a problem.

 

See above, I didn't mean to suggest RTMT was as fault here, quite the opposite, given it's widespread use it was a good baseline to be confident that the lots themselves were not at fault here.

 

I didn't think you had suggested that ... so no worries on that front  :)

 

But we are currently (or at least some of my fellow team mates are) either alpha testing the new stations or beta testing the old stations as we had a bit of hiatus re the RTMT project and we are still working out just where we got to when things went on hold so now is a really good time to check out any concerns that people might have, also a number of the RTMT Team members are also members of the NAM Team so if there is any kind of issue with the NAM then its something they will want to know about anyway.

 

-catty

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