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25 minutes ago, Koesj said:

Manual lane drops: a chore, but doable?

Looks more smooth than the majority of the train lines I've seen. :thumb:

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The smoothness of the curves is nothing special if you've figured out some curve tool tricks, and doesn't take much extra time, but cripes those merges/diverges. I'm really liking this centerline offset thing though!

Not sure how this helps NeEx development :ohyes:

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    16 hours ago, Mr_Maison said:

    I just noticed today that the tunnels for 2-way National Highway have walls o.O  How did you do that? Can all tunnels get these?

    I do believe we'll eventually have visible tunnels for every road type.

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    forgive me if i am asking in the wrong place but how exactly do i install this mod (obviously im not using a steam version of the game) i unzipped the file and put it in the "mods" folder assuming thats wat i had to do, but it doesnt work, so i figure i have them in the wrong folders, however im not sure of the correct folders or where to maybe find an install guide, i have done a quick search and it just shows spot light videos and such. could anybody maybe please help?

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    @krenemo Have you subscribed thru steam and enabled it? That's how we generally use it. Otherwise it goes into your local mods folder.

    I wouldn't count on TAM any time soon. I am unsure what the coding guys from T++ are doing atm, but we have gone back to updating Next as we did some months back. Atm there's little difference between running tam beta or next with t++ (optionally), the code is all the same.

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    The 8L avenue with median was added to the TAM GitHub repository about one week ago.

    The traffic++ performance issues were solved 2 days ago.

    Improved AI was added 2 days ago.

    Ground_Segment__MainTex.png

     

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    I think Next will probably remain as a standalone.

    Yes 8L median is already in the game :) We all use the TAM git btw.

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    Koesj - I just found your interchanges on Steam. These are perfect looking interchanges! Good job! Could you tell me how did you pass the limit o 62x62 cells in editor? I tried building my version of Turbine interchange but I couldn't pass this limit. Thanks in advance!

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    With the NoPillars mod! I used the No Collision function so I could pass the limit :) 

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    Excellent! I have been eagerly waiting for these.

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    There are a few problems related to 1-cell roads:

    • Zone Grid Snapping (causes gaps in the zone grid)
    • Zone Grid Offset (causes more gaps)

    To fix both problems, I created a small mod that will soon be integrated in NExt, so I'm not going to release it:

     

     

     

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    7 hours ago, boformer said:

    My wish finally became true: 1-cell roads!

    That's better than trams, and worth a 10$ donation :)

    eW6trAw.jpg

    I like the idea of Trams lets just hope that CO get it right, case of wait and see..  As for other things looks like they have been able to work out how to do Assymetrical Roads which will be even sweeter..

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    1 hour ago, ghosty20 said:

    Assymetrical Roads

    Source?

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    1-cell roads are dope! Already rebuilding my City Imagine 1-cell single rail track...Ohhh

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    1 hour ago, wojtason said:

    1-cell roads are dope! Already rebuilding my City Imagine 1-cell single rail track...Ohhh

    Do you mean single track? I doubt that C:S engine allows bi-directional single tracks, although I would be really happy to have them in the game.

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    Can we expect 1-cell zonable pedestrian roads anytime soon?

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    4 hours ago, boformer said:

    Source?

    From the Workshop page http://steamcommunity.com/sharedfiles/filedetails/?id=478820060

    In the upcoming section:

    Roadmap / Upcoming extensions (as of 2016/01/23):

    Version 1.x - To be determined

    Later
    -[In progress] Full support of Road Color Changer
    -2 lanes Road with painted median
    -2 lanes Rural Road
    -2 lanes Suburban / Cobble Road
    -4 lanes National Road with median
    -6 lanes National Road with median
    -6 lanes Avenues with median
    -8 lanes Road with median [E/B/T]
    -8 lanes Highway
    -Assymetrical Roads (i.e. 3+2)
    -Express Highways (very fast highways)
    -American and German roads
    ... and more

    So it looks like they have been able to work it out just a matter of when..

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    2 hours ago, hitzu said:

    Do you mean single track? I doubt that C:S engine allows bi-directional single tracks, although I would be really happy to have them in the game.

    Yeah, I mean single track but oneway. I know there is a mod for oneway track but it's unrealistic. That would look great like in SC4.

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    1 minute ago, wojtason said:

    Yeah, I mean single track but oneway. I know there is a mod for oneway track but it's unrealistic. That would look great like in SC4.

    What the purpose of the one-way single track? STR in SC4 are bi-directional, but this doesn't affect simulation, though sometimes automata (automatas?) crash into each other.

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    10 hours ago, boformer said:

    To fix both problems, I created a small mod that will soon be integrated in NExt, so I'm not going to release it:

    Great - just great!

    Do you know how the single-cell roads work with the zoning toggler? I'm using this quite often now to diminish the negative effects of the vanilla zoning getting too many fragments.

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    9 minutes ago, Simulanten said:

    Great - just great!

    Do you know how the single-cell roads work with the zoning toggler? I'm using this quite often now to diminish the negative effects of the vanilla zoning getting too many fragments.

    Holy ...., that's such a simple (and clever) idea!!! Zone block fragmentation can be infuriating at times, never even thought about this!

    O/t: what an amazing addition once more to an already fantastic mod! My Cims better brace themselves, I predict a massive redevelopment wave in my city :D

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    6 hours ago, boformer said:

    Source?

    Yup, I'm gonna see if I can work 3+2 onto 4L/4LTL meshes.

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