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7 hours ago, Turjan said:

That's unfortunately not true for everyone, as your "for most people" already implies. NEXT2 mostly targets RAM space, TM:PE drains processor power.

That's actually a good point, I forgot about that. For some reason I thought TM:PE was still necessary for the bus lanes to work properly as I read that somewhere, even though it automatically works for me lol. Maybe the trams and buses can share lanes? Or buses and bikes? Eh, either way, I still think those two should be the focus since they can't be modded in but that's just me :P

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Buses and bikes sharing lanes sounds unsafe, and I've never seen it IRL, though I have heard that it exists. Buses and trams sharing lanes makes a lot of sense, though, and should definitely be possible. It's just sad that bus and tram stops cannot be placed on top of each other. 


When do we get underground tram stations? CO pls.

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@andreharv

Would you consider to make more tram roads ? Particulary, tram lanes on outer edges; which we can use tram + bus on 1 single lane, leaving other 2 for traffic. Such lanes exist where trams are used, such as Geneva: 

 

8309319580_d3671a19cc_b.jpg

 

 

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Look good though unsure if I'll use them myself. Some more tram options would be nice but I'm wary of the mod getting to bulky because of it. Zoneable ped+trams would be nice alongside more one-way tram options.

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As I mentioned before.  I will not be making tram roads in this mod.  I will, however, be making another mod, possibly  an addon to this one, that will explore this.  To your point, it seems like this is something lots of people want to see so I will try to start it sooner than later. I wish I could conduct additional polls here to gauge current interests but I will look into making a tram/bike/tram addon...but more on that later.

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6 lane road with center turn would be cool too.

The cul-de-sacs look awesome!

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13 hours ago, andreharv said:

20170729160122_1.thumb.jpg.16955829afc7643f3507ff86ecf12879.jpgHey y'all just saying hello with a couple things I'm working on (namely cul-de-sacs and six lane road with median).  The six lane road is all but done (well I will also be releasing grass and tree versions too).  As for the cul-de-sacs...uuuum  these things are at the moment kind of finicky as they tend to disagree with the game mechanics.  They will be released as a circular drawn intersection drawn from a custom road (it has sidewalk only on one side).  I will probably release a tiny and small version but to get it right there is a chance you may need road anarchy and move-it (you ought to have these mods anyway).  Thoughts & suggestions welcome.

I will release these along with the 2 lane 2 way highway and the asym 1+2 highway.

Cul-de-sacs!!! YASSS!

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I have some suggestions:

3/4 assymetrical avenue

 

5 lane one way

https://goo.gl/maps/XFfdng53fA12

4 lane national road with wide median

https://goo.gl/maps/HpWiPigV7Ku

7 and 8 lane hwy

https://goo.gl/maps/QDLRnRNBhqt

Compact barrier hwy

https://goo.gl/maps/t4DoYSuUztL2

Passable 2 lane national rd

https://goo.gl/maps/AZNRoYxEDcw

6 lanes Rd with turn lane

https/goo.gl/maps/9zgozq62mXM2

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Any chance the next update will fix the problem that forces Mac users to start the game with the -forceGL start option? Because that won‘t work anymore on my Mac. I recently bought a new iMac 5k 2017, and ever since the -forceGL start option doesn‘t work anymore. My game freezes on startup. I even tried a reinstall.

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29 minutes ago, Stanil said:

Any chance the next update will fix the problem that forces Mac users to start the game with the -forceGL start option? Because that won‘t work anymore on my Mac. I recently bought a new iMac 5k 2017, and ever since the -forceGL start option doesn‘t work anymore. My game freezes on startup. I even tried a reinstall.

But is that a fix the mod should address or just a problem overall with the game that happened when mac changed metal rendering stuff? (I don't have a mac so I can't test this out)

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2 hours ago, Stanil said:

Any chance the next update will fix the problem that forces Mac users to start the game with the -forceGL start option? Because that won‘t work anymore on my Mac. I recently bought a new iMac 5k 2017, and ever since the -forceGL start option doesn‘t work anymore. My game freezes on startup. I even tried a reinstall.

Sounds more like you're just stuck on the Paradox logo. Do you have Less Steam installed and enabled? If not you'll want to get that. And then just start up the game and leave it. Either tab out and do something else or simply leave it loading. There's a known issue with the game getting stuck and seeming like it's frozen, but it actually isn't. Eventually it will get to the main menu and you can enable Less Steam (avoiding all that wait time next time).

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2 hours ago, Bad Peanut said:

But is that a fix the mod should address or just a problem overall with the game that happened when mac changed metal rendering stuff? (I don't have a mac so I can't test this out)

The creator of Network Extensions 2 is aware of the problem, as he has documented it on the Steam Workshop page of the mod. Also I can start the game quite fine in Metal mode – if I uninstall Next2 beforehand.

Right now I‘m playing the game with the deprecated Next1 mod, so I‘m pretty confident that the fix should happen in the Next2 code.

34 minutes ago, Avanya said:

Sounds more like you're just stuck on the Paradox logo. Do you have Less Steam installed and enabled? If not you'll want to get that. And then just start up the game and leave it. Either tab out and do something else or simply leave it loading. There's a known issue with the game getting stuck and seeming like it's frozen, but it actually isn't. Eventually it will get to the main menu and you can enable Less Steam (avoiding all that wait time next time).

We already had this conversion at reddit :D Yes, I have installed Less Steam, and it works quite fine as long as Next2 is not installed. I believe I do have a more general problem with -forceGL start option. My only problem seems to be that Next2 does only run in -forceGL mode, not in Metal mode.

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Could more be done with the center lanes other than making it either a left turn lane, or non use?  Maybe something like this? fig_38lg.jpg

I also noticed that bus stops cut a little section out of the vanilla roads so they don't block traffic when they are loading and unloading. Maybe the bus stop could be hacked to make merge lanes / turn lanes, etc.

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I hope there are some turning lanes for intersections soon.It's very need for cities such as mines.


I Believe in achivement.

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Personally I really hope the tram/bike mod gets more attention, as its something we can't make ourselves at all no matter what mods etc we use (unlike many other roads that we can make on our own).

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The one thing I would like to see is a 4 lane one way road WITH parking on both sides. Any chance of that being developed?

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I have kinda stayed away from 24m roads since they cause zoning cell misalignments like the 1cell roads.  While this could possibly be remedied with a tool, most roads can be built comfortably in 2 or 4 cells.

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Any chance of a 1 lane one way with both sides of parking? For more authentic NYC streets? 

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All these different road requests...... I feel bad. I'm sure it's no easy task to make these. 

Cities Skylines should've focused on a road editor tool.... didn't CIM2 have some kind of road thing with a ton of options?

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I would love to have wide 2 lane roads with parking, sidewalk, and either pavement, grass, or trees. The pavement version would function exactly like a standard 2 lane road while the grass and trees versions would reduce noise pollution without eliminating parking. Best part is that this road can be upgraded to medium or large roads down the line.


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1 hour ago, andreharv said:

Ok so a couple things.  I have been slamming my head on the dresser for the past couple days and I was able to finally do this...20170802013903_1.thumb.jpg.87694d19b8f74ae210c835ed96bc31c6.jpg

May not look like much but basically I was able to make a new mod, using NExt as a dependency and created this new POC road out of an existing NExt road with the addition of a custom tram/rail mesh I made.  After it's all said and done, this new mod, which I am currently calling Network Extensions - Additional Transport (NEAT) will be an addon that focuses on new public transport roads.  It will also be the place where I do some R&D into some road customization tools (think MOM subway customizer but with more stuff...seeing that the various road requests have gotten rather crazy).  Excited but sleepy.  More details later ;)

Ooh that looks fantastic, can't wait to see what else you come up with looking good.. :)

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2 hours ago, andreharv said:

Ok so a couple things.  I have been slamming my head on the dresser for the past couple days and I was able to finally do this...20170802013903_1.thumb.jpg.87694d19b8f74ae210c835ed96bc31c6.jpg

May not look like much but basically I was able to make a new mod, using NExt as a dependency and created this new POC road out of an existing NExt road with the addition of a custom tram/rail mesh I made.  After it's all said and done, this new mod, which I am currently calling Network Extensions - Additional Transport (NEAT) will be an addon that focuses on new public transport roads.  It will also be the place where I do some R&D into some road customization tools (think MOM subway customizer but with more stuff...seeing that the various road requests have gotten rather crazy).  Excited but sleepy.  More details later ;)

Wow! I don't have Snowfall, but I'll probably get it soon, especially if NEAT is coming out!

You're good with those acronyms too, thank you for doing this man!


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I usualy don't comment but I would like to say this is awesome, and that narrow 4 lane road with tram is perfect for my Toronto-inspired city. Could I however make a suggestion: could you put it so that the tram tracks are on the center rather than on the edges like here?

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I wonder if it's possible to make a draggable highway, with 2+ lanes in each direction with a median strip which allows you to connect on/off ramps without it joining onto both sides across the middle like with avenues? I tend to just use avenues with a higher speed limit for highways as I cba dragging both sides with them not looking neat and tidy lol 


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@ghosty20:  Stay tuned ;)

@charlesnew: Thanks.  I know I am probably making CO money by doing these but I def wouldn't if it wasn't so fun.  Get the EP.  Most places have it for less than $10.

@FilipposRoads: That was my first thought until I realized there would be no way to place a station because there is no space for a platform.  I don't want to restrict people.  HOWEVER, this is a situation where a road customizer would be nice because it would allow you to choose to place the road in the center but lose the ability to place stations on said road.  What do you think?

@poshbakerloo:I have literally been chipping at this issue for over a year now...I have created a highway like you are referring to which is one road that plops a strip of grass or median or whatever in all the intersections so it appears that the road continues.  This game does not allow you to set that so you have to make it work.  I got stuck on restricting the paths (no left turns for right hand driving).  Pathfinding is the last thing on my list of headaches to sort out.

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Well, if we can't place stations on the center tram lanes I guess that it would be better to have it the way you have it. 

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