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I am having issues with the SAM roads for the first time since I started using them. When I drag the SAM3 PEG Dirt Road and SAM4 PEG Gravel Road onto each other, or when I drag the SAM3 road onto normal street, they extend far beyond what I want.

The image below shows the original layout. I want to drag the dirt road onto the gravel roads where there are gaps and have it create the effect of the "T-crossing" to the far right. How I did that, by the way, I have no idea!

SAM_original_zpsq1lsjzfm.png

But... when I drag the dirt roads the gravel road extends inwards on the right side, and extends past the T-crossing on the left side.

SAM_extendedgravel_zpssbsbea3n.png

If I demolish the right T-crossing and extend the dirt road on the right side the dirt road extends all the way down to the other dirt road. On the left side the street transforms just like in previous picture.

SAM_extendedgravel2_zpsl8otturv.png

This is where I start to swear. :angry: How do I stop the SAM roads from extending far beyond what I'm asking for? I don't want the gravel roads going into the more densely populated area.


  Edited by wournos  

typo

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Its a feature of the SAM sets (that are all overrides of Game streets) that they "eat" other streets until they have extended about 5 tiles.

There are two ways to stop this:

1. Make sure there a bit of anything other than street between the types of SAM - like Road or OWR. You can drag a road join between two separate SAMs which leaves a small road bit between two different SAMs. This isn't always as pretty as you might want but is functional out-of-the-box

2. Use a so-called "SAM Stopper" which is a Transit Enabled Lot (usually 2 tiles long) made to solve this problem.  

https://community.simtropolis.com/files/file/19762-sam-stopper/

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    Thanks for the tip. I tried this, after reading the comments, and even though it seems as a nice mod I too experienced a CTD. At this point I'd rather not use SAM at all.

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    SAM stoppers are not a source of CTDs.  I've been using them for years.  Sounds like it is time for you to run Rivit's DataNode program against your plugins suite.


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    Did you per chance hover a puzzle piece, such as the SAM starters over the TE lots in question? This is an age-old bug with the game, but thankfully a 3rd party fix was released recently that resolves the issue.


    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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  • Original Poster
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    That may have been the issue. I was testing the roads and was moving the cursor when the game crashed.
    I'm a Mac user so the mod won't work for me.

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    Yeah, I guess not, that's a bummer.

    In which case you need to be aware of the problem and it's causes. Essentially, when a puzzle piece you have selected hovers over a TE lot with the same network, it tries to work out which piece/position is the best fit. However, since there is no code for this in the TE lot, the code falls over, causing the CTD. So for example, a rail-based PP over a road-based TE lot would not cause a CTD. The problem is, to make things work, many pieces are not coded for the network you see. I.e. a rail piece with road-based code. So it's best just to know where your TE lots are and be very careful around them.

    The best tip I can give you is to never move around with puzzle pieces. When you've finished plopping what you need, hit Esc on the keyboard to de-select the item. This saves risking a CTD when you move the cursor back to the menus.

    Otherwise it's generally recommended to save your game just before working with puzzle pieces. Where possible try to put the puzzle pieces in place before any TE lots.

    • Like 3

    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've had that problem in the past as well. Like someone else said already, I just either connect a tiny bit of road between the two different streets where I want them to be separate (not pretty but gets the job done), or I plop a streetside bus stop to "cut off" the SAM from another street.

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    Hi, I need some help finding the SAM transition flex piece. NAM 48 read me files suggest that this piece exists somewhere but I can't find it in my sub menus. 

    Does this piece exist and if so where? 

    Or is using a road to break the transition the only option? 

    Thanks

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    43 minutes ago, StansLaw said:

    Hi, I need some help finding the SAM transition flex piece. NAM 48 read me files suggest that this piece exists somewhere but I can't find it in my sub menus. 

    Does this piece exist and if so where? 

    Or is using a road to break the transition the only option? 

    Thanks

    Away from my computer and it’s been a while since I’ve used it, but I believe it’s at the end of SAM starter piece loop - keep pushing Tab.

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    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

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