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Linux user here (quick shout-out to all users of unix-like operating systems) and new to Simtropolis.
I'd like to customize the installation of NAM beyond what is offered by the "minimal" option as presented. Essentially I'm only interested in the enhanced path-finding functions, pertaining to sims using transportation options and nothing else. Skimming through the manuals, I didn't find a detailed technical report on the data files themselves and which ones contain which functions. I'd like to know which file(s) are necessary for pathfinding so that I can delete all other non-essential plugins and components. I guess you could say I'm just an optimization geek and I follow the Unix philosophy of "Do one thing only and do it well."
If I overlooked such a report, or technical overview, please direct me to the appropriate page as needed, I love reading technical documents!
Network Addon Mod and SC4 Transportation-Related Acronyms
NAM: Network Addon Mod
The Network Addon Mod is an extensive mod for SimCity 4 Deluxe/Rush Hour, which encompasses virtually all community-developed transport network content (excluding stations, cosmetic mods and lot-based items). ABEP: Arthur Berkhardt Expressway Project
An "April Fools Day" cosmetic mod produced by Tarkus for the RealHighway's RHW-8S network, inspired by the episode of the American comedy series "Seinfeld". ARD: Asymmetrical Road
An Asymmetrical Road is a Road in which there are more lanes travelling in one direction than the other. The ARD-3 network in the Network Widening Mod has 2 lanes in one direction, 1 lane in the other, and is a Road-based override from a starter piece, and has a higher capacity than the default Road network through the use of Distilled Intersection Paths (DIPs) ATL: Avenue Turning Lanes
An optional plugin in the NAM Core, which adds turn lanes to +-intersections between two orthogonal Avenues. AVE: Avenue
An abbreviation used not only to refer to the game's default Avenue network (sometimes called "AVE-4" in this short hand, because it has 4 lanes), but also the single-tile 2-lane (AVE-2) and triple-tile 6-lane (AVE-6) networks with divided medians, included in the Network Widening Mod (both of which are actually Road-based override networks built from starter pieces, as single-tile and triple-tile networks are extraordinary difficult to build from the dual-tile Avenue network). BTM: Bullet Train Mod (also called Shinkansen Addon Mod)
A Monorail replacement mod developed by the Japanese content APTX, and popularized by Haljackey. CAN-AM: Canal Addon Mod
A NAM Core option that allows for fully functional transportation via Canal, using puzzle pieces. Developed by daeley, Chrisim, and members of the BSC. CP: Cosmetic Piece
Cosmetic Pieces are specialized puzzle pieces, designed to allow users desiring great attention to detail to customize the look and feel of their transportation networks. The best known Cosmetic Pieces are included in the RealHighway system. DBE: Diagonal Bridge Enabler
A Plugin that uses temporary files, draining all of a city's water and locking road and rail slopes, to allow the construction of diagonal bridges and other advanced bridge designs from starter pieces. DDI: Diverging Diamond Interchange
A type of interchange popularized by American traffic engineer Gilbert Chlewicki, which resembles a standard diamond interchange, but flips the driving directions between the freeway connections along the surface street, to allow smoother movement of cross-turning traffic. The RealHighway system includes pieces to construct DDIs, which, in-game, have a higher capacity than standard diamond interchanges. DIP: Distilled Intersection Path
A Distilled Intersection Path is a bogus path designed to trick the game into thinking that a non-intersection tile is an intersection tile. Coupled with the settings for intersection capacity in the NAM Traffic Simulator, DIPs actually increase the capacity of affected tiles by 25%. They cannot be used on any network tile that already has an intersection or crossover path. DIPs are used to adjust capacities of wider networks in the RealHighway (RHW) system, the Network Widening Mod (NWM), and some Turn Lane Extension Pieces (TuLEPs). DRI: Draggable Ramp Interface
A Draggable Ramp Interface is a type of ramp interface built through draggable means for the RealHighway system. For more information, see the entry on "RI" (Ramp Interface). DTR: Dual Track Rail
An acronym sometimes used to refer to the game's default Rail network, particularly in the context of the extended networks included in the Railway Addon Mod (RAM). ELR: Elevated Light Rail
An acronym sometimes used to refer to the game's default Elevated Rail network, particularly when discussing its ground-level counterpart, Ground Light Rail (GLR), an addition included in the NAM Core. EMHW: Elevated Maxis Highway
An acronym sometimes used to refer to the game's default Elevated Highway network. ERHW: Elevated RealHighway
An acronym sometimes used to refer to Elevated RealHighways. ETRM: Euro Texture Replacement Mod
A cosmetic mod designed to change the appearance of roads to look more European/International, rather than the American default. The most recent version is MandelSoft's. FA: Fractional Angle
A network piece that is neither orthogonal, nor diagonal, but in between the two. The angle for the existing FA content is 18.4 degrees/71.6 degrees, and is referred to as "FA3", because each tileable segment is 3 tiles long. Another angle, "FA2" (26.6 degrees/63.4 degrees), sometimes called "HD" (half-diagonal) is in development, named because each tileable segment is 2 tiles long. FA3 content is currently available for Roads, Avenues, Rails, and some RealHighway networks. FA2 content is not yet available for any network. FAA: Fractional Angle Avenue
See FA. FAOWR: Fractional Angle One-Way Road
See FA. FAR: Fractional Angle Road
See FA. FARHW: Fractional Angle RealHighway
See FA. FARR: Fractional Angle Railroad
See FA. FHW: FakeHighway
A pejorative term sometimes used to describe MHW, due to the fact that it is half-scaled compared to other game networks. FLEXFly: Flexible Flyover
A special flyover ramp puzzle piece included in the RealHighway system. It is placed like a puzzle piece, but is overrideable like a draggable item. It is a WAVERide piece. FlexSPUI: Flexible Single-Point Urban Interchange
A special puzzle piece included in the RealHighway system, designed to allow for the construction of Single Point Urban Interchanges, which resemble standard diamond interchanges, but with the ramps meeting in the center to form a single intersection. It is placed like a puzzle piece, but is overrideable like a draggable item. It is a WAVERide piece. GID: Group ID
A hexadecimal identifier designed to specify the function of a given game asset. GHSR: Ground High Speed Rail
The ground-level component of the High Speed Rail Project (HSRP). It is a Monorail-based override network built from a starter piece. GLR: Ground Light Rail
A ground-level counterpart to the game's default Elevated Rail network, included in the NAM Core (sometimes also called the "Tram" network). It exists in several style variants, all of which are Elevated Rail-based override networks built from a starter piece, and dual-networking options, embedded in Avenues, Roads, and Streets, also exist (see T-RAM, TIA, TIR, TOR, and TOS). GMHW: Ground Maxis Highway
An acronym sometimes used to refer to the game's default Ground Highway network. HSR: High Speed Rail
The elevated component of the High Speed Rail Project (HSRP). It is a Monorail-based override network built from a starter piece. It is primarily cosmetic in effect. HSRP: High Speed Rail Project
A project which adds starter piece-based mass transit networks based upon the Monorail network. The two components included are the Elevated High Speed Rail (HSR), and Ground High Speed Rail (GHSR). IID: Instance ID
A hexadecimal number used to identify a specific network piece, exemplar, RUL file, etc. INRUL: Individual Network Rule File
A type of Network Rule (RUL) File, used to handle the placement of individual networks, including intersections of the given network with itself. All INRULs lie in the IID range between 0x00000001 and 0x00000018. MAVE: Medianless Avenue (deprecated)
A Medianless Avenue is a network that maintains a lane count of 4 or greater (equalling or exceeding that of the game's default Avenue), but has a narrow, painted division between opposing directions of traffic. Two MAVEs exist the Network Widening Mod, a 4-lane version (MAVE-4), and a 6-lane version (MAVE-6), the latter of which has a higher capacity.
Despite their name, MAVEs are Road-based override networks built from starter pieces. The term MAVE is being phased out in the next NAM release, to avoid confusion between the triple-tile AVE-6 and the dual-tile MAVE-6, and these networks will be considered wider versions of Road network (RD-4 and RD-6).
MHW: Maxis Highway
A term sometimes used to refer to the game's default Elevated and Ground Highway networks, often in contradistinction to the RealHighway (RHW) system. MIS: Modular Interchange System
This term has a dual meaning. The MIS is generically used to refer to the RealHighway (RHW) system's capabilities to build modular interchanges, as opposed to the pre-fabricated plop interchanges of the Maxis Highway system. More specifically, it is also used to refer to the "MIS Ramp", single-lane, one-way RealHighway-based override network, built from starter pieces, and is most often used to connect RealHighways to surface streets or other larger RealHighways. NREE: Nicole Richie Effect Eliminators
Early codename for RHW Neighbor Connectors. NSGID: Network-Specific Group ID
A Group ID (GID) for exemplar files, which is specific for a given network. NWM: Network Widening Mod
The Network Widening Mod is a NAM Plugin, which currently exists as a separate-download module, but will be added to the NAM Core with the upcoming NAM 31 release. It uses Road-based and One-Way Road-based override networks (but not Avenue-based override networks) from starter pieces to vary their width, capacity, and appearance. Network Widening networks are often referred to in a short hand based on their type and number of lanes they have (e.g. TLA-5, OWR-3).
Five basic types of NWM networks currently exist: Road-based Avenues (AVE, 2-lane and 6-lane), Road-based Asymmetrical Roads (ARD, 3-lane), Road-based Medianless Avenues (MAVE, 4-lane and 6-lane) Road-based Turning Lane Avenues (TLA, 3-lane, 5-lane and 7-lane), and extended One-Way Roads (OWR, 1-lane, 3-lane, 4-lane, and 5-lane). Most NWM networks do have higher capacities compared to the networks upon which they are based.
OWR: One-Way Road
An abbreviation used not only to refer to the game's default One-Way Road network (sometimes called "OWR-2" in this short hand, because it has 2 lanes), but also the single-tile 1-lane (OWR-1) and 3-lane (OWR-3), and dual-tile 4-lane (OWR-4) and 5-lane (OWR-5) variants, included in the Network Widening Mod, as One-Way Road-based override networks built from starter pieces. PedMall: Pedestrian Mall
A type of puzzle piece designed to carry only pedestrian traffic. QTR: Quadruple Track Rail
RABET: Roundabout Extension Tiles
RAM: Railway Addon Mod
RI: Ramp Interface
RHW: RealHighway (formerly Rural Highway, before late-2009)
The RealHighway system is a NAM Plugin, which currently exists as a separate-download module, but has been added to the NAM Core following the release of NAM 31. It is based upon an unfinished network ("DirtRoad") that Maxis left in the game's files, and was reactivated by the NAM Team in 2004-2005.
It currently consists of a series of variable-width highways (ranging from 2 to 10 lanes) with the ability to have variable-width medians, built from starter pieces, and uses modular construction techniques to construct interchanges, rather than the pre-fabricated plop interchanges of the default Maxis Highways. RealHighways are connected to surface streets (Roads, One-Way Roads and Avenues) and other RealHighways through Ramp Interfaces. Transitions between different widths and ground and elevated networks are accomplished through Transition Pieces.
RealHighway networks are often referred to in a short hand based on the number of lanes they have in a symmetrical setup allowing for travel in both directions, for example, RHW-2, RHW-4. Networks beyond the RHW-4 often are classified as either being C-type or S-type (e.g. RHW-6C, RHW-8S). C-type networks are "combined", and the two travel directions cannot be separated like S-type ("separable") networks.
RTL: Road Turning Lanes
An optional plugin in the NAM Core, which adds turn lanes to +-intersections and T-intersections between two orthogonal Roads. RTMT: Road-Top Mass Transit
RUL: Network Rule File
RUL2: Shorthand for the RUL with the Instance ID 0x100000002, the NetworkOverrides RUL, which is used in the creation of "override networks".
RuRP: Rural Roads Plugin
SAM: Street Addon Mod
SIP: Signalized Intersection Piece
SPM: Signage Piece Mod
STR: Single Track Rail
T-RAM: Tram-Road Addon Mod
T21: Type 21 Exemplar
TIA: Tram (GLR)-in-Avenue
TIR: Tram (GLR)-in-Road
TLA: Turning Lane Avenue
TOR: Tram (GLR)-on-Road
TOS: Tram (GLR)-on-Street
TTR: Triple Track Rail
TuLEP: Turning Lane Extension Piece(s) (or Project)
WAVERide: Wave Override
Acronyms sometimes confused for being Network Addon Mod-related
CAM: Colossus Addon Mod
Not transit-related at all, but rather, a mod dealing with RCI simulation, which adds additional stages to growables.
Updated: 09/18/2012 (work in progress)
I was wondering how one might transition GLR to regular ground rail (heavy rail)? It is probably some easy thing that I am just missing. But, any help would be appreciated. I want to connect the GLR networks of two different cities. I would have trouble using elevated rail in this particular situation. Although, if that's the only way, I guess I will have to make it work.
Anywho, is there a lot for this transition from GLR to rail? Or something included in the NAM?
Thanks again for any help.
I started playing SimCity when it first came out in... 1989/90? I think the last version I played was 3k. A couple of weeks ago I got Simcity 4. Woot! I'm loving it! I'm generally happy with vanilla but installed NAM for the improved traffic flow and better road layout options.
Someday I'll figure out how to make a no-car mass-transit city, but right now I just want to figure out how to make roundabouts and cul de sacs!! I've been playing around with the kajillion road options NAM has provided but I'm stumped.
Question, in precis: How do I make roundabouts and cul de sacs with NAM 34?
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