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olegario39

Building subway stations/subway lines slowing down game

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how to solve the problem of the game slowing down when building a subway station or subway lines? it takes like half a minute to switch from subway station to other tools (or vice versa)

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There is no solution to this problem, it is caused by the resources needed to alter the display from normal to underground mode and back. This requires unloading all the buildings/props on display, then when returning to the normal view, they all need to be reloaded from disk. The larger and more complex your city, the longer it will take for this to happen.

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Indeed - this can be anoying. So what I do - I try to avoid switching view often. Same with water pipes. While I tend do use water cheat plants an make an abbundant water layout quite from the start vice versa on underground. I try to wait and not to build a single underground line - instead placing placeholder for the metro station, a 1x1 park f.e. and wait until really needed. So I tend to make underground 'the last card' to play when traffic really gets bad but planning how to play this card during playing. And then I switch and setup the 'whole' underground network at once.

This way at least I can reduce the amount of switches of view.

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Also, datpacking and defragmenting can make important improvements if you haven't used them already. Aside from that, the only method to improve loading times is to use an SSD disk, but that means money...

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14 hours ago, olegario39 said:

it takes like half a minute to switch from subway station to other tools (or vice versa)

Besides possible loading times from disk (which should have been indexed and cached, but I'll defer to the experts), there's intense graphics rendering happening when all of those buildings and props are displayed. Do a search for SC4 graphics issues, hardware acceleration, and telling this ancient program about graphics cards that have been invented since the game was last patched. If you haven't listed your card, then it's likely the game set itself to software rendering  :O


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    14 hours ago, Fantozzi said:

    Indeed - this can be anoying. So what I do - I try to avoid switching view often. Same with water pipes. While I tend do use water cheat plants an make an abbundant water layout quite from the start vice versa on underground. I try to wait and not to build a single underground line - instead placing placeholder for the metro station, a 1x1 park f.e. and wait until really needed. So I tend to make underground 'the last card' to play when traffic really gets bad but planning how to play this card during playing. And then I switch and setup the 'whole' underground network at once.

    This way at least I can reduce the amount of switches of view.

    that's odd because building water pipes are fine on my game, but subway lines slow my game down and take forever to switch back to above ground view...and i have no time using placeholders because I mostly use RTMT for my urban areas to save development space.

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    Water View isn't nearly so bad, because it doesn't switch completely to underground mode like Subway View does. But optimisation of your plugins aside, this is simply how the game works and there isn't a workaround. Note the problem gets worse the more objects/buildings you have in a city. So one way to avoid the problem is to building the subways before you build the city. But depending on your play style, that may be neither appealing nor practical.


    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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