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Naomi57

Is Tram-in-Road incompatible with fire fighting?

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I'm doing NAM 36 tram roads for a couple residential neighbourhoods, for my very first time.  So impressed, and well worth the effort ... loving it!

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Breezy Point - Tram Suburbs - TWINS.jpg

However, I was doing a routine Cheetah test of the new neighbourhood, before running the game for real, and I got a fire, and my fire engines couldn't put it out.  The fire spread from house to house, and then I had city-wide riots, which I've never, ever had, in all my years of SimCity 4!

The police seemed to have trouble handling the riots on tram roads, too, but they did better than the fire crews did.

Here's what happened, the fire sprang up just outside of the fire protection radius, the fire engine was fast on the scene, but instead of spraying water, the fire fighter just jumped up and down on the street, flung their arms around and had a little tantrum.  Here's the very end of that scene, which I captured on GifCam.

5e2c3a313cc94_FireCrewTantrumonTramStreet.gif.450a8c0d62b9ed2a71603faa660660f3.gif

I've used the Fire disaster on the God mode menu, to test out similar situations on Tram-on-Street, Tram-in-Road , and Tram-Avenue, and they all have the same problem.  They all have piped water, too.  I checked, just in case that's what it was about.  It happens for fires on both sides of the street.

I have a few lots that are accessible from both Tram-in-Road and standard Maxis avenue (AVE-4), and I've tested out starting a fire disaster, then sending a fire engine to the tram road, then sending a fire engine to the AVE-4 side for the same fire.  The first fireman to the Tram-in-Road throws a tantrum ... and the second fire engine, arriving on the AVE-4 side a minute later, puts that very same fire out.

When using NAM 36 tram roads, trams streets, and tram avenues, is the only solution to make sure there is complete fire protection coverage?

Thank you!

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Have you tried repositioning the destination post slightly to make sure it's on the same side of the tram as the fire?


-- Jeff Fisher ><> Vancouver WA
"I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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    4 hours ago, jeffryfisher said:

    Have you tried repositioning the destination post slightly to make sure it's on the same side of the tram as the fire?

    Yes, I did, and I've caused fires on both sides of the Tram-on-Street, just in case one side was inaccessible.

    I caused fires on both left and right side of Tram-in-Road, using right-hand-drive, and same with Tram-Avenue, too.

    Furthermore, with my final set of tests, with AVE-4 on one side, and Tram-in-Road on the other, of the same lots, the fire was really easy to put out on the AVE-4 side, and caused firemen to throw tantrums on the Tram-in-Road side.

    Altogether, I ran about 18 to 20 tests of various kinds, using the God-mode Fire disaster.  Diving through old NAM posts on "Fire", it seems there was an incompatibility with fire fighting dating back to 2009 ... so I'm guessing that incompatibility is still there, but this is the best reference I spotted for it, so I don't feel quite confident of that information.

    https://www.sc4devotion.com/forums/index.php?topic=1444.msg256577#msg256577
    cfsego · Inhabitant

    Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
    « Reply #1271 on: July 01, 2009, 12:00:37 AM »
    fire engine can not reach the targets on tram in road

    io_bg · Team EBLT · Forums Guru
    Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
    « Reply #1272 on: July 01, 2009, 02:44:16 AM »
    Yes, Chrisim has noticed that problem and as I remember, it cannot be solved.

    I presume the only workaround is to have complete fire protection coverage.  I am content to do that, if that's what it takes to have a few inner-city tram suburbs here and there.

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    I think the tram is considered a rail network, meaning strange stuff happens with vehicles that need to park. What happens if you try to spawn a UDI vehicle while the only valid spawn points are on tram tracks? Alternatively, it could be due to the network being a model, as vehicles are hardcoded to be locked to paths on model-based networks (so the same issue should be happening with viaducts)

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