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Lukfi

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Everything posted by Lukfi

  1. NAM: Requests

    There is a mod on the STEX, a "lot" that you plop on a road and it blocks bus traffic (in order to create more realistic bus routes). So I guess something similar could be done for freight trucks.
  2. High Speed Rail Project

    Something similar happened to me, I had two HSRP hubs (which have a bus terminal) and a HSR line between them. They were connected by roads/streets as well and my Sims took the bus more than the HSR. I think low-wealth sims have a special bus preference. I don't know if it can be changed in the traffic simulator.
  3. NAM: Requests

    Originally posted by: thomasvista and wonder if a piece could be added where traffic exiting from the street onto the avenue can only turn right (right in, right out intersection). quote> That one is actually possible in plain Rush Hour. You just drag the street to touch only one avenue tile and not the farther one. However it only works for T intersections, when you do a full X, a connection throught the median will appear.
  4. Brenda_Xne's BAT Projects

    It saddens me to see how much unfinished business has been left here Is Brenda_Xne ever coming back? Or will anyone else finish her great work?
  5. NAM: Requests

    Hmm... so could it be possible to include a setting during the installation that would determine what the dragging does? There is, after all, quite a lot of possibilities if you count grass pieces, tram on street, el-rail over road... then there are double decker pieces (underground rail & anything-under-anything in the new FLUPs). Really, making at least some of these draggable would make construction of the networks much easier. If it was possible, of course. What could be possible however... remember the very first release of HSRP, back when it replaced the Maxis monorail? If you dragged it right, it showed up as wide curves (and if you dragged if wrong, it showed up as monorail). Perhaps you could do the same for wide railroad curves - so that they could be built by dragging and not only as puzzle pieces. And I am quite sure that draggable rail viaducts are in the realms of possibility, since it's a disguised rail just as GLR is disguised elevated rail. So yeah, that's what I also meant by "making networks draggable".
  6. NAM: Requests

    Originally posted by: the00guvna i would like to see under ground rail under blank terrain, maybe so you could zone on top of itquote> On flat terrain you can use a good ol' tunnel. Look for Hole Digging Lots on the STEX. The downside is that tunnels can only be straight (and orthogonal). Or there's a rail to subway transition somewhere. Originally posted by: JayStimson However, there isn't a "perfect" matching glr to subway transition piece. I'd love to take a stab at BATting one but I don't have any of the specific measurement details nor the correct textures. If someone could provide me with this information (a gmax file and the textures) I'd gladly work on it. Even if it's just for my personal use.quote> In the new (May 2010) version of NAM, there is exactly the ramp you are looking for in the Flexible Underpasses menu and it is very nicely done. If only somebody took this model and modified it into a GLR-to-subway puzzle piece... Originally posted by: ishamm if its possible could we please have draggable GLR over road/avenues, with the starter pieces like the standard glr? would make it a LOT quicker than having to place each piece individually! thanksquote> I have just discovered that dragging el-rail over a road creates Tram-in-road. It only works for straight ones and a maximum of five tiles per one drag, but still a leap ahead. Now if I may add a few requests of my own: - The GLR puzzle pieces menu contains a few Rural GLR pieces, but you can't build a network with these. The draggable GLR has these pieces and more, like diagonal crossings. Could these be included in the puzzle pieces menu so to offer greater flexibility? - Draggable custom networks that only exist as puzzle pieces now (like GLR in avenue). We've seen that it is possible, even though it has limitations right now, but it would be a real time-saver. Thanks and keep up the good work!
  7. High Speed Rail Project

    My guess is you shouldn't have BTM and HSR installed at the same time.
  8. High Speed Rail Project

    Are you absolutely certain that you don't have a road/street crossing next to the station?
  9. GLR Stations

    That would mean that your sims actually don't use the trams at all, although I can't tell why. The stations (if we're talking stations for GLR-on-Avenue/Road) will show usage even then, because pedestrian and road traffic still passes through them.
  10. If I may, I would prefer if you renamed it to something else than "euro", something that directly implies bigger mass transit usage. Otherwise a player who's not familiar with all the SC4 modding nomenclature will have no idea what it's about. "Does it mean left hand drive?", "Does it work only with euro road textures?"
  11. Purrividio

    When I click Download, just the JPG from the Region view shows up, what's wrong?
  12. You can either limit the number of cars in a train, which will then apply for all networks, or you can use only one tram skin as a "locomotive". Or you can use Vester_DK's GLR Tram mod volume 3.0, which can be found on SC4D LEX. It uses very short cars to mimic articulated trams, therefore making the whole trains on GLR/el network considerably shorter (while the number of cars stays the same).
  13. Interesting, thank you. What I meant to say is that in real life, neither trams nor elevated/subway trains go 105 kph. But I guess that setting the speed to realistic levels would just result in nobody using mass transit at all...
  14. It's heavy rail, not el-rail. It is probably faster that way, but unrealistic - while you can make commuter trains go at 140 kph, trams certainly don't go 105. Oh well, never mind. I am wondering though: what does the entry cost value really mean? If for example we have a station 5 tiles long, with a TSEC value of 0 the speed through the station is equivalent to infinite (no time added to total commute time). Let's say we set it TSEC at 1, what's the speed now? How much time will the simulator add to the commute time, compared to traveling one tile through a network with a set speed?
  15. I am using GLR in Avenue, but there isn't much road traffic. If I build an ordinary GLR track or an el-rail track, I will get the same ridiculously high pollution. I don't know why that is. But there seems to be another "problem" with high mass transit usage (and my Sims, even the wealthiest ones, use mass transit happily): i get a buttload of money from transit fares. So I use cleaner lots which eat both excess pollution and excess money. Problem solved :-) By the way, I have recently noticed this (I have installed the v2.0 of Simulator Z): [RAIL0] --------- [RAIL1] ==== TRAM1 ==== TRAM2 ==== TRAM3 ==== [RAIL2] ---------- [RAIL3] Rail stations 1 and 2 are in the residential zone, there is both a rail track and a tram network connecting them. Trams have stops in the middle, the railway doesn't. On one side, the railway continues to the industrial zone, on the other, to a neighboring city where my also sims go to work. Now, if I lived close to TRAM1 and wanted to go to RAIL3, I would probably return to RAIL1 rather than going by the slower tram to RAIL2. But that's what my sims do - there is absolutely none passenger train traffic between RAIL1 and RAIL2. If trams were slower, would that affect the pathfinding, or is the algorithm too dumb to do that?
  16. NAM: Requests

    Double deck networks of the same type are impossible to do, because the pathfinder wouldn't know which deck to use and probably also automata would just randomly jump between the decks.
  17. Rail Intersections

    Right you are. Considering how strictly grid-based SC4 is, the puzzle pieces look wonderful.
  18. but do they also satisfy more demand? I don't think so, usually when a farm develops on a huge lot, the demand jumps down...
  19. Rail Intersections

    Well, it still isn't very realistic. Have you ever seen a railway take a 90-degree turn in an area smaller than a highway cloverleaf? In my latest city I decided to use only the long curves from NAM, now that's a challenge
  20. High Speed Rail Project

    ishamm, are you using the original HSRP transit hub? If your HSR tracks cross a road directly adjacent to the station, then the station won't generate any traffic in that direction. It is a known bug which is supposedly fixed, but I am encountering it anyway, even though I have downloaded the latest version of the HSRP hub ("refurbished by Andreas")
  21. Need Stations for tram in street

    If they aren't in the latest version of RTMT (road top mass transit), 3.60 I think, then they will be in one of the future releases.
  22. Question regarding I-HT

    I do believe you that they do, however in my experience if you zone for high density, you get the bigger buildings faster. Same goes for residential and commercial zones. Example: I had a midrise residential district, it was the only residential area in my city. Biggest buildings there were R§ 400-500 sims, R§§§ about 100 sims. If I had zoned high density over them, I would very probably get the most basic skyscrapers (R§ 1000 sims). I instead built a new R district, high density, and didn't much care for the original one. But it has in time grown buildings that housed like 500 R§§§ sims.
  23. Originally posted by: jabezscratch What video card do you use? Just wondering b/c it may not be a Windows 7 issue but rather a video card issue (e.g., some ATI cards have issues w/ SC4).quote> I have a Radeon HD 3850. Might be that the issue is related to the videocard. I used to have an X1900 (actually it's still stashed here somewhere) which didn't have these issues.
  24. question on running multiple cities

    It wouldn't work and then again, smaller cities run smoother on slower PCs. The advantage of having two or more cities is that you can put dirty industry City B and then your sims in City A (your main city) won't complain about pollution, but will be going to work to City B. You can also put coal power plants into City B, then buy power from City A. It's the cheapest source of clean power (unless of course you use custom power plants from the STEX).
  25. Well obviously it's not. The same effect shows up in another city where I use GLR. This is the original thread btw: https://www.simtropolis.com/forum/messageview.cfm?catid=22&threadid=109906&enterthread=y
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