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Everything posted by BigSlark
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Nice updates everyone, you're all doing something different and I find it really interesting. I have ask, Barby, were on earth did you get diagonal bridges!?! Is there a new NAM? Or are they still in testing? Could I download them from somewhere? Thanks!
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As a tester for the "A" Simulator, I must say that it works much, much better than the Maxis original and those released with the current NAM version. Edited. Mr. C.
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Multi lane RHW (Rural Highway) Guide & Thread
BigSlark replied to Haljackey's topic in NAM & Transit Networks
Haljackey, If you're interesting in creating EYE CANDY ONLY then this method would work. However, due to pathing issues, I imagine that it wouldn't look right. Regardless of how good it looks, I implore you and anyone else reading this not to use this system that you have "discovered." It will cause a myriad of problems in the near future. Furthermore, when wider RHW's are release, the RUL hell that any user of this system will be plunged into will make them sorry. They will basically forced to completely remove any RHW network they have established in order for it work correctly. And, if I understand the NAM Team correctly, they intend for this to not only look great but be fully functional as well. Simply put, what you're doing completely ruins the hundreds of hours of hard work that Tarkus and jplumbley have put into modding this amazing addon by removing all of the functionality. Please, for the sake of the makers of this mod who chose to support problems that the regular user has, remove this Multi-RHW guide. The headaches that it will cause them in the near future are not worth the temporary eye-candy that is able to be gained now. Show some restraint by having faith and patience in the NAM Team. Sincerely, BigSlark -
Real Highway (RHW) - Development and Support
BigSlark replied to qurlix's topic in NAM & Transit Networks
The MIS is will only work with RHW. It is fully pathed and functional. My understanding is that its an override of the standard RHW using a starter puzzle piece, much like the draggable GLR. I don't know exactly what pieces will be available in Beta v1, but I DO know that fully functional diamond interchanges will be possible.- 3,919 Replies
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What I do is build the railroads and roads for a city, then zone where the two meet if I'm attempting to create a "naturally occurring" small town or future city center. I may also start a small town/future city center near a dock or a river crossing. I typically add freeways and other transit systems at a later date and it usually expensive and destructive, very much like real life. Suburbs or "new cities" I do a transportation master plan, with freeways, GLR, avenues, bus lines, etc. I never find those as fun as solving a problem that happened due to allowing dense commercial growth on a 2-lane road...
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Great CJ, you've made my night!
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Tarkus (Alex) is making great progress on the Modular Intersection System for the Network Addon Mod. I don't think SPUI's are possible yet, but everything else will before too long. Check it out on the NAM forums of sc4devotion.com
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- 12 Comments
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- industrial
- coal mine
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Tarkus didn't "disappear," he's working on the Network Widening Mod with the rest of the NWM team and the NAM team through a different forum.
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Mississippi and Texas REALLY like the frontage road concept. Texas has it down to an art and Mississippi simply hopes to achieve a similar level some day. As for two lane frontage/service roads, Arkansas is a big of them in the Delta on I-55 and I-40. The exits are strange AND confusing. Typically there's a "slip ramp" to the two-way frontage road and no direct connection to the road crossing the interstate. Damn cheap ARDOT!
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Welcometo New Mississippi Mississippi, in the Southern United States, stretched over 300 miles from the northern hills to the southern coast on the Gulf of Mexico, and 200 miles from the Mississippi River to the hills and Tombigbee Valley bordering Alabama. Despite its 200 year history, the changes on Earth lead to a new direction for the people of Mississippi, and the rest of the United States of America. The discovery of interstellar space travel through worm holes lead to space probes locating a gigantic, earth-like planet in a solar system a distant 224 light years away from our small home. While considered the first place to truly colonize in the universe, it was at first a passing concept. However, with Global Warming causing the rising of sea level, coastal civilizations began moving inland, and those that could afford it constructive massive space ships to take them to this new planet, Terra Nova, to start their society over again. In the year 2048, after six major hurricanes in the past 42 years and the rising Gulf had all but destroyed the southern third of the state, Mississippians decided that it was high time to leave for somewhere better. Luckily, since the dawn of the century, the emphasis on education and high tech industry in the state left it in a good place to construct a "mothership" to colonize a patch of territory on Terra Nova. However, while constructing the mothership took place over several years, larger, wealthier nations colonizied the preferred continent on Terra Nova, the location with the best climate and most accessable resources. So, with a shell of a homeland on earth and no particular destination, they set out for Terra Nova. Upon arriving in their new planet's orbit, the Terra Nova United Regions met with the leaders of the Mississippians and gave them the choice of land on Segunda Tierra, the second largest landmass on Terra Nova. The T.N.U.R. graciously loaned their shuttle, and the delegates found this piece of land, and quickly filed for it be their new homeland: New Mississippi. The Japanese Colony graciously donated a ship, the Bella Goth, to the New Mississippians, with which they loaded their best geologist, engineers, construction workers, and raw materials to scout the shoreline of their new territory. Upon arriving at what they felt would be the right place to start a new city, they began construction on a dock... To be continued...
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Real Highway (RHW) - Development and Support
BigSlark replied to qurlix's topic in NAM & Transit Networks
Thanks for the update, Tarkus.- 3,919 Replies
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Thanks Tarkus, you've made my evening.
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And I thought I was doing something wrong... And yes, Tarkus, a patch would be appreciated.
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Dexter, your texture looks good, but the US Federal Highway Administration and American Association of State Highway and Transportation Officials (AASHTO) have standards for lane sizes, stripe widths, arrow sizes and positioning, etc. These standards are almost universally adopted by Highway and Transportation Departments across the US, which is why all state, Federal, and Interstate highways look about the same. I'll see if I can find any information online. Cheers, Kevin
- 1,266 Replies
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- network addon mod
- NAM
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Real Highway (RHW) - Development and Support
BigSlark replied to qurlix's topic in NAM & Transit Networks
MaybeMemories06 It seems there is something conflicting with RHW and NAM. It is probably an advanced transit mod with the RUL instance 10000002, as shown in the photo below. The instance is what allows NAM and RHW to work with simcity4.exe, if I understand correctly. That file transit_supp_1_2_1.dat was giving me fits with RHW and NAM roundabouts the other night, it took me nearly three hours to find the problem, thanks to Tarkus' help. At any rate, I wish you luck. If you need anymore help send me a PM. Photo credit: Tarkus- 3,919 Replies
