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Lost Realist last won the day on
October 16 2015
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Thanks a ton! Draggable slip lanes completely escaped my attention somehow and in trying to get there recently I didn't think to use that OWR/RD mix for dragging them. Man, that's some nice functionality.
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Wait, what!? Where do those intersection pieces come from? What did I miss?
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Please help ... compact urban diagonal RHW interchange
Lost Realist replied to Naomi57's topic in NAM & Transit Networks
If you're up for some more size along the highway, using RHW-4 instead of the OWRs I think you might be able to bring the ramps into the frontage roads using FLEX-ramps. I think FARHW might work, too (Edit: Wait no, it won't, since these are inside ramps.). Then you'd transition to OWR one tile before the intersection on either side. Realism is the crucial difference between interchanges with RHW and vanilla highways, and this realism leads to RHW interchanges being much larger. In real life, the size of an interchange will have a great impact on the speeds than can be travelled through it and the probability of congestion. This is why it's really, really hard to plan interchanges in real life in situations where space is limited and/or too expensive.- 15 Replies
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Since it's summer in the northern hemisphere I'd suggest a heat ventilation issue. Many machines will do exactly that to protect themselves from overheating and actually prevent physical damage to components this way. As already suggested, cleaning the case of dust buildups can help. I've helped myself before in similar situations by pointing a fan at the exterior of the machine as well, also saving everything every few seconds and leaning to live with it on the hot days. If you're on a portable machine be sure to prop it up onto some small boxes or something so air can circulate underneath it and never ever put it down onto a soft surface when it's running. Good Lord, what is happening. There's almost no point to it anymore when it looks so much like a satellite image and I mean this as a massive compliment. Your content transcends.
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Since his game appears to be running normally, it can't be the DRM, for whatever reason since that should have caused a problem here but in fact didn't. The CD version actually also comes on 4 Discs, not 2, so I suspect it's a DVD version? Doesn't matter anyway I think because what's failing seems to be the 4gb patch and that is very much needed. Someone from the team can surely confirm or refute this but I'd imagine the crash a lack of that patch being in place would cause looking exactly like this. You'll need to get that to run, but sadly I don't know what its problem is in your case.
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Nah, those ain't it either but that's a cool suggestion and I wasn't aware of those yet. The one I'm thinking of might be of Japanese origin? It also may have never existed at all. Thank you guys for your effort. At this point I'm considering expanding my portfolio and trying my hand at making a texture like that myself.
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That was pretty much what I figured. Afterall, it's also not at all uncommon in both freetime and professional endeavours alike to prioritise this way, as the Docs don't put the bread on the table, right? I will give it a good shot and see if the results are worth running by y'all, I'd love to be of at least a little help after all these years.
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The overpass that carries the south-to-east ramp across the east-to-north one didn't override properly, the "airbourne" tile remains RHW-2; I presume it's just a tile too short to gain stability. I could have gotten that tile from somewhere but then the ramp would have lost some smoothness and I decided to stick with this for now. As far as the game mechanics are concerned this interchange will not be used by actual Sims either way just because of its position relative to the action on that city tile and with some tactical MMPs, the little snag all but vanishes... The FLEX-interchange piece that merges that ramp into the through highway by the way did something seriously amazing to the slope over there. That's L2 to L0 in fewer than 10 tiles using two FLEX-pieces and I didn't even have to hide any unseemly bumps behind Norway Maples. That was the most surprising experience building this one for me I'd have to say. And many thanks you guys for the compliments.
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Thanks for the kind words, not coming from anyone when it comes to interchanges. It ended up getting a redesign already: It kind of is a "pear" now. The tunnel's obviously not very realistic and cheating a little but that is one smooth ramp I got out of it. Who would have even thought of an interchange like this in SimCity 4 15 years ago, I mean seriously? I know there's a broken tile. Went ahead and got a little creative around it already, since this is going to remain the final design of this interchange.
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Getting back into it. I don't think I've ever actually finished building a Y-type before without abandoning it and turning it into a trumpet instead. They used to always be either squar-y and slow looking with the 90° turns or they turned so huge there was no arguable point in building it that way in the first place anymore when a trumpet is technically advantageous to Y-type designs in several ways, of which the most important one in reality would often be cost. Trumpets only need one bridge structure. This one... ... kiiiiinda pleases me by making some pretty hard use of the RHW's increased stability. It shares some reminiscence of a "pear", the three-way variant of a turbine, but it is indeed a "T", there being three vertical stages and two bridges. I'm not huge on the southbound-to-eastbound ramp because that's what I meant with "squar-y". It can't swing any further out in this current state as that would force the other ramp to swing further as well, making for another pretty sharp turn there. I'm considering a redesign where the S-E ramp hops over the 90° bend in the E-N ramp. This would let it swing out a little further and come in a little smoother with a longer run at fractional angle to make the turn it makes look more continuous with fewer straights.
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Yikes, I guess I'll retract that statement then, I was under the impression that at worst it could be 1000-2000 pieces you'd have to deal with. I guess it's not a feasible option then, the good news being that the community still holds a workaround in ploppable lots with offset light masts. Being no stranger to customer support myself I guess it's hard to refute you here. I think the first NAM I ever downloaded was around v13 so it's safe to say I am at this point very, very far removed from the impressions of someone who uses it for the first time. And it's always better to be safe than to have people super red-hot mad at you. Getting into the text files myself is a good idea. If time permits me I'd actually like to try and reformat and possibly rephrase quite a bunch of the information that's shown in game to make it a little more uniform and consistent, as I feel this is (understandably, obviously) one of the areas the NAM could need some more love. With different creators working on their projects mostly independently it's easy to see how the compiled product can wind up lacking a common style of presentation, especially since this is such a minor concern and I'm sure everyone will agree that judging by the mod we have, we're glad you're investing your time in it the way you currently are. I don't think the details of its presentation are of much, if any, concern to the average user of the NAM and thus not much would be gained from "cleaning" it up either, but I have a little background in advertisement and all I see is an opportunity to make the package appear more "professional" and even more impressive. This also extends to in-game instructions being phrased or worded differently for different parts of the NAM, giving it some practical implications as well. I'll try my hand at resolving some of that and giving my NAM a more consistent UI-appearance while I'm at it to make the curve warnings less intrusive. If I wind up feeling real good about the outcome for some reason I can keep you posted if you're interested.
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Despite its undeniable overall chevronyness, I think that isn't the one. I'm so sure there was one that had tight chevrons in the center lane. Thank you anyway for taking the time to look for that one, I really appreciate it. It's a really beautiful blast from the past as well, that TRM.
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Hey guys, long time no see. So I believe I recall there was a texture replacement of the TLA-3 network out there that had chevrons in the center lane like that WRHW-2 filler piece that connects to the intersection CPs, making it not a lane at all but essentially an AVE-2 without a solid median. Over where I live, center turning lanes like the TLA-3 are nonexistant while these so called "chevroned surfaces" are extremely commonplace, so I'd like to utilize those more as well. There's a good chance this texture was part of a complete network textures package that I can't seem to find anymore. If anyone has any leads I'd be much obliged. Or if anyone happens to feel a desire to make a texure like that... I'm sure I wouldn't be the only taker.
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Just for some perspective let me also mention that I, personally, would hate a T21 mod like that as about 80%-90% of my typical highway systems will left unlit on purpose to emulate the real-life areas I'm drawing inspiration from. I mean, cars got headlights and you're basically just moving straight for miles and miles. So I certainly appreciate that the RHW comes fairly "naked" and can be tuned to the individuals liking if their motivation is high enough to put in the effort or coerce someone to do it for them, which is where our beautiful community as a whole would come into play as there's surely someone out there who can (or maybe has? This doesn't seem too far out there) put a T21 together that adds lights to RHW or at least update the one you already found to work again. Got a little request of my own, too: Is there any chance we could get rid of or at least reformat the very, very long tooltip texts for the RHW flexcurves? The one that mentions how they're slope tolerant but not flexfly? Because that huge slab of tooltip always finds a way to hang precisely at the other end of the piece when I'm trying to place it and then I have to guess where it'll land. I've ruined more than one onramp's slope that way, does this actually affect anyone else? If I just happen to have the worst possible screen resolution and it doesn't bother anyone else I'll retract my request.
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Many thanks! I thought I had tried that already but I guess not, works fine. And even though I guess I can consider this kind of a "preview" release of that feature, just got to say that it slaps. Quite a game changer for some intersection and interchange designs already. Slip lanes to everywhere!
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