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jplumbley

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Everything posted by jplumbley

  1. NAM Traffic Simulators

    You should not have any of the original NAM Traffic Plugins installed. In fact if you have one of them installed it IS a conflict and will actually override the new one due to the placement in the NAM Plugins folder. About the "change" in Commute Time Graph. There is no way for you to really compare the Commute Time Graph from one Simulator to the next. In NAM_Simulator_A, a 60 minute Commute Time reported means that on average the Sims are "driving" 512 tiles (one large City Tile) on an Avenue. Due to the speeds of each network type being different it means that the average distance on the highway or the rail is a bit further than that of the Avenue. The Commute Time Graph really has not bearing on the game. There is a property in the Traffic Simulator, if I remember correctly named "Commute Time Graph Multiplier"... This property essentially multiplies the actual "Hop Count" the Simulator calculates for the trips and multiplies their average by this multiplier. This property was not editted from the Standard MAXIS value in the NAM Traffic Plugins originally. This means that they were not scaled to be able to compare them to any other Traffic Simulator and how "effective" they were. As for your "slowdown" issue, it really depends on your system, amount of plugins, and types of plugins. I have heard more recently that there are complaints after NAM is installed that it takes longer to load the game and load a city tile, but I havent heard about it slowing down the game more than normal in game. Maybe it is something we can look into, I will bring up this in the NAM Private Boards to see if we can get any ideas. The only other thing I can think of off hand would be a conflict of some type in your plugins and I doubt that would be a conflict with NAM. Although you may be right that it is a "conflict" that because of the system resources NAM requires that has added to the slowdown and made it more evident.
  2. NAM Traffic Simulators

    Originally posted by: ChookWoods im using the new plugins... from memory... mode A with the park and go setup. i havent experienced any bugs with it, but theres one thing im wondering. what CPU requirements are expected of using this plugin? i used to be able to play vanilla simcity 4 on large maps with huge populations fine, using old name traffic plugis slowed things down, but this was only really noticable on my computer at 300,000+ population. but now, im using the new plugins and have roughly 25,000 population in a large stock map, and the game crawls along. it takes sometimes up to 30 seconds for 1 day to pass, or on average, 5-10 seconds. i have a AMD athlon 3000+ cpu, 1gb ram. id expect this to run a 5 year old game better than this. i do have a large amount of other mods installed, but the only one i could think of that may cause such slowdowns, i have already tried deleting every instance of from my city and noticed no speed up at all. so yeah, really just wondering if this is expected behaviour from a cpu of my speed, of if i have something else slowing it down to help me narrow it down. thanks.quote> I am no expert on calculating System Requirements. There are two options you can try. First the most simple one, try Simulator A without Park and Ride to see if that helps. Second option is a little more involved and requires you to use iLive's Reader for a 2 second edit to your current file or you to PM me with an email address to send you a second possible test file to see if it helps. Currently the new Simulators have a Pathfinding "Accuracy" value between the "Better" and "Perfect" Pathfinding. The closer to "Perfect" it goes the more it has an effect on your System Requirement. IF you are confident enough to use iLives Reader to change one number follow these instructions: 1. File --> Open "NAM_Simulator_A_***" 2. In the right hand box of the screen hit the button Fill List. If there is no button named Fill List, it should mean there is a list of Properties. 3. In the list of Properties look for Pathfinding Huerstic, I forget how to spell it off hand. The value will be low in the range of 0.03 or something. The lower this value is the more Paths the game will test, and by way of a wider test bed a more accurate path, but since it is calculating more paths it will be using more processor time. So if you want less processor time to be used, then set this value higher. I do not know how to make this optimal for a computer setting but setting it to 0.3 and testing it may help your system overall. If it is still too slow at 0.3 then there is something else happening and I may have to look into it further. 4. To edit the value double click on it and type it in and hit apply. 5. When finished editing the value File --> Save As "z_NAM_Simulator_A_***" this way you know which file you have editted for your test and move the original file out of your plugins for your test in game.
  3. NAM Traffic Simulators

    Originally posted by: jamichaI'll go read the CAM threads now. Do you think it could be a problem with playing on a mac instead of a pc? I know there have been different updates for them.quote> No, I dont think this is the case, since I do not release different files for PC compared to MAC. They are the same files, just, MAC is in a zip folder and PC is in an Installer. It also could come down to the fact that the Simulators are not perfect and can only go so far Simulating real life. The will be flaws and anomolies all the time that we may never get the real answer for and this one house may just be one of these cases.
  4. NAM Traffic Simulators

    Originally posted by: jamicha Thanks for helping me JP. I put in the new congestion scale, looked at the congestion and it was all green and good. I let it run for a good bit to make sure everything went into play. I took a screenshot of the route of one of the long commute houses. This is a house that was medium wealth and was abandoned and taken over by low wealth. The commute is considered to be long and it seems short enough to me. Is this picture something that won't be fixed by the traffic simulator?quote> This has been a tough question. Mostly, because I am not the one playing your game. From what I see, it seems as though you have no Mass Transit in your city yet. This means that some of your Sims will get a "penalty" towards their trip cost since they are considered as "Mass Transit Preferred" by the Simulator. This penalty may be what is causing the "Long Commute" report, or maybe the fact that the Sims are MT Preffered with no MT to goto. I am not entirely sure, but I would assume this is where the "issue" should derive from. As for the building dilapidating, there can be numerous reasons as to why it is dilapidating. If you are having widescale abandonment or dilapidation in a sector of your city, then that generally is an indication it has to do with the Traffic Simulator. When it is a single building or a number of buildings speard out amoungst your city it tends to be something that derives from the Demand Simulator. If you read more about the CAM - Colossus Addon Mod at SC4D, there is alot of information about the Demand Simulator and Demand Drives etc. RippleJet has been a wonder when it comes to investigating those Simulators. Link to the CAM Board: https://www.sc4devotion.com/forums/index.php?board=185.0 *There is information in the CAM Threads that pertain to the game as a whole that is very useful knowledge about how the game works. You do not have to download the mod to employ some of the benefits of the information provided from explaining the mod.
  5. Stuck on sc4tf plz help me :)

    Global Tools -> Export (SC4M/16 bit PNG), type in the file name and your good to go. If you think that the map hasnt saved properly... Try re-importing your newly saved file and see if it is what you had made. With 16 bit PNG the there are 65535 shades of black , grey and white. If your maximum terrain height is 100 meters you are only using the first 1000 shades of black and to the naked eye it may appear solid black.
  6. NAM Traffic Simulators

    This is a quick run down of the Radical Custom Simulator from the original NAM. You can look at the first post in this thread and follow the link in my previous post to understand the differences. Radical Custom Special Street: 1000 Road: 5000 OWR: 10000 Avenue: 20000 Highway / El-Highway: 50000 Rural Highway: 15000 Subway / El-Rail / GLR: 10000 Monorail: 10000 Rail: 10000 Maximum Commute Time: 120 Maximum Mass Transit Commute Time: 80 Notes: (Red = Bad, Green = Good) - Travel Strategy has been modified so that no Sim prefers Mass Transit. Simulation will prefer car driving over Mass Transit. R$$ and R$$$ will behave identically. - Traffic Speeds have not been changed from Vanilla game. This is good for TE Lots, modifing the Speed will throw off the Traffic Switch Cost. - Commute Times blindly modified and are too long. At Vanilla Traffic Speeds, the maximum Commute Time to cross a Large City tile is between 15 and 25 there and back. This is too high and will promote the Commute Circles which have been found to be a big problem by the CAM. - Capacities are too high, they will not promote the Simulation to use other routes and it will in most cases choose the shortest route possible. Congestion will almost never be a factor in planning your transit system. Capacities also put Mass Transit at a disadvantage due to them being much lower than Avenues and Highways. - Capacities at Intersections is not modified. Vanilla game implemented this to a point where having intersections will put you Road networks at a much higher disadvantage than they should be.
  7. NAM Traffic Simulators

    OK your plugins, is obviously not the case. You have installed Simulator A - Hard. This is a BIG reduction in capacity from the original NAM Radical Simulator. This essentially makes it so that your network capacities are that of the Vanilla game. You are questioning if you dont understand the outcome of this mod. I will explain. This mod is not meant to "fix" what you have done in your city, it is in fact meant to give you some balanced and properly calculated Simulator options for your game. In the past we have blindly changed values in the Traffic Simulator which has caused bad side effects we never really understood until more recently. These new Traffic Simulators I have released have created that balance we have always been trying to achieve, and each one has its own "difficulty" with how it will force you to play the game. It is not meant to make all your Commutes "short", or bring your Commute Time to 1. The first post in this thread will help explain more what was changed, and the following link is to a thread that will help explain the Properties in the Traffic Simulator: https://www.sc4devotion.com/forums/index.php?topic=3907.0 _________________________________________________________ I think you have some congestion issues in your city and I will now try to help with it. First off, I think you will benefit greatly from installing this NAM Congestion Scale: https://www.simtropolis.com/stex/index.cfm?page=1&view=mine&id=117834 What the NAM Congestion Scale is, is just a mod that changes when the colors in the Congestion Data View show up. For example at 100% Capacity the Congestion Data starts turning more yellow. The Vanilla Congestion Scale didnt start turning yellow until closer to 200% Capacity even though your network was suffering from network Congestion issues at only 100% Capacity. This help you judge better when your Networks are suffering from Congestion and will help you start making better decisions as to when you need to upgrade your road, or add a new route, etc. When you have this installed please take a picture of the Data Views for your Zones and your Congestion. This will give me a general idea of what is happening in your city.
  8. NAM Traffic Simulators

    Dont feel dumb.. You probably have a conflicting file that you dont know about or dont realize is a conflicting file. HSRP (High Speed Rail Project) is a conflicting mod to the game because they modified the Monorail network Speed and placed it in the "core" file. My suggestion, unless you want to hunt down the conflicting file is to put a zzzz_ infront of the file name of the Simulator file you installed and place it in the root Plugins directory. If you take a print screen of your main Plugins Folder, NAM Folder and the sub folders of the NAM Folder, I can try to help you narrow it down. Sometimes its hard to find the conflicting file.
  9. NAM Traffic Simulators

    Do you have HSRP installed?
  10. NAM Traffic Simulators

    Originally posted by: chrisnhl50 jplumbley, Yopu have answered my earlier question about the automata in great detail and thanks. I am still wondering what the folders should look like and whereshould the radical custom special automata file be?quote> It should be left in the Network Addon Mod folder where it is originally installed. Originally posted by: jamicha I hope someone can help me here. No matter what I do I cannot get this to work for me. My city commute times and routes do not change. I have looked at houses with long commutes that drive and have placed subways next to the house and the work place and they still take the car. None of my long commutes have changed since the installation of this new mod. I have opened all the cities in the region and let them run a couple of years before going back to the main city I am playing. I have been playing my main city for a couple of years since the installation and still no changes. Did I do something wrong? I know I installed it in the right place because some of the downloads from the nam are working.quote> Have you removed the old Traffic Simulator that comes with the NAM? If you have not removed the old Simulator, you will have caused a conflict. The old Simulator will load after the new one because of the naming scheme. Due to this, the game will use the old one and not change anything when you install this one. Generally it takes 6 months for the Simulators to update. But, it may also depend on what Simulator you used to have and what Simulator you have installed. If they are similar, the new one wont have much of a difference.
  11. Originally posted by: bobbygraves I started to check out RTMT and got very excited...then I looked at your thread. Yikes. What I think I understand is that roads, avenues, etc. are considered "network tiles" and that when you plop a road-side bus stop on one, while it may still look like a road, it fundamentally changes the way it works. Beyond that, I'm kind of swimming in all of the details, but the idea that my sims are having to recalculate their route to work everytime they drive by one of these sounds very bad to me. NAM has finally made this game useful and I don't want to go back to cities that just don't work.quote> This is the way Transit Enabled Lots (Road Top Mass Transit) works. I wish, this wasnt the case, but unfortunately this is the way it is. In theory, is there a way to make a bus stop that sits on the sidewalk that doesn't change the network tile to a TE lot? quote> Unfortunately not. Due to the way MAXIS implemented the way Stations work they must be on a Lot. It is probably the best they could have done with the knowledge and technology they have when it comes to Traffic Simulators. I dont know if they can make it any better today either with a new game. As I have suggested in that thread it is best to try and limit your use of RTMT and only use it on secondary and tertiary streets. Primary arteries are the ones that you want to stay away from. I am not saying not to use them, just trying to make the community aware of what they can do to the game if they are improperly used (over used).
  12. Nam Help-Commute Times

    Originally posted by: jamicha I downloaded and installed nam to help with my commute times but it doesn't seem to be working. I'm pretty sure I put it in the right place(I was confused at first finding the right place on the mac) b/c I did get some of the extra roadways. I only installed what was necessary. Is there something else I have to do to fix my commute times or does it take many sim years to fix on its own?quote> The following links to the NAM Simulators which will replace the Traffic Simulators in the June 2007 NAM. These are the culmination of many months worth of research and implementation and testing. Please, I suggest you download these new Simulators and use these instead. https://www.simtropolis.com/stex/index.cfm?id=19314 This additional link is to the help thread for these Simulators. You MUST read this BEFORE you install the new NAM Simulators as it explains what exactly you need to understand before installing them to make your choice of which one to install. https://www.simtropolis.com/forum/messageview.cfm?catid=124&threadid=96866&enterthread=y&STARTPAGE=1 If there are any questions on this, please post your questions in the help thread.
  13. Hello Bobbygraves, Welcome to the SC4 Community. The problem you are seeing is an asthetical one. The texture the Lotter used is not that of the Avenue or is a custom one he made him/her self which doesnt fit with the MAXIS Avenue textures. There is no way for you to really fix it unless you know how to use the Lot Editor. As for using the Road Top Mass Transit... There is another mod called Road Top Mass Transit by Cogeo. If you are going to use RTMT, I would suggest you read the following thread I am about to link. Specifically page 3 where I have explained the problems that will occur when using RTMT Lots in place of a Network Tile. https://www.simtropolis.com/forum/messageview.cfm?catid=124&threadid=96866&enterthread=y&STARTPAGE=3 If you have any further questions about RTMT dont hesitate to ask, it doesnt matter whether you ask via a thread or PM. Just be sure to look for your answers first... JPlumbley
  14. NAM Traffic Simulators

    Originally posted by: marknlard Since I've installed this simulator, I've had a problem with SC4 crashing. It seems to happen when I am putting in pedestrian mall tiles, in particular with the footbridge over rail. Anyone else experienced this? It could be connected with the January 08 NAM update instead, I installed them at the same time, and haven't done tests on them yet.quote> This is a bug that dates back to the begining of NAM. It is a bug that is well known and is impossible for us to do anything about. It is a MAXIS issue with the Source Code which we do not have access to. _____________________________________________________________________ I have just released another Information Guide into the Traffic Simulator which may help some people understand this mod a little better. https://www.sc4devotion.com/forums/index.php?topic=3907.0
  15. NAM Traffic Simulators

    Originally posted by: chrisnhl50 This might be a repeated question but if I pick easy, will that be like having Radical Custom Special? And what is the deal with automata? I want it to be 24 hours.quote> Easy is not like using the Radical Custom Special at all. Easy is the closest you will get to it, but the difference is the Simulator is now balanced properly compared to the Radical version from NAM. I have one tester that has a test city of a medium tile which inhabits 2.8 million Sims on the Easy Simulator, so the Simulator can still support a large number of Sims. Automata, was a mistake in the Cleanitol File. When I made the file I copied the file names from the NAM Cleanitol File and accidentally added the Automata ones in. You can restore it by re-installing NAM and then removing the old NAM Simulator that is created when you re-install. The new Simulators are going to be integrated into the next Update of NAM, which hopefully wont be too far off.
  16. NAM Traffic Simulators

    Originally posted by: marknlard So, if I'm following this RTMT part correctly...would it make good sense to keep the RTMTs off the main arteries of the city's transit? If I have streets leading from lots of smallish residential zones all onto the same road or avenue heading towards work zones, I should keep the RTMTs serving the residential zones on the streets? And the same set up at the commercial/industrial end of the trip? Interesting, if slightly baffling, stuff. I'm looking forward to trying this new simulator. quote> I would like to state, that I am not trying to tell you, "You cant or shouldn't use these lots." but, I am trying to bring awareness about the functionality of them. Just like with any TE Lot, it would be a very good suggestion to limit the number of TE Lots a Sim must pass through to get to their job. The issue with RTMT is that all traffic on a given path is forced to enter the TE Lot, whether it is inetended to enter the Lot or not, it is forced to. I would suggest, leave routes that are of equal cost that do not have TE Lots on them. As you have suggested also, avoid use of these types of TE Lots on main and central arteries. For Freight Trucks you are going to want to place some routes without TE Lots on them to the Neighbor Connections or Freight Stations because these are a different type of traffic, which should be kept separate from your MT system. Remember: TE Lots, not only include RTMT, but also things like Truck Blockers, Bus Only Roads, etc.
  17. NAM Traffic Simulators

    Originally posted by: cogeo @jplumbley: What you mean RTMT lots reset sims' commute? Is that proven? quote> The Pathfinding Engine uses a mechanism called Manhattan A* Pathfinding. Manhattan A* Pathfinding is not the easiest thing to describe but it is a mechanism that calculates the shortest path to a destination. In basic principal the Pathfinding Engine must always be moving towards the destination and will never double back on the same tile. Lets do an example: Home 11 Tiles Bus Station 30 Tiles Bus Station Backwards 11 Tiles Work OK... So as I have discussed earlier, Sims will not walk more than 11 or 12 tiles to a bus station. Which actually takes up the entire allowable Commute Time for a there and back trip. But yet a Sims will still take a bus and then walk the rest of the way to work, which essentially equals 3x the Maximum Commute Time "Hop Count". This means that the game is calculating the path in a minimum of 3 separate and different sections. If it carried the "Hop Count" through the TE Lot, the bus trip wouldnt be allowed to go anymore than 1 tile because it had already reached its maximum by walking to the station in the first place. Another "proof" of the Simulator "resetting" the Commute hop count is that it allows for the Sim to retrace its path when reaching a TE Lot. So, it can go to the closest Bus Station even though its 5 tiles out of the way. This is a big no, no for Manhattan A* Pathfinding, the mechanism remembers the paths it has already taken and if it is doubling back on itself it is creating a useless loop and is not the most logical choice. To allow for this MAXIS was required to wipe the slate clean when a TE Lot is reached for situations such as this. Many tests I have made - in pretty dense and congested cities - have given excellent results. Another point, often TE lots display the paths as broken lines, but I believe this is due to poor modding (the Traffic Switch Point and capacity settings). Is this what you mean? My RTMT lots mostly display straight and continous traffic paths.quote> Broken paths does show a bad modding style, but TE Lots do have fundamental flaws. The #1 flaw is it is not phyiscally a network piece and should not be used a network pieces. Network pieces allow an un-interrupted Path for the Pathfinding Engine to do its job. Entering a lot is essentially considered reaching a destination and restarting again. This exponentially multiplies the number of paths your computer has to calculate. The game will still show the query path it has taken previously through the whole route, probably because the query path is held separately and tied to the Sim, rather than the raw calculations of the Pathfinding Engine. Also Traffic Switch Cost is set to 0.02 for 1x1 lots. This is enough to eliminate most "shortcutting" (which wouldn't be signifant anyway, as these are plopped on top of roads, not at corners). How does it come that Traffic Switch Cost should be sett to 0.29, are your calculations correct? A value of 0.05 eliminates almost all shortcutting and makes usage (attractiveness) somewhat lower, a value of 0.1 causes a noticeable reduction of usage, while a value of 1.0 renders the stations unusable. This is thoroughly tested in practice (sorry, but I didn't attempt to develop a theory about the game's mechanics), and has been found to work really well. quote><
  18. NAM Traffic Simulators

    Originally posted by: Zygar I mainly ask because I'm not sure of the exact mechanics of how both of these mods work - road top mass transit had separate versions for the different network capacities for the base NAM. I thought that maybe these would conflict in say, the case that a modded 1000 capacity street tile connects to an "unmodified" 250 capacity street tile - that tile being a road top mass-transit tile of some sort. If I'm making sense. I guess this would really be a question for the author of the other mod, but thanks anyway!quote> Actually, I can give you a full explaination if you want, because I am not sure why the different Capacities were created for RTMT. First off, I have a problem with Transit Enabled Lots being used for network tiles the way they are with RTMT. TE Lots should never replace a network tiles unless required such as the Monorail, El-Rail and Subway Lines. The problem with TE Lots replacing a network tile is that it resets the Sim's commute. Basically, if you force your Sims into a TE Lot by replacing a portion of their route with a TE Lot, then your are forcing the game to recalculate a new path for the Sim everytime it hits a RTMT. This means if on the route to work the Sim hits 5 RTMT lots on the way to work there are 6 trip calculations for your Sim. This also means the Commute is reset 5 times and only the last trip is used for your Commute Time Graph Calculation. So, by using these lots you will have an incorrect calculation of the Commute Time Graph, and it will make your Pathfinding Engine (Traffic Simulator) work exponentially harder and can end up causing abandonment due to the game taking too long to calculate all the extra paths it must. This is the biggest problem I have with TE Lots on a network tile, because it causes much unneeded disruption within your Simulator and will cause more issues than you may notice. Something that affects one Simulator will affect how another Simulator reacts to it, such as Demand Simulators. Now, TE Lots in the past have caused quite a bit of issues with "shortcutting". These are Sims that will get off the bus and use the lot as a short cut to get 1 tile ahead. This is because the TE Lots generally dont have a Transit Switch Cost, or have one that is not calculated properly to prevent the "shortcutting". This problem was in enhanced and made worse with the NAM Traffic Simulators of old that changed the Speeds of the traffic types. This Traffic Switch Cost should be calculated to equal the maximum distance of the lot (in tiles) multiplied by the amount of time it would cost for a Sim to walk through the Lot. This means a 1 x 1 tile RTMT should have a Traffic Switch Cost of 0.29, which is 10x higher than what a car would take to go through the lot. The reason it should be calculated based on the slowest through traffic type is so that we are not putting any traffic type at a preference. You can only have one Traffic Switch Cost per lot and it applies to every Sim that enters the lot. IF the Sim travels, through a TE Lot and there is no Transit Switch Cost there is no cost for travelling that tile and it will allow for shortcutting which is bad because Sims will unnecessarily enter the lot and "reset" their Commute. Thats my rant on TE Lots. Anyways, back onto your question. I am not 100% sure about the RTMT but IF there is no Traffic Switch Cost, there will never be any degradation of the cost to go through the lot. This essentially gives the lot an "unlimited" (upto 10x) capacity of the lot. Since the lot will have an "unlimited" Capacity, it doesnt matter which one you have installed. Now, IF the lot does have a Traffic Switch Cost, it is my theory that it<
  19. NAM Traffic Simulators

    Originally posted by: Zygar Are these compatible with the road top mass transit mods, like Cogeo's one here? - https://www.simtropolis.com/stex/index.cfm?id=13510 I ask because there are different dat files of the road top mass transit mod for different sizes - ie there's a "NAM 2x Capacity" .dat file, etc. I'd hate to have a nice, high capacity road, slap a bus stop in the middle of it, and cause a bottleneck!quote> Yes it is "compatible"... but.. I cannot prevent you from using Road Top Mass Transit.
  20. NAM Traffic Simulators

    Originally posted by: BlackStar I just checked my programs and features list, and Vista is reporting NAM Simulators as taking up 9.27GB of space.Is this correct? =/quote> No.. its a single file that is measured in kb and I think is under 10kb if I remember correctly. I have heard Vista having errors reporting space used by files, but have not had first hand experience due to not having Vista.
  21. NAM Traffic Simulators

    Originally posted by: Need4Camaro The idea here sounds tempting and helpfull but there's still quite a bit that I don't agree with... #1 Roads should have an lower capacity and speed than Avenue's/Oneway Roads...Roads are only one lane eachway where as Avenue's/Oneway Roads offer two lanes eachway thus how can a road offer the same capacity as a larger counterpart?quote> Capacity is on a per tile basis. This means in one tile Avenue, Road and OWR all have the same number of lanes. Hence the same capacities. In effect because an Avenue is 2 tiles wide it has twice the capacity than a Road. There is a second reason for this... TLA-5 is going to be a RUL override of the 2 side by side Roads. For these Avenues to have the same capacity as the original Avenues the Roads need the same Capacity. There will also be TLA-7 eventually which is 3 tiles wide. This is a proactive step in making it easier to implement these mods in the future. #2 RHW should offer Higher Speed limits but a Lower Capacity than the default SC4 Highways... RHW's only have two lanes eachway (an true rural highway typically has a higher speed limit than a city highway as it's out in the open, experiences less traffic, has smoother curves) The RHW 6 could pass for the same capacity as the lanes are equal but should still have a slightly higher speed limit... quote> This is a personal preference thing and everyone will have a different suggestion for the speed of RHW. We have decided that RHW will be the same as the MAXIS highways because the RHW is only using RL Lane widths whereas the MAXIS ones are about 66% the width of a real lane. I would expect one to choose to use the RHW and the MAXIS highways in the future can be made iinto a new 2 tile network instead. Again capacity is based on a per tile basis, not a per lane basis. This means RHW-6 and RHW-8 will always have the same capacity based one the width. #3 The color map doesn't need to be touched... a Light Green Shade when your road is already close to its carrying capacity? that can fool you into thinking it's still okay...quote> If you would like your Roads to still be green at 200% that is your choice... Delete the file and dont use it. This has prooven to be useful to many people already. It shows you when your networks are suffering from the effects of congestion, not after they have been suffering from the effects of congestion for an extra 100% capacity. If you cant find a use for this than that is your choice.
  22. High Speed Rail Project

    Originally posted by: DinoBond007 Yeah but if i'm right hsrp changes the traffic simulator! What will happen with my traffic?quote> You have from the sounds of it had the HSRP Mod installed for quite some time. IF you install the NAM Traffic Simulator files, it is going to do nothing, because the HSRP loads after the NAM Traffic Simulator. IF you want to use the NAM Traffic Simulator rather than the HSRP Traffic Simulator, you should change the name of the NAM Traffic Simulator file to z_ and place it in the root Plugins folder so that it will load last. Now, the reason HSRP includes the Traffic Simulator is because it edits the speed of the Monorail system. The purpose and function of the new NAM Traffic Simulators are to restore balance and address some issues as best as we could. It has been found that changing the Speed of a network without properly calculating other portions of the rest of the Simulator is not the greatest thing for your Simulation and how it is intended to work. With, the new NAM Simulator the speeds are very similar to the original speeds set by MAXIS. So, your Monorail(HSRP) speed will be different from the HSRP mod. When Warrior rebuilds the HSRP it will be a SAM-like mod that will remove most of the other stuff from the HSRP mod, some things from the HSRP will be extracted and re-uploaded separate, due to the new functionality of the mod and allow you to keep the original monorail system in place. I hope this helps you to understand the structure of what is taking place.
  23. HSRP - The End for now

    Johnathan, your on fire! You have been doing an AWESOME job. Keep up the work, I cant wait to use the Alpha.
  24. Of Railyards and Steel Mills

    Originally posted by: Voar Tok OK, I don't really know anything about the MML or what exactly it's purpose is (I have an idea) but the point of the issue remains that if NCD and the rest of the team don't want to do something, then they don't want to do it, and it's not our place to be making a serious issue out of it. They can make it however they want, so how about we let them make the thing?.quote> MML = Menu Management Lot The basic pricipal is to make all the lots in a set a reward and hide them in the Menu System as hidden rewards. When a "Construction Lot" (a lot the is designated as the Reward requirement) is placed it will unhide the set of lots and allow them to be used. This essentially shrinks your menu to a select group of MMLs. The limit with this is that you cannot re-hide the Menu Icons unlocked by the Construction Lot, unless you restart your game. Which is not so bad because people dont tend to use everything in one sitting anyways and you can unlock only the lots you want to use in the sitting. There are great benefits from using them...
  25. Of Railyards and Steel Mills

    Since we are all talking "CLEARLY" now... NCD doesnt like MMLs... We cant fault him for something he hasnt researched, now can we? SC4Boy likes MMLs... We cant fault him for doing the research and suggesting it, now can we? Obviously MMLs are good in some situations... and I dont pretend to be an expert on them, but it seems to me that MMLs if done right dont they do allow for multiple plops of the same lot, there are already MMLs of Parks made by Diggis and SFBT that do this, atleast thats my understanding. I havent physically used them so I dont have first hand experience, but I think you (NCD) are basing your decision on bad information. I dont blame you for not wanting to make them due to the time and effort to putting into it and your not here to please anyone but yourself. But, I do think you are getting a little heated about something that isnt such a big deal... All you have to say is "I have to deal with RL, I cannot do this at this time, maybe in the future I will look into it."... That line will get people off your back fairly quickly, trust me I know from experience... hehe. To, be honest though, I would look into the MML thing a bit deeper and harder because it seems to be fairly useful for any set of lots. Jeronij's Urban Canals has one as far as I am aware, but I havent played the game in so long... MMLs arent so bad its just a change in the way of thinking from a creator viewpoint.
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