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75 LegitimateAbout Henry Crun
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If there was a SimCity style game being made...
Henry Crun replied to DCottrell's topic in SimCity 4 General Discussion
Three wishes on my Ultimate SC4, eh? Some nice ideas in the OP and replies. For me, assuming the modern multi-core CPU and memory support is a given.... My first wish would be for a region-wide"Play" button. It would run time in all tiles in the region, updating the demand and neighbour deal values. I'm playing the London region and have 10 developed tiles. It can be a PITA to have to go into each tile in turn and run time, going back and forth through the chains to propogate the I-Ag demand from my residential tile #1 to my farm development in tile #4. I'd like a region view with a mini-info panel on each tile showing RCI bars, a blob for power, water and funds going from green through yellow to red for OK, Warning and Danger. Perhaps an auto-pause and auto-goto tile on danger similar to fire alerts in city mode. The Data Views in region view as well, please. The ability to run the region play button while on a tile, watching the effects in growth/decline/traffic etc. would be all the better! As this is a "What-If", I don't have to work out how to make it all work! Second wish would be for all the fantastic NAM work to be properly integrated. By that I mean getting rid of the little workarounds NAM needs to accomplish its functions. Like drawing the pattern for a street S-bend and vehicles suddenly start to turn sharp left off the road because of the spur to the side one has to draw. And the automata disappearing when going through the FLUPs. I've started using L1 roads, OWR and Avenues with the L0-L1 ramps to create overpasses just so I can see the little cars going over it. Little things please little minds. Getting rid of the need to have x tiles of a network to stabilise it before a transition, curve, ramp, override, etc. would also make me very happy. Third wish would be for totally functional ploppable lots. Plopping the perfect lot and seeing it die because the workers cant (don't?) go in and out is a shame. I know there's workarounds but this is my Ultimate SC4! (and we don't want "There's a mod for that") Similarly, removing the need for lots to be "connected" to a street. I always liked the SC2K/SC3K idea that so long as the lot is within x tiles of a street, it would grow/function. I liked having houses facing the sea or lake or cliff edge with the road running behind them. - Dave -
Lunchtime in Woxdon
Henry Crun commented on armpit43's gallery image in The Great British Simtropolis Club's Images
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Somewhere in Surrey
Henry Crun commented on armpit43's gallery image in The Great British Simtropolis Club's Images
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RHW-8S and D1 DRI. Let's do the Timewarp, again!
Henry Crun replied to Henry Crun's topic in NAM & Transit Networks
Thanks for confirming, @Lucario Boricua. It's a big help knowing you've done it right! I fully understand the mechanics now. As you say, it needs thought and planning. I am running the RHW with no tile gap between the carriageways as this is the norm in the UK. We only divide the carriageways when we absolutely need to! I was using RHW-6C/8C and that worked fairly well. @rsc204 recommended 6S/8S for the flexibility, which I do get. I can see a lot of 6C -> 6S -> Ramp -> 6S -> 6C transitions in my plans! Thanks, -- Dave -
RHW-8S and D1 DRI. Let's do the Timewarp, again!
Henry Crun posted a topic in NAM & Transit Networks
Hi all, For the title, I reference the song from The Rocky Horror Picture Show (just in case) in that drawing this out, the RHW does the "jump to the left". This might be a known problem but a (very) quick search here and on SC4D didn't throw up anything. That might be search terms, though. I'm drawing these patterns, flipped as I'm drawing on LHD RHW. D1 Outside. A stretch of RHW-8S. The RRW and road tiles are to show where it is when I start So, I end up with the RHW one tile to the left of where I started and have to bulldoze the redundant tiles to the right. E1 Outside. Not repeating the process but just to show the same happens here. What does the panel think? Is this unfortunate but expected behaviour? The A1/B1 ramps work fine and the RHW is exactly where it should be. In the 3rd step above, if I drag south instead of east, the RHW below the ramp ibecomes RHW-10S and stays in place. Thanks for looking -- Dave -
Hi @Flann Thanks again for the quick response and the fix is good! Thanks @rsc204 and @Lucario Boricua. I didn't mean my comment to suggest it wasn't worth while reporting, just an attempt at a bit of banter rather than a dry post! Be assured I will report everything that I can positively reproduce and where I am certain it's not me being an idiot, forgetting to RTFM, etc. Thanks all! -- Dave
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Hi, Oh, so small a glitch that I'm almost embarrased to point it out. Almost. I noticed in the NAM RHW Docs that the default QuickChange A1 ramp can be overridden with a D1. The L0 RHW - L1 Surface looks okay. The L1 RHW - L0 Surface, annoyingly, has a yellow lane border. This is LHD with Euro LHD textures. Thanks, -- Dave
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Directory of UK builders
Henry Crun replied to armpit43's topic in The Great British Simtropolis Club's Topics
Dexter has a few plugins. -
Hi @Simmer2! (I'm not sure if that is the correct way to reference your post. I didn't want to fill the page repeating your images) Thanks for those fantastic artworks. They set a very high bar for me to get to! I'm fairly new and investigating a fair bit to find a style that suits. As a Brit, I'm hoping to play the game with it looking somewhat like UK. So far, I've investigated NAM, SAM, NWM, RRW, RHW, REW, still getting to grips with MMP. I'm currently investigating what effect a Terrain Mod has and whether I have or need a tree controller. Perhaps I should change my handle to Kevin Turvey. I appreciate as a creator it can rankle to see it not used to it's best! That was my first splash using them, the rest of the farms just use Maxis/Girafe trees for borders. Previously, I've used a mix of Pedmalls, @rsc204's Hedge Set and the late @SUICO's Farm Fences, trying to get a handle on the look and feel as well as the utility (Sims moving around). An example is from another test tile where the town is bumping up to the farms. I will tidy up the walls, I promise! I have to admit, though, that I like some of the less than perfect joins. It looks like Derek, the junior farmhand, was a bit too keen backing the tractor out of the shed and knocked the wall out of line! I think he may be responsible for this bit, too! To you and all the creators I tip my hat and raise a glass in thanks for your imagination and effort. One day, I will post in a "Show us your railroad" thread my use of the Danforth, Victoria Park and Curzon Street stations. The latter is particularly interesting as the location and remains of it are a few miles from me. -- Dave
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Just across the river from Big City in Timbuktu, some @CorinaMarie-inspired farms, using some of the techniques outlined to get the Out lots to build exactly where I wanted. A small town to the north around the rail connection falling to farms with a couple of small villages in the midst. Some industry starting to creep in on the south border. I've enjoyed using @Simmer2's Dry Stone Walls to give the real rustic feel.
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Hi @rsc204. Thanks so much for the fix. Works perfectly! No re-plopping of the roundabout pieces either. A city shot of the Big City tile showing the avenue network that I needed to address: You can see the right angle roundabout at the top left corner of the triangle and the straight-through roundabout mid right. Both let the tram traffic flow through now. Thanks again to you and the NAM team for all the effort making this work so well. -- Dave
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Hello! Me again! Flushed with the success of tidying up my messy RRW junctions, I thought I'd have a go at getting rid of some road traffic on a main avenue thoroughfare by using the Tram In Avenue. I'd used it before but this time I needed to use the Tram through a couple of Avenue roundabouts. The straight-through roundabout piece has a strange path that cycles from white to pink on one side. The 90o roundabout piece has an arrow pointing in the reverse direction. Both are what would be the left hand direction in my LHD setup. Here's the pieces in my standard RHD test setup: And the pieces in my normal LHD UK English setup: I've tried to highlight the areas with my yellow lines again. Many thanks. -- Dave
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Hi @Raymond7cn, I wish you good luck in rediscovering this location. Trying to find a particular church with breathtaking views, built seemingly on a cliff edge in Greece is like trying to find a specific piece of straw in a very large haystack, especially when taking in some of the islands. A couple of examples just from the island of Santorini (I admit I thought of Thera/Santorini when I saw your request): (links to Google Maps, not my photos! ) The Resurrection of the Lord Holy Orthodox Church Three Bells of Fira I hope you succeed in finding or remembering the location. Please let us know if and when you find it again. I'm sure it is spectacular if it caught your eye! -- Dave
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Absolutely no need to apologise @Eggman121. I don't get this level of support (and at a weekend!) from our Tier-1 support partners that I have SLA contracts with.... I tried play RHD as more content seemed to work but I just can't stop drawing the OWR roundabouts LHD! I concur with @CaptCity that this patch fixes the reported issues. This is a screenshot of a train going through the Y in the area I am trying to tidy up. The B2 turnouts fit more with my idea of the high-speed TGV system than the tighter turnouts. It makes me so happy watching them, like being a kid with a train set again. Thanks so much for your effort and help. Very, very much appreciated. -- Dave
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Hi @Eggman121 Thanks so much for your help. The B2 turnout works perfectly. The B2 Wye FLEX piece still has parts of the path missing. I've tried to highlight them below with wonky MS Paint skillz! Thanks again for your (speedy!) help. -- Dave
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