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Everything posted by 755
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Real Highway (RHW) - Development and Support
755 replied to qurlix's topic in NAM & Transit Networks
1. I've been trying to BAT up a combined one way/stop sign assembly that could be used for intersections in the RHW project. The result: 2. Since my intentions to upload a pack of railroad crossings signals (an example of which is shown back on page 43 of this topic) to the STEX having been repeatedly thwarted by a URL error, I also offer them for the RHW or TLA projects. 3. Regarding the RHW not showing up on the region view map: theoretically, how much work would it be to change the RHW so it replaces the regular Maxis highways so it would show up on the regional transportation map? The RHW is showing much more promise than the Maxis highways right now.- 3,919 Replies
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Real Highway (RHW) - Development and Support
755 replied to qurlix's topic in NAM & Transit Networks
Originally posted by: MaybeMemories06 Beautiful work on the gantries, but I do agree with common opinion that they should go across the whole road tile, like real ones. Instead of looking like it only goes over one lane.quote> Something closer to this perhaps: Given the variations that exist in the real world, I will try to have a few different versions available. I am also not sure how these will eventually be released: as part of some larger project such as the rural highway or ground light rail, as unrendered BAT files (for greater customization), or as prop files.- 3,919 Replies
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Real Highway (RHW) - Development and Support
755 replied to qurlix's topic in NAM & Transit Networks
I've gotten the signal complete except for texturing. Here is a test shot with the signal on an adjacent park lot:- 3,919 Replies
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Real Highway (RHW) - Development and Support
755 replied to qurlix's topic in NAM & Transit Networks
I haven't seen anyone else BAT one of these so I tried and came up with this: It still needs some minor work such as finishing the maintenance catwalk and a few other small pieces. It is not animated though. I though it or a variant might look good for a RHW railroad crossing. The two-way stop flasher I was working on ran into the problem of being unsightly when imported into the game, so I've temporarily put it on hold. (edited to get image to show)- 3,919 Replies
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Real Highway (RHW) - Development and Support
755 replied to qurlix's topic in NAM & Transit Networks
I have been working on a two-way stop flasher that might be useful for two-lane RHW intersections with streets: It's not animated, and I haven't had any luck adding the half-circle visors over the lenses in the BAT. Depending upon the amount of free time I get, I might be able to do one for a one-way RHW intersection with a street.- 3,919 Replies
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I ran into a small problem using the DrawPaths cheat last night, but it may have just been my computer. I enabled it with the Avenue Y-stack about in the center of the screen, and then the game crahsed with a windows error message of a "visual driver failure," which required a full computer restart to get everything back to normal. I wasn't able to replicate the crash though.
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Kind of nice to have an in game clock via the "ShowTime" cheat. I tried the ShowAllPaths with some of the custon interchanges found in the NAM. Some of the x's and arrows were changing colors on the Avenue Y-stack and on the elevated highway-ground highway stack.
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My list of desires: 1) The ability to add new networks and easily copy the existing ones so they can be easily tweaked, like being able to have multiple types of roads or streets availble with only one difference, such different vehicle speeds or textures (being able to choose between concrete, asphalt, gravel or dirt). 2) The ability to toggle random disasters on and off, and select the type of disasters you want to randomly occur, like having only lightning strikes occur randomly and not have a city killing earthquake. 3) Better freight traffic simulation on a regional level; trucks and freight trains wouldn't dissapear at the city limit if there is another city on the other side. Instead, they would try to reach the nearest region boundary. 4) The ability to set the land area of cities. Instead of having only a few sizes to choose from, one could set the size themself, especially to get cities larger than currently allowed. 5) More zoning types, like an ability to zone low pollution industry, more density controls (to block those 3x3 R$$$ lots that keep popping up after zoning and then rapidly decaying in my cities) or maybe recreational zoning instead of having to plop parks section by section. 6) The ability to add more types of signs (the ones under the mayor menu in the same section with adding trees). It would be nice to have different categories, like natural feature or road signs, possibly with different shapes/designs for each. Also the ability to have filters for the different types. 7) Ploppable residential, with the transportation query accurately reflecting the occupancy shown in the other query tool (this goes for commercial and industrial also).\ More options for the region views, like being able to show new networks like the ANT.
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I would like to see more varieties of double decker puzzle pieces made like el-rail over one-way road, regular rail over various networks, and one-way road over various networks. Also one-way road viaduct puzzle pieces that go up another level/higher and can cross over the existing one-way viaduct puzzle pieces would make it easier to create custom interchanges.
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In one of my cities, a four-lane rural highway has less capacity than an avenue. Therefore, could the capacity be adjusted in a future version? Also, could the speeds also be increased to be the same as the regular highways, or at least faster than the avenues?
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Is there anywhere where the dimensions for the various network pieces are given? I would like to try and make some models for new interchanges and maybe try to make a model for a double-deck highway viaduct.
