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"Discovering Xá" Xá or Ciudad de Xá is a touristic city of Metzú Republic. Is situated some 55 kilometres of capital city, Yuti. It's an important urban area. Some industries are concentrated here. There are a commercial zone, with great importance in Metzú Economy. Xá has the biggest airport of Metzú, called "Aeropuerto Nueva República". Supplies the capital city, principally. Full map Population: 42.140 (2024) Metropolitan Area: 240.658 Main Activities: Tourism, Financial Services, Manufactured Industries. Metropolitan train: Underground: Línea 1 (Line 1) Available stations: 10 Start: Xá / Plaza Central End: Villa Hermosa Centro We hope you visit our cities, See you on the next article, Stranger.
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Entry no.49 - Highway 704 Extension
TakemeThere posted a City Journal entry in Pretoria Metropolitan Area
This update marks a return to the original concept I had for the CJ all those years ago: functional transportation improvements. You see Houston, we have a problem... While my region's highway network is already quite extensive, it turns out my constituents think much like Americans—you can never build enough freeways to satisfy them! In Pretoria, one of these issues exists in the Middle East Borough, where Lindin City is located. Overview of the Problem Below is a regional overview of the all the highways and interchanges seen so far. The main goal of the highway network is to efficiently funnel rush hour traffic to and from the Central Pretoria(where the Central Business District/CBD is located) from each of three boroughs; The North Point, Middle East(M.E.) and South Shore - Only the latter two are relevant in this location. Traffic from the South Shore and Middle East Boroughs have three options to cross the large bay and river standing between them and Central Pretoria. These 3 options collectively provide 16 lanes of highway traffic. IRL, a single free-flowing highway lane is estimated to allow a little over 2,000 vehicles per hour(a range of 1,800 to 2,400 vehicles to pass per hour) this gives us a capacity of around 16,000 vehicles per hour, per direction in total. However, it's important to note that once congestion reaches 100% or more capacity decreases to around 1,500 vehicles per hour. In the overview above the westernmost crossing is the six-lane Cisco Bay Bridge, connecting Dresden and Calgon via Highway 702. Built in 1964, this bridge is always at 100% capacity and often higher approaching 110% to 120% during rush hours. When free-flowing, about 7,000 vehicles per hour can use the bridge in the peak direction. But when congestion exceeds 100% traffic starts to slow down reducing capacity to around 5,000 vehicles per hour and causing hour-long delays. It experiences this severe congestion because this bridge carries about 90% of the traffic from Dresden and the South Shore. In terms of real-world equivalents, it's comparable to the San Francisco–Oakland Bay Bridge or the George Washington Bridge in terms of regional importance. Next we have the six-lane Sky Bridge, which crosses the narrowest part of Cisco Bay via Highway 700. The current cable-stayed bridge, built in 1989, replaced a cantilever bridge built in 1937. Before Highway 704 was built and connected to Spaghetti Junction, this bridge operated at about 85% capacity with a traffic flow of about 5,500 vehicles per hour per direction, while handling about 70% of the traffic from the Middle East Borough and the remaining 10% of the traffic from Dresden and the South Shore. Lastly, the easternmost highway crossing is the four-lane Higgs Boson Bridge-what can I say, I like science! This bridge carries the eastern stub of Highway 705 over the Trueno River and rarely operates at over 50% capacity, averaging between 1,500–2,000 vehicles per hour in the peak direction. This low capacity factor is due to a major constraint: the eastern stub of Highway 705 lacks a direct interchange connection with Highway 700 in LC. Instead, it funnels traffic directly into the downtown area, which is perfect if that's your destination but not so much for drivers who want to go beyond there. These drivers must navigate multiple intersections and a low-capacity single-lane on-ramp that feeds traffic onto the northbound 700. Unfortunately no practical solution exists to fix this problem, an interchange at this location is prohibited since it's located in a dense neighborhood and would require the demolition of a large number of buildings to accommodate. While I do love my highways, that's a non-starter. This route is however also still useful for people who traveling through LC to connect with the western section of Highway 705 and heading to work in the large industries of Baycole(e.g. The Apotex Refinery). This lack of a direct connection between the 705 and 700 wasn’t a huge problem since this traffic would not detour onto the 705 but instead just continue down the 709 and connect to the 700 in Cisco Bay instead and from there cross the Sky Bridge on its way north to Central Pretoria(path 1 on the street map below). However, the situation worsened after Highway 704 was built, which is ironic since that highway was constructed to alleviate congestion, though on a different part of the highway network—in the 700/707 joint section. The 704 provided a congestion-free alternative to the CBD and even though this was a much longer route for people travelling from the South Shore to get to the CBD, it was still a often a quicker alternative to being stuck on the perpetually crammed Cisco Bay Bridge. This increased the proportion of South Shore using the Sky Bridge from 10% to 25%, which brought that bridge's capacity to 100%. The solution was simple - create an alternative connection to highway 700 & 704 from the 709 so as to take advantage of the spare capacity(about 2,000-2,500 vehicles per hour/direction) available on the underutilized bridge located there and divert traffic away from the route over the Sky Bridge. This new section of highway would designated as a southward extension of the 704 and turned Spaghetti Junction into a 5-way interchange; The best and most cost-effective path was determined to be along the red dotted path seen on the local street map below. The land through which is entirely undeveloped resulting in very few NIMBY concerns and makes use of the existing highway bridge and interchange between the 705 & 709. An alternative and slightly more direct route along the purple dotted path was also considered, but this would require the construction of a new river crossing, new interchange and required some expropriation & demolition in Mayfield, all for very minimal time savings at a much higher cost- thus it was declined. Synopsis from above; 1 - The long route that most traffic currently takes and has resulted in congestion on the 700 over the Sky Bridge and through LC due to increased traffic flow from Dresden(purple arrow) to the 704 2 - The short but less preferred route because it's such a go through Downtown LC (exactly where the #2 is on the map). Having so many extra cars cutting through the downtown area also creates an unsafe enjoinment for road users and pedestrians alike, a situation the current major of LC promised to rectify. Hence why he had no objects over building an entirely new stretch of highway in another part of the city. 3&4 - Additionally some traffic from the 709 also began to spill out onto local 2-lane streets and roads in an attempt to seek out alternative and less congested routes, which were never meant to be main thoroughfares. Overview of the Project Here's the end result beginning with an overhead shot of the entire extension and a high zoom shot of the area around northern entry point 2. We'll follow that with by a series of close ups at various angles where the 704 branches off from Spaghetti Junction The 707 turns north-east here with the NB lanes running under the 704, while the 704 continues eastward before curving south 5. A 550-foot tall structure called the LC Hillsboro-Roads Transmission Tower overlooks the junction While making this update realized I never released the updated HD-version of this particular BAT with the others a few years back. So for those of you who would like your own citizens to worriedly question; "just what is that thing really being used for...?" here is the updated version of this dark and nefarious looking hi-tech tower, heheh... 😁 Junctions in motion 8. 9. Tall sound walls are used to reduced the noise pollution coming off of the highway so that the residents of the Neighborhood of Rockcut can get some sleep If you're wondering what that high-tech looking lot at the top of the last couple of images is, that would be the Hillsboro TS (Transmission Substation) which was originally featured all the way back in entry number 2! The substation and local area has undergone some changes since it was last seen on the CJ 12. 13. Moving on to the Duluth Road interchange which passes diagonally underneath. An embankment was built up on both sides of the road so that it stayed open while the highway was built Further back we can see how dramatically the highway curves southward as it moves through the neighborhood of Rockcut 16. These next couple of shot might be my favorite because of the "open" feel to them 18. Messing with the angles a bit 20. 21. 22. 23. Back to some normal angle closeups, with an mmp focus 25. 26. 27. Emerging from a tunnel underneath the 704 is the Fastraxx ME commuter train line. Previously I had this tunnel continue under the river in a tunnel but then I thought wouldn't it look do much more interesting to have it pop out here and go over it instead? 29. 30. That little single piece road tile I left there is the last remaining remnant of a road bridge over the river that previously existed in this spot 32. 33. Playing with the angles again 35. 36. 37. Moving on to the next portion, overhead high zoom shot of the entire southern section of the extension I think seeing the automata in motion really helps to get an idea of the changes in the elevation grade of the highway quite well. Straight down; Looking North Further back Even further back still "World's smallest interchange" merger of the 704 extension and the 705 stub, might need to upgrade this mini-interchange in the future if demand warrants it The Lealand Sewage Treatment Plant is tucked in this little corner of the city as well Taking a look down the river towards the rail bridge 45. 46. The "Butterfly interchange" between the 704/705 and 709 48. 49. Concluding the entry I some long & wide pano shots; South East view North West view The completion of the new extension was indeed a success and reduced the congestion over the Sky Bridge by transferring about 1500 to 2000 vehicles per hour in the peak direction to the bridge in LC instead. But who can say how long this will last for before the effects of urban sprawl rear their ugly head again. This will likely be the last time I work on this city, a final few parting city-wide shots 53. 54. Sayonara L.C. it's been fun 👋- 7 Comments
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Entry no.48 - The Movement Episode
TakemeThere posted a City Journal entry in Pretoria Metropolitan Area
Last time I showcased the 3D CAM in the City of Cisco Bay, this time around it's neighbor Lindin City takes the spotlight. Unlike CB Lindin City has undergone some notable changes, but I won't be covering that today because the central theme of this entry is movement; First some still shots of city from new angles. Here's downtown Lindin City with the Mount Royal transmitter overlooking it 3 4 4 5 5 6 7 8 Perspective view of the city Skyline Moving to the largest object in the city, the infamous Spaghetti Junction. Here's a 360 drone view of the interchange from various unique angles 12 13 14 15 16 17 18 19 Now lets get to the Action! Spaghetti Junction is now a fully functional 5-way interchange, more on that later. The 3D CAM really brings out the best in NAM interchanges, especially since they are true 3d models and don't deform no matter which angle you view them at 23 I particularly love the way highways look from lower angle vantage angles like this one, this is my favorite shot of the set; Straight down views also work very well for NAM highways, Looking directly East Now Westward, Zoomed up, On to the next city over, part of the Spaghetti junction interchange spills over into the town of Evermore as well And finally looking back East again. Next time we'll check out a major new development in the city, have one last look at Dresden and then move on to new areas of the region, chow for now!- 11 Comments
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Multitribalism - cities and compromises
TheMurderousCricket posted a City Journal entry in SimCity: Tribalism
The completion of the first three highways (or "rigdallir" in the local language) has been an important event in New Udanani. It opened up Southern and Central-Western New Udanani to new possibilities like scientific and economic exchange but also quick transfer of people and goods. Isolated cities became connected and previously long travel times, shortened. The strip around these fast throughways is referred to as "BRASS Belt" - an acronym deriving from the names of all tribes that have access to the highways (Businesspeople, Residents, Altruists, Smileyfaces and Slackers). Today, we shall take a look at two cities laying within BRASS Belt. What makes them special is that they are all run by more than one tribe. Some of the Readers may remember the momentous meeting between the Businesspeople and the Smileyfaces. The city of Breadwinner Ponds, the fruit of their alliance, remains a combination of commerce, advanced industry and various happiness-enhancing urban features. Recently, the Smileyfaces took a lead in further development of the city. A new, large neighborhood with a residential character was started, adding to the acreage and population of the city. Most of these new residential areas are occupied by both the Smileyfaces and the Businesspeople without any cross-tribal problems. Homes and houses belong to different wealth levels too and no citizens are excluded from this new community - one of the principles that the Smileyfaces follow in their city designs. The tribe has even managed to create a tiny public beach on one of the pond's shores. The new area is quite distant from both industrial and commercial workplaces. This is why Smileyfaces decided to transform some parts of the city in order to introduce a cool and fast way to commute from the new neighborhood - a monorail line that connects Northern part of the town to the city's downtown and industrial regions. It's an impressive project if one understands how tightly-packed the urban development is in the local area. As you can also see, some of the Businesspeople shop owners established new businesses around these new transit stations, anticipating increased customer traffic nearby. Some tensions and disappointments spark up in the new neighborhood nonetheless. Some Businesspeople officials notified the government that the Smileyfaces have introduced industrial areas into the new zone. Although very small and non-polluting, the place causes strong opposition from some policymakers... Not to mention the fact that monorail line reduces the car (and customer) traffic along downtown's busiest roads. Except, of course, those in direct vicinity of the fancy, modern stations... Due to the fact that Breadwinner Ponds economy matured and stabilized, it finally became possible to modernize the city's utility installations. Accordingly, water pumps underwent major maintenance work and the old-fashioned oil power plant was replaced with a powerful Smileyface-designed solar collector. As part of the so-called "critical infrastructure" it has been built next to the local military base for additional security. Before we move on, take a few last looks on Breadwinner Ponds. The following pictures show how Smileyface and Businesspeople building styles mix with each other (and prove that the city is not just a haphazard design of a nameless mayor!). Take a look at the relaxed, leisurely and somewhat "random" Smileyface neighborhoods. Then, compare it to the more organized and formal Businesspeople landscaping. Far away, on the other end of the BRASS Belt, an important new event takes place and many Udananites are closely following the developments there. An area previously known as the "Friendship Village" was turned into a new town. What makes it unique is that it is the first town in New Udanani owned not by two but by three different tribes! Common Interest is owned by Businesspeople, Residents and Altruists. Tribes involved in the construction of this town were chosen as a result of the poll offered in this episode (thank you for your votes!). Here is a bird's view picture of this new, unusual town. If you look closely you will notice that, just as in Breadwinner Ponds, it is easy to determine which neighborhoods are dominated by which tribe. Take a look at the pictures and a moment to analyze them. Can you see walls of trees, surrounding well-off housing projects? A landscaping which helps to maintain high land values and a general elitist homebuilding tendencies? Finally, lack of industry and bland, uninteresting farms which are considered to be no more than "necessary evil" for the town to grow. These neighborhoods are inhabited by the Residents. A little bit further to the East, you can see a lively conglomerate of various commercial and shopping areas. Note that they are strategically placed near the R-3 highway exit which guarantees large number of customers and travelers. Of course, this spot is governed by the hardworking Businesspeople. Last but not least, there is a well-developed residential area in the Southeast corner of the town. It has a distinct circular shape and all basic city services that people who live there may need. A few farms are also present in the area providing not only employment but also a soothing, aesthetically pleasing landscape... Without a trace of doubt, this is an area managed by the Altruists (and which the clever Businesspeople encroached upon slightly). As you can see, Udananian tribes are keen on finding common language with each other and cooperation experiments like Common Interest are bound to become more frequent. It may still take a few years before this trend yields more impressive results, but the process as such is quite fascinating. One of the key problems for these new towns are, of course, the finances... When tribes coexist in a single town, it becomes quite a headache to allocate sufficient funds to all who ask for money - an issue that has been hotly debated among the Businesspeople. One of the ideas to boost city income is to legalize gambling but, given the controversial side-effects of such measure, the tribes cooperating with the Businesspeople have requested you - The Revered Spirits of the St'ropoli Dimension - to determine what should be done about this issue. Gambling is one thing, but there are plans which seem to be even more disconcerting then potential rise in crime... In their never-ending chase after profits and money, the Businesspeople tribe wishes to add another brick to Udananian economy. The problem is that their plan is considered to be very controversial and involves development in a special, forbidden zone... Comment replies: @Tamijo - Yes, no school busses. Kids often eat candy and junk food so more exercise will circumvent diabetes, obesity and other health problems. It's a truly Altruist method! @lynchkyle - Thanks! @TogaMasterJohn - I'm happy you like Charity and yes - those are pedmalls. Old, ploppable versions of them (I didn't upgrade NAM). They work quite well connected to transit stops but can also act as shortcuts between parallel roads.- 3 Comments
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The NAM Team is pleased to announce the 48th release of the Network Addon Mod, NAM 48. DOWNLOAD LINKS (All Cross-Platform) ModDB STEX (currently redirects to ModDB) SC4Evermore What's new in NAM 48? Here's a list: RealRailway Features: Draggable OxD, DxO, and DxD crossing support for L1 and L2 ERRW (DTR) over Road, Street, SAM 2-11, One-Way Road, Avenue, RHW-2, Rail, and STR has been added. Fractional Angle Starter Pieces have been added. Pedestrian Revolution Mod Features: Seven new draggable PedMall Bridges (built with the Street network) have been added. Aesthetic improvements have been made to the midblock crosswalks, with regional variants (US version gets HAWK crossing signals, EU versions get standard traffic signal). Street Network Improvements: Diagonal intersections have been redesigned. Some orthogonal Street intersections have received improved textures. Some aesthetic improvements have been made to streetside signage (including US and EU variations). RealHighway Features: The Orthogonal FLEX On-Slope Height Transitions have been reimplemented, supporting tighter configurations with FLEXRamps and drag-through construction. The MIS x Road orthogonal intersections have received textural improvements. Language Support: The NAM is now fully translated into Italian (thanks to Ulisse Wolf) and Korean (thanks to SimCitySquare). Translations have been expanded for French (thanks to hugues aroux) and Portuguese (thanks to SDA). Additional information, including installation instructions, can be found in the read-first-NAM-48.html document, included in the download, and also attached below. -The NAM Team read-first-nam-48.zip
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Hello, I've been slowly learning NAM and getting better through the help of instructional videos. That being said, I am highly challenged by something that despite watching videos and searching for posts to help is vexing me a bit. I am having difficulty doing much with highway and ramps when it comes to dragging them where it is I want them to go. In the videos I've watched, it looks rather simple, yet when I try to do it, I get nowhere. I am versed with the TAB, CTRL, HOME, and END keys. I understand Starter Pieces. Once I lay down the type of Starter Piece, I want in the direction I want, my objective is to lay it in the direction I intend it to go. When I try to make a curve though, I get stuck just dragging it in the direction I want it to go to. Same with ramps. I thought it was supposed to be that I'd lay down a ramp piece wherever I wanted a ramp to go along my highway and continue on with the highway in the direction I wanted. Further, I thought once the ramp was skewed off from the highway that I could place my mouse at the end of the ramp and draw it through to wherever I wanted the ramp to connect to. I am having no luck even in getting the ramp to extend beyond the ramp piece I set down. At this point I'm convinced I don't understand what I'm doing at all with the real highway system. I want all sorts of highways. I want elevated ones, ground level ones, etc. I also feel I don't know how to properly cycle through elevation changes. In the videos I've watched you can see the meter height as you cycle through. I'm not seeing a meter reading at all. Again, at this point I just think I'm not getting the concepts laid out in the videos at all. Part of the problem is I feel the videos quickly mention a concept, followed quickly by the YouTuber moving their mouse quickly and saying something along the lines of, "See? You can do this!" Followed inevitably with them quickly bulldozing the whole thing. From my perspective it looks like it's supposed to be a pretty simple drop and drag process, but for me that doesn't seem to be the case. Could someone either list for me a video (or videos) where the concept is explained at a slower pace along with a thorough explanation of how to make highways and ramps do the things I've described I want them to do. Even if it's a different process than I currently might be misunderstanding; if the correct process could be explained in the video(s) I'd be much appreciative. Failing that, if anyone could plainly explain it to me in response to this, it would help a great deal. Right now, I'm feeling kind of dumb as everything else has come to me with little effort. Thank you in advance!
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I have a few questions regarding mods since I'm relatively new to modding SimCity and would like to get certain results but am unsure what would be the best mods to take. First off, On the official EA page for SimCity 4, there are a few images containing mods. The first image in particular has a below ground highway, and I would like to replicate this. What mods would I need? Only the NAM? There are also some pretty nice seawalls, what mods would you guys recommend to get nice seawalls and canals? Finally, The image has a sort of boardwalk/port. What mods would you guys recommend to do something similar? I would also like some mods for general purpose big park making, that would be awesome.
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The NAM Team is pleased to announce the 47th release of the Network Addon Mod, NAM 47. DOWNLOAD LINKS (All Cross-Platform) STEX ModDB What's new in NAM 47? Here's a list: Pedestrian Revolution Mod Features: The NAM Team is pleased to present the Classic Draggable Pedmalls, courtesy of Ulisse Wolf and Lucario Boricua. These come in 8 styles, 6 of which are equivalents to the Pedmall Puzzle Pieces, and introducing 2 new designs: the Retrowave Red Brick, inspired in the old brick texture used for the U-Rail in earlier NAM versions, and the Industrial Style, using the concrete surface typical of industrial lots. The initially supported features of these pedmalls include: Multidirectional draggable starter pieces using the Street network, supporting all orthogonal, diagonal, intersection and roundabout configurations, with the exception of wide radius curves. Intersection support (OXO T and 4-way) in the form of mid-block crosswalks. These support Road, Avenue, and all two-way Network Widening Mod override networks (TLA-3, AVE-2, ARD-3, NRD-4, TLA-5, RD-4, RD-6, TLA-7 and AVE-6). These draggable pedmalls are also compatible with the FLEX mid-block crosswalk pieces. Special underground paths enable residential zone development, while crossings discourage car traffic through restricted car paths. In addition, some enhancements to existing functionality have been implemented: The override code for the size 3 mid-block crosswalks for TLA-7 and AVE-6 have been overhauled, enabling these to be overridden from one side. RealHighway (RHW) Features: RHW-12S A new, 12-lane quadruple-tile RHW network (separable into two dual-tile halves, carrying 6 lanes in each direction) has been added, with the following features: Three height levels are supported: L0/Ground, L1/7.5-meter elevation, and L2/15-meter elevation. Transitioning between these height levels is supported by the ramp-style FLEX Height Transitions (FLEX-HT), as well as the FLEX OnSlope Transitions (FLEX-OSTs), by connecting them to the RHW-12S networks. The RHW-12S features the same network crossings presently available to the other S-Type RHW networks, including crossings in all orientations for all Maxis base networks, all other RHW networks, Draggable Ground Light Rail, and Draggable Road Viaducts (L0-under-Viaduct-only), plus Orthogonal x Orthogonal (OxO)-only support for Network Widening Mod networks, Elevated RealRailway (ERRW) Viaducts, Tram-on-Street, Tram-in-Road, and Tram-in-Avenue. Limited Hybrid Railway (HRW) support also exists. Extensive ramp interface support: supported ramps using FLEXRamps and Draggable Ramp Interfaces (when applicable) include Orthogonal Type A1 (all levels), Type B1 (all levels), Type D1 (all levels), Type E1 (all levels), Type A2 (all levels), Type B2 (L0 only), Type D2 (all levels), Type E2 (L0 only), Type A1-Inside (all levels), Type B1-Inside (all levels), Type D1-Inside (L0 only), Type E1-Inside (L0 only), the new Type A3 (L0 only) and Type D3 (L0 only), plus Diagonal Type A1 (L0 only), Type B1 (L0 only), Type D1 (L0 only), and Type E1 (L0 only). FLEX Width Transition (FLEX-WT) has been added, to support width transitions between RHW-12S and RHW-10S at all applicable height levels. FLEXFly over and undercrossings are supported with the RHW-12S (orthogonal-only, as diagonal undercrossings for FLEXFly do not presently exist for any network). Several bridges have been added (see Bridge section). Support for FlexSPUI is presently limited, and Three-Level Crossings are not yet supported. RHW X3 Ramps: The first two FLEX 3-lane ramps, in A3 and D3 configurations, have been provided for RHW-8S, 10S and 12S. At present, only L0 support is available. General Improvements: Some enhancements, courtesy of memo, have been made to facilitate FLEXFly-over-FLEXFly functionality. Some enhancements, courtesy of Flann, to elevated RHW network models have been added. Various adjacencies involving RHW x RHW crossings next to the base orth-diag curve on the smaller networks (RHW-6S and smaller) have been addressed. Bridges: A multitude of new bridges have been added, courtesy of IDS2 and Kitsune: New viaduct bridges for L0 RHW-8S, L0 RHW-10S and L0-L2 RHW-12S. A pair of new Steel Arch bridges for RHW-10S and RHW-12S. Base Network Features: A new 5x5 90° Wide Radius Curve FLEX piece has been added to the Avenue network. Miscellaneous: A huge number of bugfixes have been done for this release, including: Various RHW situations involving "tile drops", such as the RHW-8S-to-6S FLEX Width Transitions, the RHW-8S Type D1, E1, and B2 ramps, and the RHW-10S Type D2 and E2 ramps, have received considerable stability upgrades. The orientation of the Road end-T on OWR-1 intersection has been corrected. The orientations of certain NWM intersections involving the OWR-1 network with Euro textures have been corrected. Stability improvements have been made to the Ground Light Rail crossings with various wider RHW networks. The Dual Type 230 QCXs with L1 Dual Type 230-over-RHW-8C/6C and RHW-10S/8S have been improved. Issues in which lane drop arrows appeared in the wrong places on the S-to-C FLEX Width Transitions have been corrected. The ramp textures for the RHW-10S Type D2 and E2 ramps, as well as for the RHW-8S Type A2-Wide and B2 ramps have been improved. Orientation and stability issues have been fixed with the Avenue-based AVE-6 and its Thru-T-intersections with Street, Road, and One-Way Road (both Short-T and Long-T). Orthogonal x Diagonal slip lanes involving Road and One-way Road (OWR) have been re-implemented. Several hundred path files across all areas of the NAM have been fixed by memo and Tarkus. More SAM Street crossings with the Rail network have received crossing gates. Euro wealth textures have been added to the Avenue-based AVE-6 network. Additional information, including installation instructions, can be found in the read-first-NAM-47.html document, included in the download, and also attached below. -The NAM Team read-first-NAM-47.zip
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Remove all highways and rail connections mod?
Prince Siegfried posted a topic in Cities: Skylines Modding - Open Discussion
I want to build a city that has no access except by plane. Is there a mod to do so? To create the idea of a town so remote, that it's accessed only by plane? I'm not sure how it will work out economically, but it would be fun to see.- 1 Reply
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A thought came to me today - is there any merit in building avenues and highways early on, before there's enough traffic to actually justify them, just to provide a faster road speed for sims to reach job markets? I ask because I'm trying to find ways to get Sims to commute as far as possible to reach a Downtown office area, in order to create a more realistic, low density LA-style urban-sprawl, and I'm assuming standard roads, with their lower speeds, would lead to commute time abandonment in the suburbs.
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Diagonal elevated highway/avenue onramps not functioning
gubernator posted a topic in SC4 Bugs & Technical Issues
I'm having trouble with my diagonal elevated highway/avenue onramps - they aren't functioning. No traffic is flowing through them in any direction, and lots attached to the avenue show as empty. I've tried to drive along them in U-drive, and if I lock the vehicle to the road it exits u-drive it when I reach the junction. If the vehicle isn't locked to the road, then it just drives through it. The problem exists in every region I've tried it in. No idea when it started, because it seems I've never tried to build one before (or possibly tried ages ago but had this problem and forgot about it). I don't have this problem with diagonal ground highway/avenue on ramps, and diagonal avenues and highways work fine without the intersection; diagonal onramps with roads instead of avenues work fine too. Running SimCity 4 Deluxe (Origin version, but not the borked one) with the latest NAM. Other plugins are: Roadtop MT roadtop subway/bus stations SM2 Geothermal powerplant SM2 essentials SM2 Mega Prop Packs 1-4 Carpack Vol1 I'm running it on an 8th gen Core i7, 16 GB ram, Intel UHD graphics 620 (128mb), 26,466mb page file. Has anyone else had this problem or been able to resolve it? Thanks! -
Entry 78 -- Awnsale [Western Cindersville] + North and South
The British Sausage posted a City Journal entry in My SC4 CJ Scrapbook
Entry 78: Awnsale (Western Cindersville) After three entries in the forests, mountains and wilderness its time to come back to civilization! In this green suburban entry we explore the suburbs of Awnsale which are cut in two by the M6 highway. {---} 1. Awnsale is bound by the mountains south (Rock of Heaven) and north (Pillar), this squeezes the valley and thus the boundaries of Awnsale. 2. Going from north to south. 3. This partial intersection marks the centre of Awnsale. 4. Had some fun squeezing in FLUPs and NAM turn pieces! 5. Awnsale was the one of the first areas I worked on for Cindersville. 6. 7. The bracken on these slopes belongs to the much larger Rock of Heaven which dominates the west in Cindersville. 8. 9. From west to east. 10. The M6 highway. 11. This FAR highway was the source of my inspiration to really push the grid-busting in Cindersville. 12. Sadly there are no available-to-download residential FAR buildings (though C.P. has been working on those in SimcityDevotion over the years), thus I had to make do with diagonal buildings placed against FAR roads. 13. 14. The main road, just above the M6 leads to the northern half of Cindersville's city centre. 15. Death to orthogonals! 17. 17. From south to north. 18. {---} This weekend the tour goes to the eastern parts of Awnsale (which is really the suburbs west of the city centre), so stay tuned for some diagonal and FAR goodiness! Have a good week and don't let 2021 grind you down!- 9 Comments
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Hello, Simtropolis, I currently have NAM37 (I believe...) and I see the new NAM installer has removed some features that I'd like to keep, but I'm thinking of returning to the original Maxis Highways (I installed the new textures, the ones that look like RHW) so I was wondering if there is a way to remove the override and go back to the Maxis ones without uninstalling the NAM, cause I didn't keep the 37 installer. Thank you in advance
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The NAM Team is pleased to announce the official public release of the 37th edition of the Network Addon Mod, NAM 37. Note that, if you are coming from NAM 36 or earlier, this version has major, substantial changes in terms of file architecture and installation procedure. NAM 37 marks the official introduction of the NAM's new cross-platform Java-based installer, designed by daeley. Please ensure that you have the latest version of the Java Runtime Environment (JRE) installed. Download Link STEX (Cross-Platform) Release Notes Note that the NTCore 4GB Patch is REQUIRED, and due to the installer change, is no longer installed by default. Failure to patch the game accordingly may cause Crash-to-Desktop (CTD) errors. The patch can be found inside the download, or downloaded directly from NTCore here, where further instructions on use of the patch can be found. Also due to this installer change, the NAM Controller Compiler is no longer run as part of the installation process. All users will be initially given a full NAM Controller, which has a substantial size. Users not using all features wishing to have a smaller controller can still run the Controller Compiler manually, as it is available in the download. The NAM is also now using a Java-based installer, designed by daeley, which is cross-platform (meaning no more separate Mac versions, and Linux support without WINE). As such, the Java Runtime Environment (JRE) is now REQUIRED to run the NAM installer. It was previous recommended for users wishing to utilize the NAM Traffic Simulator Configuration Tool (TSCT). The JRE can be downloaded from Oracle here. With the new installer, the old NAM installation is no longer removed automatically, so users should manually remove the "Network Addon Mod" and "z___NAM" folders from their Plugins directory. It is recommended, particularly with this Release Candidate, that you back those folders up in a location that is not in your Plugins folder. The "z___NAM" folder has been eliminated, and all files are now installed to the "Network Addon Mod" directory. The RealRailway (RRW) standard for Rail is now the default and only option. The original Maxis Rail specification will be supported via a Legacy Plugin, downloaded separately. Also note that a number of cosmetic-oriented NAM plugins, such as the El-Rail Alternate Implementation, the Bullet Train Mod, and some advanced texture options (largely deprecated) have been removed from the installer. The Alternate El-Rail and BTM will be made available separately. Please note that, much like Maxis Rail, these Plugins are effectively in "Legacy" status, and may not be actively maintained or supported by the NAM Team going forward. Both the original Maxis Highways (MHW) and the "Maxis Highway Override/Project Symphony" (MHO) remain available. The Station Locator, Updater, and Reconstruction Project (SLURP) is also no longer handled by the new installer. A scaled down version of the old installer will be made at a later date to handle SLURP routines. Users wishing to retain SLURPed stations should retrieve them from the "z___NAM\Mass Transit Lots\Station Overrides" folder in their existing NAM installation, where they will be found in the "Mass Transit Lots" subfolder. Note that users running the 64-bit version of SimCity 4 on macOS may wish to refrain from retrieving SLURP stations, as there have been some encoding issues with stations that cause that version of the game to CTD. The new installer also no longer performs a version check. Please note, however, that for Windows users, Version 1.1.638 and above are still required, as Versions 1.1.610 and 1.1.613 have notable instabilities that may have a significant negative impact on the use of this mod. Copies purchased from the Origin Store may still not meet this requirement, and support will not be offered to users with "unofficial" copies of the game. Features List The NAM has switched over to a new Java-based installer designed by <strong>daeley</strong>, with cross-platform support for any operating system that supports the Java Runtime Environment (JRE). The RealHighway (RHW) system has undergone a massive code overhaul ("Mark IV"), greatly improving stability, especially in compact situations. Diagonal x Diagonal (DxD) crossings (grade-separated) between wider RHW networks should now be possible in most situations. The RealRailway (RRW) system is now the default (and only) option for the Rail network. Users wishing to retain the original Maxis Railshould download the separate Maxis Rail Legacy Plugin, when it becomes available. Various cosmetic/legacy plugins, such as the Bullet Train Mod (BTM) and El-Rail Alternate Implementation, are no longer directly available within the main NAM download, due to crosslink and support issues. They will be available as separate downloads, as Legacy Plugins with no guarantee of support or further upgrades. An initial basic version of the RealExpressway (REW) mod is now available. A pathing issue affecting intersections with the Diagonal Streets Plugin, dating back to NAM 20 (!) has now been fixed (thanks to McDuell). RRW Fractional Angle and FlexTrack switch content can now be constructed using easier-to-use FLEX Pieces, rather than memorizing drag/draw patterns. Some limited Fractional Angle elevated support is now available. The Road-based Single-Tile and Dual-Tile Network Widening Mod (NWM) networks now support Multi-Radius Curves (MRCs). For the single-tile networks, override the base Road MRCs with the appropriate NWM network to convert them, and use the dedicated pieces for the dual-tile versions (the RD-6 uses an override of the TLA-5 version--place Road stubs to fill in the "bites" on the RD-6 R4 curve). L3 and L4 FLEXFly pieces are now available for the RHW. RHW FlexSPUI has been redesigned, with improved support for the current array of RHW networks. Support for L0 and L2 is present (use the legacy TuLEP OnSlope to connect to the L2 version). Orthogonal TLA-3 and AVE-2 connections to the One-Way Road Roundabouts are now supported. Three new RHW FLEXRamps are now supported: Type D1-Inside (RHW-4 base), Type E1-Inside (RHW-4 base), and Type D1-Inside Dual Shift (RHW-6C base). Additionally, L1 and L2 support has been added to the Type A2 ramps for the RHW-8C and RHW-10S networks, and the L1 and L2 versions of the RHW-3 network now support Type A1 and B1 ramps. Various "tidal flow"-related pathing issues with the Draggable Elevated One-Way Road Viaducts have been addressed. File encoding issues with certain NAM files that have been known to cause crash-to-desktop (CTD) errors with Aspyr's new 64-bit macOS port of SimCity 4 (currently just the App Store version) have been fixed. A new bridge has been added for the NWM's NRD-4 network. Changes since the NAM 37 Release Candidate of 23/24 April 2020 The new FlexSPUI V2 now works properly in LHD mode. Drag pattern interference between the new draggable Road Small 90° Curve and the Road Long FA3 (71.6°) curve has been eliminated. Issues with various RHW and NWM bridges have been addressed, including the RHW-4 Small Steel Arch, the RHW-6S Concrete Arch Dual, and the NRD-4 Thru Truss. The accidentally-omitted DDRHW-4 bridge has also (again) be re-added. Missing textures/paths on some RHW T-intersections involving diagonals have been addressed. New draggable Road curves (Small 90° and Small S) have received Euro texture support. Issues involving the L1 RHW-8C crossings over Avenue have been addressed. Pathing for the RHW-3-to-ARD-3 transition has been fixed. The texture for the OWR-3 x OWR-2 +-intersection has been rotated to the correct direction. Tidal flow issues with the Slip Lane functionality, causing paths to not function in certain directions (esp. in LHD) have been fixed. Various Euro texture issues with the RHW-8C Type D1 ramp have been fixed. The OWR-1-to-MIS transition has been fixed. Avenue-to-MIS transitions have been fixed. Both US and EU textures for the RHW-6C and 8C Type D1 Dual Shift Inside FLEXRamp have been fixed. Various fixes have been made to the RealRailway (RRW) network. Pathing fixes have been made to the draggable Wide-Radius Curve (WRC)/Multi-Radius Curve (MRC) and Fractional Angle (FA) functionality. TLA Center Turn Arrow cosmetic mod now installed as option under Texture and Drive Side options, fixing previous file architecture issues. Mac-only issues with GHSR network showing Monorail supports have been fixed. Some INRUL-based issues with the RRW FlexTrack system have been addressed, particularly with the J2 Turnout (Ortho-to-FARR-1.33/1.5). Note that these changes have altered the availability of some drag patterns, and clicking on some existing switches may break them. Such switches will need to be rebuilt using their FLEX Piece equivalent. Note that no new features have been added since the NAM 37 Release Candidate. Addition of new content will resume with NAM 38 development. Installation When one initially opens the NAM package after downloading, there will be several items present, besides the document you are now reading: the installer itself is NetworkAddonMod_Setup_Version37.jar. 4gb_patch.exe is the NTCore 4GB Patch, the Controller Compiler folder contains the NAM Controller Compiler, the Documentation is loose in the folder (and in the "feature-guides", "images", and "old" folders--this has not been substantially updated since NAM 36, but will receive updates for the finalized NAM 37 release), and the Traffic Simulator Configuration Tool folder, which contains the Traffic Simulator Configuration Tool (TSCT). NetworkAddonMod_Setup_Version37.jar is the NAM Installer, which you will need to run to install the NAM. If User Access Control (UAC) is enabled on your system, Windows may ask you to approve running the file with a simple "Yes"/"No" prompt. Click "Yes" to allow the installer to run. In order to progress through the installer, simply click on each tab. Note that the license agreement must be agreed to before subsequent tabs can be accessed. The "Cleanup" tab (under "Setup") allows one to remove any residual files from old NAM releases, and pre-NAM transit mods that might cause conflicts, and is loaded with the old Cleanitol list that shipped with NAM 36. Special Note to macOS Users Due to some change Aspyr made with the new 64-bit update to the macOS version of SimCity 4, the process for cycling through TAB Rings/Menu Icons has changed. In order to progress through the entire ring (without inexplicable skipping), use Ctrl-TAB instead of TAB to cycle forward, and Shift-Ctrl-TAB instead of Shift-TAB to cycle in reverse. Upgrading from a Previous Version If you are upgrading from a previous version of the NAM, MANUALLY MOVE YOUR OLD NAM INSTALLATION OUT FROM YOUR PLUGINS FOLDER, INTO A SAFE LOCATION (note that this has changed from previous NAM releases). The NAM installer can no longer detect your previous installation options by reading the existing folder structure. It is recommended that you check your existing installation, to determine which features you presently have installed. Generally speaking, the NAM Team makes every effort to ensure that new versions at least retain some form of "legacy support", such that cities built with any previous NAM version will continue to function well with the latest version. If you have consolidated your NAM files using a tool such as SC4DatPacker or JDatPacker, please read the note in the "Read First" document, which is also attached to this post. This release is dedicated to David Edgren (dedgren) and his family--we wish you the best. And thank you to all the members of the SC4 community for their patience, through this record-long development cycle, and for the continued support of the NAM Team, now in its 16th year of operation! -The NAM Team 0-read-first-nam37.zip Patches 5 July 2020 - INRUL patch to address reversion to pre-NAM behavior on Road x Road Diagonal x Diagonal intersections. To install, replace the copy of NetworkAddonMod_IndividualNetworkRULs.dat in the Network Addon Mod\1_Core directory with the one included in NetworkAddonMod_IndividualNetworkRULs_NAM37_5Jul2020.zip
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Kannapolis sits as the states economic powerhouse logistically centered within the region. Although Kannapolis boasts a diverse transportation system, it was deemed necessary to install a network of highways of which would allow the transportation of products, goods and commuters within and around its metro. The video below shows what I have completed so far.
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Now before I begin, Thank You to all the person who helped me figure out how to turn on the Maxis Highway Override (Sorry I don't remember your name). Now I have watched youtuber Dwyrin's videos on Creating a Metropolis. Obviously he used The Maxis Highway Override, and it was his video in that series where I first saw it in action/ Those of you who commented on my last post would know the video i'm referring to, where he spends most of his time building a highway network. Now I would like to learn how to build highways in the same way he did, but I am not sure where to find all the pieces. Now I am aware there are plenty of resources on how to do it, but I haven't found any of them to be particularly helpful, so I was wondering if anybody could provide me with a link to a video or a document with pictures on how to do this? Thanks in advance.
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I was watching series of videos from a youtuber who did a video series on building a city from the ground up. He has an interesting way of doing things, some things i have never seen before. He demonstrates how to build RHW interchanges. I went into my game only to find that it doesn't work 3 lane highways, only 2 lane highways. When he drags them out they only have 2 lanes as opposied to the default 3, and is able to build the interchange with no problem. I noticed he also used a single lane road to create these transitions. I would like to know how to do this. The fact that he was using mods is quite obvious, I want to know what those mods are called so I can use them to build interchanges in the same way. Thank You
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Recently I saw a post of Avenues vs Highways but I can't seem to find it, can you guys direct me to the post? or how to find the post because I typed in the search forum and went thru pages of the forums and couldn't find it. Thanks, B
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Regions With NAM Highways Created Prior Proposal
infamousjbe posted a topic in SimCity 4 General Discussion
Hello again SC Community! Fresh back from a few years hiatus. Glad to see things still moving along. Inquiry: A few years back, here in these forums, a few members were discussing the idea of a region with NAM highways already placed upon starting. Meaning, a member in particular took on the task of using a region to create some highways, then transfer the files to the members that wanted the region to play with. I do believe the members did in fact go thru with the process using email or drop box to transfer said files. That's if my memory serves me correct. As I start to catch up on things, I'd like to start a new region that did in fact have some highways already placed, which I then can build off of. Thought it was a great idea when it was being discussed but that was also around the time I wasn't playing as much. The highways are something I never seem to take into consideration while building a city and then have to restructure huge sections to create one, which imo can be meh thing to have to deal with. Wouldn't really know where to begin to research that/those threads. Hoping some of the veterans might be familiar with that proposal.- 12 Replies
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Best interchange is no interchange, interwoven highways!
perafilozof posted a topic in Cities: Skylines General Discussion
This shows a solution to the traffic problem on the highways and inside the city. It gives a way of making interchanges that are not actually interchanged roads or highway off ramps but actually interchanged highways. Each highway is interwoven with it's opposite allowing for highway ramps to take traffic to each side of the city without making large curved off ramps from one side to the other. This is a link to my Steam workshop asset which is a finished solution for making interwoven highways: https://steamcommunity.com/sharedfiles/filedetails/?id=492851621 , "Perafilozof's highway change side" And if you want to see how to make it manually you can watch this video: https://youtu.be/IY9BLxMkO5g- 1 Reply
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Entry 48 -- Pololomia- M7 Highway plus MMP Fields Tutorial!
The British Sausage posted a City Journal entry in My SC4 CJ Scrapbook
Replies: mattb325: Thanks for that! Also keep on churning out those BATs; it makes my life easier when I infill cities. Vigilante1987: Cheers! Yeah, this next entry I'll explain in brief how to use MMPs to create fields. raynev1: It's a good slope mod and the fact it comes with three different maximum slope adds flexibility. I personally use the middle one. This mod is a must-have for creating sloping city areas. Garbanzo: Ha ha! Thanks for your comment. PaPa-J: Thanks again for the comments! The houses are largely a mixture of C.P.'s Early 19th Century Residential Housing and Victorian Houses plus Simcoug's Diagonal houses. {---} Entry 48: Pololomia- M7 Highway This entry is largely a rural entry and I explain once again the basics of using MMPs for the creation of farms and fields. Please keep in mind that creating fields with MMPs is a slow process, each field takes about 15 to 30 minutes to complete. This also takes a lot of practice, and a steady hand, and this method does not come naturally. It took me two years to work out how to use flora MMPs for fields and pastures and forests; even now I'm still learning new techniques and new combinations. But when done right... You get great grid-busting rural scenes! Enjoy! {---} 1. For MMPs I reccomend downloading all of girafe's flora and Chrisadams3997's Pasture Flora (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1886). 2. Most of the fields you see here use girafe's and Chrisadams3997's flora MMPs. 3. This field is created by first laying down White Flowers (Chrisadams3997), then green grass (Chrisadams3997) and then dirt (Ionionion's OMCO gravel- https://community.simtropolis.com/files/file/25709-omco-filling-gravel/ 4. You can place the MMPs right next to the road without any soil and it will look good. 5. The olive yard is created using kergelen's Mediterranean trees (https://community.simtropolis.com/files/file/27973-mmp-mediterranean-cp-trees-krg-selection/); next I add in Heblem gravel (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3102)to make the olive yard more distinctive. 6. 7. Sometimes the original Maxis fields can be used by plopping them in; just make sure to MMP over the edges if you're creating a grid-busting field! 8. The wide gravel paths use the original Heblem gravel MMPs (https://community.simtropolis.com/files/file/24399-hbs-tropical-flora-pack-mayor-mode/), then Heblem's small gravel MMPs (see the link below picture 5); the overlap of Ionionion's OMCO gravel is an added bonus! 9. The secret to MMP fields is mixing two or more flora MMPs together and then adding in some MMP dirt for the earth textures. 10. 11. 12. Rose fields are easy to create: first lay down grass (Chrisadams3997) and then start painting in Girafe's rose MMPs. Add in some dirt and the job is done. 13. 14. The field to the left is created using green grass (larger grass MMP and Chrisadams3997) and then yellow flowers (Chrisadams3997) and then OMCO dirt. 15. There are dozens of different combinations of flora MMPs and thus dozens of different kind of fields. 16. It is slow-going though but the end result is that organic look! 17. Another MMP technique I use is the creating of dirt field perimeters. First I lay down some bushes (Girafe) and berry bushes (Girafe) I use Heblem gravel and OMCO dirt to complete the scene. 18. There also ways of bringing to life the bush MMPs. 19. For the darker green and red bushes I use sparaxis (Girafe) flowers, which are red and purple, to improve the look; for the lighter green berry bushes I use narcissus (Girafe), these are white and yellow. 20. For the pasture land for the sheep I use simply Chrisadams3997's grass and then OMCO brown dirt; plus some sheep MMPs! 21. {---} Well I hope that was informative! This Saturday, for the next entry, I take you to Pololomia's city centre. See you then!- 3 Comments
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How to Generate a City without Highways?
Propfam posted a topic in Cities: Skylines General Discussion
Hello, I like Cities: Skylines and even, I will buy it if I had some money. However, I have a $20 question: how to generate a city without highways and possibly, with all features unlocked? Thanks.- 2 Replies
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Hello I try to put my highways in black like my other game I have before delete and install all new again... I find a mod to make this but only some parts are black... can someone tell me the mod for do it please...
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Now I enter in my city and I cannot see any road traffic... help please...
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hello all, im new is this and like to thank you all for help, I ve installed the ultimate NAM 36 and my elevated highways are bad, hoe I can resolve this problem... thanks fo any help and please sorry for my English... atacched file to see, regards, Vitor

