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Found 16 results

  1. I have installed a few of the PEG-OWW (Old Wooden Waterfront) and all but the Boat Ramp are working fine. The boat ramp has a brown box, and I can not seem to find the dependency that is missing. I have the CDKM Marina and CDK SUPER PACK both installed. Does anyone know of any conflicts, perhaps with an older mod installation, or dependency not listed?
  2. D1 Flexramp Issue

    I'm trying to use the D1 flexramp on a 6S highway, but sometimes when I try to place it everything will freeze for about 10 seconds and then it'll just leave a gap as pictured. Sometimes it does work, but I'm puzzled by the inconsistency. I tried demolishing the whole section of highway and trying it again, but still the same issue. I'm also curious about the A1 ramp which won't work for 6S even though the info bubble says it's compatible.
  3. How i can made the ramp for this highway? NAM45 thanks
  4. So, I started me build today with the first step being to build up the major roads. I have quite a few nice curves so far; all due to the NAM team. Previous build (my last 3 years) ago look very arcadish. Here is the current build. I am still extending roads and placing minor junctions. Now here the interchange that I am stuck on. I R0 rail, but I have yet to address that side. Either I push out by one tile or have the rail pull away. I have RWH 2S L1, opposite side RRW L0, and trying to using an avenue viaduct going from L0 to L2 using MIS, transition, and Ramp. I can put together all that I need but the ramp (A1), it just doesn't seem to want to snap into place. Any ideas? Thanks (a close up) ...
  5. I am playing online with 3 friends enjoying this game. The gridlock is a major problem and I was wondering if there are any multiplayer online mods that allow people to have onramps and exit ramps? Could care less about leaderboards or any of that.
  6. SM2 Underground Parking

    Version 2.0

    1,427 Downloads

    SM2 Underground Parking A simple underground parking ramp. Lot size 1X2 Cost to plop 5000 Cost to bulldoze 250 Power req 1 Water req 0 Capacity 5000 Dependencies SM2 Essentials https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3586 SM2 Mega Prop Pack Vol3 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3787 Alternate links for my packs only SM2 Essentials v4 https://community.simtropolis.com/files/file/32979-sm2-essentials-v4/ SM2 Mega Prop Pack Vol3 https://community.simtropolis.com/files/file/32982-sm2-mega-prop-pack-vol3/ Simmer2
  7. Version 2.0.0

    1,093 Downloads

    Let me introduce you to the Heretic-Caribou GLR Ramp Transitions Relot. UPDATE NOTE: a) Well, I expanded the set with the third ramp, which is the L0 (ground level) to Underground, and as the previously indroduced L2 to Underground this has the same dual function. It's working perfectily with the FLUP or Underground TRAM system, or you can connect to the subway system. b) Fixed LHD paths. Somehow I forgot to reverse the paths in the previous upload. These lots have 400k capacity to provide pass through traffic, but they don't have the typical transit station function, so people won't switch between networks. The original Caribou lots don't have custom transit paths which would allow the tram/el-rail cars to follow the line of the tracks on the ramp, they are working as transit stations. One side the the El-Rail network drop the passangers down and the other side the other network pick them up, but those lots are NOT UDI enabled. My new lots HAVE custom transit paths, so the automata can pass through the lots without switching between networks and the UDI is working seemlessly with these new lots. Also the L2 to Underground versions have direct El-Rail/GLR to SUBway connection via restricted direct transit switches. The real extra is that the L2 to Underground transitions are compatible with the FLUPs or Underground Tram networks. If you find any problem/issue or you have any further question about this or any of my projects, please, visit my development thread on Simcity4 Devotion. LIST OF ITEMS: * 6x1 Heretic-Caribou L0 to Underground GLR transition. It doesn't have specific station function, but it has a nominal 400000 passanger capacity. - NEW!!! in V2 * 8x1 Heretic-Caribou L2 to L0 GLR transition (industrial). It doesn't have specific station function, but it has a nominal 400000 passanger capacity. * 8x1 Heretic-Caribou L2 to L0 GLR transition (urban). It doesn't have specific station function, but it has a nominal 400000 passanger capacity * 9x1 Heretic-Caribou L2 to Underground GLR transition (industrial). It doesn't have specific station function, but it has a nominal 400000 passanger capacity. * 9x1 Heretic-Caribou L2 to Underground GLR transition (urban). It doesn't have specific station function, but it has a nominal 400000 passanger capacity. For more details such as installation and infromation about the lots please READ the provided Readme (which contains all the necessary dependencies aswell). Dependencies (Be prepared, there is a billion of dependencies): Caribou Long Slopes Special thanks goes to @Simmer2, who made these awesome files available for the STEX community and of course for Caribou who made these nice ramps. Have fun and enjoy! - Tyberius06
  8. how do you do a ramp or terrace effect on these highways and/or walls? I don't know how to make a transition on these: on the first photo, I want to make a transition from viaduct to "wall". but I don't know how to do it. same as the second photo but using highways. I want to make like, a ramp or terrace effect but I don't know how to connect them
  9. Version 1.0

    2,736 Downloads

    This package contains models and two lots to allow you to switch from Rail (RRW Style) to an underground subway network. Included files MGB_RRW_DTR to Subway Ramp_453bcaf5.SC4Lot Lot file for DTR Rail to Subway converter. MGB_RRW_STR to Subway Ramp_1fc6cdcf.SC4Lot ** NEW ** Lot file for STR Rail to Subway converter. RRW Ramp_Resource.dat Required Models and Props. RRW Ramp Paths_RHD.dat Path files for RHD users. Most users should install this file. RHD is for sims driving on the right side of the road. zRRW Ramp Paths_LHD.dat Alternate path files for LHD users. DO NOT install this file unless you are using a LHD setup for SC4/NAM. LHD is for sims driving upon the left side of the road. Install Simply extract the files in the included .zip archive and place those you need somewhere in your Plugins folder. If you use my other mods, you could place these in the root of the z____MGB Mods folder, but it's not specifically required. Please ensure previous versions are removed completely before installing. It should be noted that I have amended all the original files, which should be considered as obsolete. Usage When you want to switch the rail network to subway, find a suitable space (5x1) for the ramps and place either the STR (Single Track Rail) or DTR (Dual Track Rail) variant as required. You will find these lots in the Misc. Transit menu, just after the bus stops usually. Make sure you draw rail through the lot completely to activate the paths on the ramp. Then switch to the subway tool (Shift + T), to continue the network from the ramp with subway. You can either switch to subway from here on out, otherwise you can build a second ramp for the rail to continue. Limitations As with all such lots, when you switch to subway only passenger traffic can continue through the subway. So either find another route for your freight traffic or perhaps consider using the dedicated URail pieces that come with the NAM. Due to the nature of LODs, i.e. you cannot make them below ground, the rail automata must "collide" with the LODs when entering the ramp. However, upon testing I found I preferred for the trains to enter into the ramp, despite the glitch, as opposed to disappearing at the beginning of the lot. The point being, this is not a bug. Details / Stats Cost to Plop: 2,144 Monthly Cost: 20 Bulldoze Cost: 309 Capacity: 66,000 Otherwise the lots are neutral, causing no pollution, requiring no power/road access and providing no jobs. Support Having problems or Got comments? Then please visit my support/development thread on Simtropolis:
  10. NAM RHW issue

    Everytime I update the NAM I find myself hacing to redraw all my road/transit lines because of some incompatibility issues or loss of network textures ect. I also have to relearn the controls menus ect and find it real annoying and a detterent to updating each time a NAM update is released. It as been 3 years since a NAM update and map rebuild so I am at it again. I find myself with a new obsticle, my height trans for my rhw has dissappeared, how do I reconnect the ramps seen in picture to the roads the elevated highway crosses? Thanks.
  11. Underground in Ashton

    Back again friends, to say more about Ashton. We took a break from the meeting because someone brought a vegetable platter (true story) to a morning meeting. Everyone expects coffee and donuts. We like to get hyped in these typical boring meetings! Ashton industrial is served by turnpike, rail and ship. The railroad and ship terminals are at opposite sides of the industry to relieve the traffic congestion. Truckers were paramount in mind for their ease to get to and from the railroad and ship terminals. The ship cargo terminal is fed by the underground express route making groung travel almost pleasant. And, yes you do see a remnant from a discarded exit ramp that in forever captured under the railroad terminal. We thought of making a story of this being an underground vault from a gangster and getting that guy to come and dig it out... but no. Work on the entrance and exit to the ship cargo terminal has succeeded in preventing apposing traffic snarls. The railroad cargo terminal is another story. Traffic enters and crosses itself to get out. Normally, this would be a problem, but upon extended inspection it works quite nice. Attempts were made to reverse the flow and all sorts of logistical headaches ensued. We ate many vegetable platters that night! Speaking of vegetable platters, I've got word our donuts and coffee await our presence and we can resume the meeting. A heads up... I can tell you the Drosovilas Stadium was rejected because of an ₡18,000 shortfall. Don't know what caused that. And now we are hearing desires of a circus, thermal spa and an opera house. Well, that would sure give variety to the entertainment! Have a Happy Day! Mayor (Acting) Haylo Stachoo
  12. What to do?

    What to do? Traffic entering Briarwood’s Wood Industrial area was backing up into Timboh’s Turbine Intersection causing a major headache. The old exit strategy of only right turns had reached maximum and the choice demanded an exit only for the industry. That done, the line formed again and a new bottleneck at the end of the ramp to the road began. So, how about this… move the exit ramp to dump everybody into the back of the industrial area? That would not conflict with those entering towards the residential and give local delivers a shorter delivery distance! It took longer to fill up the additional length the exit ramp took, but it did clog again. And, even making the roads one way, so there was no opposing traffic, helped until fires highlighted the problem the fire department had in reaching and dousing the flames in a timely manner. Then epiphany! Why have only one exit to one street? Why not one exit to three streets? Spreading out the ramp choices gave the garbage trucks a better return path to feed the Populous Advanced Underground Garbage facility; gave the local deliveries three avenues to proceed: gave workers three ways to get to work and gave us all time to sip our Muzz Buzz coffee and munch on Franks Fish Sticks. As you can see, it worked. A note about Muzz Buzz and Frank’s. Muzz Buzz coffee is ground on the spot using your choice of bean from anywhere coffee is grown. You can mix to please! Frank’s Fish Sticks are from your choice of fish or crustacean. Baked, broiled or fried with spices and seasonings to bring out the best flavor. J. Garnerians’ appreciate you patronage to these establishments: it is our livelihood. Stop, sip and munch! Mayor (Acting) Haylo Stachoo
  13. There's something that I'm completely misunderstanding here. How do you make normal on/off ramps on a highway? I've got a standard divided highway going through (3 lanes each direction with a span of grass between) with a two lane road overpassing it. I'd like to put in simple ramps going on and off, but if I use the ramp tool on the highway tab, it creates an intersection, complete with crosswalks, where traffic often has to come to a stop. The road doesn't swoop out smoothly from the flow of the highway, but juts out at an angle. What am I missing?
  14. I just tried an experiment that really didn't work very well. I have NWM loaded but not RHW. Can I get smooth curves (circle segments) to produce a nicer ramp for an Avenue/Road interchange? There don't seem to be any OWR pieces in the FAR set. Failing that, could I use ramp segments from RHW?
  15. Version 2

    94,838 Downloads

    Pathed by Redlotus; modelled by Fosterk, Decius, DuskTrooper, and N74704. A fully-functioning network-enabled plop allows the connection of railroad tracks at the top of the ramp descending down to a connection to the subway network at the bottom is now a possibility! Trains visually descend into the 'pit' thanks to Redlotus' pathing for the lot. (thanks!) I happened to have stumbled upon the fact that referencing non-existant base textures in the game results in a 'see-through' effect, just what was needed for this lot and its LODs to work 100% correctly. Note: Like the Maxis network transition (el-train-to-subway), this lot has a minor 'bug' that is visual only. When plopping items around the lot, sometimes the ground texture of SC4 will 'cut through' the lot. The easiest way to fix it is to go into sub-terranean view then quickly return to surface view. It should look normal now. LOT DETAILS Menu: Subways and Misc. Transit Lot Size: 3x1 Plop Cost:
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