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Found 17 results

  1. 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!
  2. I'm wondering if roads and streets can serve as offramps for any RHW, in this case RHW4 as pictured below. The streets seem to suggest so, but I'm not sure if the road is just breaking up the highway.
  3. In the picture below I have a simple diamond interchange in the process with a ground level highway and a level one road going over it. This is a stupid question, but I cannot find the piece I need to transition the road from level 1 back to the ground. How do I do this?
  4. Hello! I am running into a weird issue where I can't connect the road to the 'ramp' piece for on/off ramps. Am I missing something super-simple? I get the red cursor that says the tile is reserved. No idea what I am doing wrong? I am just learning RHW and ramps so maybe I missed a step? Thanks so much for the help!
  5. Hi all, I have a silly question, but I am wondering if there is a way to make an on-ramp from a road to an avenue. There is a real-world situation where this happens in my home town, and am trying to recreate it but having no luck. Scenario: 2-lane road starts at another 2-lane road, then uses a FLUP to underpass a railway. Following the FLUP, there is an immediate offramp on the road that links to a 4-lane avenue underneath it, but the road also continues onward as an overpass of the same avenue. The ramp is on the southbound lane heading into the westbound avenue lane, where the two merge. Any help you can provide would be amazing to this n00b!
  6. I found this pic in the NAM 36 documentation and i want to know how to create an on\off ramp that goes from one to two lanes and how to get this type of intersection where on\off ramps meet roads, avenues, etc (the pic is using FAR pieces but I just need orthagonal) Are on\off ramp intersections compatible with 6 lane avenues?
  7. Figuring out how to make roads with NAM 36 has been incredibly frustrating. All videos and documentation is either expert-level interchanges or steps with not enough information on where to find the pieces. All i want to do is make a basic level 1 highway with off/on ramps that connect to roads, nothing fancy. I got through placing starter pieces and making the highway, then placing the type-B flexramp on it. That's where I get stuck, as whatever I place at the end of the ramp just falls off to the ground level or breaks the ramp. Can someone please tell me in detail where to go in the menus and the name of the piece and in what order to use to properly connect it to road? I don't care how it looks or what direction it's in, just need a simple ramp. I spent way too many hours trying to figure out how to make a simple highway, it should not be this complicated...
  8. I tried connecting to a ground highway using the single-sided parallel ramps, and as I moved the cursor towards the highway it just wouldnt match up as it should. I tried rotating the piece but it wouldnt line up and couldnt be placed. Pic below. I found a video demonstrating the way it used to work. I did everything exactly as the video, same depth, same pieces. At approx 2.00 minutes you will see him place the same piece, it just clicks into place easily.
  9. Hey guys, I am a long time lurker, first time poster (I think). I recently downloaded the NAM 36 mod, and installed it just fine, however I must be doing something wrong or have something missing because I cannot seem to complete any of the highway exit ramps and it is really frustrating me because I cannot continue building my cities at all with this mod now. I've attached a picture of what's happening. I can't use any of the ramps, and I really don't like the other highways (the ones that have the starter pieces) because they look too much like avenues in my opinion. It's very frustrating and no videos online (that I've found) nor articles/forum topics (that I've read) have addressed this problem. Any help or directions towards something that will help will be appreciated. I love all other aspects of the mod (although I haven't really experimented beyond the streets/highways because I've been stuck), but I really like the avenue pedestrian overpasses. I think that's a nice touch, especially since I've lived in cities that have many of those. (sorry if there's a double post or if it's the wrong place to post this. I'm not too familiar with this forum)
  10. QWERTY-LAND, Chicago

    started this region few month ago,... after watch a ton of Haljackey vids. As well as tons of other vids on YouTube. Coming up with my own play style is easy... but not so easy to capture and share.... lol. The region used is from a down load map from simtropolis. There's a ton of maps of Chicago....
  11. Version 3.0

    2,267 Downloads

    This upload is a combination of Caribiou's original Long Slope Transitions, that were released originally on his website almost two decades ago and the former Heretic-Caribou GLR Ramp Transition Relot set, that was released both on the former SC4Devotion LEX and on the STEX. Since the demise of Caribou's original site, his contents were restored on STEX as part of early community wide restoration efforts and later they were brought under the STEX Custodian umbrella. These original Caribou Long Slope Transitions (released in 2007) were re-hosted as they were originally released (restored in 2018 on STEX), but it's time to give them some well needed technical update. Since the former Heretic-Caribou GLR Ramp Transition relots (released in 2018) also required some technical update and they needed to be brought up to current NAM/MTA standards, for better accessibility the decision was made, that the two uploads would be compiled into ONE upload. Please see the ChangeLog below for further details on this update. Also for the detailed stats, please read the readme in the ~Documents folder. This compilation contains the following: Caribiou's three original models and lot files the five lots, the props and the custom paths for El-Rail that were coming with the Heretic-Caribou GLR Ramp Transition Relot set an additional brand new lot to complement the set revised and extended custom network paths for both El-Rail and Rail to cover the ramps. Installation Exctract or COPY the Tyberius06 parent folder from the *.zip into your plugin folder. You don't need to keep the "~Documents" folder in your Plugins, best if you remove it somewhere safe outside of your plugins. To uninstall: bulldoze any instance of this lot in your city, then remove the file(s) from your Plugins. To avoid conflicts, please, it is highly recommended to use any of the third party cleanitol tools and remove any previous versions of the files from your plugins. In the ~Documents folder in the main ZIP in the Prop-Texture Catalogue Index and Cleanitol/ folder you will find the Cleanitol_Caribou-Tyb06 Long Slope Transitions.txt and by using either the newer nos.17's SC4 Cleanitol or the older BSC Cleanitol tool you can search and remove the old and outdated versions of these files. Again to avoid possible conflicts and glitches it is highly recommended to run either of these tools. Dependencies Caribou_LongSlopeTransition_Props.dat - INCLUDED (it should be in the Tyberius06/Props folder) Tyb06-Caribou_LST_Custom_Rail_and_ElRail_Paths__RHD.dat - INCLUDED (it should be in the Tyberius06/_Resources folder)** ** you will find the zTyb06-Caribou_LST_Custom_Rail_and_ElRail_Paths__LHD.dat in the ~Documents/Optional LHD Paths folder - you only need this IF your game install/set-up is LHD (UK, Australia, Japan). If you want to use the LHD paths, copy/move this file into the Tyberius06/_Resources folder and better if you also remove the __RHD paths from the same folder. Submenu DLL - OPTIONAL Network Addon Mod - necessary for the GLR, U-Rail and U-GLR (Underground Tram) compatibility Credits The models and the original Lots were created by Caribou, all credit goes for him for that! The additional lots, the updated modding, the custom network paths, props and expanded functionality of all the lots have been made by Tyberius06. Special gratitude goes for the following people: Simmer2 (SM2) - providing the uploads during their restoration on STEX Pikachu_SQ and others - continuous efforts for preserving these contents for the community. This version is identical with the upload on the SC4Evermore: Tyb06-Caribou Long Slope Transitions
  12. It's been a while since I've played with the RHW, now I want to build a simple diamond interchange, and I can't find the MIS ramps in any menu. I didn't have any trouble finding them in the past, but now they don't seem to be anywhere. Where have they been placed in the menus?
  13. It would seem that after the patch 1.0.6b the only big issue player have is with traffic. I have been playing since launch and tried my best to figure out the mechanics behind the traffic, to learn how it works and I will share some of that knowledge with you. There are two important factors to discuss. The traffic mechanic that vehicles use in this game which I called traffic logic and the other one is road speed limit. These two go hand in hand to make the traffic operational in this game. But what you might have been overlooking is the way this differs form other games that you might have gotten used to. The vehicles have two main rules they follow. The road speed limit rule and the route length. Route length is the distance between the vehicles spawn point and it's destination. In most cases this is edge of the map - industry building. Then comes the road speed limit. The vehicle will chose the roads that have the highest speed limit on it's way to it's destination, which means they will follow the top down logic of : highway(100)>highway ramp(80)>6 lane(60)>4 lane(50)>2 lane(40). This speed limit logic is primary. The road length is only considered for roads with equal speed limit. This means that when you are placing down road you can make the traffic go any route you want as long as you make sure that the route you want the traffic to take has the highest speed limit. No need to consider the distance and road length(unless ofc the two roads have same speed limit). And in case you think I am full of hot air I did do my homework before writing this down: https://www.youtube.com/watch?v=Klp2OwMhneA
  14. While making videos about this game I have time and time again come to the problem of handling traffic. Like I explained in one of my videos the problem always comes form the fact that the traffic is asymmetrical while we all try building cities in some sort of a symmetrical fashion. There is only a limited number of network connection between the map you are playing and the outside game world where the traffic comes from and goes to. While you can make zones and buildings almost everywhere. It becomes inevitable that you will end up with bottlenecks inside your cities or at the highway entrance and exit to them. After working on this design for a while now I have made a video in which I explain how it works and I have uploaded the save file with this highway network built to the Steam workshop under the name Perafilozof's Highway Prototype. Now in order to get constructive criticism and actual real game testing, in various maps and by different players with different play styles, I am challenging you, other players, to use this design and build cities that are going to brake it. Yes, I actually want you to build cities that will make it hard for this design to handle the traffic so I can improve upon it. You can post your ideas or comments about this on the videos comment page, workshop page or here in this thread.
  15. Version 1.0

    2,432 Downloads

    Three ramp highway splitter puzzle pieces. Just a little "puzzle piece" I've made for myself, thought some of you might find it useful. You can use these to start off an interchange or just to finish a highway.. Each direction is included as a separate piece. The best way to use these is plop them by themselves first where you want them, then connect everything. Trying to attach them to a stub can be frustrating, sometimes it works, others not. Sound walls and some bushes included, enjoy! Stay tuned for more puzzle pieces : ) To install, unzip file, then move the "TPB CSLIA - PP - Fork IN.crp" and "TPB CSLIA - PP - Fork OUT.crp" files into \Users\*YOU*\AppData\Local\Colossal Order\Cities_Skylines\Addons\Assets Replace *YOU* with whatever your user account name is on your machine. Please note the AppData folder is hidden by default, you'll have to show hidden files in explorer to find it. Visit my Asset Studio for news on upcoming uploads. And of course, don't forget to rate, comment, discuss, share on facebook, google, tweet, pin, and everything else : ) Thank you!
  16. Version 1.9 / 1.7

    477,931 Downloads

    One Way Roads and Freeways Elevated and Ground Level NEW USERS TO THE SITE BE AWARE YOU MUST BE REGISTERED AND LOGGED IN TO BE ABLE TO DOWNLOAD THIS OR ANY MOD. THIS IS A REQUIREMENT I HAVE NO CONTROL OVER. Will add more detail Later on.. but welcome. Mod was Created so with new data and the use of foundation improvements built into 10.1 (YOU MUST HAVE 10.1 but in offline mode) 9/3/2014 - 1.9 Minor / Major Update from 1.8 to fix some problems with Upgrades and Downgrades that were being explored from version 1.8 with Yayie and HinataaHyuga. Those have now been completed and seem to be stable enough to update and release to the general public as a fix. 2.0 is currently in planning mode with 5 and 6 lane ave with zone and express ways for greater regional interactions. 8/20/2014 - 1.8 MAJOR Update Release to work with New Akar and Akar Roadsets along with a number of improvements and changes by members of the SUGC. Icon and Graphic Improvements by Ban, Script and Upgrade Improvements by Yayie and HinataaHyuga with Regional Additions which in Akar now have a new menu structure to make the Regional Aspects easier to understand. 8/22/2014 - 1.9 is in the works to fix some bugs and issues. Reported problems due to Bi-Level Mod by max due to using an UDON path to create his. He is working on a fix. Upgrade and downgrade side effects being worked on introduced in 1.8. 5 and 6 lane roads are being looked at to introduce into version 2.0 . Instructions are simple drop it into the same folder as it was originally listed and REMOVE the old one. I keep all my versions of updates online and in the download button so you may go back if you have issues that you find a little overwhelming due to new directions and changes being looked at. However we are on top of them as a group and working to make all of them play nice with each other which was the whole reason for Akar and the SUGC team being formed to begin with. 8/14/2014 - 1.7 was uploaded and all other files tested ok even though someone reported issues. Today 7/7/2014 - Version 1.6 has incorporated our new Icons and Images into our mod to make the game easier and more similar to the unification of graphics and style to be that of Maxis and the Original games look and feel. Thank you Banwashere (Ban) for the hard work and dedication for becoming our community artist and champion of our new efforts in creating an identity as our graphic artist and champion of our new identity and graphic art on this subject and with all our mods that have been release and our future releases to the community. These will be added to Akar and each individual mod as are required and represent the first update of many in a series that will unify mods and our interfaces. We are very happy to have him on board and the quality that his talents will bring to our mod community and in general to our future developments. Both Regional and UDONS updated to 1.6 for that specific update. Today 6/23/2014 - Version 1.5 Uploaded Online Beta Testing edition. (May Cause Roll Backs At 20 Minute Points) Uncertain need more testing have at it. ( DO NOT USE WITH EXTENDED BOUNDARY OR ALL RCI PLOP AT THIS TIME IT WILL ROLLBACK IF YOU DO). CoTs may be required EP to prevent Roll Backs .. do not yet know for certain. Today 5/17/204 we have been listening and watching so many people so there have been reports of issues and odd behavior which we have now been able to contribute to some ODD corruption of the actual installation unfortunately. Some crashes and issues have and are not the mod but brought out by the mod itself. Uninstalling mods one at a time can temp solve the issue however the ultimate fix was installing a clean copy of the game unfortunately... I would put the percentage at less than .5% of the installed base have reported this drastic step but wished to be as honest as possible with you incase you have any issues. OMG there is so much that needs to be said and needs to be given out on this mod and its features but MOST of the features speak for themselves.. THERE ARE TRICKS to use Connections can be tricky. HOWEVER .. I NEED TO THANK ALOT OF PEOPLE LIKE IT OR NOT OR THIS WOULD NOT BE POSSIBLE.. since that can't happen in the normal way THANK YOU EVERYONE WHOM HELPED MAKE THIS HAPPEN. 10.1 made it possible by adding some foundations that have and were needed to even allow ONE WAY possible. SO THANK YOU MAXIS and UPDATE TEAMS for adding the core code that make it possible to do this type of mod and make it a reality that took 6 months. FEW will every realize how much it took or what went on onto make this happen. AS I have already been reminded there are many many details I need to post on use to help you all and I will over this weekend. THIS IS AN OFFLINE ONLY MOD DO NOT USE ONLINE --------------------------------------- CREATIVITY is key.. how you build and what order you build things is what matters There are some aspects to how you use the direction of drawing as the direction of the one way. Make sure you build ELEVATED prior to Transitions or it will not connect but practice makes perfect 10.1 added new paths to the game that allowed this to be possible. As mentioned by Niclistin on Reddit one of the mod testers like buggi and yuttho.. there are ALOT of aspects to this mod that take time to use and understand but the complexity is beyond imagination .. REALISTIC is not the word for it. 2 Lane Roundabout 4 Lane Roundabout 2 Lane, Low Density One Way Street 4 Lane, Medium Density One Way Street 4 Lane, High Density One Way Road 1 Lane Freeway Ramp 1 Lange Ground to Elevated Freeway Ramp 1 Lane Elevated Freeway Ramp 2 Lane Freeway Ramp 2 Lane Ground to Elevated Freeway Ramp 2 Lane Elevated Freeway Ramp 2 Lane Freeway 2 Lane Ground to Elevated Freeway 2 Lane Elevated Freeway 4 Lange Freeway 4 Lane Ground to Elevated Freeway 4 Lane Elevated Freeway If you DO NOT use a roundabout but use a 2 or 4 lane ELEVATED you can manually make an Elevated ONE WAY and actually intersect with it (trick) TIP and Suggestions: Camera Angle, Angle of Road draw and stretching out the draw before going to desired position can help you draw things the way you wish.. going big and back to smaller size in circles and turns. Going UP with M or DOWN with N can help connectors. Remember to use your transitions sometimes its just a matter of drawing it a longer distance so the engine thinks its smother than it really is. We have to work with the engine not against it to get things to work and function. XoXiDe UdoN Connection Chart.pdf
  17. Version 1.0

    24,011 Downloads

    Jeronij's CMD Walls Addon: Ramps This is three lots that you can use to fill up the blanks in your sunken highway system when you're using Jeronijs CMD Walls. The lots are made to work with Buddybuds addon which has fences that orients to slopes. Even if these lots won't do that (and doesn't have to since the ramps are flat) they use the fences from Buddybuds lots. The lots all have transparent base-textures aswell (They showed through on some of my tests so I removed them). They look a bit dark from one angle but that's something that you can't do anything about since the game doesn't shadow textures and props the same (atleast I can't do anything about it). There is no custom icons or anything like that, just lots with props that will make it possible to build walls where you couldn't before. Plop/bulldoze costs is the same as Buddybuds 1x1-piece and the lots are located next to his lots in the Power Menu. Hope you like them as much as I do! Included lots: 1x1 middle lot: covers a 1x3 area but is plopped on one tile, on the screenshots it's in the middle, hence the name. 1x1 right lot: covers a 1x2 area but is plopped on one tile, overhangs to the right. 1x1 left lot: covers a 1x2 area but is plopped on one tile, overhangs to the left. How to use these lots: Depending on how you use the ramps you either use all three or just the 1x2 lots. The lots are plopped facing down at the slope which must be made by the 15m sunken-tool in smoncries Hole digging lots (optional dependency? ). You'll probably get a hang on how to plop them fast. Dependencies: Jeronij Concrete Wall AddOn ver. 1.3 by Buddybud (fence and lampbrackets) NAM, you probably already have this one, the lampposts are from the NAM. I don't think you have these ramps if you don't have the NAM, but I may be wrong on that. Finally I'd like to thank metasmurf who helped me to test these lots and of course Jeronij who came up with the idea for these walls in the first place, Thank You!
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