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Found 242 results

  1. Context: Vanilla (no mods just yet), Steam edition, Linux After reading the Prima guide, Z's various notes about the traffic simulator, and Corina's experiments with forcing mass transit use, I've been running some silly layouts of my own. One such layout is a kind of "arcology" concept borrowed from SimCity 2000, since that's the one from my youth. The arco is a large outer block of avenue with 19x19 interior space, a 4-deep ring of residential (or commercial) high-density zoning whose street-level access carat points to the avenue, and an inner ring of streets. At the four interior corners of the street ring, I place subway stations. A residential arco's interior courtyard has schools, a hospital, and some parks, while a commercial arco's inner courtyard gets plazas and/or low-density commercial zoning. Traffic-wise, this works pretty well. The avenues have hundreds to maybe 1k drivers on them, and the subway stations end up with several thousand users each. Even with doubling and tripling up on subway lines, the subway lines in-between the arcology blocks will light up red with congestion. All of that is actually working as intended. The weird part is the pedestrian traffic. The handful of street tiles in-between a heavily used subway station and a major building can easily have 2-3k pedestrians on it. And that level of pedestrian traffic creates congestion! The map gets colored red and the news calls it out, too. There is not one car on those streets, yet they do get congested with the ped traffic. Upgrading them to roads clears the congestion. Is this something that others have encountered before? Prima's guide and Z's notes both suggest that pedestrians really shouldn't cause congestion. Yet... there it is.
  2. Please see the attached picture for Ginghamsburg. In all the cities in my region I have this excessive R demand (over 70K) and there is nothing that I can do to lower it. I-A demand is also the same. I have CAM 3.0.0 and CAM core 3.5.1 installed through sc4pac. I am also having an error where I cannot get this area of my city of Portsmouth to have any people commuting to the commercial area for jobs. There is buildings that have developed, however they show 0 workers or very little. The only workers that come in are from bus from a neighboring city. As you can see by the other picture I have a bridge and a railway going over the water. Plus, there is plenty of traffic that could divert over the water to work. I am running NAM.
  3. Version 1.1.1

    210 Downloads

    A Coruña Maritime traffic control tower - A Coruña / Spain. Information: The Maritime traffic control tower appears in the game in two different versions: - 1: Luxury police station - Plop cost: 2.500 $ - 2 : Reward / Research center - Plop cost: 80.000 $ Installation: Copy/extract the content of this folder into your Plugins. Dependencies: This building does not contain any dependencies. In addition, the nightlighting of this model only suits for SimFox's Darker Nite mod. Credits: This building is really special to me. I see it every day, and it's one of my favorite views in my city. Created by Kelis. All rights reserved.
  4. "The Alternate Day Driving Ordinace asks Sims to limit the number of days they drive each week. Sims with even numbered license plates are encouraged to drive only on even days and those with odd numbered plates only on odd days. Drivers with vanity plates are asked to stay off the roads completely. Global traffic in the city is reduced when this ordinance is in effect. The monthly cost of this ordinance, based on population, is used to promote voluntary compliance. Sims who violate the odd/even rule are frequently ostracized by friends and co-workers, and can become angry enough to call for its repeal."
  5. "The Carpool Incentive helps encourage drivers to have passengers in their cars. Drivers with three additional passengers are not required to stop for toll plazas. All "No Left Turn" signs may be ignored by drivers with seven additional passengers. A driver with nine or more passengers receives free all-day parking in most city garages. This ordinance has a monthly cost based on population to pay for administration of the program. The main benefit of this incentive is that it reduces traffic in the city, although at times tempers can flare."
  6. "The Mandatory Car Smogging Ordinance requires that any car driven comply in principle with clean emissions standards as set by the SimNation Geo-Physical Council of 1979. When this ordinance is enacted, air pollution levels drop. The city spends money each month for administration of the program, an amount that varies based of population. Since the cost of non-compliance falls upon the car owners, a few Sims are always royally cheesed by this ordinance."
  7. Hi All, Recent discussion in "SimCity lore" topic got me thinking, and somewhat worried again, about the eternal commuter bug that we all came to hate so much. Most of the already existing material on the topic is known to me, but usually excessively analitical and "scientificized". This is not to criticize you, but given my AC/DC (wink, wink) personality it is just too much and too detailed to grasp into one, overarching picture. I would thus like to ask several yes/no questions that will help me to determine if and how much I should be worried about this bug. Your help is highly appreciated! 1. ECB can affect as little as two cities. (yes / no) 2. There is no way to immediately tell if high commuter numbers going out / into a city mean that a loop is already happening or if these are still normal commuters. (yes / no) 3. There is no mod or tool that would solve the problem. (yes / no) 4. There is no mod or tool that can indicate the amount of traffic caused by normal commuters vs. looped, zombified ones. (yes / no) 5. Is there any hope that future NAM updates can somehow address this bug? (yes / no) Keeping in mind that we wish to avoid ECB but still be able to enjoy interconnectedness of our cities, please sort the following solutions to the problem, from most to least effective and feasible: - Cutting down on city connections - Avoiding construction of residential zones near map's edges - Building very diverse "job zones" near map's edges - Playing and saving cities randomly rather than opening immediate neighbors sequentially (will that mitigate ecb?) - Using OWR as neighbor connections, making sure they all lead into the cities and none goes outwards. - Creating a "checkerboard" region with every second city tile being completely isolated from the rest. I understand the irony of requiring laconic answers, yet posting a wall of text. Anyway, any help will be kindly appreciated!
  8. like the title says, the reason why is because the traffic generators i use dont work like they dont spawn vehicles at all
  9. I'm new to SC4 but I've put about 80 hours into the game over the past month or so, and I've played a decent amount of Cities Skylines. So far I am enjoying SC4 a lot more, because the traffic isn't ridiculously difficult to manage once you pass 25k lol. Anyways, in this city my advisor is whining about the avenues being "congested". This city is 60k in population with a 100K+ city in the tile directly above it. I'm using NAM. I really dislike highways (I'm not good at designing them efficiently), for the most part I have been building cities with just roads and streets. This city and the 100k city I put some extra planning into it and did a few avenues. I'm boring and I like grid cities but to combat congestion I put at least one bus stop in every square (at the intersections) and I have train lines running horizontally every 3-4 squares or so. (third picture) So at what point do I really NEED highways? I'm only getting a few congested spots here or there, I mean it is a city after all traffic is never going to be perfect right??
  10. Traffic Reports

    Hello, I got a report that traffic at road-avenue intersection was high, so I built a road overpass. I looked it up from all angles and it’s connected from all traffic directions. But I still get reports about that same intersection (I wanted to paste a screenshot but get an error I’ve too many attachments).
  11. I have an industrial zone at the top of the map, which is generally flourishing, but no sims travel there by any means. The train stations are unused, cars and buses stay in the bottom half of the map. The only activity in the industrial zone are freight trains and lorries. In an way I'm not concerned about it as the zone is productive, but I don't understand what is hindering the movement. Any suggestions? Thanks in anticipation. NAM lite installed.
  12. Hi all, So I play SimCity4 to grow my cities naturally, and I've been happily creating highways with NAM 47. I've built up about 6 cities in the New York region to total about 230,000 sims. Each city was about 30-40,000 sims, except for one larger one at about 70k. Unfortunately, I built a pretty comprehensive interconnecting network of rail, subways, and highways before I noticed strange behavior. Hundreds of busses were filling my highways, some of my railway tracks were overwhelmed with 10,000+ commuters, subways were becoming overloaded. Commute times in the graph in all of my cities kept rising to above 60 minutes, when before they were much less. No matter how many times I tried to alleviate the strain of rail, subway, and highways being overloaded, the more regional connections I made, the worse it got. Looking around the forums for solutions, I realized I had developed the Eternal Commuter Loop, possibly across all 6 of my cities. Reading these forums was instructive about the issue and how it developed. But most suggestions discussed how to avoid the issue in the future. I wanted to solve it for my cities now, and end the loop permanently. So I developed a solution and stumbled across an interesting idea. Basically, what I did was load each city up, bulldoze ALL of its neighbor connections, and run the city for two years to reset that city's internal job search/commute pathfinding. For the most part, cutting off all connections to neighbors did not impact the cities too much since they were relatively small at about 30-40,000 sims each. They retained their population and basically hummed along as if nothing happened. However, commute times absolutely dropped to nearly zero. And the traffic amounts also crashed. Internally, sims were locked into finding jobs only within their city tile, since no connections existed. So if there were enough native jobs in the city tile, the city was fine. And after running the game for 2 years, I'd save it and move to the next city to do the same thing all over again. In two of my larger cities, however, the cities took a lot of help to recover from having no neighbor connections, probably because they did not have enough jobs on their own to maintain the populace. One city experienced a significant drop in R$$ sims due to a lack of jobs, and significant dilapidation occurred. In order to fix that, I added high-density commercial and industrial zones (as demand for those skyrocketed due to the need for jobs) and eventually the city balanced itself out, with significantly more R$ sims and the R$$ sims recovering a bit. New, high density skyscrapers grew that held thousands of jobs. In my largest city, the resulting lack of jobs required me to plop several CO$$ lots that had about 4,000 or 5,000 jobs each (which I was planning to do since it's NYC anyway, up to this time all jobs were grown naturally). After adding those, the city recovered and actually went to above 80,000 sims, even better than before the loop occurred. I have no neighbor connections now in any of my cities, and the rails, subways, and highways all still exist. I still build them as I was making a connection, but DO NOT MAKE ANY NEIGHBOR CONNECTIONS (at least for now). They only serve to move sims within the city itself. Honestly, given the way the game treats jobs outside the city, where it's just a draw for sims to commute out with little benefits for the "exporting" city as well as the "importing" city, I wonder if there's a need for a neighbor connection at all. The jobs outside of the city end up reducing demand within the city, and demand inside is better than demand out. While the concept of a central commercial district or city is part of some strategies, I fear that the risk of an eternal commuter loop is very high. Alternatively, even if I make a neighbor connection, it will be limited to ONE or TWO per city. Certainly I'll never create multiple connections as I did in the past, with at least 4-5 avenues, 4-5 rail, 5+ subway, and at least 2-3 highway connections per city. The risk of a loop is just too great. And with the ability to plop buildings that have thousands of jobs, I can manage internal demand for now. Maybe if the city gets to be very populated, I'll have to create a central business district or a city full of jobs, but that will need to be heavily managed to avoid a loop. At most, I might create one or two neighbor connections with a highway or rail, to better manage where the sims end up. So in summary, to solve the Eternal Commuter Loop, eliminate all neighbor connections in each city and try to manage the demand for jobs within the city itself. Neighbor connections across a large region run the risk of an eternal commuter loop and actually don't seem necessary for the health of a well managed city with enough jobs.
  13. Version 1.0.0

    690 Downloads

    The Park And Ride Traffic Simulator Plugins are modified versions of the NAM's latest and greatest Simulator Z 3.0 Traffic Simulator Plugins (last updated with NAM 45), with one key difference: the Car transit type has its "Travel type can reach destination" property set to "False". This means that Cars cannot directly reach their destination, thereby requiring Sims to use Parking Garages or Parking Lots, or use alternative forms of transportation, like mass transit or active transit (walking) to reach it instead. All NAM Park And Ride Traffic Simulator Plugins are labeled as "Simulator ZP" to distinguish them from the standard, non-Park And Ride Simulator Z files in the NAM. While this package can technically act as a standalone, we recommend using it with either the full Network Addon Mod or NAM Lite, to have a fuller SC4 transportation experience. IMPORTANT! Installing this Plugin but failing to provide parking or alternative forms of transportation may lead to significant changes in the behavior of existing cities, so one should either take care to retrofit those existing cities with the necessary infrastructure (parking lots and/or mass transit), or one should consider starting a new city/region. Further details on the operation of the standard edition of the NAM Traffic Simulator Plugins, including more information regarding capacity levels, network/transit type speeds, and other details can be found in the official feature guide at sc4nam.com. Compatibility and Installation (Short Version) The minimum requirements for running the NAM Park And Ride Traffic Simulator Plugins are as follows: A compatible retail copy of SimCity 4 Deluxe Edition OR SimCity 4 with the Rush Hour Expansion Pack Windows/Linux (via WINE): Any digital retail edition, or any disc copy updated to at least Version 1.1.638. macOS: Any recent digital edition of the Aspyr port for macOS (installation on the App Store version is more difficult, and the NAM Team is limited in our capacity to provide installation help to App Store users). The now-rare non-Deluxe/non-Rush Hour copies of SimCity 4 are not supported. Attempting to run the NAM Park And Ride Simulators on a non-Deluxe/non-Rush Hour copy of SimCity 4 will cause the game to immediately crash to desktop (CTD). A system with the following specs: Any system which can run SimCity 4, with 40MB available disk space. Java Runtime Environment (JRE), in order to run the installer. (The Java Development Kit, or JDK, will also work, but contains extra files not needed unless you're a Java developer.) Adoptium's open-source edition is recommended, though JRE and JDK can also be acquired in proprietary/commercial (but free to download) form from Oracle at https://www.java.com. Additional Requirement on Mac (optional for Windows/Linux): JDatPacker by memo. JDatPacker is a tool for consolidating folders of SimCity 4 plugins. This can speed up the game's performance, and on macOS, this helps alleviate issues with the Aspyr port's known "number of files limit", wherein exceeding a certain number of files/folders within the game's Plugins directory can cause the game to crash. To install NAM Park And Ride Traffic Simulator Plugins: Install the Java Runtime Environment (JRE) (if already installed, skip to Step 2). Run the NAM Park And Ride Traffic Simulator Plugins Installer (NetworkAddonMod_ParkAndRideSimulators_Setup_Version1.jar). Follow the installer's instructions, clicking on each tab on the top bar in order. Agree to the mod's terms on the initial "welcome" tab to proceed with the installation. select the options you would like to install under the "files" tab. Select the install location under the "location" tab. Unless you have set up an alternate location for your Plugins folder, or happen to be on the Mac App Store version of the game, this should Use the "setup" tab and run the "cleanup" feature to remove any conflicting Traffic Simulator Plugins (NAM or otherwise), such that the Park And Ride settings are applied in game. Finally, move to the "install" tab. Click the "Start installation" button to begin the installation process. When the installation is complete, the progress screen will display a message, "All selected components installed!". Close the installer, using the "X" button or, on macOS, the red circular button, in the upper right corner of the window. You're all done installing the mod. Load the game and enjoy the NAM! Manual Installation - Advanced Users who are unable or unwilling to install Java can perform a manual installation of the NAM, something which the new file architecture introduced in 2020 makes far more possible than the previous "Monolithic" releases. This method requires a file decompression tool capable of opening .jar files, such as 7-zip (Windows) or Keka (macOS). To begin, open NetworkAddonMod_ParkAndRideSimulators_Setup_Version1.jar using your file decompression tool. The Park And Ride Simulator contents are located in the "installation" subfolder. The current installer uses a series of character flags at the start of directory names, in order to instruct the installer how to order the options, whether they're mandatory or optional, etc. Numbers preceded by the at sign ("@"), i.e. "@1", "@2", etc., are merely being ordered with this flag. Any directory with the caret ("^") in front of the name (or behind a "@" ordering flag) is mandatory. Any options where the equal sign ("=") and the dash ("-") are present are mutually exclusive--only one should be installed (the "=" option is the default). Remove any existing Traffic Simulator Plugins from your Plugins folder first, then copy the desired capacity level (Classic, Low, Medium, High, or Ultra) into your Plugins folder. The cleanup.txt file in the root of the .jar file can provide you with a list of conflicting file names. DO NOT INSTALL MORE THAN ONE OPTION. A Note Regarding The Former Traffic Simulator Configuration Tool (TSCT) The NAM's Traffic Simulator Configuration Tool (TSCT), first introduced alongside NAM 31 in March 2013, was officially discontinued with the introduction of Simulator Z 3.0 in NAM 45, released in September 2022. Further research conducted on the traffic simulator by z resulted in discoveries that some of the simulator parameters that had been modifiable in the TSCT, such as network capacities, were far more sensitive than previously thought, and that use of the TSCT could significantly degrade simulator performance to unacceptable levels. The tool also required significant reprogramming, as a number of features with it did not work as intended, and there were also difficulties with being able to recompile it from the source code that was available. The settings modifications to create Park And Ride options do not degrade NAM simulator performance, and as such, this package exists to make up for the fact TSCT had been the easiest way for the average user to use the Park And Ride settings for the simulator. Previous efforts to include Park And Ride options in the NAM installer itself resulted in a number of users complaining after accidentally installing Park And Ride simulators, which led to their relegation to the "Park And Ride" checkbox in the TSCT. The only other simulator parameters that are safe to modify from the out-of-the-box NAM settings are the Monthly Fares per Sim per Tile and Monthly Costs per Network Tile properties. As the TSCT is officially discontinued, given that it modifies parameters that degrade the NAM's Traffic Simulator, no technical support will be provided to users who still utilize it. Other modifications to the NAM Traffic Simulator's settings performed with other tools besides the TSCT are also at the user's own risk, and the NAM Team cannot provide technical support, nor will the team assume any responsibility for any resultant issues. More details about decision to discontinue the TSCT, on a property-by-property basis, can be found in the Traffic Simulator Features Guide at sc4nam.com. Distribution and Old Versions The NAM Team only provides support and allows distribution of the most recent NAM version. The same is true of the NAM Park And Ride Traffic Simulator Plugins. Users wishing to hold onto old versions should back them up in their personal archives. Note again that no technical support will be provided for this, nor may any user or site redistribute any old versions. Network Addon Mod - Credits The following named members of the major SimCity 4 fansites and Discord servers have, for whatever particular reason, been specifically included here for their special contributions during the NAM's history. Very special thanks goes towards them in the making, supplying, &/or supporting of this mod &/or its contents possible in one way shape or another: z - Main Simulator Developer Lucario Boricua - additional major research mott - early research/initial Park And Ride concept jplumbley - early research the7trumpets - early research Tarkus - 2023 Park And Ride modifications and release engineering Ulisse Wolf - additional release engineering support Daeley - original Java installer design b22rian - Simulator Z testing pierreh - Simulator Z testing NAM Founders Redlotus the7trumpets Tropod NAM Team Lead Tarkus NAM Technology Evangelist Haljackey NAM Logo MadSim (original design) Ramona Brie (updated design) Special Thanks Webmaster & administration staff at Simtropolis, SC4Evermore, SC4Devotion, ModDB, and SimCityPlaza. All (other) members of original Simtropolis Modd Squad, especially the Modd Squad founders. And possibly others who may not have been mentioned. If your name has been forgotten or you're not on the list, then drop us a line, as it has been difficult to keep track of anyone/everyone that may of helped somewhere along the lines. And to the community itself, we would also like to thank you for your support, making mods such as this possible too. We're still at it after almost 20 years thanks to you! And last but not least, a thanks for the Maxis individuals too, for the [paid] work that they did and released 20 years ago. Here's to 20 more. ;-)
  14. I would like to know how to create other USA Traffic Signs such as One Way in the square box along with No Turn On Red & Left Turn Signal signs & since I'm new to modding Cities: Skylines any tips & tutorial videos on YouTube would certainly help for an untrained newb like myself.
  15. Hi, I'm fairly new to SimCity 4, and I'm having trouble with the grow of a mid-size tile City. Pop is currently 38,000. I installed the census repository vault mod to gather more info, and my residential demand is high, there are plenty of jobs available. However, the population has reached the residential capacity, and re-zoning low and medium residential areas to high does not result in increased capacity. I do have some trouble in a few sectors with no job zots caused by high commute times, but I've added extensive subway and bus stops to the areas (which barely helped). I dislike the performance of the mass transit system though, utilization is extremely low and many stations go unused despite what appears to be logical placement. My budget also took a hit as the stations + tubes are costing 1,700 a month with low ridership- fares are maybe 400. When I use the route query tool on the long commutes, the paths don't appear long to me, similar length paths are shown as short and medium commutes on other properties. I've made some choices that may be limiting factors that I don't necessarily want to compromise on. There is no highway network in this city, I imagine it as a downtown, and Highway will take up too much space. There are 4 avenues that circumscribe the city, and there is no issue with volume. Although some congestion points have appeared and certain street corners where ped traffic, bus, car, and freight trucks interact. I've attached photos of the census, some traffic info and public transit. Please have a look and request more info as needed. My goal is to have the population reach the capacity my commerce and industry can support (52,000) , not have so many vacant jobs (11,000), and eliminate residential abandonment from long commute.
  16. I have just come back to SC4 after finally getting it to run on Win 11 last played on XP 15 years ago at least. I went through the posts on how to install the NAM, which worked fine. I have been following ROBs Red Hot Spot how to guides which are excellent! however he discusses the use of the TSCT which I do not appear to have in version 47 of the NAM. I have read a lot of long posts and become thoroughly confused by it all trying to find the TSCT or an newer version but there is too much information, none of it simple and mostly contradictory it seems to me anyway. Please tell me is the TSCT or something else available ("Config Z") in NAM 47 I should be using to "tweak" the traffic simulator or is the entire tool removed and it is automatically adjusted? Where in the user interface to I find these tools or are there stand alone versions. I am using the full NAM not the lite version and I am running the GOG version of SC4 fully updated as per the essential upgrades thread here. TIA Jonah
  17. I'm not sure if this is a glitch or not... But I'm sure I don't remember sims being able to change from bus to elevated rail via the highway! Is there a way to stop this other than adding a gap?
  18. A Noob trying out the NAM. I had an avenue running the length of city to an outside industrial zone and I wanted to cut the commute time. I split the ave by adding two opposing one-way road segments and then attached RHW. Also added one-way roads to the industry ends of the highway just to be safe. One side of the highway gets about 2000 cars and the other gets "Traffic (None)". I can see cars on that stretch of RHW and it shows green on the data view overlay. What could be going on?
  19. In a large tile/city do you even care much about congestion? It seems that it's always there with no real impact or am I wrong?
  20. Greetings, I'm getting back to the game after many years away from it, so please forgive if this is a duh moment. I'm getting the angry traffic advisor prompt relatively early in the game. This is something I would've expected in vanilla, but with NAM, I'm assuming this shouldn't be happening so soon? This is my city. after watching hours of Rob's guide to SC4, and reading some posts, I'm supposed to set the TSCT to ultra. but apparently this tool is now discontinued, and replaced with Simulator Z 3.0? I can't find too much info on Simulator Z. So am I just playing this game badly, or am I missing something with NAM/TSCT? Many thanks in advance.
  21. I have a large tile city of about 400K sims. It has 3 bridges, 2 regular and one avenue. They are all connected to streets on both ends. On two of them I am not getting any traffic at all. How can this be possible?
  22. SC4 i have just a problem with traffic, a lot of traffic also in highway, not the realhighway, railway, monorail. and also the leveling of the earth, when i put the highrailway that made a hole and is impossible for made a way, because i need to put a section by section, isnt like the normal railway that you can made the all way together.. any plug for fix this problem? for fix the problem of traffic? any advice? the my cities are of 200.000 until 370.000 abitants 3.000.000 in the region around, maybe 2.500.000 i not remember..
  23. You will need to optimize traffic flow. Preprogram traffic lights patterns, place road signs to pert or block traffic, increase speed where is necessary, hit GO, and watch the traffic flow. You will have to reach the target TRAFFIC FLOW QUALITY. You are the traffic manager. You will decide which and when the traffic light should turn green. You will have to spot problematic places, where traffic jams occur and pert traffic using road signs. This is not a real-time action game. You will be required to decide and prepare traffic logic in advance and program it. Prepare green lanes for best traffic performance and throughput and watch it flow on its own. Program traffic lights patterns. Place road signs. Block roads to pert traffic. Cars drive around the city to the parking lots and back home. Buses drive on their route. Watch out for car crashes. 28 unique levels with beautiful cities. The game is available on iOS and macOS. Download game Watch trailer on the Youtube
  24. I feel like I've got a good grip on the game now. I've managed to build skyscrapers and whatnot. What I'm struggling with now is the traffic and attracting $$$ sims. Should I abandon the grid system for something else? How is commute time computed? Is it based on the DISTANCE the sim has to travel to their job? Or is it based on how many busy intersections they have to go through? I've been scouring Simtropolis for any in depth guide on how to deal with traffic/road layout and I can't seem to find any.
  25. Hello I recently download the "Persistent Automata Mod (PAM)". Upon installation, this mod makes my already slow game play even slower. I originally downloaded the mod, hoping to make the city look more realistic, because the default game makes car constantly disappear regardless how many pop you have within a city tile. I saw that PAM was last updated in 2010, so it has been 12 years since its last version. is it because the mod is so old, and it is having compatibility issues with the latest NAM 44? which had its latest update in Mar 2022. another quick note, i realized the default game only allows on and off ramps when avenues are crossing elevated highways, but ramps won't form when an avenue crosses ground level highways. is there a mod or asset that allows on and off ramps when avenues are crossing ground level highways? Thanks.
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