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Showing results for tags 'transitions'.
Found 5 results
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A couple problems. Often I have trouble connecting a road or street (of any kind) to an avenue. Or avenue to avenue. Or whatever to whatever. Can't connect, is the message I get. Sometimes I can bulldoze the avenue, or flatten it, and try again, and it works. Sometimes not. Which streets go with which puzzle pieces? Now I know why they are called puzzle pieces. I think I will give up on flattening terrain, because all it does is push the dirt somewhere else for me to discover later. These puzzle pieces have many cryptic names and descriptions. The manual doesn't cover them. Oh, for a thorough manual. I'm baffled by how to transition from cities to highways and which highway to use. The puzzle pieces called "ramps" have mostly "deprecated" pieces. Other abbreviations and uses are baffling. What do all these terms mean? I'm working on New York. Again. Trying to put industry on one island, commercial and residence in another, with a bridge between. First I tried a rail bridge but they refused to take the train. Then I tried a road bridge but it get too congested. I tried an avenue bridge, but that may have been too expensive, and there were problems getting on and off. I tried a Real Highway bridge (RHW), but similar problems: congestion and transition between roads, highways, and bridges. I'm out of ideas until I learn this game better.
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Show Us your Street and Road transitions (SAM and NWM) "The one thing that all great cities have in common is that they are all different." – Cate Blanchett While many of us decorate our cities with trees and MMPs, lots and plops, terraforming and earthworks, some of us also like to decorate our cities with interesting road and street types, just because we can. Thank you NAM team!!! Some of the most interesting aspects of novel road and street types, are the transitions between types, and how we place those SAM transitions, or NWM transitions, in the context of our countryside or urban designs. SAM street transitions, and NWM road transitions, are what this Show Us thread is all about. The last transition in that screenshot, is NWM not SAM, and is created by plopping NWM starter pieces with a gap of 2 tiles between, then dragging in one tile from the right, and dragging in one tile from the left. In the NAM version 38, there is a new SAM FLEX transition piece, which @Flann introduced me to, and which I'm so looking forward to using when I upgrade my NAM. Please do join in, and post your artistic SAM and NWM creations here!
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Any good trick for lane transitions? The center-align behavior of vanilla roads, or even modded road, makes it rather hard to do realistic (ULTRA realistic) lane transition... Eg: 2 lane to 3 lane, etc. Anyone got any good tricks up their sleeve can share? I do aware of the CSUR mod, it is A_M_A_Z_I_N_G, but there's two problem with it, first the aesthetic, secondly it seems to support right hand traffic only as far as I checked...
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L-over-ave to L-over-road transition: is there an easier way?
zebulon_stonehenge posted a topic in NAM & Transit Networks
I'm trying to connect Lake&Morgan Station to Lake&Ashland station (as in Chicago's Green Line). But the first is L-over-ave whereas the second is L-over-road. I managed to do it using "L makes 45° curve" puzzle pieces (see attached image) but this seems a bit cumbersome and ugly; is there a cleaner way, or is this the best option? I do see a L-over-ave puzzle piece named "L-over-road connector", but it appears to be a regular L-over-road-on-blank-terrain puzzle piece, and I don't see how to use it to make a smooth transition. -
Version 1.1
15,003 Downloads
What do you get if you toss the Pond Kit, the Stream Kit & the CDK into a paint mixer and let it run for an hour? Well, initially you get something that looks like a horrible Star Trek transporter accident !! But if you let that mixer run and extra hour or two, you eventually wind up with a viable means of transitioning the PEG Ponds & PEG Streams into the game's oceans... via the CDK. Adding the CDK in this fashion serves to mask a multitude of potential graphic sins & bugs inherent anytime props and textures go into the water. We will continue to pursue a non-CDK solution as well... but for those anxious to run their pond rivers and streams down to the sea, you now have a means to make it happen. Included are 4 new lots; a single CDK Stream lot and 3 CDK Pond lots (left, right & center). Streams are limited to a single tile in width but rivers made from the Pond Kit can be a wide as you want. These are CDK-OWW (Old Wooden Waterfront) lots and plop just like any other 2-tile deep CDK lot. They will appear in the Water Transportation menu along with the other CDK-OWW lots. Like most CDK lots, they have pricing & properties similar to a small plaza. To accommodate the fact that 92.3% of all CDK lots have a road running along their inland side, conditioned with the fact that 63.7% of all statistics are made up on the spot... these lots also have an appropriate Bridge-End modeled into their inland side. This will allow you to seamlessly continue any street/road/avenue you have running along your waterfronts. The transition lots are packaged into separate files; one for the Streams and one for the Ponds. After installing, you can easily remove one or the other if you do not use either the Ponds or the Streams. **These lots require the installation of the PEG CDK-OWW Development Kit Volume 1. Additionally, you should also have the Deluxe Editions of the PEG Pond & PEG Stream kits installed. All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here.

