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- b22rian: I want to thank all of you for attending today's nam transit seminarI would also like to thank Vince for
- moderating tonite's seminar..as well as thanking Meister1235 for being our recorder today.. Anyone who has any
- basic questions during the seminar, i ask you to whisperthen to either Meister, Vince or myself, and we will try to
- answer them, thanks..
- This room is moderated by swatmedic. All messages are forwarded to the moderator for review.
- simmaster07: No side conversations, please. Red and bold is reserved for seminar hosts.
- nerdly_dood joined the room.
- b22rian: Now to introduce to you our first guest speaker.. This young man is thecreator of sc4chatbot.. He is
- certainly one of the most talented up and coming young prodigies,, His potential is pretty much unlimited..Please
- everyone welcome , Nelson
- blue lightning: ...hey thats my job
- simmaster07 fistpumps
- b22rian: Our other guest speaker for tonite, needs no introductions to just aboutall of you.. he is a full Nam
- member.. , he is the author of one of the best CJ's in the threads.. " Virgin Shore "..as well as co author of the well -
- read Omnibusarticle about "creating textures" in the game,,along with Un1... and he is one our mostpopular
- members of chat.. Ladies and gents, please welcome ..Connor !
- nerdly_dood left the room. (Going to Social Lobby)
- 617squad came back.
- deathtopumpkins waves
- b22rian applauds
- b22rian: s a special bonus at the end of connor and nelson's presentationVince will be doing a short NAM preview
- :).. thanks and enjoy the Seminar !
- daso left the room. (Logged out)
- b22rian: guest speakers, the floor is yours
- This room is moderated by blue lightning. All messages are forwarded to the moderator for review.
- simmaster07: Alright everyone, so welcome to our little seminar. It will be divided into two parts: an introduction and
- an almost "hands on" section. I will be conducting the first part and Connor will be doing the second part, so sit
- back and enjoy.
- simmaster07: Now, I see we have some NAMites, some veterans, and rookies in here, and I'd like to welcome you
- all to our seminar.
- This room is moderated by swatmedic. All messages are forwarded to the moderator for review.
- This room is no longer being moderated.
- This room is moderated by blue lightning. All messages are forwarded to the moderator for review.
- simmaster07: Oh dear lord, what are you guys doing? :P
- swatmedic: Just ignore me.
- b22rian: hehe
- deathtopumpkins: Anyway, first, is there anyone out there that does not currently have the NAM installed?
- simmaster07: Anyways, some new members might think that transit isn't one of the most important parts of
- SimCity.
- blue lightning: simmaster07: Far from it.
- blue lightning: Transit is THE backbone of a city
- simmaster07: As a matter of fact, transit is probably the most important part of the game that influences everything
- else
- yoshiisland joined the room.
- yoshiisland left the room. (Going to Social Lobby)
- simmaster07: Without a good transit system, it will mainly influence pollution AND RCI demand, and it will hurt
- simmaster07: So firstly, when you're zoning, don't go for the regular grid pattern Maxis makes for you
- simmaster07: It might work at first, but once those buildings start growing, traffic will increase and demand goes
- down
- simmaster07: We'll get more in-depth on that later
- blue lightning: Also, to control zone placement for such
- blue lightning: Shift removes the autostreet
- blue lightning: control colagmerates the zone into a single block
- shadow_assassin: Alt reorients the zone
- deathtopumpkins: And combinations of these three do work.
- shadow_assassin: make good use of them!
- blue lightning: I believe ctrl also has the shfit property
- blue lightning: *shift
- deathtopumpkins: yes
- simmaster07: Also, make sure that you ABSOLUTELY watch your zone data for traffic congestion information. With
- it, you can target which sectors of your city need a transit upgrade, or commute times will go up and, again,
- desirability for higher-class zones go down
- shadow_assassin: most likely, you'll be using combinations of Alt + Shift to get the zones that you want (especially
- when you're zoning in an area that's bordered by two different networks, such as road and avenue)
- blue lightning: Congestion tends to manifest itself near intersections, but that can be normal (if it only extends 2 tiles
- from said intersection) as it is a function of many traffic simulators to simulate traffic lights and stop signs
- simmaster07: However, if congestion isn't coming from an intersection, you will have or already are having problems
- simmaster07: Also, look into mass transit, because roads aren't always the way to go.
- blue lightning: (Unless properly planned)
- simmaster07: Well, yes
- blue lightning: But yes, you do have quite the option for MT
- simmaster07: Ugh, brb. Let me turn the seminar over to DTP for a sec.
- deathtopumpkins: OK
- deathtopumpkins: Now the mass transit options may be limited in the game
- b22rian: simmaster07: np, take your time nelson
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- deathtopumpkins: (subway, elevated rail, and bus)
- deathtopumpkins: but the NAM adds several more options
- deathtopumpkins: namely, ground light rail.
- simmaster07: For example, Ground Light Rail
- blue lightning: CAN-AM can also be considered MT
- blue lightning: As it is an extension of bus
- deathtopumpkins: but as it is a highly specialized plugin that is not used often, we will not be covering it tonight
- simmaster07: Also, the RHW, which depends on the Network Addon Mod, adds another option for commuting
- deathtopumpkins: And the RHW will be covered in detail in the hands-on portion of the seminar later on
- tigerbuilder left the room. (Logged out)
- deathtopumpkins: Now we will cover all the new features the NAM adds to your game.
- simmaster07: The Network Addon Mod extends the game in many ways and is, of course, beneficial
- shadow_assassin: the biggest benefit of the NAM is that it fixes a lot of the problems with the normal game
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- blue lightning: If installed properly. We've had quite the amount of users stick the exe into plugins
- deathtopumpkins: Though we assume that that will not be a problem as all of you already have the NAM installed.
- b22rian joined the room.
- deathtopumpkins: (PM one of the yellow people if you do not)
- blue lightning: Anyways, continuing with features
- simmaster07: The NAM adds Flexible Underpasses (FLUPS), Ground Light Rail, turn lanes, CAN-AM (which will not
- be discussed, and in-game fixes such as simulator mods
- blue lightning: In additon, at its core, includes various draw fixes
- blue lightning: additional draggable intersections and transitions
- blue lightning: modular overpasses
- deathtopumpkins: And it adds quite a few new buttons to your toolbars.
- simmaster07: And let's not forget FAR pieces
- blue lightning: And WRC (Wide Radius Curve)
- deathtopumpkins: Namely, in the roads menu, PedMalls, Diagonal Streets, Wide Radius Curves, FLUPS, avenue
- roundabouts, and modular road, avenue, and one-way road overpass pieces.
- blue lightning: FAR = Fractional Angle Road
- shadow_assassin: the FAR/WRC for various networks is a project that has a lot of potential and new pieces are
- being built all the time...
- blue lightning: And its companion, FARR )Fractional Angle RailRoad)
- shadow_assassin: the FARR falls under the RAM, so chances are you will have some experience using it there
- deathtopumpkins: All of those buttons are pretty self-explanatory, but Pedmalls are pedestrian-only puzzle pieces,
- and FLUPs are FLexible UnderPasses.
- blue lightning: Remember, those are not merely plop entrance and exit piece you're done
- blue lightning: You must fill a path between them using the pieces
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- deathtopumpkins: Any questions on additions to the road menu?
- shadow_assassin went away.
- deathtopumpkins: Now we're going to move on to the highway menu
- b22rian: cool :)
- deathtopumpkins: It mainly includes new buttons for the RHW network
- deathtopumpkins: RHW stands for Real HighWay
- deathtopumpkins: formerly Rural HighWay
- blue lightning: The RHW is based on the dirtroad network, which is a network maxis left behind unfinished
- simmaster07: The NAM also adds highway overpasses, such as Ground HW to Elevated HW
- deathtopumpkins: but since it is a highly flexible network that can be used easily in urban areas, the name was
- recently changed.
- blue lightning: In additon to RHW and additional transitions, the maxis items that were formerly drag plop only are
- now set into button rings
- blue lightning: Also there are half ramps and such added by NAM
- deathtopumpkins: Specifically the new highway menu buttons are: RHW, RHW starter pieces, RHW Ramp Interface
- pieces, RHW Wide Curves, RHW Transitions, Custom Interchanges, and Single-Sided Parallel and Single-Sided
- Perpendicular Interchange pieces.
- blue lightning: The Custom Interchanges button includes cloverleafs with varing amounts of ramps, ground to
- elevated smooth transitions,
- deathtopumpkins: Custom Interchanges contains the new maxis highway interchanges (stack, partial cloverleaf,
- trumpet, etc.)
- blue lightning: a 4 way 4 level stack
- blue lightning: 1 trumpet
- blue lightning: 2 Y stacks
- blue lightning: and various misc pieces
- deathtopumpkins: Any questions on new Highway Menu buttons?
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- simmaster07: Any questions at all?
- plane-crash12000: deathtopumpkins: yes
- deathtopumpkins: Yes?
- plane-crash12000: will their be any 1 lane puzzle peices on the next RHW?
- deathtopumpkins: plane-crash12000: No, the modular interchange system (the one lane RHWs) is, and will continue
- to be, entirely draggable
- blue lightning: And they have existed since v20/2.0
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- deathtopumpkins: Now Nelson, could you please explain the additions to the Rail Menu if there are no further
- questions?
- swatmedic: What about something with turn lanes on a bridge that go into on/off ramps?
- deathtopumpkins: swatmedic: Could you please elaborate?
- swatmedic: Trying to haha
- swatmedic: You see these fairly commonly
- deathtopumpkins: turn lanes on an overpass?
- blue lightning: swatmedic: assuming you mean exits on a bridge (like a water bridge), no, as they are too
- specialized
- paulobergonci: i would like to know how to use Underground Rail, please
- deathtopumpkins: paulobergonci: We'll get to that. ;)
- simmaster07: That will be in the hands on portion
- blue lightning: but on something like ERHW, there already exist an exit piece for that
- paulobergonci: ok
- blue lightning: (and in the future, pieces)
- deathtopumpkins: Usage of these NAM features will be explained later on, this is just to cover what everything is
- and does.
- simmaster07 will go over the additions to the Rail Menu as soon as he steals back his laptop
- swatmedic: Eh i'll bring it up later, i can't find a picture.. :P
- deathtopumpkins: Okay Jake.
- deathtopumpkins: Now, the Rail Menu.
- deathtopumpkins: New additions include:
- simmaster07: Rail puzzle pieces
- simmaster07: Wide radius railroad curve/Fractional Angle RailRoad
- simmaster07: Underground rail
- deathtopumpkins: Rail Viaduct Puzzle Pieces, Underground Rail, Wide Radius Curves, Rail Viaduct / RHW Interface
- Pieces, and High Monorail Puzzle Pieces.
- swatmedic: Guys if you don't mind i have an example..
- simmaster07: Alright, please post
- swatmedic: http://maps.google.com/?ie=UTF8&ll=45.197643,-93.342183&;spn=0,359.990355&t=h&z
- =17&layer=c&cbll=45.197568,-93.342021&panoid=x5zDWqspTdEv0M3Lp40dkQ&cbp=12,129.28,,0,-4.33
- blue lightning: Sure
- blue lightning: Oh, you're asking a TuLEP-MISTuLEP integration type thing?
- swatmedic: ..sure. :P
- blue lightning: And Alex did mention there eventually will be elevated TuLEP pieces
- blue lightning: (TuLEP = Turning Lane Extension Project)
- swatmedic: So basically, overpass with offramps that lead to a 4-way intersection where the other side is an on
- ramp
- blue lightning: Eventually
- swatmedic: with a 4-way stop light type deal
- simmaster07: Anyways, are there any questions on the rail menu additions?
- 617squad: permission to speak?
- simmaster07: Granted
- 617squad: are there any plans to further develop the road over rail puzzle peices?
- deathtopumpkins: Not at this time that I am aware of.
- meister1235: btw: the HSR puzzel pieces are in the rail menu too
- blue lightning: 617squad: In the very long run, yes
- simmaster07: I don't believe we're discussing HSR tonight, though, are we?
- deathtopumpkins: We can later on if there is an interest.
- 617squad: one more question, concerning the double deck EL over road
- b22rian: naw,, im hoping we do a series of these nam seminars..
- deathtopumpkins: HSR is an optional, separately downloaded plugin that adds a reskin of the monorail network, if
- anyone was unaware.
- b22rian: we can save some of the main concepts for another time
- blue lightning: I can provide a link if anyone wants it
- simmaster07: If there are no further questions, we will move on to the additions in the Misc. Transportation menu
- and will have a brief intermission before we move onto the hands-on portion
- deathtopumpkins: Okay
- deathtopumpkins: Miscellaneous Transportation time
- simmaster07: So the big addition to the menu is Ground Light Rail and the tram pieces associated with it
- b22rian: i think you guys are doing a great job making this the first basic nam seminar, carry on :)
- blue lightning: GLR is also known as Tram and T-RAM
- deathtopumpkins: GLR is essentially el-rail on the surface
- deathtopumpkins: thus "GROUND" Light Rail
- simmaster07: There are GLR puzzle pieces, a draggable GLR piece (transforms El-rail to GLR) and pieces to have
- GLR inside another network, like avenues.
- deathtopumpkins: Variations of it can be found for rural/urban areas, as well as street running on roads, streets, and
- avenues.
- blue lightning: Stations are downloaded seperately
- deathtopumpkins: Yes, all stations for all networks MUST be downloaded separately. The NAM does not include
- any lots.
- blue lightning: Be careful with puzzle pieces and TE lots though
- blue lightning: The latest version of the NAM has reduced the risk with GLR pieces
- blue lightning: However, it is best to use draggable GLR as much as possible
- deathtopumpkins: Hovering many puzzle pieces over transit enabled lots (such as stations) can cause the game to
- CTD.
- simmaster07: CTD = Crash-to-Desktop
- deathtopumpkins: Now, in addition to GLR
- simmaster07: We also have tram-on-street, tram-in-road and tram-on-road
- deathtopumpkins: you will also find pieces for the following:
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- b22rian: blue lightning: ive noticed the reduction in crashes for sure using GLR
- swatmedic left the room. (Logged out)
- deathtopumpkins: High-Elevated Rail, which is the same old El-Rail just at 30 instead of 15 meters height
- blue lightning: CAN-AM (Will not be covered today)
- deathtopumpkins: Elevated Rail / Road Dual-Networking, which is El-Rail with Road underneath it
- wrightguy0 joined the room.
- simmaster07: FYI: If you cycle through the GLR puzzle pieces (with the TAB key), you'll find a GLR-to-El. Rail piece
- deathtopumpkins: and I believe that is it.
- simmaster07: So, any questions?
- deathtopumpkins: Yes, all menu buttons take you to only one piece, but you can cycle between them using TAB
- (forward) and SHIFT+TAB (backward)
- blue lightning: Home and End rotate the piece
- blue lightning: (or in some cases, also go to a new piece)
- deathtopumpkins: Now, are there any questions about what we have covered so far?
- 617squad: yes
- wrightguy0 left the room. (Going to Social Lobby)
- deathtopumpkins: Yes?
- wrightguy0 joined the room.
- 617squad: any plans to work on the dual elevated rail over road? like more advanced puzzle peices?
- deathtopumpkins: Not at this time, no.
- deathtopumpkins: Eventually, maybe.
- b22rian: deathtopumpkins: there are no station for that right ?
- deion30296 joined the room.
- deathtopumpkins: There is one on a japanese site, I believe...
- deion30296 left the room. (Going to Social Lobby)
- wrightguy0: deathtopumpkins: how about reskins of the existing EL network
- deion30296 joined the room.
- b22rian: deathtopumpkins: really, ! interesting, thanks :)
- deathtopumpkins: wrightguy0: there are some of those out there too.
- simmaster07: Any more questions?
- reaper88: deathtopumpkins: yes i have it :)
- deathtopumpkins: wrightguy0: One was uploaded recently on the STEX.
- naftixe: On TIR & TOR, is there a way to transit enable the road without dragging OWR thru the stations?
- blue lightning: naftixe: you could save and exit to region
- blue lightning: then reload the city
- b22rian: u dont always have to use owr do you ?
- wrightguy0: deathtopumpkins: really?
- blue lightning: It depends on the station
- b22rian: ive noticed the stations i have you dont
- b22rian: right
- deathtopumpkins: Some require it.
- blue lightning: But this is getting beyond the scope of NAM
- plane-crash12000: i have a question.
- deathtopumpkins: wrightguy0: yes. I don't remember who by though.
- deathtopumpkins: plane-crash12000: Yes?
- simmaster07: Yes?
- plane-crash12000: simmaster07: are we gonna talk about the NWM (network widening mod)?
- deathtopumpkins: Nplane-crash12000: o.
- blue lightning: plane-crash12000: Not about using it.
- deathtopumpkins: *No.
- simmaster07: No
- blue lightning: There might be some teasing at the end though,
- deathtopumpkins: In this seminar, we are only covering CURRENTLY RELEASED NAM plugins.
- blue lightning: But dont ask about it early.
- godzillaman: do you remember the specific name of any elevated rail skins?
- deathtopumpkins: Sorry, but no.
- simmaster07: Before we return from moderation, let me just post instructions on running SimCity in windowed mode
- for hands-on. This is completely optional if you do not wish to participate in the hands-on portion.
- deathtopumpkins: Deion says Moonlight
- deathtopumpkins: search that, it does ring a bell.
- blue lightning: Ah yes the ML ELERAIL mod
- blue lightning: I use it
- naftixe: Does the game with NAM treat GRL and EL differently?
- meister1235: for window mode you can ask me
- blue lightning: It looks like this http://www.majhost.com/gallery/vz1234512/SC4/CJ-Pics/destiny_center-
- _rhw_backups_at_8_am.jpg
- deathtopumpkins: Link: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2118
- blue lightning: naftixe: no
- deathtopumpkins: Thank you, Deion
- pcgirl24 joined the room.
- moonraker0: Since Tram-on-Road has four lanes, does it have a higher capacity than normal roads?
- blue lightning: moonraker0: No
- deathtopumpkins: moonraker0: No, the game calculates capacity on a per-tile basis, rather than per-lane.
- deathtopumpkins: However, it carries both trams and cars, so in a way it sort of does.
- deathtopumpkins: Any other questions?
- 617squad: is this capacity fixed in game or is it moddiable?
- blue lightning: 617squad: it is moddable
- blue lightning: hence the traffic simulators
- b22rian: 617squad: it depneds on the settings of the individual traffic sims
- 617squad: so one could make a "cheated" version of roads, rail, etc?
- deathtopumpkins: It is easy to change capacities and speeds in the Reader if you're into advanced modding,
- however.
- blue lightning: 617squad: Yes, but improper balancing may result in bad simulator behaviour'
- deion30296: Is it possible to have static textures on TIR or TOR?
- deathtopumpkins: 617squad: Yes but there may be some problems with the game engine.
- deathtopumpkins: Static Textures?
- deion30296: Textures that change with sidewalk mods.
- b22rian: 617squad: all of them can be moddifed with the live reader program
- godzillaman: question about the traffic simulators; what works better if you were to create a city that's built mainly
- for looks but uses some form of growth, do the simulators have an advantage on the radical settings?
- moonraker0: Will not using the tram-on-road to tram-in-road connector piece before an intersection hurt car traffic in
- any way?
- 617squad left the room. (Going to Social Lobby)
- blue lightning: I think we should start saving questions till the end
- deathtopumpkins: deion30296: It depends on how the mod was made, but possibly.
- b22rian: yes,,
- b22rian: these are ender questions
- b22rian: carry on
- deathtopumpkins: godzillaman: What simulator you use is entirely up to you. None inherently have benefits over the
- others (at least for A B and Z)
- deathtopumpkins: moonraker0: All connector pieces must be used appropriately for traffic to actually use the
- network.
- pcgirl24 left the room. (Going to Social Lobby)
- deathtopumpkins: Now, please save general questions for the end. Are there any other Rail- or Menu-specific
- questions?
- simmaster07: Moving on, for windowed mode in the hands-on portion of this seminar, you will need to make a
- shortcut on your desktop pointing to: "C:\Program Files\Maxis\SimCity 4 Deluxe\Apps\SimCity 4.exe" -w
- simmaster07: C:?\ *
- simmaster07: To go back to fullscreen: "C:?\Program Files\Maxis\SimCity 4 Deluxe\Apps\SimCity 4.exe" -f
- blue lightning: If your target directory is different, subsitute that for what is listed above
- deathtopumpkins: Everyone please do this and start the game during the intermission.
- simmaster07: There will be a brief intermission for milk and cookies before we get into the hands-on portion.
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- blue lightning: Also, you may need -customresolution:enabled
- blue lightning: and define -rWIDTHxHEIGHTx32
- deion30296 left the room. (Going to Social Lobby)
- blue lightning: where width and height are the width and height
- deathtopumpkins: Now, intermission time.
- deathtopumpkins plays the cheesy music
- blue lightning: End moderation?
- simmaster07: For now, yes
- This room is no longer being moderated.
- simmaster07: 5 minute break
- deathtopumpkins: We will reconvene at 9:10
- simmaster07: If you do not have any of the following plugins, please say so NOW: NAM, SAM, RHW, RAM
- blue lightning: I'll be back around 9:7
- simmaster07: Feel free to talk amongst yourselves until 9:10*
- blue lightning: (if thats ok with you two)
- un1 will watch this as he is starting his fourth airline in AE
- un1: dont call me crazy dtp S(
- b22rian: simmaster07: you guys are doing a great job so far
- un1: X(*
- deathtopumpkins: un1: lol
- Seminar recontinues at 9:10 PM EST
- ###############################################################################################
- ################################################################
- ###############################################################################################
- ################################################################
- deathtopumpkins: WELCOME BACK!
- simmaster07: Alright, so for this portion of the seminar, we will be doing hands-on activities with the NAM. Let's turn
- the mic over to Connor.
- wrightguy0 joined the room.
- deathtopumpkins: Now, does everyone who wants to participate have SC4 open?
- deathtopumpkins: and running in windowed mode?
- blue lightning: Coonfirmation 2
- simmaster07: If you do not, please PM myself or anyone with a username that is yellow
- deathtopumpkins: Now...
- deathtopumpkins: first, does everyone understand how to use the overpass pieces?
- blue lightning: 1 yes
- deathtopumpkins: any questions or tips on those?
- deathtopumpkins: or anything else from the road menu?
- the seminar is starting again, quick! or you may miss something cool! Jump on the freakin bandwagon before it
- leaves!
- deathtopumpkins: im mainly going to focus on the RHW with this.
- simmaster07: Whatchu talkin' 'bout servo?
- 2b2gbi joined the room.
- deathtopumpkins: alrighty then
- just trying to get more members in here
- deathtopumpkins: RHW time.
- deathtopumpkins: Now, let's do a simple overview of the RHW pieces
- deathtopumpkins: http://www.majhost.com/gallery/vz1234512/SC4-2/RHWTutorialPicspt1/rhw_buttons.jpg
- b22rian: ok every one hang in here now, otherwise you miss vince;s special preview at the end :)
- deathtopumpkins: Under the ramp interface button (#3)
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- deathtopumpkins: you will find first the Type A ramps
- deathtopumpkins: http://www.majhost.com/cgi-bin/gallery.cgi?i=2328925
- deathtopumpkins: wait
- blue lightning: er, you wan thtis :P
- blue lightning: http://www.majhost.com/gallery/vz1234512/SC4-2/RHWTutorialPicspt1/rhw_a_ramp_pieces.jpg
- deathtopumpkins: http://www.majhost.com/gallery/vz1234512/SC4-2/RHWTutorialPicspt1/rhw_a_ramp_pieces.jpg
- deathtopumpkins: Sorry, that link^
- b22rian: blue lightning: great :)
- deathtopumpkins: Next you will find the Type B ramps
- deathtopumpkins: http://www.majhost.com/gallery/vz1234512/SC4-2/RHWTutorialPicspt1/rhw_b_ramp_pieces.jpg
- deathtopumpkins: Type A ramps create a parallel MIS ramp, and Type B create one that runs away diagonally
- deathtopumpkins at 5 is an oddie
- blue lightning: And you also find your splitter type ramps too http://www.majhost.com/gallery/vz1234512/SC4-
- 2/RHWTutorialPicspt1/rhw_misc_ramp_pieces.jpg
- deathtopumpkins: and then under button 4 you find the curve pieces: http://www.majhost.com/gallery/v
- z1234512/SC4-2/RHWTutorialPicspt1/rhw_curve_pieces.jpg
- deathtopumpkins: and in the Road Menu the Road / RHW Interface button provides a number of pieces for
- interfacing the road network with teh RHW: http://www.majhost.com/gallery/vz1234512/SC4-2/RHWTutorialPicsp
- t1/rhw_road_x_rhw_pieces.jpg
- blue lightning: The other two (OWR and AVE) pieces have all of the ones road have aside from diagonals
- blue lightning: Same with EleHeavyRail x RHW
- deathtopumpkins: Now, on with the actual hands-on
- deathtopumpkins: We'll begin by dragging a simple RHW network.
- deathtopumpkins: Click this button in your highway menu (#1): http://img163.imageshack.us/img163/1702/rhw1.png
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- deathtopumpkins: Then drag it like shown: http://img27.imageshack.us/img27/3562/rhw2.png (I'm using a 1-tile
- median as an example, you do not need to. it can be any width).
- deathtopumpkins: Then Click button #2 and place a starter piece as shown: http://img22.imageshack.us/img22
- /1039/rhw3.png
- deathtopumpkins: Repeat for the other direction, pressing the home or end keys to rotate the piece 180 degrees
- (pointing south).
- deathtopumpkins: You should end up with this: http://img10.imageshack.us/img10/990/rhw4.png
- philatte joined the room.
- deathtopumpkins: You can then drag that any length you want in either direction.
- deathtopumpkins: Everyone got that?
- blue lightning: Also as a side note, ramp pieces have starter stubs
- blue lightning: And once you draw out about 6 tiles
- blue lightning: you can demolish the starter
- reaper88: deathtopumpkins: yes
- deathtopumpkins: Next we will create a simple Road overpass, and then procede to add a diamond interchange at it.
- deathtopumpkins: First, click the road tool to ensure that the land is flat on either side of the RHW where you want
- to build an overpass.
- deathtopumpkins: http://img215.imageshack.us/img215/5895/rhw5.png
- blue lightning: For most of you it will look like a rounded asphalt rectangle
- deathtopumpkins: Bulldoze one side and place a ground-raising lot. If you need a link, whisper to one of us.
- deathtopumpkins: You should then have this: http://img41.imageshack.us/img41/1715/rhw6.png
- deathtopumpkins: Repeat for the other side.
- deathtopumpkins: Then drag a road out of each side's ground-raiser for a few tiles.
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- deathtopumpkins: Should look like this: http://img88.imageshack.us/img88/6051/rhw7.png (however, this depends
- on your slope mod. Some may be steeper).
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- deathtopumpkins: You will want to flatten the first tile next to the ground raiser (using road tiles) for later on.
- deathtopumpkins: then bulldoze the ground-raiser and adjacent tile of road
- shadow_assassin joined the room.
- deathtopumpkins: http://img85.imageshack.us/img85/4581/rhw8.png
- shadow_assassin left the room. (Going to Social Lobby)
- wrightguy0 left the room. (Going to Social Lobby)
- deathtopumpkins: Next, scroll down in your road menu and click the Road / RHW Ramp Interfaces button.
- deathtopumpkins: http://img196.imageshack.us/img196/2035/rhw9.png
- deathtopumpkins: Excuse me, the Road Puzzle Pieces button
- deathtopumpkins: Hit SHIFT+TAB to get this piece: http://img87.imageshack.us/img87/6877/rhw10.png
- deathtopumpkins: plop one on each side: http://img194.imageshack.us/img194/1088/rhw11.png
- deathtopumpkins: Then, using the additional pieces in the Road Puzzle Pieces button, fill in the overpass.
- http://img194.imageshack.us/img194/1088/rhw11.png
- deathtopumpkins: You should end up with this: http://img405.imageshack.us/img405/7366/rhw12.png
- b22rian: deathtopumpkins: very nice connor :)
- deathtopumpkins: You'll notice that there are no pieces to fill in the gaps over the RHW.
- deathtopumpkins: Those are found under another button a few down: http://img444.imageshack.us/img4
- 44/373/rhw13.png
- deathtopumpkins: ...And imageshack is down now. :|
- simmaster07: :|
- deathtopumpkins: Wait...
- deathtopumpkins: there we go!
- deathtopumpkins: Hit tab until you get the Road over RHW-4 piece, and plop one over each direction of the RHW,
- being sure to orient them correctly (yellow line on the left).
- deathtopumpkins: Final product: http://img11.imageshack.us/img11/8566/rhw14.png
- b22rian applauds
- deathtopumpkins: Drag out in each direction with the Road tool, smoothing as you wish, and you've got yourself a
- nice rural overpass! http://img23.imageshack.us/img23/7902/rhw15.png
- deathtopumpkins: Is everyone still with me? No questions?
- b22rian: sure im with you
- b22rian: just a marvelous job connor :)
- deathtopumpkins: Okay, now, interchange time.
- blue lightning: Continue, no interjections recieved
- deathtopumpkins: We are going to build a basic diamond interchange with the road.
- deathtopumpkins: Select the RHW tool again (http://img163.imageshack.us/img163/1702/rhw1.png)
- xyloxadoria joined the room.
- deathtopumpkins: and draw out your ramps according to the terrain. http://img255.imageshack.us/img2
- 55/5509/rhw16.png
- godzillaman: deathtopumpkins: link is messed up
- blue lightning: Remove the )
- deathtopumpkins: Be sure to leave one completely straight tile between the road and where the RHW starts to
- curve.
- deathtopumpkins: And stop the RHW one full tile horizontally away from the RHW-4.
- blue lightning: I thought v3.22 allowed curves right up against intersections
- deathtopumpkins: blue lightning: It might, I just do this because IMO it looks better.
- blue lightning: ahj
- deathtopumpkins: Now, clicking on the Ramp Interfaces button (#3) again, select the RHW-4 Type B ramp.
- deathtopumpkins: Rotate it so that it fits the RHW-4 and its ramp is pointing towards your RHW you drew for the
- ramp, and plop it.
- deathtopumpkins: Repeat for all four instances.
- deathtopumpkins: You should end up with this: http://img715.imageshack.us/img715/4338/rhw17.png
- deathtopumpkins: Now click a few times on the ramps with the RHW tool to get them to all convert to MIS...
- mikekeller joined the room.
- deathtopumpkins: And the interchange is complete!
- deathtopumpkins: http://img528.imageshack.us/img528/6088/rhw18.png
- b22rian: deathtopumpkins: stupendous job !
- deathtopumpkins: Now, this is a bit large size-wise for urban areas, which is why there are variations.
- blue lightning: deathtopumpkins: bravo
- deathtopumpkins: However, this is appropriately sized and graded for a significant rural junction.
- deathtopumpkins: Thanks guys.
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- deathtopumpkins: Any questions before I list some of the variations?
- reaper88 joined the room.
- mikekeller: does anyone have a link to the hole digging lots?
- godzillaman: a mix of puzzle pieces would be better for urban areas
- deathtopumpkins: mikekeller: Yes, hang on.
- deathtopumpkins: godzillaman: I'm getting to that.
- mikekeller: deathtopumpkins: ok thanks
- deathtopumpkins: Please pause for a moment as I locate the link.
- reaper88: mikekeller: http://www.simtropolis.com/stex/details.cfm?id=3599
- reaper88: hole digger
- buddybud went away.
- deathtopumpkins: Thank you reaper.
- mikekeller: reaper88: oh thanks a lot that was fast
- reaper88 good job ;)
- reaper88: deathtopumpkins: yw :)
- deathtopumpkins: Now, the variations on the diamond interchange.
- deathtopumpkins: You could also use Type A ramps plopped with the ramp stub a minimum of 6 tiles away from the
- road
- deathtopumpkins: and then use a MIS elevated transition
- deathtopumpkins: along with the elevated Road x El-MIS intersection piece found in the Road / RHW Interfacing
- button
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- meister1235: pic please
- deathtopumpkins: This interchange has a much smaller footprint and takes up only 1 tile on each side of the
- highway
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- deathtopumpkins: meister1235: One moment.
- blue lightning: http://www.majhost.com/gallery/vz1234512/SC4-2/aaaaaaaaaaa/Interchanges/rhw_tutorial-
- compact_diamond.jpg
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- deathtopumpkins: ^That interchange is with an avenue but the same applies to roads
- deathtopumpkins: Now, everybody got that?
- b22rian: sure :)
- deathtopumpkins: Okay.
- deathtopumpkins: Now, surely we all know that diamonds are not the only type of interchange out there.
- deathtopumpkins: Another viable solution for RHW x Road is the Parclo (or Partial Cloverleaf)
- deathtopumpkins: here is an example of a high-capacity 6-ramp parclo: http://www.majhost.com/gallery/v
- z1234512/SC4-2/aaaaaaaaaaa/Interchanges/rhw_tutorial-compact_parclo.jpg
- b22rian: deathtopumpkins: very well done :)
- deathtopumpkins: Parclos are basically diamonds with either the ramps all on one side of the road, or with 6 ramps
- to eliminate some left turns on the surface street.
- deathtopumpkins: here is a creative parclo that takes advantage of terrain: http://www.majhost.com/gallery/v
- z1234512/SC4/CJ-Pics/mots_h31tort3_01.jpg
- deathtopumpkins: an even higher-capacity parclo: http://www.majhost.com/gallery/vz1234512/SC4/CJ-
- Pics/CJ2/southern.devlin-expandable_parclo01.jpg
- deathtopumpkins: now, any questions on Parclos?
- b22rian: deathtopumpkins: the last 2 pics, brillant !
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- blue lightning: b22rian: those would be mine :P
- deathtopumpkins: Of course
- deathtopumpkins: :P
- deathtopumpkins: Now, if you wanted even more capacity out of the interchange, you could build a full cloverleaf, the
- mainstay of freeway interchanges in the United States
- b22rian: blue lightning: heeh no suprise there :)
- deathtopumpkins: Cloverleafs have 8 ramps: 4 loop ramps and 4 outside ramps, so each traffic movement is free-
- flowing. Their only downfall is weaving, as traffic entering shares the same lane as traffic exiting, and thus they are
- frowned upon by today's highway engineers.
- dcmetro34 joined the room.
- deathtopumpkins: Does anyone want examples of how to build a cloverleaf?
- b22rian: deathtopumpkins: so there becoming a thing of the past you feel ?
- reaper88 left the room. (Logged out)
- deathtopumpkins: b22rian: most definitely.
- deathtopumpkins: Now, however, cloverleafs are usable if they incorporate collector/distributor (C/D) roads, which
- are separate lanes over to the side from which the actual ramps enter/depart. Taking away the through traffic makes
- them much safer.
- reaper88 joined the room.
- deathtopumpkins: Here we will pause for a moment.
- shadow_assassin: cloverleafs have their uses though
- buddybud came back.
- deathtopumpkins: shadow_assassin: Right, they do, just not in their basic form so much.
- b22rian: deathtopumpkins: are they out dated ?
- deathtopumpkins: Now here is a cloverleaf that is built safer, with C/D roads: http://www.majhost.com/gallery/v
- z1234512/SC4-2/aaaaaaaaaaa/Hwyrun/cloverleaf_h10_h31_exit1ab_exit_3ab.jpg
- shadow_assassin: b22rian: yeah... like inside ramps
- deathtopumpkins: Generally, the safest interchanges are also the most complex, with flyovers to facilitate all
- movements, such as in stack interchanges, although they are not currently possible with the RHW.
- blue lightning: In the future they will be though
- blue lightning: Semistacks in 4.0, full stacks in 5.0
- b22rian: deathtopumpkins: its the stated goal of alex :)
- shadow_assassin: it is the ultimate goal of the RHW mod, yes
- deathtopumpkins: However, that is not always the case. Sometimes it can be overdone:
- http://www.majhost.com/gallery/vz1234512/SC4-2/aaaaaaaaaaa/Interchanges/the_flats_now_with_75p
- ercent_less_lightpoles01.jpg
- blue lightning: deathtopumpkins: XDD
- meister1235: deathtopumpkins: :O
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- simmaster07: :))
- blue lightning: It was worse before, believe it or not
- shadow_assassin: lol
- shadow_assassin: 5.0 will make it very nice
- b22rian: see alex figures once his dreams go beyond his capabilites , he has vince around to pick up the slack :)
- deathtopumpkins: Okay, now laugh at Vince's interchange for a minute and ask any (seriously, any) questions you
- may have about building RHW interchanges.
- shadow_assassin: what about trumpets?
- simmaster07 points and laughs
- blue lightning: oh I do have this http://www.majhost.com/gallery/vz1234512/SC4/CJ-Pics/loaeska-ju
- n._22__001246758740.png
- blue lightning: Trumpet... I have a few of those
- deathtopumpkins: Ah yes, three-way interchanges. Common forms include Trumpets and T- or Y-stacks
- blue lightning: http://www.majhost.com/gallery/vz1234512/SC4-2/trumpet_interchange_large_smooth_01.jpg
- b22rian: blue lightning: yes , thanks for simplifying things :)
- deathtopumpkins: ^The Most basic, highest capacity trumpet interchange.
- b22rian: blue lightning: this last interchange is very nice :)
- blue lightning: http://www.majhost.com/gallery/vz1234512/SC4-2/aaaaaaaaaaa/Interchanges/spren-
- mar._9__001253144631.png
- meister1235: b22rian: and very easy
- blue lightning: and when v4.0 comes, http://www.majhost.com/gallery/vz1234512/SC4-2/aaaaaaaaaaa/Inte
- rchanges/interchange-_trumpet.jpg
- deathtopumpkins: Some 3-way interchange madness of mine: http://img686.imageshack.us/img6
- 86/181/2d1feb5111263353196.png
- shadow_assassin: http://img32.imageshack.us/img32/6972/gd2tgsjp.jpg - this sort of thing can be done in 4.0
- deathtopumpkins: Now, are there ANY questions about interchanges?
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- blue lightning: We wont be covering 5+ way interchanges
- deathtopumpkins: Okay then, the last thing to cover tonight in regards to the RHW is Neighbor Connections
- shadow_assassin: they are kind of pointless, tbh
- blue lightning: But generally you would just link them up with turnpike style necked trumpets
- deathtopumpkins: Neighbor Connections are one of the most annoying aspects of the RHW
- deathtopumpkins: You cannot simply drag a RHW to the end of the map, like is done with other networks.,
- blue lightning: Unless its RHW-2
- blue lightning: or RHW-6C
- deathtopumpkins: Since it is based on overrides of a 1-tile network (RHW-2), the game only recognizes it as one
- tile, and requires traffic to enter and leave the city on the same network (thus tile)
- deathtopumpkins: So with RHW-4, -6S, -8, or -10, a special connection needs to be made
- blue lightning: known as a loop connector
- deathtopumpkins: The WRONG and RIGHT connections are illustrated here, respectively:
- http://www.majhost.com/gallery/vz1234512/SC4-2/aaaaaaaaaaa/loop.jpg
- blue lightning: Notice the wrong (left)
- blue lightning: the yellow line is on the crossing still
- shadow_assassin: puzzle pieces for these loop connectors will be available in 4.0
- deathtopumpkins: The RHW needs to deconvert back to a RHW-2 before reaching the edge, so that it becomes
- bidirectional.
- blue lightning: They key to loop connectors is to a: Connect both sides of traffic
- blue lightning: b: kill the override
- blue lightning: If you have an RHW-4 with a 0 tile median you can simply use avenue to connect and transition the
- RHW into ave
- deathtopumpkins: However, as Daniel said, special puzzle pieces have been made for RHW v4.0 that will eliminate
- the need to create these connections.
- blue lightning: These are called NREE's or "Nicole Ritchie Effect Eliminators"
- blue lightning: (inside joke)
- meister1235: blue lightning: :))
- deathtopumpkins: the Nicole Ritchie Effect is that of cars driving the wrong direction down the highway, which
- happened over that one tile before hte connection
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- xyloxadoria joined the room.
- blue lightning: you can see a connector here too http://www.majhost.com/gallery/vz1234512/SC4/CJ-
- Pics/destiny_center-_rhw_backups_at_8_am.jpg
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- blue lightning: (theres a 3rd one in the middle because it origionally was RHW-6C
- shadow_assassin: blue lightning: so you downgraded that highway?
- blue lightning: had no other way to connect to the ave
- shadow_assassin: you could've squeezed a RHW-6C to 4 transition in there :P
- deathtopumpkins: Okay, thus ends the Seminar for tonight. Join us again soon for discussion on transit planning,
- such as where to best put what networks.
- blue lightning: But before we leave
- blue lightning: Teasers :P
- xyloxadoria: Okay everyone i have a treat for people attending the seminar. Just the people here will get this.
- Everyone else will have to wait more for it
- b22rian: thanks connor and nelson !
- b22rian: ok vince :)
- deathtopumpkins bows out.
- blue lightning: But first!
- blue lightning: Lets applaud our presenters!
- shadow_assassin claps
- b22rian applauds !!
- buddybud: hurrah!!
- shadow_assassin glares at everyone else not clapping
- b22rian: great job guys !!
- blue lightning chucks a gold ring at Nelson and Connor
- deathtopumpkins catches ring and says "I do!"
- plane-crash12000: you guys are amazing!!!
- b22rian: ok both vince and chris have special treats
- shadow_assassin: :o
- meister1235 applauds :)
- b22rian: vince ?
- This room is no longer being moderated.
- blue lightning: Right
- blue lightning: hang on
- blue lightning: ST is being annoying
- b22rian: sure
- b22rian: you want chris to go ?
- deathtopumpkins: Please hold all questions until after the teasers, thank you.
- reaper88 left the room. (Logged out)
- reaper88 joined the room.
- blue lightning: On this page are NWM teasers. http://www.simtropolis.com/cityjournals/?p=view&id=1380&;page=2
- b22rian: xyloxadoria: fabulous job and looks great !
- blue lightning: Thats about all I need to say :P
- meister1235 b22rian: i agree
- deathtopumpkins: This room is now open for any general transportation-related questions.
- deion30296 joined the room.
- meister1235 btw: the last link is page 3 from vince CJ :)
- shadow_assassin: oh lol :P
- blue lightning: deathtopumpkins: so what do you think about the idea of me making signs around here then releasing
- them onto the STEX as a sign pack?
- naftixe left the room. (Logged out)
- deathtopumpkins: blue lightning: i like the idea :D
- deion30296 left the room. (Going to Social Lobby)
- plane-crash12000: this is my first attended seminar and its an experience i will remember for years!
- blue lightning: deathtopumpkins: http://www.majhost.com/gallery/vz1234512/RLSigns/ghent_138.png
- blue lightning: deathtopumpkins: http://www.majhost.com/gallery/vz1234512/RLSigns/oh18_137ba.png
- deathtopumpkins: plane-crash12000: Come to the next one too ;) its more theorizing and stuff
- meister1235 this was the best and longest seminar i ever see :D very good job :)
- un1: That was long. :p
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