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Apr 3rd, 2010
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  1. b22rian: I want to thank all of you for attending today's nam transit seminarI would also like to thank Vince for
  2.  
  3. moderating tonite's seminar..as well as thanking Meister1235 for being our recorder today.. Anyone who has any
  4.  
  5. basic questions during the seminar, i ask you to whisperthen to either Meister, Vince or myself, and we will try to
  6.  
  7. answer them, thanks..
  8.  
  9. This room is moderated by swatmedic. All messages are forwarded to the moderator for review.
  10.  
  11. simmaster07: No side conversations, please. Red and bold is reserved for seminar hosts.
  12.  
  13. nerdly_dood joined the room.
  14.  
  15. b22rian: Now to introduce to you our first guest speaker.. This young man is thecreator of sc4chatbot.. He is
  16.  
  17. certainly one of the most talented up and coming young prodigies,, His potential is pretty much unlimited..Please
  18.  
  19. everyone welcome , Nelson
  20.  
  21. blue lightning: ...hey thats my job
  22.  
  23. simmaster07 fistpumps
  24.  
  25. b22rian: Our other guest speaker for tonite, needs no introductions to just aboutall of you.. he is a full Nam
  26.  
  27. 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 -
  28.  
  29. read Omnibusarticle about "creating textures" in the game,,along with Un1... and he is one our mostpopular
  30.  
  31. members of chat.. Ladies and gents, please welcome ..Connor !
  32.  
  33. nerdly_dood left the room. (Going to Social Lobby)
  34.  
  35. 617squad came back.
  36.  
  37. deathtopumpkins waves
  38.  
  39. b22rian applauds
  40.  
  41. b22rian: s a special bonus at the end of connor and nelson's presentationVince will be doing a short NAM preview
  42.  
  43. :).. thanks and enjoy the Seminar !
  44.  
  45. daso left the room. (Logged out)
  46.  
  47. b22rian: guest speakers, the floor is yours
  48.  
  49. This room is moderated by blue lightning. All messages are forwarded to the moderator for review.
  50.  
  51. simmaster07: Alright everyone, so welcome to our little seminar. It will be divided into two parts: an introduction and
  52.  
  53. an almost "hands on" section. I will be conducting the first part and Connor will be doing the second part, so sit
  54.  
  55. back and enjoy.
  56.  
  57. simmaster07: Now, I see we have some NAMites, some veterans, and rookies in here, and I'd like to welcome you
  58.  
  59. all to our seminar.
  60.  
  61. This room is moderated by swatmedic. All messages are forwarded to the moderator for review.
  62.  
  63. This room is no longer being moderated.
  64.  
  65. This room is moderated by blue lightning. All messages are forwarded to the moderator for review.
  66.  
  67. simmaster07: Oh dear lord, what are you guys doing? :P
  68.  
  69. swatmedic: Just ignore me.
  70.  
  71. b22rian: hehe
  72.  
  73. deathtopumpkins: Anyway, first, is there anyone out there that does not currently have the NAM installed?
  74.  
  75. simmaster07: Anyways, some new members might think that transit isn't one of the most important parts of
  76.  
  77. SimCity.
  78.  
  79. blue lightning: simmaster07: Far from it.
  80.  
  81. blue lightning: Transit is THE backbone of a city
  82.  
  83. simmaster07: As a matter of fact, transit is probably the most important part of the game that influences everything
  84.  
  85. else
  86.  
  87. yoshiisland joined the room.
  88.  
  89. yoshiisland left the room. (Going to Social Lobby)
  90.  
  91. simmaster07: Without a good transit system, it will mainly influence pollution AND RCI demand, and it will hurt
  92.  
  93. simmaster07: So firstly, when you're zoning, don't go for the regular grid pattern Maxis makes for you
  94.  
  95. simmaster07: It might work at first, but once those buildings start growing, traffic will increase and demand goes
  96.  
  97. down
  98.  
  99. simmaster07: We'll get more in-depth on that later
  100.  
  101. blue lightning: Also, to control zone placement for such
  102.  
  103. blue lightning: Shift removes the autostreet
  104. blue lightning: control colagmerates the zone into a single block
  105.  
  106. shadow_assassin: Alt reorients the zone
  107.  
  108. deathtopumpkins: And combinations of these three do work.
  109.  
  110. shadow_assassin: make good use of them!
  111.  
  112. blue lightning: I believe ctrl also has the shfit property
  113.  
  114. blue lightning: *shift
  115.  
  116. deathtopumpkins: yes
  117.  
  118. simmaster07: Also, make sure that you ABSOLUTELY watch your zone data for traffic congestion information. With
  119.  
  120. it, you can target which sectors of your city need a transit upgrade, or commute times will go up and, again,
  121.  
  122. desirability for higher-class zones go down
  123.  
  124. shadow_assassin: most likely, you'll be using combinations of Alt + Shift to get the zones that you want (especially
  125.  
  126. when you're zoning in an area that's bordered by two different networks, such as road and avenue)
  127.  
  128. blue lightning: Congestion tends to manifest itself near intersections, but that can be normal (if it only extends 2 tiles
  129.  
  130. from said intersection) as it is a function of many traffic simulators to simulate traffic lights and stop signs
  131.  
  132. simmaster07: However, if congestion isn't coming from an intersection, you will have or already are having problems
  133.  
  134. simmaster07: Also, look into mass transit, because roads aren't always the way to go.
  135.  
  136. blue lightning: (Unless properly planned)
  137.  
  138. simmaster07: Well, yes
  139.  
  140. blue lightning: But yes, you do have quite the option for MT
  141.  
  142. simmaster07: Ugh, brb. Let me turn the seminar over to DTP for a sec.
  143.  
  144. deathtopumpkins: OK
  145.  
  146. deathtopumpkins: Now the mass transit options may be limited in the game
  147.  
  148. b22rian: simmaster07: np, take your time nelson
  149.  
  150. glenni left the room. (Going to Social Lobby)
  151.  
  152. deathtopumpkins: (subway, elevated rail, and bus)
  153.  
  154. deathtopumpkins: but the NAM adds several more options
  155.  
  156. deathtopumpkins: namely, ground light rail.
  157.  
  158. simmaster07: For example, Ground Light Rail
  159.  
  160. blue lightning: CAN-AM can also be considered MT
  161.  
  162. blue lightning: As it is an extension of bus
  163.  
  164. deathtopumpkins: but as it is a highly specialized plugin that is not used often, we will not be covering it tonight
  165.  
  166. simmaster07: Also, the RHW, which depends on the Network Addon Mod, adds another option for commuting
  167.  
  168. deathtopumpkins: And the RHW will be covered in detail in the hands-on portion of the seminar later on
  169.  
  170. tigerbuilder left the room. (Logged out)
  171.  
  172. deathtopumpkins: Now we will cover all the new features the NAM adds to your game.
  173.  
  174. simmaster07: The Network Addon Mod extends the game in many ways and is, of course, beneficial
  175.  
  176. shadow_assassin: the biggest benefit of the NAM is that it fixes a lot of the problems with the normal game
  177.  
  178. b22rian left the room. (Logged out)
  179.  
  180. blue lightning: If installed properly. We've had quite the amount of users stick the exe into plugins
  181.  
  182. deathtopumpkins: Though we assume that that will not be a problem as all of you already have the NAM installed.
  183.  
  184. b22rian joined the room.
  185.  
  186. deathtopumpkins: (PM one of the yellow people if you do not)
  187.  
  188. blue lightning: Anyways, continuing with features
  189.  
  190. simmaster07: The NAM adds Flexible Underpasses (FLUPS), Ground Light Rail, turn lanes, CAN-AM (which will not
  191.  
  192. be discussed, and in-game fixes such as simulator mods
  193.  
  194. blue lightning: In additon, at its core, includes various draw fixes
  195.  
  196. blue lightning: additional draggable intersections and transitions
  197.  
  198. blue lightning: modular overpasses
  199.  
  200. deathtopumpkins: And it adds quite a few new buttons to your toolbars.
  201.  
  202. simmaster07: And let's not forget FAR pieces
  203.  
  204. blue lightning: And WRC (Wide Radius Curve)
  205.  
  206. deathtopumpkins: Namely, in the roads menu, PedMalls, Diagonal Streets, Wide Radius Curves, FLUPS, avenue
  207.  
  208. roundabouts, and modular road, avenue, and one-way road overpass pieces.
  209.  
  210. blue lightning: FAR = Fractional Angle Road
  211.  
  212. shadow_assassin: the FAR/WRC for various networks is a project that has a lot of potential and new pieces are
  213.  
  214. being built all the time...
  215.  
  216. blue lightning: And its companion, FARR )Fractional Angle RailRoad)
  217.  
  218. shadow_assassin: the FARR falls under the RAM, so chances are you will have some experience using it there
  219.  
  220. deathtopumpkins: All of those buttons are pretty self-explanatory, but Pedmalls are pedestrian-only puzzle pieces,
  221.  
  222. and FLUPs are FLexible UnderPasses.
  223.  
  224. blue lightning: Remember, those are not merely plop entrance and exit piece you're done
  225.  
  226. blue lightning: You must fill a path between them using the pieces
  227.  
  228. simhottoddy left the room. (Logged out)
  229.  
  230. deathtopumpkins: Any questions on additions to the road menu?
  231.  
  232. shadow_assassin went away.
  233.  
  234. deathtopumpkins: Now we're going to move on to the highway menu
  235.  
  236. b22rian: cool :)
  237.  
  238. deathtopumpkins: It mainly includes new buttons for the RHW network
  239.  
  240. deathtopumpkins: RHW stands for Real HighWay
  241.  
  242. deathtopumpkins: formerly Rural HighWay
  243.  
  244. blue lightning: The RHW is based on the dirtroad network, which is a network maxis left behind unfinished
  245.  
  246. simmaster07: The NAM also adds highway overpasses, such as Ground HW to Elevated HW
  247.  
  248. deathtopumpkins: but since it is a highly flexible network that can be used easily in urban areas, the name was
  249.  
  250. recently changed.
  251.  
  252. blue lightning: In additon to RHW and additional transitions, the maxis items that were formerly drag plop only are
  253.  
  254. now set into button rings
  255.  
  256. blue lightning: Also there are half ramps and such added by NAM
  257.  
  258. deathtopumpkins: Specifically the new highway menu buttons are: RHW, RHW starter pieces, RHW Ramp Interface
  259.  
  260. pieces, RHW Wide Curves, RHW Transitions, Custom Interchanges, and Single-Sided Parallel and Single-Sided
  261.  
  262. Perpendicular Interchange pieces.
  263.  
  264. blue lightning: The Custom Interchanges button includes cloverleafs with varing amounts of ramps, ground to
  265.  
  266. elevated smooth transitions,
  267.  
  268. deathtopumpkins: Custom Interchanges contains the new maxis highway interchanges (stack, partial cloverleaf,
  269.  
  270. trumpet, etc.)
  271.  
  272. blue lightning: a 4 way 4 level stack
  273.  
  274. blue lightning: 1 trumpet
  275.  
  276. blue lightning: 2 Y stacks
  277.  
  278. blue lightning: and various misc pieces
  279.  
  280. deathtopumpkins: Any questions on new Highway Menu buttons?
  281.  
  282. simhottoddy joined the room.
  283.  
  284. simmaster07: Any questions at all?
  285.  
  286. plane-crash12000: deathtopumpkins: yes
  287.  
  288. deathtopumpkins: Yes?
  289.  
  290. plane-crash12000: will their be any 1 lane puzzle peices on the next RHW?
  291.  
  292. deathtopumpkins: plane-crash12000: No, the modular interchange system (the one lane RHWs) is, and will continue
  293.  
  294. to be, entirely draggable
  295.  
  296. blue lightning: And they have existed since v20/2.0
  297.  
  298. un1 left the room. (Logged out)
  299.  
  300. deathtopumpkins: Now Nelson, could you please explain the additions to the Rail Menu if there are no further
  301.  
  302. questions?
  303.  
  304. swatmedic: What about something with turn lanes on a bridge that go into on/off ramps?
  305.  
  306. deathtopumpkins: swatmedic: Could you please elaborate?
  307.  
  308. swatmedic: Trying to haha
  309.  
  310. swatmedic: You see these fairly commonly
  311.  
  312. deathtopumpkins: turn lanes on an overpass?
  313.  
  314. blue lightning: swatmedic: assuming you mean exits on a bridge (like a water bridge), no, as they are too
  315.  
  316. specialized
  317.  
  318. paulobergonci: i would like to know how to use Underground Rail, please
  319.  
  320. deathtopumpkins: paulobergonci: We'll get to that. ;)
  321.  
  322. simmaster07: That will be in the hands on portion
  323.  
  324. blue lightning: but on something like ERHW, there already exist an exit piece for that
  325.  
  326. paulobergonci: ok
  327.  
  328. blue lightning: (and in the future, pieces)
  329.  
  330. deathtopumpkins: Usage of these NAM features will be explained later on, this is just to cover what everything is
  331.  
  332. and does.
  333.  
  334. simmaster07 will go over the additions to the Rail Menu as soon as he steals back his laptop
  335.  
  336. swatmedic: Eh i'll bring it up later, i can't find a picture.. :P
  337.  
  338. deathtopumpkins: Okay Jake.
  339.  
  340. deathtopumpkins: Now, the Rail Menu.
  341.  
  342. deathtopumpkins: New additions include:
  343.  
  344. simmaster07: Rail puzzle pieces
  345.  
  346. simmaster07: Wide radius railroad curve/Fractional Angle RailRoad
  347.  
  348. simmaster07: Underground rail
  349.  
  350. deathtopumpkins: Rail Viaduct Puzzle Pieces, Underground Rail, Wide Radius Curves, Rail Viaduct / RHW Interface
  351.  
  352. Pieces, and High Monorail Puzzle Pieces.
  353.  
  354. swatmedic: Guys if you don't mind i have an example..
  355.  
  356. simmaster07: Alright, please post
  357.  
  358. swatmedic: http://maps.google.com/?ie=UTF8&­amp;ll=45.197643,-93.342183&­;spn=0,359.990355&t=h&z­
  359.  
  360. =17&layer=c&cbll=45.197­568,-93.342021&panoid=x5zDW­qspTdEv0M3Lp40dkQ&cbp=12,12­9.28,,0,-4.33
  361.  
  362. blue lightning: Sure
  363.  
  364. blue lightning: Oh, you're asking a TuLEP-MISTuLEP integration type thing?
  365.  
  366. swatmedic: ..sure. :P
  367.  
  368. blue lightning: And Alex did mention there eventually will be elevated TuLEP pieces
  369.  
  370. blue lightning: (TuLEP = Turning Lane Extension Project)
  371.  
  372. swatmedic: So basically, overpass with offramps that lead to a 4-way intersection where the other side is an on
  373.  
  374. ramp
  375.  
  376. blue lightning: Eventually
  377.  
  378. swatmedic: with a 4-way stop light type deal
  379.  
  380. simmaster07: Anyways, are there any questions on the rail menu additions?
  381.  
  382. 617squad: permission to speak?
  383.  
  384. simmaster07: Granted
  385.  
  386. 617squad: are there any plans to further develop the road over rail puzzle peices?
  387.  
  388. deathtopumpkins: Not at this time that I am aware of.
  389.  
  390. meister1235: btw: the HSR puzzel pieces are in the rail menu too
  391.  
  392. blue lightning: 617squad: In the very long run, yes
  393.  
  394. simmaster07: I don't believe we're discussing HSR tonight, though, are we?
  395.  
  396. deathtopumpkins: We can later on if there is an interest.
  397.  
  398. 617squad: one more question, concerning the double deck EL over road
  399.  
  400. b22rian: naw,, im hoping we do a series of these nam seminars..
  401.  
  402. deathtopumpkins: HSR is an optional, separately downloaded plugin that adds a reskin of the monorail network, if
  403.  
  404. anyone was unaware.
  405.  
  406. b22rian: we can save some of the main concepts for another time
  407.  
  408. blue lightning: I can provide a link if anyone wants it
  409.  
  410. simmaster07: If there are no further questions, we will move on to the additions in the Misc. Transportation menu
  411.  
  412. and will have a brief intermission before we move onto the hands-on portion
  413.  
  414. deathtopumpkins: Okay
  415.  
  416. deathtopumpkins: Miscellaneous Transportation time
  417.  
  418. simmaster07: So the big addition to the menu is Ground Light Rail and the tram pieces associated with it
  419.  
  420. b22rian: i think you guys are doing a great job making this the first basic nam seminar, carry on :)
  421.  
  422. blue lightning: GLR is also known as Tram and T-RAM
  423.  
  424. deathtopumpkins: GLR is essentially el-rail on the surface
  425.  
  426. deathtopumpkins: thus "GROUND" Light Rail
  427.  
  428. simmaster07: There are GLR puzzle pieces, a draggable GLR piece (transforms El-rail to GLR) and pieces to have
  429.  
  430. GLR inside another network, like avenues.
  431.  
  432. deathtopumpkins: Variations of it can be found for rural/urban areas, as well as street running on roads, streets, and
  433.  
  434. avenues.
  435.  
  436. blue lightning: Stations are downloaded seperately
  437.  
  438. deathtopumpkins: Yes, all stations for all networks MUST be downloaded separately. The NAM does not include
  439.  
  440. any lots.
  441.  
  442. blue lightning: Be careful with puzzle pieces and TE lots though
  443.  
  444. blue lightning: The latest version of the NAM has reduced the risk with GLR pieces
  445.  
  446. blue lightning: However, it is best to use draggable GLR as much as possible
  447.  
  448. deathtopumpkins: Hovering many puzzle pieces over transit enabled lots (such as stations) can cause the game to
  449.  
  450. CTD.
  451.  
  452. simmaster07: CTD = Crash-to-Desktop
  453.  
  454. deathtopumpkins: Now, in addition to GLR
  455.  
  456. simmaster07: We also have tram-on-street, tram-in-road and tram-on-road
  457.  
  458. deathtopumpkins: you will also find pieces for the following:
  459.  
  460. un1 joined the room.
  461.  
  462. b22rian: blue lightning: ive noticed the reduction in crashes for sure using GLR
  463.  
  464. swatmedic left the room. (Logged out)
  465.  
  466. deathtopumpkins: High-Elevated Rail, which is the same old El-Rail just at 30 instead of 15 meters height
  467.  
  468. blue lightning: CAN-AM (Will not be covered today)
  469.  
  470. deathtopumpkins: Elevated Rail / Road Dual-Networking, which is El-Rail with Road underneath it
  471.  
  472. wrightguy0 joined the room.
  473.  
  474. simmaster07: FYI: If you cycle through the GLR puzzle pieces (with the TAB key), you'll find a GLR-to-El. Rail piece
  475.  
  476. deathtopumpkins: and I believe that is it.
  477.  
  478. simmaster07: So, any questions?
  479.  
  480. deathtopumpkins: Yes, all menu buttons take you to only one piece, but you can cycle between them using TAB
  481.  
  482. (forward) and SHIFT+TAB (backward)
  483.  
  484. blue lightning: Home and End rotate the piece
  485.  
  486. blue lightning: (or in some cases, also go to a new piece)
  487.  
  488. deathtopumpkins: Now, are there any questions about what we have covered so far?
  489.  
  490. 617squad: yes
  491.  
  492. wrightguy0 left the room. (Going to Social Lobby)
  493.  
  494. deathtopumpkins: Yes?
  495.  
  496. wrightguy0 joined the room.
  497.  
  498. 617squad: any plans to work on the dual elevated rail over road? like more advanced puzzle peices?
  499.  
  500. deathtopumpkins: Not at this time, no.
  501.  
  502. deathtopumpkins: Eventually, maybe.
  503.  
  504. b22rian: deathtopumpkins: there are no station for that right ?
  505.  
  506. deion30296 joined the room.
  507.  
  508. deathtopumpkins: There is one on a japanese site, I believe...
  509.  
  510. deion30296 left the room. (Going to Social Lobby)
  511.  
  512. wrightguy0: deathtopumpkins: how about reskins of the existing EL network
  513.  
  514. deion30296 joined the room.
  515.  
  516. b22rian: deathtopumpkins: really, ! interesting, thanks :)
  517.  
  518. deathtopumpkins: wrightguy0: there are some of those out there too.
  519.  
  520. simmaster07: Any more questions?
  521.  
  522. reaper88: deathtopumpkins: yes i have it :)
  523.  
  524. deathtopumpkins: wrightguy0: One was uploaded recently on the STEX.
  525.  
  526. naftixe: On TIR & TOR, is there a way to transit enable the road without dragging OWR thru the stations?
  527.  
  528. blue lightning: naftixe: you could save and exit to region
  529.  
  530. blue lightning: then reload the city
  531.  
  532. b22rian: u dont always have to use owr do you ?
  533.  
  534. wrightguy0: deathtopumpkins: really?
  535.  
  536. blue lightning: It depends on the station
  537.  
  538. b22rian: ive noticed the stations i have you dont
  539.  
  540. b22rian: right
  541.  
  542. deathtopumpkins: Some require it.
  543.  
  544. blue lightning: But this is getting beyond the scope of NAM
  545.  
  546. plane-crash12000: i have a question.
  547.  
  548. deathtopumpkins: wrightguy0: yes. I don't remember who by though.
  549.  
  550. deathtopumpkins: plane-crash12000: Yes?
  551.  
  552. simmaster07: Yes?
  553.  
  554. plane-crash12000: simmaster07: are we gonna talk about the NWM (network widening mod)?
  555.  
  556. deathtopumpkins: Nplane-crash12000: o.
  557.  
  558. blue lightning: plane-crash12000: Not about using it.
  559.  
  560. deathtopumpkins: *No.
  561.  
  562. simmaster07: No
  563.  
  564. blue lightning: There might be some teasing at the end though,
  565.  
  566. deathtopumpkins: In this seminar, we are only covering CURRENTLY RELEASED NAM plugins.
  567.  
  568. blue lightning: But dont ask about it early.
  569.  
  570. godzillaman: do you remember the specific name of any elevated rail skins?
  571.  
  572. deathtopumpkins: Sorry, but no.
  573.  
  574. simmaster07: Before we return from moderation, let me just post instructions on running SimCity in windowed mode
  575.  
  576. for hands-on. This is completely optional if you do not wish to participate in the hands-on portion.
  577.  
  578. deathtopumpkins: Deion says Moonlight
  579.  
  580. deathtopumpkins: search that, it does ring a bell.
  581.  
  582. blue lightning: Ah yes the ML ELERAIL mod
  583.  
  584. blue lightning: I use it
  585.  
  586. naftixe: Does the game with NAM treat GRL and EL differently?
  587.  
  588. meister1235: for window mode you can ask me
  589.  
  590. blue lightning: It looks like this http://www.majhost.com/gallery/v­z1234512/SC4/CJ-Pics/destiny_ce­nter-
  591.  
  592. _rhw_backups_at_8_am.jpg
  593.  
  594. deathtopumpkins: Link: http://sc4devotion.com/csxlex/le­x_filedesc.php?lotGET=2118
  595.  
  596. blue lightning: naftixe: no
  597.  
  598. deathtopumpkins: Thank you, Deion
  599.  
  600. pcgirl24 joined the room.
  601.  
  602. moonraker0: Since Tram-on-Road has four lanes, does it have a higher capacity than normal roads?
  603.  
  604. blue lightning: moonraker0: No
  605.  
  606. deathtopumpkins: moonraker0: No, the game calculates capacity on a per-tile basis, rather than per-lane.
  607.  
  608. deathtopumpkins: However, it carries both trams and cars, so in a way it sort of does.
  609.  
  610. deathtopumpkins: Any other questions?
  611.  
  612. 617squad: is this capacity fixed in game or is it moddiable?
  613.  
  614. blue lightning: 617squad: it is moddable
  615.  
  616. blue lightning: hence the traffic simulators
  617.  
  618. b22rian: 617squad: it depneds on the settings of the individual traffic sims
  619.  
  620. 617squad: so one could make a "cheated" version of roads, rail, etc?
  621.  
  622. deathtopumpkins: It is easy to change capacities and speeds in the Reader if you're into advanced modding,
  623.  
  624. however.
  625.  
  626. blue lightning: 617squad: Yes, but improper balancing may result in bad simulator behaviour'
  627.  
  628. deion30296: Is it possible to have static textures on TIR or TOR?
  629.  
  630. deathtopumpkins: 617squad: Yes but there may be some problems with the game engine.
  631.  
  632. deathtopumpkins: Static Textures?
  633.  
  634. deion30296: Textures that change with sidewalk mods.
  635.  
  636. b22rian: 617squad: all of them can be moddifed with the live reader program
  637.  
  638. godzillaman: question about the traffic simulators; what works better if you were to create a city that's built mainly
  639.  
  640. for looks but uses some form of growth, do the simulators have an advantage on the radical settings?
  641.  
  642. moonraker0: Will not using the tram-on-road to tram-in-road connector piece before an intersection hurt car traffic in
  643.  
  644. any way?
  645.  
  646. 617squad left the room. (Going to Social Lobby)
  647.  
  648. blue lightning: I think we should start saving questions till the end
  649.  
  650. deathtopumpkins: deion30296: It depends on how the mod was made, but possibly.
  651.  
  652. b22rian: yes,,
  653.  
  654. b22rian: these are ender questions
  655.  
  656. b22rian: carry on
  657.  
  658. deathtopumpkins: godzillaman: What simulator you use is entirely up to you. None inherently have benefits over the
  659.  
  660. others (at least for A B and Z)
  661.  
  662. deathtopumpkins: moonraker0: All connector pieces must be used appropriately for traffic to actually use the
  663.  
  664. network.
  665.  
  666. pcgirl24 left the room. (Going to Social Lobby)
  667.  
  668. deathtopumpkins: Now, please save general questions for the end. Are there any other Rail- or Menu-specific
  669.  
  670. questions?
  671.  
  672. simmaster07: Moving on, for windowed mode in the hands-on portion of this seminar, you will need to make a
  673.  
  674. shortcut on your desktop pointing to: "C:\Program Files\Maxis\SimCity 4 Deluxe\Apps\SimCity 4.exe" -w
  675.  
  676. simmaster07: C:?\ *
  677.  
  678. simmaster07: To go back to fullscreen: "C:?\Program Files\Maxis\SimCity 4 Deluxe\Apps\SimCity 4.exe" -f
  679.  
  680. blue lightning: If your target directory is different, subsitute that for what is listed above
  681.  
  682. deathtopumpkins: Everyone please do this and start the game during the intermission.
  683.  
  684. simmaster07: There will be a brief intermission for milk and cookies before we get into the hands-on portion.
  685.  
  686. bigbuilder left the room. (Going to Social Lobby)
  687.  
  688. blue lightning: Also, you may need -customresolution:enabled
  689.  
  690. blue lightning: and define -rWIDTHxHEIGHTx32
  691.  
  692. deion30296 left the room. (Going to Social Lobby)
  693.  
  694. blue lightning: where width and height are the width and height
  695.  
  696. deathtopumpkins: Now, intermission time.
  697.  
  698. deathtopumpkins plays the cheesy music
  699.  
  700. blue lightning: End moderation?
  701.  
  702. simmaster07: For now, yes
  703.  
  704. This room is no longer being moderated.
  705.  
  706. simmaster07: 5 minute break
  707.  
  708. deathtopumpkins: We will reconvene at 9:10
  709.  
  710. simmaster07: If you do not have any of the following plugins, please say so NOW: NAM, SAM, RHW, RAM
  711.  
  712. blue lightning: I'll be back around 9:7
  713.  
  714. simmaster07: Feel free to talk amongst yourselves until 9:10*
  715.  
  716. blue lightning: (if thats ok with you two)
  717.  
  718. un1 will watch this as he is starting his fourth airline in AE
  719.  
  720. un1: dont call me crazy dtp S(
  721.  
  722. b22rian: simmaster07: you guys are doing a great job so far
  723.  
  724. un1: X(*
  725.  
  726. deathtopumpkins: un1: lol
  727.  
  728. Seminar recontinues at 9:10 PM EST
  729.  
  730. ###############################################################################################
  731.  
  732. ################################################################
  733. ###############################################################################################
  734.  
  735. ################################################################
  736.  
  737. deathtopumpkins: WELCOME BACK!
  738.  
  739. simmaster07: Alright, so for this portion of the seminar, we will be doing hands-on activities with the NAM. Let's turn
  740.  
  741. the mic over to Connor.
  742.  
  743. wrightguy0 joined the room.
  744.  
  745. deathtopumpkins: Now, does everyone who wants to participate have SC4 open?
  746.  
  747. deathtopumpkins: and running in windowed mode?
  748.  
  749. blue lightning: Coonfirmation 2
  750.  
  751. simmaster07: If you do not, please PM myself or anyone with a username that is yellow
  752.  
  753. deathtopumpkins: Now...
  754.  
  755. deathtopumpkins: first, does everyone understand how to use the overpass pieces?
  756.  
  757. blue lightning: 1 yes
  758.  
  759. deathtopumpkins: any questions or tips on those?
  760.  
  761. deathtopumpkins: or anything else from the road menu?
  762.  
  763. the seminar is starting again, quick! or you may miss something cool! Jump on the freakin bandwagon before it
  764.  
  765. leaves!
  766.  
  767. deathtopumpkins: im mainly going to focus on the RHW with this.
  768.  
  769. simmaster07: Whatchu talkin' 'bout servo?
  770.  
  771. 2b2gbi joined the room.
  772.  
  773. deathtopumpkins: alrighty then
  774.  
  775. just trying to get more members in here
  776.  
  777. deathtopumpkins: RHW time.
  778.  
  779. deathtopumpkins: Now, let's do a simple overview of the RHW pieces
  780.  
  781. deathtopumpkins: http://www.majhost.com/gallery/v­z1234512/SC4-2/RHWTutorialPicsp­t1/rhw_buttons.jpg
  782.  
  783. b22rian: ok every one hang in here now, otherwise you miss vince;s special preview at the end :)
  784.  
  785. deathtopumpkins: Under the ramp interface button (#3)
  786.  
  787. sc4fanatic/slayer left the room. (Logged out)
  788.  
  789. deathtopumpkins: you will find first the Type A ramps
  790.  
  791. deathtopumpkins: http://www.majhost.com/cgi-bin/g­allery.cgi?i=2328925
  792.  
  793. deathtopumpkins: wait
  794.  
  795. blue lightning: er, you wan thtis :P
  796.  
  797. blue lightning: http://www.majhost.com/gallery/v­z1234512/SC4-2/RHWTutorialPicsp­t1/rhw_a_ramp_pieces.jpg
  798.  
  799. deathtopumpkins: http://www.majhost.com/gallery/v­z1234512/SC4-2/RHWTutorialPicsp­t1/rhw_a_ramp_pieces.jpg
  800.  
  801. deathtopumpkins: Sorry, that link^
  802.  
  803. b22rian: blue lightning: great :)
  804.  
  805. deathtopumpkins: Next you will find the Type B ramps
  806.  
  807. deathtopumpkins: http://www.majhost.com/gallery/v­z1234512/SC4-2/RHWTutorialPicsp­t1/rhw_b_ramp_pieces.jpg
  808.  
  809. deathtopumpkins: Type A ramps create a parallel MIS ramp, and Type B create one that runs away diagonally
  810.  
  811. deathtopumpkins at 5 is an oddie
  812.  
  813. blue lightning: And you also find your splitter type ramps too http://www.majhost.com/gallery/v­z1234512/SC4-
  814.  
  815. 2/RHWTutorialPicsp­t1/rhw_misc_ramp_pieces.jpg
  816.  
  817. deathtopumpkins: and then under button 4 you find the curve pieces: http://www.majhost.com/gallery/v­
  818.  
  819. z1234512/SC4-2/RHWTutorialPicsp­t1/rhw_curve_pieces.jpg
  820.  
  821. deathtopumpkins: and in the Road Menu the Road / RHW Interface button provides a number of pieces for
  822.  
  823. interfacing the road network with teh RHW: http://www.majhost.com/gallery/v­z1234512/SC4-2/RHWTutorialPicsp­
  824.  
  825. t1/rhw_road_x_rhw_pieces.jpg
  826.  
  827. blue lightning: The other two (OWR and AVE) pieces have all of the ones road have aside from diagonals
  828.  
  829. blue lightning: Same with EleHeavyRail x RHW
  830.  
  831. deathtopumpkins: Now, on with the actual hands-on
  832.  
  833. deathtopumpkins: We'll begin by dragging a simple RHW network.
  834.  
  835. deathtopumpkins: Click this button in your highway menu (#1): http://img163.imageshack.us/img1­63/1702/rhw1.png
  836.  
  837. 2b2gbi left the room. (Going to Social Lobby)
  838.  
  839. deathtopumpkins: Then drag it like shown: http://img27.imageshack.us/img27­/3562/rhw2.png (I'm using a 1-tile
  840.  
  841. median as an example, you do not need to. it can be any width).
  842.  
  843. deathtopumpkins: Then Click button #2 and place a starter piece as shown: http://img22.imageshack.us/img22
  844.  
  845. ­/1039/rhw3.png
  846.  
  847. deathtopumpkins: Repeat for the other direction, pressing the home or end keys to rotate the piece 180 degrees
  848.  
  849. (pointing south).
  850.  
  851. deathtopumpkins: You should end up with this: http://img10.imageshack.us/img10­/990/rhw4.png
  852.  
  853. philatte joined the room.
  854.  
  855. deathtopumpkins: You can then drag that any length you want in either direction.
  856.  
  857. deathtopumpkins: Everyone got that?
  858.  
  859. blue lightning: Also as a side note, ramp pieces have starter stubs
  860.  
  861. blue lightning: And once you draw out about 6 tiles
  862.  
  863. blue lightning: you can demolish the starter
  864.  
  865. reaper88: deathtopumpkins: yes
  866.  
  867. deathtopumpkins: Next we will create a simple Road overpass, and then procede to add a diamond interchange at it.
  868.  
  869. deathtopumpkins: First, click the road tool to ensure that the land is flat on either side of the RHW where you want
  870.  
  871. to build an overpass.
  872.  
  873. deathtopumpkins: http://img215.imageshack.us/img2­15/5895/rhw5.png
  874.  
  875. blue lightning: For most of you it will look like a rounded asphalt rectangle
  876.  
  877. deathtopumpkins: Bulldoze one side and place a ground-raising lot. If you need a link, whisper to one of us.
  878.  
  879. deathtopumpkins: You should then have this: http://img41.imageshack.us/img41­/1715/rhw6.png
  880.  
  881. deathtopumpkins: Repeat for the other side.
  882.  
  883. deathtopumpkins: Then drag a road out of each side's ground-raiser for a few tiles.
  884.  
  885. shadow_assassin left the room. (Logged out)
  886.  
  887. deathtopumpkins: Should look like this: http://img88.imageshack.us/img88­/6051/rhw7.png (however, this depends
  888.  
  889. on your slope mod. Some may be steeper).
  890.  
  891. deathtoall left the room. (Logged out)
  892.  
  893. deathtopumpkins: You will want to flatten the first tile next to the ground raiser (using road tiles) for later on.
  894.  
  895. deathtopumpkins: then bulldoze the ground-raiser and adjacent tile of road
  896.  
  897. shadow_assassin joined the room.
  898.  
  899. deathtopumpkins: http://img85.imageshack.us/img85­/4581/rhw8.png
  900.  
  901. shadow_assassin left the room. (Going to Social Lobby)
  902.  
  903. wrightguy0 left the room. (Going to Social Lobby)
  904.  
  905. deathtopumpkins: Next, scroll down in your road menu and click the Road / RHW Ramp Interfaces button.
  906.  
  907. deathtopumpkins: http://img196.imageshack.us/img1­96/2035/rhw9.png
  908.  
  909. deathtopumpkins: Excuse me, the Road Puzzle Pieces button
  910.  
  911. deathtopumpkins: Hit SHIFT+TAB to get this piece: http://img87.imageshack.us/img87­/6877/rhw10.png
  912.  
  913. deathtopumpkins: plop one on each side: http://img194.imageshack.us/img1­94/1088/rhw11.png
  914.  
  915. deathtopumpkins: Then, using the additional pieces in the Road Puzzle Pieces button, fill in the overpass.
  916.  
  917. http://img194.imageshack.us/img1­94/1088/rhw11.png
  918.  
  919. deathtopumpkins: You should end up with this: http://img405.imageshack.us/img4­05/7366/rhw12.png
  920.  
  921. b22rian: deathtopumpkins: very nice connor :)
  922.  
  923. deathtopumpkins: You'll notice that there are no pieces to fill in the gaps over the RHW.
  924.  
  925. deathtopumpkins: Those are found under another button a few down: http://img444.imageshack.us/img4­
  926.  
  927. 44/373/rhw13.png
  928.  
  929. deathtopumpkins: ...And imageshack is down now. :|
  930.  
  931. simmaster07: :|
  932.  
  933. deathtopumpkins: Wait...
  934.  
  935. deathtopumpkins: there we go!
  936.  
  937. deathtopumpkins: Hit tab until you get the Road over RHW-4 piece, and plop one over each direction of the RHW,
  938.  
  939. being sure to orient them correctly (yellow line on the left).
  940.  
  941. deathtopumpkins: Final product: http://img11.imageshack.us/img11­/8566/rhw14.png
  942.  
  943. b22rian applauds
  944.  
  945. deathtopumpkins: Drag out in each direction with the Road tool, smoothing as you wish, and you've got yourself a
  946.  
  947. nice rural overpass! http://img23.imageshack.us/img23­/7902/rhw15.png
  948.  
  949. deathtopumpkins: Is everyone still with me? No questions?
  950.  
  951. b22rian: sure im with you
  952.  
  953. b22rian: just a marvelous job connor :)
  954.  
  955. deathtopumpkins: Okay, now, interchange time.
  956.  
  957. blue lightning: Continue, no interjections recieved
  958.  
  959. deathtopumpkins: We are going to build a basic diamond interchange with the road.
  960.  
  961. deathtopumpkins: Select the RHW tool again (http://img163.imageshack.us/img1­63/1702/rhw1.png)
  962.  
  963. xyloxadoria joined the room.
  964.  
  965. deathtopumpkins: and draw out your ramps according to the terrain. http://img255.imageshack.us/img2­
  966.  
  967. 55/5509/rhw16.png
  968.  
  969. godzillaman: deathtopumpkins: link is messed up
  970.  
  971. blue lightning: Remove the )
  972.  
  973. deathtopumpkins: Be sure to leave one completely straight tile between the road and where the RHW starts to
  974.  
  975. curve.
  976.  
  977. deathtopumpkins: And stop the RHW one full tile horizontally away from the RHW-4.
  978.  
  979. blue lightning: I thought v3.22 allowed curves right up against intersections
  980.  
  981. deathtopumpkins: blue lightning: It might, I just do this because IMO it looks better.
  982.  
  983. blue lightning: ahj
  984.  
  985. deathtopumpkins: Now, clicking on the Ramp Interfaces button (#3) again, select the RHW-4 Type B ramp.
  986.  
  987. deathtopumpkins: Rotate it so that it fits the RHW-4 and its ramp is pointing towards your RHW you drew for the
  988.  
  989. ramp, and plop it.
  990.  
  991. deathtopumpkins: Repeat for all four instances.
  992.  
  993. deathtopumpkins: You should end up with this: http://img715.imageshack.us/img7­15/4338/rhw17.png
  994.  
  995. deathtopumpkins: Now click a few times on the ramps with the RHW tool to get them to all convert to MIS...
  996.  
  997. mikekeller joined the room.
  998.  
  999. deathtopumpkins: And the interchange is complete!
  1000.  
  1001. deathtopumpkins: http://img528.imageshack.us/img5­28/6088/rhw18.png
  1002.  
  1003. b22rian: deathtopumpkins: stupendous job !
  1004.  
  1005. deathtopumpkins: Now, this is a bit large size-wise for urban areas, which is why there are variations.
  1006.  
  1007. blue lightning: deathtopumpkins: bravo
  1008.  
  1009. deathtopumpkins: However, this is appropriately sized and graded for a significant rural junction.
  1010.  
  1011. deathtopumpkins: Thanks guys.
  1012.  
  1013. reaper88 left the room. (Logged out)
  1014.  
  1015. deathtopumpkins: Any questions before I list some of the variations?
  1016.  
  1017. reaper88 joined the room.
  1018.  
  1019. mikekeller: does anyone have a link to the hole digging lots?
  1020.  
  1021. godzillaman: a mix of puzzle pieces would be better for urban areas
  1022.  
  1023. deathtopumpkins: mikekeller: Yes, hang on.
  1024.  
  1025. deathtopumpkins: godzillaman: I'm getting to that.
  1026.  
  1027. mikekeller: deathtopumpkins: ok thanks
  1028.  
  1029. deathtopumpkins: Please pause for a moment as I locate the link.
  1030.  
  1031. reaper88: mikekeller: http://www.simtropolis.com/stex/­details.cfm?id=3599
  1032.  
  1033. reaper88: hole digger
  1034.  
  1035. buddybud went away.
  1036.  
  1037. deathtopumpkins: Thank you reaper.
  1038.  
  1039. mikekeller: reaper88: oh thanks a lot that was fast
  1040.  
  1041. reaper88 good job ;)
  1042.  
  1043. reaper88: deathtopumpkins: yw :)
  1044.  
  1045. deathtopumpkins: Now, the variations on the diamond interchange.
  1046.  
  1047. deathtopumpkins: You could also use Type A ramps plopped with the ramp stub a minimum of 6 tiles away from the
  1048.  
  1049. road
  1050.  
  1051. deathtopumpkins: and then use a MIS elevated transition
  1052.  
  1053. deathtopumpkins: along with the elevated Road x El-MIS intersection piece found in the Road / RHW Interfacing
  1054.  
  1055. button
  1056.  
  1057. mikekeller left the room. (Logged out)
  1058.  
  1059. meister1235: pic please
  1060.  
  1061. deathtopumpkins: This interchange has a much smaller footprint and takes up only 1 tile on each side of the
  1062.  
  1063. highway
  1064.  
  1065. reaper88 left the room. (Logged out)
  1066.  
  1067. deathtopumpkins: meister1235: One moment.
  1068.  
  1069. blue lightning: http://www.majhost.com/gallery/v­z1234512/SC4-2/aaaaaaaaaaa/Inte­rchanges/rhw_tutorial-
  1070.  
  1071. compact_d­iamond.jpg
  1072.  
  1073. shadow_assassin joined the room.
  1074.  
  1075. deathtopumpkins: ^That interchange is with an avenue but the same applies to roads
  1076.  
  1077. deathtopumpkins: Now, everybody got that?
  1078.  
  1079. b22rian: sure :)
  1080.  
  1081. deathtopumpkins: Okay.
  1082.  
  1083. deathtopumpkins: Now, surely we all know that diamonds are not the only type of interchange out there.
  1084.  
  1085. deathtopumpkins: Another viable solution for RHW x Road is the Parclo (or Partial Cloverleaf)
  1086.  
  1087. deathtopumpkins: here is an example of a high-capacity 6-ramp parclo: http://www.majhost.com/gallery/v­
  1088.  
  1089. z1234512/SC4-2/aaaaaaaaaaa/Inte­rchanges/rhw_tutorial-compact_p­arclo.jpg
  1090.  
  1091. b22rian: deathtopumpkins: very well done :)
  1092.  
  1093. deathtopumpkins: Parclos are basically diamonds with either the ramps all on one side of the road, or with 6 ramps
  1094.  
  1095. to eliminate some left turns on the surface street.
  1096.  
  1097. deathtopumpkins: here is a creative parclo that takes advantage of terrain: http://www.majhost.com/gallery/v­
  1098.  
  1099. z1234512/SC4/CJ-Pics/mots_h31to­rt3_01.jpg
  1100.  
  1101. deathtopumpkins: an even higher-capacity parclo: http://www.majhost.com/gallery/v­z1234512/SC4/CJ-
  1102.  
  1103. Pics/CJ2/southe­rn.devlin-expandable_parclo01.j­pg
  1104.  
  1105. deathtopumpkins: now, any questions on Parclos?
  1106.  
  1107. b22rian: deathtopumpkins: the last 2 pics, brillant !
  1108.  
  1109. paulobergonci left the room. (Logged out)
  1110.  
  1111. reaper88 joined the room.
  1112.  
  1113. blue lightning: b22rian: those would be mine :P
  1114.  
  1115. deathtopumpkins: Of course
  1116.  
  1117. deathtopumpkins: :P
  1118.  
  1119. deathtopumpkins: Now, if you wanted even more capacity out of the interchange, you could build a full cloverleaf, the
  1120.  
  1121. mainstay of freeway interchanges in the United States
  1122.  
  1123. b22rian: blue lightning: heeh no suprise there :)
  1124.  
  1125. deathtopumpkins: Cloverleafs have 8 ramps: 4 loop ramps and 4 outside ramps, so each traffic movement is free-
  1126.  
  1127. flowing. Their only downfall is weaving, as traffic entering shares the same lane as traffic exiting, and thus they are
  1128.  
  1129. frowned upon by today's highway engineers.
  1130.  
  1131. dcmetro34 joined the room.
  1132.  
  1133. deathtopumpkins: Does anyone want examples of how to build a cloverleaf?
  1134.  
  1135. b22rian: deathtopumpkins: so there becoming a thing of the past you feel ?
  1136.  
  1137. reaper88 left the room. (Logged out)
  1138.  
  1139. deathtopumpkins: b22rian: most definitely.
  1140.  
  1141. deathtopumpkins: Now, however, cloverleafs are usable if they incorporate collector/distributor (C/D) roads, which
  1142.  
  1143. are separate lanes over to the side from which the actual ramps enter/depart. Taking away the through traffic makes
  1144.  
  1145. them much safer.
  1146.  
  1147. reaper88 joined the room.
  1148.  
  1149. deathtopumpkins: Here we will pause for a moment.
  1150.  
  1151. shadow_assassin: cloverleafs have their uses though
  1152.  
  1153. buddybud came back.
  1154.  
  1155. deathtopumpkins: shadow_assassin: Right, they do, just not in their basic form so much.
  1156.  
  1157. b22rian: deathtopumpkins: are they out dated ?
  1158.  
  1159. deathtopumpkins: Now here is a cloverleaf that is built safer, with C/D roads: http://www.majhost.com/gallery/v­
  1160.  
  1161. z1234512/SC4-2/aaaaaaaaaaa/Hwyr­un/cloverleaf_h10_h31_exit1ab_e­xit_3ab.jpg
  1162.  
  1163. shadow_assassin: b22rian: yeah... like inside ramps
  1164.  
  1165. deathtopumpkins: Generally, the safest interchanges are also the most complex, with flyovers to facilitate all
  1166.  
  1167. movements, such as in stack interchanges, although they are not currently possible with the RHW.
  1168.  
  1169. blue lightning: In the future they will be though
  1170.  
  1171. blue lightning: Semistacks in 4.0, full stacks in 5.0
  1172.  
  1173. b22rian: deathtopumpkins: its the stated goal of alex :)
  1174.  
  1175. shadow_assassin: it is the ultimate goal of the RHW mod, yes
  1176.  
  1177. deathtopumpkins: However, that is not always the case. Sometimes it can be overdone:
  1178.  
  1179. http://www.majhost.com/gallery/v­z1234512/SC4-2/aaaaaaaaaaa/Inte­rchanges/the_flats_now_with_75p­
  1180.  
  1181. ercent_less_lightpoles01.jpg
  1182.  
  1183. blue lightning: deathtopumpkins: XDD
  1184.  
  1185. meister1235: deathtopumpkins: :O
  1186.  
  1187. dcmetro34 left the room. (Logged out)
  1188.  
  1189. simmaster07: :))
  1190.  
  1191. blue lightning: It was worse before, believe it or not
  1192.  
  1193. shadow_assassin: lol
  1194.  
  1195. shadow_assassin: 5.0 will make it very nice
  1196.  
  1197. b22rian: see alex figures once his dreams go beyond his capabilites , he has vince around to pick up the slack :)
  1198.  
  1199. deathtopumpkins: Okay, now laugh at Vince's interchange for a minute and ask any (seriously, any) questions you
  1200.  
  1201. may have about building RHW interchanges.
  1202.  
  1203. shadow_assassin: what about trumpets?
  1204.  
  1205. simmaster07 points and laughs
  1206.  
  1207. blue lightning: oh I do have this http://www.majhost.com/gallery/v­z1234512/SC4/CJ-Pics/loaeska-ju­
  1208.  
  1209. n._22__001246758740.png
  1210.  
  1211. blue lightning: Trumpet... I have a few of those
  1212.  
  1213. deathtopumpkins: Ah yes, three-way interchanges. Common forms include Trumpets and T- or Y-stacks
  1214.  
  1215. blue lightning: http://www.majhost.com/gallery/v­z1234512/SC4-2/trumpet_intercha­nge_large_smooth_01.jpg
  1216.  
  1217. b22rian: blue lightning: yes , thanks for simplifying things :)
  1218.  
  1219. deathtopumpkins: ^The Most basic, highest capacity trumpet interchange.
  1220.  
  1221. b22rian: blue lightning: this last interchange is very nice :)
  1222.  
  1223. blue lightning: http://www.majhost.com/gallery/v­z1234512/SC4-2/aaaaaaaaaaa/Inte­rchanges/spren-
  1224.  
  1225. mar._9__00125314­4631.png
  1226.  
  1227. meister1235: b22rian: and very easy
  1228.  
  1229. blue lightning: and when v4.0 comes, http://www.majhost.com/gallery/v­z1234512/SC4-2/aaaaaaaaaaa/Inte­
  1230.  
  1231. rchanges/interchange-_trumpet.j­pg
  1232.  
  1233. deathtopumpkins: Some 3-way interchange madness of mine: http://img686.imageshack.us/img6­
  1234.  
  1235. 86/181/2d1feb5111263353196.png
  1236.  
  1237. shadow_assassin: http://img32.imageshack.us/img32­/6972/gd2tgsjp.jpg - this sort of thing can be done in 4.0
  1238.  
  1239. deathtopumpkins: Now, are there ANY questions about interchanges?
  1240.  
  1241. 2b2gbi joined the room.
  1242.  
  1243. 2b2gbi left the room. (Going to Social Lobby)
  1244.  
  1245. blue lightning: We wont be covering 5+ way interchanges
  1246.  
  1247. deathtopumpkins: Okay then, the last thing to cover tonight in regards to the RHW is Neighbor Connections
  1248.  
  1249. shadow_assassin: they are kind of pointless, tbh
  1250.  
  1251. blue lightning: But generally you would just link them up with turnpike style necked trumpets
  1252.  
  1253. deathtopumpkins: Neighbor Connections are one of the most annoying aspects of the RHW
  1254.  
  1255. deathtopumpkins: You cannot simply drag a RHW to the end of the map, like is done with other networks.,
  1256.  
  1257. blue lightning: Unless its RHW-2
  1258.  
  1259. blue lightning: or RHW-6C
  1260.  
  1261. deathtopumpkins: Since it is based on overrides of a 1-tile network (RHW-2), the game only recognizes it as one
  1262.  
  1263. tile, and requires traffic to enter and leave the city on the same network (thus tile)
  1264.  
  1265. deathtopumpkins: So with RHW-4, -6S, -8, or -10, a special connection needs to be made
  1266.  
  1267. blue lightning: known as a loop connector
  1268.  
  1269. deathtopumpkins: The WRONG and RIGHT connections are illustrated here, respectively:
  1270.  
  1271. http://www.majhost.com/gallery/v­z1234512/SC4-2/aaaaaaaaaaa/loop­.jpg
  1272.  
  1273. blue lightning: Notice the wrong (left)
  1274.  
  1275. blue lightning: the yellow line is on the crossing still
  1276.  
  1277. shadow_assassin: puzzle pieces for these loop connectors will be available in 4.0
  1278.  
  1279. deathtopumpkins: The RHW needs to deconvert back to a RHW-2 before reaching the edge, so that it becomes
  1280.  
  1281. bidirectional.
  1282.  
  1283. blue lightning: They key to loop connectors is to a: Connect both sides of traffic
  1284.  
  1285. blue lightning: b: kill the override
  1286.  
  1287. blue lightning: If you have an RHW-4 with a 0 tile median you can simply use avenue to connect and transition the
  1288.  
  1289. RHW into ave
  1290.  
  1291. deathtopumpkins: However, as Daniel said, special puzzle pieces have been made for RHW v4.0 that will eliminate
  1292.  
  1293. the need to create these connections.
  1294.  
  1295. blue lightning: These are called NREE's or "Nicole Ritchie Effect Eliminators"
  1296.  
  1297. blue lightning: (inside joke)
  1298.  
  1299. meister1235: blue lightning: :))
  1300.  
  1301. deathtopumpkins: the Nicole Ritchie Effect is that of cars driving the wrong direction down the highway, which
  1302.  
  1303. happened over that one tile before hte connection
  1304.  
  1305. xyloxadoria left the room. (Logged out)
  1306.  
  1307. xyloxadoria joined the room.
  1308.  
  1309. blue lightning: you can see a connector here too http://www.majhost.com/gallery/v­z1234512/SC4/CJ-
  1310.  
  1311. Pics/destiny_ce­nter-_rhw_backups_at_8_am.jpg
  1312.  
  1313. 2b2gbi joined the room.
  1314.  
  1315. blue lightning: (theres a 3rd one in the middle because it origionally was RHW-6C
  1316.  
  1317. shadow_assassin: blue lightning: so you downgraded that highway?
  1318.  
  1319. blue lightning: had no other way to connect to the ave
  1320.  
  1321. shadow_assassin: you could've squeezed a RHW-6C to 4 transition in there :P
  1322.  
  1323. deathtopumpkins: Okay, thus ends the Seminar for tonight. Join us again soon for discussion on transit planning,
  1324.  
  1325. such as where to best put what networks.
  1326.  
  1327. blue lightning: But before we leave
  1328.  
  1329. blue lightning: Teasers :P
  1330.  
  1331. xyloxadoria: Okay everyone i have a treat for people attending the seminar. Just the people here will get this.
  1332.  
  1333. Everyone else will have to wait more for it
  1334.  
  1335. b22rian: thanks connor and nelson !
  1336.  
  1337. b22rian: ok vince :)
  1338.  
  1339. deathtopumpkins bows out.
  1340.  
  1341. blue lightning: But first!
  1342.  
  1343. blue lightning: Lets applaud our presenters!
  1344.  
  1345. shadow_assassin claps
  1346.  
  1347. b22rian applauds !!
  1348.  
  1349. buddybud: hurrah!!
  1350.  
  1351. shadow_assassin glares at everyone else not clapping
  1352.  
  1353. b22rian: great job guys !!
  1354.  
  1355. blue lightning chucks a gold ring at Nelson and Connor
  1356.  
  1357. deathtopumpkins catches ring and says "I do!"
  1358.  
  1359. plane-crash12000: you guys are amazing!!!
  1360.  
  1361. b22rian: ok both vince and chris have special treats
  1362.  
  1363. shadow_assassin: :o
  1364.  
  1365. meister1235 applauds :)
  1366.  
  1367. b22rian: vince ?
  1368.  
  1369. This room is no longer being moderated.
  1370.  
  1371. blue lightning: Right
  1372.  
  1373. blue lightning: hang on
  1374.  
  1375. blue lightning: ST is being annoying
  1376.  
  1377. b22rian: sure
  1378.  
  1379. b22rian: you want chris to go ?
  1380.  
  1381. deathtopumpkins: Please hold all questions until after the teasers, thank you.
  1382.  
  1383. reaper88 left the room. (Logged out)
  1384.  
  1385. reaper88 joined the room.
  1386.  
  1387. blue lightning: On this page are NWM teasers. http://www.simtropolis.com/cityj­ournals/?p=view&id=1380&­;page=2
  1388.  
  1389. b22rian: xyloxadoria: fabulous job and looks great !
  1390.  
  1391. blue lightning: Thats about all I need to say :P
  1392.  
  1393. meister1235 b22rian: i agree
  1394.  
  1395. deathtopumpkins: This room is now open for any general transportation-related questions.
  1396.  
  1397. deion30296 joined the room.
  1398.  
  1399. meister1235 btw: the last link is page 3 from vince CJ :)
  1400.  
  1401. shadow_assassin: oh lol :P
  1402.  
  1403. blue lightning: deathtopumpkins: so what do you think about the idea of me making signs around here then releasing
  1404.  
  1405. them onto the STEX as a sign pack?
  1406.  
  1407. naftixe left the room. (Logged out)
  1408.  
  1409. deathtopumpkins: blue lightning: i like the idea :D
  1410.  
  1411. deion30296 left the room. (Going to Social Lobby)
  1412.  
  1413. plane-crash12000: this is my first attended seminar and its an experience i will remember for years!
  1414.  
  1415. blue lightning: deathtopumpkins: http://www.majhost.com/gallery/v­z1234512/RLSigns/ghent_138.png
  1416.  
  1417. blue lightning: deathtopumpkins: http://www.majhost.com/gallery/v­z1234512/RLSigns/oh18_137ba.png­
  1418.  
  1419. deathtopumpkins: plane-crash12000: Come to the next one too ;) its more theorizing and stuff
  1420.  
  1421. meister1235 this was the best and longest seminar i ever see :D very good job :)
  1422.  
  1423. un1: That was long. :p
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