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January 17, 2022, 10:37:40 PM

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Author Topic: RTMT and FLUPS  (Read 12744 times)

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Online z

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RTMT and FLUPS
« on: July 23, 2010, 12:40:55 AM »
Did you ever see a bus stop sitting on an overpass in this game?



Here's the traffic flow.  The route query was taken from the underpass just to the right of the bus station.



The reason for the bus routes on the overpass is that a number of Sims park in the underground garage (whose entrance is obscured by the overpass), climb the stairs to the overpass, and catch a bus there.
« Last Edit: May 18, 2011, 03:44:32 AM by z »

Offline travismking

Re: RTMT and FLUPS
« Reply #1 on: July 23, 2010, 03:43:10 AM »
Don't do this to us man, just release it!! looks great, Cant wait to be able to use this in my cities :)

Online z

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Re: RTMT and FLUPS
« Reply #2 on: July 23, 2010, 04:33:45 AM »
As soon as testing is finished satisfactorily and the documentation is written, you will have it. :)

Speaking of testing, here are a couple of other screenshots taken during that process:





Many of these stations can handle all of the SC4 travel types simultaneously, with the exception of monorail.
« Last Edit: July 23, 2010, 04:36:01 AM by z »

Online z

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Re: RTMT and FLUPS
« Reply #3 on: August 17, 2010, 02:09:05 AM »
We're now well into our beta testing, and getting good results.  Here's a sample:


That's a combination bus and subway station underneath all the arrows.  Between street level and subway level there's the street FLUP, which has access to a special underground parking garage.  You can tell that some Sims are using the underground garage (apparently to take the bus) by the presence of the crossed orange arrows in the middle.  This is actually a little shuttle train that goes around the garage, collecting Sims and taking them to the mass transit parts of the station.  The yellow line at the bottom is traffic from a subway line that terminates at the station; all the Sims on the subway continue on by bus.  Traffic volume on the outer rail lines does not change at the station, nor does the traffic by surface car.  The arrows around the station itself are a bit messy because transit switch points in SC4 are normally two dimensional, and it is not possible to create such a complex transit switch point under those constraints.  Instead, the transit switch point was constructed in multidimensional phase space using a custom Riemann geometry, which looks a little strange when projected onto two dimensions.  (For example, see the little yellow arrow that curves pack on itself?  And the pedestrian paths that seem to go nowhere?)  The Sims get a little confused by this too, but only momentarily, and they always take the right path out of the station.

Offline daeley

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Re: RTMT and FLUPS
« Reply #4 on: August 17, 2010, 04:51:40 AM »
  Instead, the transit switch point was constructed in multidimensional phase space using a custom Riemann geometry, which looks a little strange when projected onto two dimensions.  (For example, see the little yellow arrow that curves pack on itself?  And the pedestrian paths that seem to go nowhere?)  The Sims get a little confused by this too, but only momentarily, and they always take the right path out of the station.

Not to mention that Sim-space-time is non-relativistic as they can travel finite distances in zero time and are unaffected by the laws of uncertainty. Projecting all of this onto a 2-dimensional visual planar (i.e. your pc monitor) is guaranteed to give some odd visual effects.  :D :D
1. Install SC4+RH
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4. ? ? ? ?
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Online z

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Re: RTMT and FLUPS
« Reply #5 on: May 01, 2011, 12:45:03 PM »
For those who would like RTMT stations for their NOB Sunken GLR, they're coming as part of the RTMT FLUP stations, which is the release under development:



There are stairs off to the side of the station, so that the Sims don't fall onto the tracks.  You can see trains on the GLR, and UDI works as well.

You can eliminate the FLUP spacer pieces around the station if you're willing to use the Sunken GLR subway connection.  But then you won't see the trains, and UDI won't work.

Thanks to catty for her extensive testing of this feature.

Offline RickD

Re: RTMT and FLUPS
« Reply #6 on: May 05, 2011, 04:49:55 AM »
Great!  :thumbsup:
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Offline deadwoods

Re: RTMT and FLUPS
« Reply #7 on: May 18, 2011, 03:33:08 AM »
You could possibly add the standard Maxis subway stairs/entrance prop for the stairs leading down.
David, aka deadwoods

Offline catty

Re: RTMT and FLUPS
« Reply #8 on: May 20, 2011, 06:02:52 PM »
You could possibly add the standard Maxis subway stairs/entrance prop for the stairs leading down.

We will be releasing some new RTMT stations that have the subway stairs off to the side of the bus stop ... would you be happy with them there?


MAY110020 by SC4D_CATTY, on Flickr

 :)
I meant," said Ipslore bitterly, "what is there in this world that truly makes living worthwhile?" DEATH thought about it. "CATS," he said eventually, "CATS ARE NICE.

Offline deadwoods

Re: RTMT and FLUPS
« Reply #9 on: May 20, 2011, 09:59:49 PM »
Yes, that's the general idea.
David, aka deadwoods

Offline catty

Re: RTMT and FLUPS
« Reply #10 on: May 22, 2011, 02:16:36 PM »
...You can eliminate the FLUP spacer pieces around the station if you're willing to use the Sunken GLR subway connection.  But then you won't see the trains, and UDI won't work..

Still testing we haven't given up on trains and UDI quite yet

 :)
I meant," said Ipslore bitterly, "what is there in this world that truly makes living worthwhile?" DEATH thought about it. "CATS," he said eventually, "CATS ARE NICE.