Started by jplumbley, January 29, 2008, 03:04:04 PM
0 Members and 1 Guest are viewing this topic.
Quote from: el_cozu on June 26, 2008, 05:07:22 PMI have a question... I noticed that the capacity for road, OWR and AVE are the same... Is the avenue gonna be double the OWR capacity?... cuz it is 2 tiles wide and I read somewhere that the capacity is established by tile and not by number of lanes...I hope you can answer this one please...
Quote from: el_cozu on June 27, 2008, 01:55:00 PMRoad / OWR / Avenue: 5600 Highway / El-Highway: 10800 Rural Highway: 10800 Wait a minute... if the avenue is gonna be double... that means the capacity for the Easy Simulator for AVE is 11200........ higher than a Highway...... but if the Avenue is 5600... i don't understand why Im using an Avenue if the road has the same capacity
Quote from: jplumbley on January 29, 2008, 03:04:04 PMSimulator "A" has been designed by JPlumbley to extend the original travel distances set by the MAXIS Simulators. For example in the original game the MAXIS Simulator allows the Sims to walk up to 7 tiles, but with Simulator "A" the Sims will walk upto 43 tiles to get to work. This change in travel distance is due to the calculations used to allow Car Traffic to travel one full distance of a large city tile (512 tiles) on Avenues. Simulator "B" has been designed by Mott to work with the original travel distances set by the MAXIS Simulator. For example in the original game the MAXIS Simulator allows the Sims to walk up to 7 tiles, therefore in Simulator "B" the Sims will walk upto 7 tiles. Simulator "B" has also been re-calculated to be more balanced and provide better pathfinding overall.
QuoteOther modifications to both Simulators include changes to the follow properties with minor variation:Congestion to Accident Probability - Revamped the probability curve.Congestion vs. Speed - Made use of this, not used to full potential by MAXIS. Sims will now look for better routes if the network is over congested.Trip Length to Minutes Display Multiplier - Used in calculations for time displays on Commute Time Graph.
Quote from: Streetlight 725 on August 08, 2008, 08:11:38 PMIs there a another link to download this mod.The download link said that the file was locked.I want to download it.
QuoteWhen you are querying the Road it will show you the Traffic only for what ever commute time you are on.
Quote from: mott on October 17, 2007, 11:11:38 AMI changed the congestion graph too, and got it working with an arbitrary number of color steps at arbitrary usage. Annoyingly, the 0-255 scale seems to be such that 0=0% and 1=100%, 2=110%, 3=120%, etc. Things turn yellow at 100% usage, then start sliding through the oranges until they hit bright red at around 200%. The ramp-to-red happens quickly, but with the settings we're looking at, 100%-200% is the most info-critical range. It's in the .dat so you can play with a working one.
QuoteBTW, the format of those color values is: OORRGGBB. OO = Opacity (00 = transparent, FF=opaque). The game uses opacity 99 for color overlays on the Traffic Congestion data view, so they are just under 50% transparent. So, Pure Red should be coded as 0x99FF0000, pure green is 0x9900FF00.
Quote from: Tarkus on August 19, 2008, 04:12:37 PMHere's how the NAM Congestion Graph jplumbley designed looked with the current Data Points:still working on it . . .
Page created in 0.641 seconds with 32 queries.