Perhaps nothing has contributed more to SC4's possibilities and enduring popularity than the legendary Network Addon Mod. A celebration of 10 years of SC4D would simply not be complete without a role for the NAM. Accordingly, from a team who's informal motto is "we like to surprise people", comes a special surprise OSITM! No doubt this will not be the last surprise from them this month--in fact, rumors are swirling already....
Please join me in congratulating the Network Addon Mod team on their second and thoroughly well-deserved OSITM!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FS1XNPAW.jpg&hash=7a5c356abefcf655bb348dc3aa72e9b9dacb40fc)
First off, thank you to Noah and the site for having the NAM as part of the OSITM lineup for this special month!
And to clear up these swirling rumors, they just so happen to be true. Yes, this means that NAM 35 has been released on the SC4D LEX, coinciding with the site's 10th anniversary celebration. Here's the feature list for NAM 35.
- New RealRailway (RRW) FlexTrack functionality, including draggable Fractional Angle Railroads (FARR) at three angles (FA-2, FA-3, and FA-1.33/1.5) and improved Single-Track Rail (STR) support.
- Vastly improved adjacency stability for ramp-style RealHighway (RHW) FLEX Height Transitions, including many adjacencies with FLEXRamps and Draggable Ramp Interfaces (DRIs).
- Several new draggable NWM transitions: NRD-4-to-ARD-3, NRD-4-to-Avenue, NRD-4-to-TLA-5, NRD-4-to-RD-4, Road-to-RD-4, TLA-3-to-Avenue, TLA-3-to-TLA-5, AVE-2-to-TLA-5, AVE-2-to-Avenue, TLA-7/AVE-6-to-Dual-OWR-3, OWR-4-to-RHW-8S, OWR-5-to-RHW-10S, and OWR-1-to-MIS. These transitions can either be built through the stub method, or (in case of different base networks), direct connection.
- At-grade intersection support for the Road, OWR, and Avenue Viaducts, plus other stability and cosmetic improvements.
- Multi-Radius Curve (MRC) functionality added to the L1 and L2 RHW-2.
- A number of path fixes involving elevated RHW networks.
- Support for at-grade RHW-4 x Avenue, RHW-3 x Avenue and MIS x Street intersections (OxO only), as well as improvements and additions to RHW-2 and MIS diagonal intersections with Maxis surface networks.
- Proper P57-era RHW support for Moonlinght's Alternate El-Rail and Bullet Train (Shinkansen) mods.
- Various fixes to the Maxis Highway Override (MHO), including improved RealRailway (RRW) support, support for moonlinght's Alternate El-Rail and Bullet Train, and Level Bridges for both L0 and L2 MHO networks.
- Re-implementation of some multi-tile RHW and NWM starter pieces, to improve stability in preparation for future additions. Legacy code has been added to provide stability to older, unconverted starters.
A few other notes regarding the release:
Platforms: At present, only the Windows release is available. A Mac release will be coming later.
Installing over previous versions: NAM 35 should be installed directly over top of any previous NAM releases, to ensure that your previous installation options are retained. A clean install is not recommended. For more information, see here (http://sc4devotion.com/forums/index.php?topic=17521.0).
Tech Support: Since NAM 35 is now the most recent release, technical support for NAM 34 and earlier is no longer available.
Special Thanks: The NAM Team would like to extend its sincere thanks to all the members of the community for their continued support over the past 12 1/2 years the mod has existed, and to SC4 Devotion, which has graciously supported the NAM Team in its 10 years of operation as of this month.
The new release can be acquired at the link below:
NAM 35 (Windows) Download (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=851)What's Next: We are already at work on new features for NAM 36 and beyond, which we plan to showcase as part of this OSITM. Stay tuned for more, and remember, we like to surprise people. ;)
-Tarkus and the NAM Team
I could say that 12 1/2 years ago I didn't even know how to use my computer properly ...
I've spent many happy hours playing with NAM. A big THANK YOU is just a microscopic part of what you truly deserve for all your work. Congratulations!
A huge thank You for the great Work! This is a wonderful achievement. Thanks again! :thumbsup: &apls &apls &apls
I agree, finally and thank you so much for all the hard work the entire NAM has done thus fare with NAM and so looking forward to even more creative wonderful donations to all the hard core SC4 players.
Unfortunately, my gaming PC crashed completely and shopping around for a replacement. Until the wife (who is on vacation to Japan) gives the blessing to purchase another, I will have to wait.
BTW, I must have missed it, but what does OSITM mean?
dyoungyn
Quote from: dyoungyn on November 05, 2016, 02:07:19 PM
BTW, I must have missed it, but what does OSITM mean?
You have it written in a giant medal noahclem have posted ;)
OSITM = Of Special Interest This Month
Oooh! How exciting. Just about to install now and then experiment! A fun evening awaits...
Congratulations! And thanks for the whole NAM Team the hard developing work and the support.
Early Christmas. I wouldn't expect the new version so early, but yepp you suprised me! :) Thanks a lot! &apls &apls &apls &apls &apls :bnn: :bnn: :bnn:
- Tyberius
(... I should ask at least a week holiday from my boss! :) )
ITS NAM DAY and no one told ME! &sly &hlp :crytissue: :)
U guys will need to make a week of it to officially celebrate this 10th anniversary for teh site and for the v35 release... :bnn: :bnn: :bnn:
so even before i donwload it I posted and now I love it even before I play with it... its a new toy... yeah :bnn:
:popcorn:
I can't wait to try out all of these new features. The holidays have come early this year!!!!! Tonight's going to be great fun!
:bnn :bnn: :bnn:
Where could I report a bug?
Can I just post the pictures here?
EDIT: Nevermind, I did a clean install which wasn't recommended.. Gotta go uninstall and reinstall an old version
If you think you've found a bug or need some assistance, we're always happy to assist anyone. The best place to do this is in this thread (http://sc4devotion.com/forums/index.php?topic=1444.0) (NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE), found inside the NAM Development/Support thread on the forums.
FlexSPUI Mark II . . .
(https://simtarkus.files.wordpress.com/2016/11/rhw-11112016-1.jpg)
-Alex
Smooth. Very smooth. :)
Now that is awesome. &apls
Thanks, metarvo and dyoungyn!
It's now gotten some pathing and initial proof-of-concept overpass overrides in place . . . no T21s or stop points yet.
(https://simtarkus.files.wordpress.com/2016/11/rhw-11112016-2.jpg)
-Alex
How will this handle being elevated? I like FlexSPUI but I prefer to have elevated intersections if possible so that cars can use the ramp to slow down on approach, and speed up to reach freeway speeds (irrelevant for SC4 of course).
Looks really nice, though.
Thanks, Absalom, and to answer your question, the plan is to use a system similar to the old FlexSPUI's elevation routine. There are some differences in the footprint that could potentially be worked to advantage here. It is planned to be offered at both L1 and L2.
-Alex
That's very pretty! :thumbsup: I'm amazed how you have so much energy to produce all this fabulous content.
Is it possible to make Flex Spui for AVE 6/7? This is something that has been missing since inception. BTW, this looks amazing and thank you so much for sharing.
This is super exciting! Congratulations on the release, and thanks - as ever - for the astonishing amount of work you guys put into this mod, and the astonishing things you've been able to do with it. <3 <3 <3
Thanks, Kamil, dyoungyn, and tomvsotis! :thumbsup:
Quote from: kbieniu7 on November 12, 2016, 02:04:33 AM
I'm amazed how you have so much energy to produce all this fabulous content.
I am too, especially since I recently picked up a second job with more hours. :D
Quote from: dyoungyn on November 12, 2016, 06:07:09 AM
Is it possible to make Flex Spui for AVE 6/7? This is something that has been missing since inception. BTW, this looks amazing and thank you so much for sharing.
You tell me. ;D
(https://simtarkus.files.wordpress.com/2016/11/rhw-11122016-2.jpg)
Also . . .
(https://simtarkus.files.wordpress.com/2016/11/rhw-11122016-1.jpg)
Since there isn't an elevated AVE-6 (yet), it's likely that the "Type 130" SPUI will be ground-only at first. I'm still figuring out where best to phase these in with the FLEX Turn Lane (FTL) rollout, since they do interact with these FlexSPUIs. One scenario under consideration would see the FTLs for the AVE-6/TLA-7 be a later addition, so that we can ensure the Road and Avenue ones are solid, and have a more reasonable release engineering timeframe.
-Alex
Quote from: Tarkus on November 12, 2016, 06:47:49 PM
Thanks, Kamil, dyoungyn, and tomvsotis! :thumbsup:
Quote from: kbieniu7 on November 12, 2016, 02:04:33 AM
I'm amazed how you have so much energy to produce all this fabulous content.
I am too, especially since I recently picked up a second job with more hours. :D
Quote from: dyoungyn on November 12, 2016, 06:07:09 AM
Is it possible to make Flex Spui for AVE 6/7? This is something that has been missing since inception. BTW, this looks amazing and thank you so much for sharing.
You tell me. ;D
(https://simtarkus.files.wordpress.com/2016/11/rhw-11122016-2.jpg)
Also . . .
(https://simtarkus.files.wordpress.com/2016/11/rhw-11122016-1.jpg)
Since there isn't an elevated AVE-6 (yet), it's likely that the "Type 130" SPUI will be ground-only at first. I'm still figuring out where best to phase these in with the FLEX Turn Lane (FTL) rollout, since they do interact with these FlexSPUIs. One scenario under consideration would see the FTLs for the AVE-6/TLA-7 be a later addition, so that we can ensure the Road and Avenue ones are solid, and have a more reasonable release engineering timeframe.
-Alex
WOW! The type 120 SPUI has me super-excited since that's what I see must often. This project is amazing. Keep up the great work.
Thanks, dcsmycity! :thumbsup:
Here's a little further progress . . . I'm currently working on getting the overcrossings in place. It's going fairly well, and the RUL2 code has proved easily portable, which makes creation of the variants easier.
(https://simtarkus.files.wordpress.com/2016/11/rhw-11142016-1.jpg)
(https://simtarkus.files.wordpress.com/2016/11/rhw-11142016-2.jpg)
-Alex
Oh my god, how did I miss it. FINALLY, stable Flex SPUI. Wow and totally amazing. AVE6/7 is really going to be AWESOME. Is it possible to remove the concrete barriers on each side on the ground ramps? Sorry to be so picky on your wonderful achievement. Thank you again for all your awesome work and sharing. Keep em coming.
This is pretty amazing! &apls &apls &apls &apls
It's really amazing. I love these kind of intersections because they are the closest to the real life ones (like the FAR RHW Intersection Puzzle Pieces).
Is there any chance with the game and NAM limitations to making similiar kind of intersections but only for one side? Or more precisely only one incoming/outcoming network into the AVE (on the picture there are four just for explanation what I'm talking about.) Like asimetric intersectionso. It would be similiar like the FAR RHW intersection pieces just not for FAR. I'm talking about using these shapes for RHW4-6 etc AVE intersections generally.
Thanks anyway! &apls
- Tyberius
Thanks, dyoungyn, Gugu3, and Tyberius06 for the kind words, and to everyone who has liked the last few updates.
Progress is continuing . . . I've just started the T21/stop point work, and am currently wrangling things to try to prevent traffic on the overhead RHW from getting stopped by signals/stop points underneath. Here's what's happening with the overcrossing support on the ground-level Type 120:
(https://simtarkus.files.wordpress.com/2016/11/rhw-11152016-2.jpg)
(https://simtarkus.files.wordpress.com/2016/11/rhw-11152016-1.jpg)
Now, to answer a few questions:
Quote from: dyoungyn on November 14, 2016, 06:16:33 PM
Is it possible to remove the concrete barriers on each side on the ground ramps?
If you're referring to the bordering on the ground side, that's curbing, not barriers. It's very common to see curbing on the on/offramps when they're near the surface street, so the intent here was to replicate that. If anyone wishes to remove the curbing, there is always the prospect of a third-party texture mod to do so.
Quote from: Tyberius06 on November 15, 2016, 01:39:52 AM
Is there any chance with the game and NAM limitations to making similiar kind of intersections but only for one side? Or more precisely only one incoming/outcoming network into the AVE (on the picture there are four just for explanation what I'm talking about.) Like asimetric intersectionso. It would be similiar like the FAR RHW intersection pieces just not for FAR. I'm talking about using these shapes for RHW4-6 etc AVE intersections generally.
Are you referring to something similar to this?
(https://simtarkus.files.wordpress.com/2016/11/kirklandspui1.jpg)
It's under consideration, but not a particularly high priority at the moment. The design of the ramp side of the new FlexSPUI is somewhat conducive to this sort of thing, but the surface street side is a bit trickier to negotiate, as any sort of asymmetrical turning lane situation is. The main goal, at the moment, is to try to replace the existing "legacy" version of FlexSPUI with a new version that can fully interact with P57-era RHW systems.
(And if anyone's wondering where this is, the above interchange is located at I-405 and Northeast 116th Street in Kirkland, Washington USA (https://www.google.com/maps/place/Kirkland,+WA/@47.7039945,-122.1796416,188m/data=!3m1!1e3!4m5!3m4!1s0x549012c02852ce7b:0x7a776aaa70782857!8m2!3d47.6814875!4d-122.2087353)--it's the only "half SPUI" I'm personally aware of).
-Alex
The aliasing makes the curbing appear less than attractive, but a lot of stuff like this looks a lot better in the game than it does in static images.
Having automata stop partway under a viaduct overpass will be very cool to see. Also, I feel like a one-sided SPUI is significantly less efficient than a standard SPUI. I mean, at that point doesn't it basically devolve into a half-diamond? I mean, I guess there's only one light for the interchange, but I imagine the advantages are significantly less since through traffic on the unaffected side continues as normal anyways in most one-sided diamonds (so only 30% more efficient at best?)
Oh, question: Does this FlexSPUI standard support wealthification as all the other new FLEX pieces do? I don't remember if the current ones do or not (never zoned or placed stuff next to them).
What would really honestly be cool is to see a half SPUIs for One Way roads (2/3/4/5). I see use for it then for one way roads particularly in downtown areas.
Regardless, thank for the explanation Alex. I did look like barriers but after another look, it does look like gutter curbs. I vote to do away with them, that is my vote. I like RHW as there is not sidewalk or curbs. AVEs on the other hand, the side walk is useful.
Exactly 11 years ago, on November 16th, 2005 . . .
(https://simtarkus.files.wordpress.com/2016/11/rhwanniversary-11162016.jpg)
. . . the highway revolution began, with the release of RHW Version 0.12.
16 NAM versions later, the revolution continues.
(https://simtarkus.files.wordpress.com/2016/07/rhw-07172016-2.jpg)
(https://simtarkus.files.wordpress.com/2016/11/rhw-11162016-1.jpg)
A heartfelt thanks to everyone who has supported, encouraged, and helped develop the project over these years--here's to 11 more.
Now, to answer some feedback:
Quote from: APSMS on November 15, 2016, 10:06:08 PM
The aliasing makes the curbing appear less than attractive, but a lot of stuff like this looks a lot better in the game than it does in static images.
Having automata stop partway under a viaduct overpass will be very cool to see. Also, I feel like a one-sided SPUI is significantly less efficient than a standard SPUI. I mean, at that point doesn't it basically devolve into a half-diamond? I mean, I guess there's only one light for the interchange, but I imagine the advantages are significantly less since through traffic on the unaffected side continues as normal anyways in most one-sided diamonds (so only 30% more efficient at best?)
Oh, question: Does this FlexSPUI standard support wealthification as all the other new FLEX pieces do? I don't remember if the current ones do or not (never zoned or placed stuff next to them).
Hopefully, the addition of the overhangs above helps the impression of the curbing. There are some limitations on the way the signals work--in part because we're still using Maxis models, which have additional quirks due to being ATC/AVP-based rather than S3D-based, and due to the rather simplistic way the game handles stop points. I kind of had to fudge it a bit by having the stop point be a little bit early, to prevent the overhead RHW traffic from also coming to a dead stop.
With the half-SPUI in Kirkland, I suspect a large part of the reason for that design was the presence of other signalized intersections nearby. The surface street just to the west of the interchange actually has turn lanes that go directly into the southbound ramp for I-405, so they only have to go through one signal.
As far as wealthification goes, partially. I'm likely going to have to bake in sidewalks onto the triangle splitter between the left and right turn lanes on the ramps, because that tile is landlocked and can't pick up wealthing.
Quote from: dyoungyn on November 16, 2016, 09:02:51 AM
What would really honestly be cool is to see a half SPUIs for One Way roads (2/3/4/5). I see use for it then for one way roads particularly in downtown areas.
Regardless, thank for the explanation Alex. I did look like barriers but after another look, it does look like gutter curbs. I vote to do away with them, that is my vote. I like RHW as there is not sidewalk or curbs. AVEs on the other hand, the side walk is useful.
The main advantage of the SPUI is that it simplifies signal phasing, but signals on One-Way Roads can be easily programmed to create a "green wave", so there's likely not much (if any) gain to putting a SPUI (or half-SPUI) on one. I've certainly never seen or heard of one. Probably the closest thing out there would be a volleyball interchange, and there's already support for those.
The curbs will likely remain to some extent, but it's possible the length to which they extend may be shortened.
-Alex
I'm a big fan of SPUI's and as such very excited to see the return of functional ones. Some really fantastic work there Alex :thumbsup:
As such, if baked-in sidewalks become a thing, expect those to be covered in Sidewalk NAM, like the current SPUI's are now.
Those SPUIs look a lot better than the old ones, and I'm glad to see that we'll now have some with dual left turn lanes as well as some that will work with AVE-6!
11 Years of amazing content! &apls &apls
I agree of 11 years of joy. Thank you so much to the entire NAM Team for bringing imagination to reality.
After I posted the comment about half Flex SPUI for one way roads, you are correct, not at all a realistic item. Regardless, it is beyond the thought process to come up with stable SPUIS for AVE4/6/7. Completely amazing and looking forward to more creations you are so gracious to share. Thank you again.
Shocking progress indeed :o The SPUI work is tremendously exciting as I've been hoping for it for many years and the improvements in stability and connectivity are just awesome. This is a team I'm humbled to even be involved with.
Thanks, Robin, compdude, Gugu, dyoungyn, and Noah! Now for some more gooey SPUI goodness . . .
(https://simtarkus.files.wordpress.com/2016/11/rhw-11182016-1.jpg)
The ground Type 220 is getting close to being fully implemented.
-Alex
Wow, just simply wow!!!!!!!!!!!!!!! Getting better and better every time.
Oh I just cannot wait to get my replacement PC as I cannot what so ever get SC4 to boot up on my Surface Pro 4 using Windows 10. I just plain give it and New Year's is going to be epic.
Alex,
My main question when it comes to RHW 6S/8S, how will it react with flex slopes with one tile spacing for the over passes? What about 6C/8C?
Thanks, dyoungyn! :thumbsup:
Quote from: dyoungyn on November 18, 2016, 02:45:19 PM
My main question when it comes to RHW 6S/8S, how will it react with flex slopes with one tile spacing for the over passes? What about 6C/8C?
If you're referring to having a FlexOnSlope one tile away from the FlexSPUI, that
almost works right now. Since that requires the full mainline of the RHW to go over the middle extension, there needs to be some additional code.
Now, to take things to a whole new level . . .
(https://simtarkus.files.wordpress.com/2016/11/rhw-11192016-1.jpg)
Still a work-in-progress, but that should hopefully give you a better idea of what the elevated versions will look like. This one is an L1 Type 120.
-Alex
Wow, L1, something we don't even have now. Simply incredible. What about AVE6/7 at that level? Finally, if one can have AVE6/7 at L1 as a SPUI, then will there be Flex slope pieces for AVE6/7 and going over all networks?
Finally, when using Flex slope over SPUI, it inverts the direction of road directly over the SPUI. You previously talked about SPUI needing attention, will this be addressed and resolved? Please forgive me if NAM35 already addressed this as I have yet to see the wonderful additions in NAM 35.
Thank you again coming from the bottom of my heart of all your hard work and imagination and willingness to share. Because of creative thinkers such as your self and entire NAM team are really keeping SC4 alive and well.
Looking good Alex!
@dyoungyn: SPUI has been under development Freeze ever since the P57 RHW took hold, and a redesign of the existing TuLEPs was scheduled. This current version will replace the one currently in the NAM; no new work has been done on it, and no future work will be done on it, as it is going to be replaced with the version that Tarkus is currently showing off.
So those problems you're haven't shouldn't exist in the new version, but neither will the old version exist to continue having those problems.
I thought so but wasn't sure as I am waiting on a comparable pc that SC4 works on that is not using Windows 10. Regardless, the amazing work that is being done with SPUI's is amazing and exciting to see what was once forgotten about for several NAM cycles.
Not to mention the level SPUI's are going makes this even more amazing and extremely exciting. To finally see development with AVE6/7 brings the thought process through the roof. Once the ball is rolling, keep it rolling.
Thank you soo much for the wonderful exciting information of possibilities in the works.
Great stuff Alex, not just getting us working SPUI's, but giving us new configurations and compatible networks. SPUI'd be mad to pass that up! ::) (sorry)
@dyoungyn: Just a quick note, SC4 works fine under Windows 10. I tested this with pre-release versions and have kept a close eye on user feedback since. The disk version doesn't work with Windows 10, but I'd replace that with a digital version before considering a new PC. Anecdotally, I get the impression, changes in DirectX and WDDM with Windows 10 actually lead to better compatibility with older games too. If anything, you will get a better experience with Windows 10. So if you are having problems, better to start a thread and resolve them IMO.
Well, it certainly is worth a try. My only other concern, is that does the digital version of SC4 react the same as the CD version as the plugins, regions and albums? I know this is not the appropriate thread. I must be honest and may be my ignorance my search of Windows 10, but I gotten more out the last 5 minutes reading mgb204's post above then anything IRT Windows 10. Finally, I assume the Steam version is acceptable. Will I have to be on-line to operate?
If you already have the Steam version, then sure, it works fine. You don't necessarily have to be online to use SC4 (Steam works offline just fine), but why do that when you have GOG.com or Amazon available?
I picked up a copy online at Amazon (digital download) for $5 on sale. SC4 comes on sale pretty regularly, too, and these alternative versions never require an online connection and are completely DRM free.
Wow and more wow. Thank you sooooooooooo much for this information about the digital version of SC4 working with on Windows 10. I just downloaded and the game loaded great. Now I am currently installing/updating my Plugins and Regions from by backup.
Thank you soo much again. Let the game begin. Wow, this really is a blessing.
Thanks, dyoungyn, Absalom, and Robin! :thumbsup:
Quote from: dyoungyn on November 19, 2016, 07:20:47 PM
What about AVE6/7 at that level? Finally, if one can have AVE6/7 at L1 as a SPUI, then will there be Flex slope pieces for AVE6/7 and going over all networks?
The FlexSPUIs for the AVE-6/TLA-7 are most likely going to be "grounded" at first. The plan is to hold off on adding elevated L1/L2 versions of those until there are AVE-6 viaducts in place. Those will be the first NWM viaducts you'll see, as they're by far the most in-demand (see all the people using RHW-6C workarounds), but they're at least a few releases off still.
-Alex
Alex,
Thank you for the reply. Yes, the work around truly is RHW6C. I love the colors for the region view for RHW. However, it does look odd that AVE6/7 is white and when one combines RHW6C for curves and diagonals, well, the drawing of the network(s) looks great only odd the different colors.
Regardless, I am so thankful for imaginative creators such as your self that even made that possible and always welcome to anything and everything you and the entire NAM are so generous to share.
Keep up the stupendous work and soo looking forward to more.
Wow, mind blowing work NAM Team and Alex!
Robin &apls
Thanks, dyoungyn and Robin (great to see you back around these parts)! :thumbsup:
I've just completed some further stabilization on the L1 Type 120 FlexSPUI, and got the first undercrossing situation coded:
(https://simtarkus.files.wordpress.com/2016/11/rhw-11202016-1.jpg)
-Alex
Wow, that's seriously gorgeous!
&apls
Yes, it truly is gorgeous work.; not to mention, at L1.
Great job! I've always been a fan of alternate intersection design. And this looks so familiar - see attached JPG. The intersection in the JPG is located in Colorado Springs, CO and is an intersection of one of the few major north-south corridors in the city, and one of the few major east-west corridors in the city. To make things more difficult, this is at the southern end of a major shopping are. The intersection, before being rebuilt, was an at-grade intersection that was a total nightmare, especially during the holiday shopping season.
Any chances of seeing a Diverging Diamond Interchange (http://divergingdiamond.com) or would this be something impossible to implement from a pathing standpoint?
I believe and not speaking on behalf of the NAM Team, but as Alex above stated that AVE6/7 at L1/2 is in the works and probably will only be at L0 for the time being.
As for a Diverging Interchange, that has already been implement several NAM cycles back.
Quote from: twalsh102 on November 21, 2016, 09:24:15 AM
Any chances of seeing a Diverging Diamond Interchange (http://divergingdiamond.com) or would this be something impossible to implement from a pathing standpoint?
Diverging diamond interchanges already exist in the NAM. I can't remember exactly where you find them as it's been a while since I've made a DDI.
They're in the RHW/Avenue tab ring iirc
Thanks for the info everyone, I thought I had looked everyplace, but obviously I missed it.
Quote from: Tarkus on November 15, 2016, 08:37:31 PM
Are you referring to something similar to this?
(https://simtarkus.files.wordpress.com/2016/11/kirklandspui1.jpg)
It's under consideration, but not a particularly high priority at the moment. The design of the ramp side of the new FlexSPUI is somewhat conducive to this sort of thing, but the surface street side is a bit trickier to negotiate, as any sort of asymmetrical turning lane situation is. The main goal, at the moment, is to try to replace the existing "legacy" version of FlexSPUI with a new version that can fully interact with P57-era RHW systems.
-Alex
Hi, Alex
Something like this, but not exactly. What I wish that is this kind of intersection, but not as a SPUI or half SPUI. An AVE-RHW 4-6/MIS intersection with these turning lane solutions (marking/islands etc). We have similiar ones among the FAR RHW Intersection Puzzle Pieces. (see the attached picture. I would like something like that, but not FAR. Among the FAR PPs this is the only one which is a full intersection and don't need an other half, I could use more from these let's call "closed"/half intersections anyway, for the other FAR PPs as well - I mean for the three lane ramp and for the MIS pieces, even if I know the NAM Team is not interested in Puzzle Pieces anymore).
Anyway, very nice work with the SPUI, I can't wait to use them :)
Thank you,
- Tyberius/Tibi
Quote from: Tarkus on November 20, 2016, 06:55:26 PM
Thanks, dyoungyn and Robin (great to see you back around these parts)! :thumbsup:
I've just completed some further stabilization on the L1 Type 120 FlexSPUI, and got the first undercrossing situation coded:
-Alex
Would it be possible to make the ends on slope tolerant ? This would be a nice feature for sunken highways.
There are many additions to NAM would lead to chaos and collapse of the system. Many crossing highways do not give anything new to SC4. A lot of people want from NAM different ideas. Very often it's just a simple desire. I think that the strong reaction to these wishes must be real.
Can be to think about the order in NAM and logical construction icons in menu.
Example - someone saw some road junctions around him house and want it in NAM, Fine, but it will make NAM program with endless options.
NAM - for All.
NAM - should be a handy tool.
First off, thanks to everyone for the kind words on the L1 Type 120 FlexSPUI. Construction continues . . .
(https://simtarkus.files.wordpress.com/2016/11/rhw-11222016-1.jpg)
Now to answer a few questions:
Quote from: Tyberius06 on November 21, 2016, 03:25:53 PM
Something like this, but not exactly. What I wish that is this kind of intersection, but not as a SPUI or half SPUI. An AVE-RHW 4-6/MIS intersection with these turning lane solutions (marking/islands etc). We have similiar ones among the FAR RHW Intersection Puzzle Pieces. (see the attached picture. I would like something like that, but not FAR. Among the FAR PPs this is the only one which is a full intersection and don't need an other half, I could use more from these let's call "closed"/half intersections anyway, for the other FAR PPs as well - I mean for the three lane ramp and for the MIS pieces, even if I know the NAM Team is not interested in Puzzle Pieces anymore).
The FLEX Turn Lanes (FTL) system is planned to be extended to cover RHW on/offramp solutions with varying numbers of lanes. It sounds like what you're describing lines up to at least some degree with what we plan to do there. This is what an early proof-of-concept of that system, linked up as part of a QuickChange Xpress prototype looks like:
(https://simtarkus.files.wordpress.com/2016/07/rhw-07182016-1.jpg)
Adding slip lane support for that would get you the island setups.
Quote from: Kitsune on November 22, 2016, 10:40:56 AM
Would it be possible to make the ends on slope tolerant ? This would be a nice feature for sunken highways.
Are you thinking of the end tiles being OnSlopes? Presently, this is as close as one can get (FTL overrides on the OnSlope are still needed to fully hook this up properly).
The L1 version, as it currently exists, is built by hooking an L1 RHW into the on/offramp ends on the ground/L0 version, so it would require a slightly different tactic to implement.
(https://simtarkus.files.wordpress.com/2016/11/rhw-11222016-2.jpg)
Quote from: Silur on November 22, 2016, 11:54:33 AM
There are many additions to NAM would lead to chaos and collapse of the system. Many crossing highways do not give anything new to SC4. A lot of people want from NAM different ideas. Very often it's just a simple desire. I think that the strong reaction to these wishes must be real.
Can be to think about the order in NAM and logical construction icons in menu.
Example - someone saw some road junctions around him house and want it in NAM, Fine, but it will make NAM program with endless options.
NAM - for All.
NAM - should be a handy tool.
One of the biggest challenges we face as NAM developers is the pressure of being tasked to add new content and improving the ease-of-use of the mod. Users want both, despite the fact that they appear to be conflicting ideals. All of this FLEX stuff we have been doing is intended to reach that goal, as it allows us to reduce menu space, while actually adding more functionality than existed with the previous puzzle piece regime. With things like the RHW, it's even allowing us to produce a simpler way of engaging with that infamously complex system, in the form in the QuickChange Xpress system.
I don't really see an issue with "endless options"--new transit content keeps the game moving forward. There's still plenty of seemingly "basic" situations (namely with diagonals) that we haven't covered. The NAM has always included a variety of different options as well, such that if a user isn't interested in having the RHW or FlexSPUI, they can simply choose not to install it, and have a more basic installation of the mod.
-Alex
Some great stuff Alex! Keep it coming :P :P
Quote from: Tarkus on November 22, 2016, 06:27:45 PM
One of the biggest challenges we face as NAM developers is the pressure of being tasked to add new content and improving the ease-of-use of the mod. Users want both, despite the fact that they appear to be conflicting ideals. All of this FLEX stuff we have been doing is intended to reach that goal, as it allows us to reduce menu space, while actually adding more functionality than existed with the previous puzzle piece regime. With things like the RHW, it's even allowing us to produce a simpler way of engaging with that infamously complex system, in the form in the QuickChange Xpress system.
I don't really see an issue with "endless options"--new transit content keeps the game moving forward. There's still plenty of seemingly "basic" situations (namely with diagonals) that we haven't covered. The NAM has always included a variety of different options as well, such that if a user isn't interested in having the RHW or FlexSPUI, they can simply choose not to install it, and have a more basic installation of the mod.
-Alex
I agree with every word.
NAM is a Brilliant Tool. Thank You. Good luck for all Authors.
Maybe this is the wrong place for my comments.
As always we are all very thankful for all the great stuff the entire NAM creates. Keep em coming as any new content is a blessing. Without the entire NAM team imaginative creations, NAM would not be what it is today for that a warm and HUGE thank you &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls
Quote from: Tarkus on November 22, 2016, 06:27:45 PM
Quote from: Kitsune on November 22, 2016, 10:40:56 AM
Would it be possible to make the ends on slope tolerant ? This would be a nice feature for sunken highways.
Are you thinking of the end tiles being OnSlopes? Presently, this is as close as one can get (FTL overrides on the OnSlope are still needed to fully hook this up properly).
The L1 version, as it currently exists, is built by hooking an L1 RHW into the on/offramp ends on the ground/L0 version, so it would require a slightly different tactic to implement.
-Alex
Hi, what i meant is the slip lane portion being part of the on slope. And that last picture is fantastic and a much needed feature.
Thanks, everyone, for the kind words and likes on the L1 work. Now to a question:
Quote from: Kitsune on November 23, 2016, 11:36:41 AM
Hi, what i meant is the slip lane portion being part of the on slope.
Thanks for the clarification--I'm starting to picture what would be required for the implementation now. It appears to be doable as best I can tell, and while there's no guarantees that functionality will be available out of the gate, I do plan to look into it further.
Now, for a little more SPUI action . . . meeting some future FTL action . . .
(https://simtarkus.files.wordpress.com/2016/11/rhw-11232016-1.jpg)
I don't know that this one (a Type 230) will make it into the next release, though I'm tempted to put it at a higher priority than the previous Type 130 that was showcased for the AVE-6/TLA-7 (or even shelve the Type 130), as this is a much more common setup.
-Alex
It surely looks even more spectacular than the 130. Quite massive! I'm curious how it will blend in the cities when it's complete with overpasses... :)
Ohh...now we're talking!!! That looks awesome!! &apls &apls :thumbsup:
Wow and looks totally amazing. I hope and pray you would be so kind to include this in the next NAM release or even much better, earlier.
You do amazing work and I just cannot wait to start using this as I have always been fond of SPUIs.
Sorry, one more thing. I see that in your AVE6/7 with double turning lanes into double ramps, are the paths reflected as such?
I love the feasibility with double turning lanes, but I am discovering that when intersecting with AVE6/7 right now, there are no paths for AVE4/6 intersection.
Oh boy, I now see double turning lanes for AVE6/7, AMAZING :thumbsup:
Really ia amazing how far this mod has come from the beginning, isn't it? Y'all keep surpassing yourselves.
-Matt
Hey Matt,
Glad to see you stop by. The wizards in the NAM Team are pretty amazing these days.
Don't be a stranger. ;)
-Absalom