SC4 Devotion Forum Archives

SimCity 4 General Discussion and Tutorials => SimCity 4 General Discussion => Topic started by: Ajax on June 16, 2007, 08:50:21 AM

Title: Trouble rotating lots
Post by: Ajax on June 16, 2007, 08:50:21 AM
I was just curious if anyone else is having a difficult time rotating lots with the home/end keys lately.  I can still rotate lots in this manner, but if I am trying to plop something next to a transit network (road, street, avenue) the lots now "snap" to the network.  Of course, this use to happen before if I moved the mouse at all, but if I didn't, I could rotate and plop a lot next to a network in any orientation I wanted.  Now the "snap" is much more aggressive and I can't seem to find a way around this other than to bulldoze the network, plop the lot in the orientation I want, and then rebuild the network.  It can be done, but this is obviously both annoying and time consuming.  Thanks to anyone who can help.

James
Title: Re: Trouble rotating lots
Post by: Rayden on June 16, 2007, 08:59:50 AM
If you have for example two different networks crossing by the lot sides, usually the building tends to turn to the most significant net work, for instance a street and a road, the lot always chooses the road. If you want to orientate the buiding towards the street, you will have to buldoze the road first. Attention, this usually happens when the networks are on a diagonal to the lot.
Title: Re: Trouble rotating lots
Post by: Ajax on June 16, 2007, 09:54:40 AM
Thanks for the reply.  I'm aware of the two networks situation, and that is not the problem.  For whatever reason, say I want to plop a lot with a fence on one side next to a road with no other network present, when I try to rotate the lot, it always wants to orient to the road.  I've been rotating and ploping lots next to networks for years and now this has just recently started happening.  I recently installed the new NAM, which is the only thing I suspect may have caused this.  I plan to go back to my old installation and see if I still encounter this problem. If it is the new NAM, I would be disappointed.  Not with the fantastic souls that have developed it, mind you, I am in awe of them and the talent they possess.  I'm just hoping that I can find out what I can do to avoid this.
Title: Re: Trouble rotating lots
Post by: jeronij on June 16, 2007, 12:15:53 PM
Make sure you dont move the mouse pointer at all while cycling and clicking  ;)
Title: Re: Trouble rotating lots
Post by: Ajax on June 16, 2007, 10:21:48 PM
Thanks for the suggestion, jeronij, but that is not the problem.  I have completely removed my hand from the mouse once I have the lot in the desired location and then attempted to rotate the lot.  Immediately after pressing home/end, the lot snaps back to the network.  I was just hoping someone else had encountered this and could give a quick answer.
Title: Re: Trouble rotating lots
Post by: Indisguise on June 23, 2007, 06:14:01 AM
I sometimes now run into this problem, Came at the same time as the new obtical mouse too. I myself think the poor little thing is just sensitive yo any sort of movement.

though I don't use plops often myself, I have to do the opposite of J's suggestion, one hand on the mouse ready to click, rotate and plop as soon as it cycles to the desired spot, and pray you didn't wiggle the mouse  :-\ or it realigns itself automaticly and switch on ya :'(
Title: Re: Trouble rotating lots
Post by: Ajax on June 23, 2007, 09:06:20 PM
Yes, an optical mouse can be much more sensitive, but unfortunately, that also is not the problem.  I've been using the same optical mouse for about 2.5 years.  For the time being, I'm just learning to live with the problem.  Thanks anyway!  ;)
Title: Re: Trouble rotating lots
Post by: XiahouDun on June 23, 2007, 09:15:51 PM
Another thing you can try (if you have the space), is to place a road in the direction you want the lot facing, then delete that instead of the existing road.
Title: Re: Trouble rotating lots
Post by: Ajax on June 24, 2007, 02:00:21 PM
That's part of how I'm dealing with the problem, but as you stated, I don't always have the space and have to temporarily remove the road.