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SimCity 4 Devotion Custom Content Showcase => Network Addon Mod (NAM) => NAM Inactive threads => Topic started by: CasperVg on February 10, 2008, 12:49:29 AM

Title: RAM Request Thread
Post by: CasperVg on February 10, 2008, 12:49:29 AM
This is a thread where all requests will be moved to in order to keep the developement thread "clean" with developement only.  Remember, things will be done in due time and certain things will be done on a priority based system.  -JPlumbley

I would like to plead for a Left Hand Drive (or Right Hand, not sure what side trains ride on in SC4) Mod, included in the RAM.
In most European countries, trains drive on the Left Hand of the tracks.

At the start of the Industrial Revolution in England, the train was put to good use for transporting goods (mainly coal) from a mine to a nearby seaport (1825 - Stockton and Darlington Railway). This first happened on wooden tracks. Because cars (well, carriages) drove on the left side of the road (well, trail) in the UK, trains used the same routine and drove on the left side (if two sides were availible...). As the first tracks/trains in Europe where sponsered by English investors, the trains used the routine from England, and thus drove on the left. This has stayed the rule in much countries (Belgium, Italy, Sweden, France, ...). In order countries (Germany, the Netherlands, Romania, ...), people agreed to make trains drive on the right side.  This does get a problem at borders, and thus countries agree to make trains drive on the side of the neighbouring country, after it has passed a specific stations (mostly large stations).
In most countries it doesn't matter, safety wise, wether the trains drive on the left or right hand side. In the olde' time, with steam locomotives, the drives didn't have a clear view  in front (only side); and thus it would have been a safety hazard.

I would also like to request (dragable) 3 & 4-track railway system.

3-Track (RAM-3?): 3-Track railways are rare, but append in between important switches and stations, thus giving the ability for trains to start or stop at multiple quays. This gets some (not much) use near big stations, where freight trains drive on one track (in both directions) and public trains on the 2 other.

4-Track (RAM-4?):
T: To - F: Back

T-F-T-F: Two double tracks side-by-side. Possible using SC4 atm. This is used on the Amsterdam Rail Ringway, where the default railway and ground metro lines ride side by side.
T-T-F-F: Inner tracks used for tram-like railway (stops at every station). Outer tracks for international rail and intercities.
T-F-F-T: Is nearly unused. When this type becomes a 2-track again, a fly-over is used so other railtraffic is not stopped.

That's it. I hope you'll keep my suggestions in mind.
Casper
Title: Re: RAM Request Thread
Post by: JoeST on February 10, 2008, 12:37:51 PM
QuoteT-T-F-F: Inner tracks used for tram-like railway (stops at every station). Outer tracks for international rail and intercities.
I was thinking that the inner tracks are usually used for inter cities. well this is atleast what happens at my local train station.

I would like to request:

ArkenbergeJoe's Viaducts be developed into dragable versions for the RAM, where (maybe) the ramp is the starter piece, or a ramp is automatically created on intersection with normal Rail

Joe

Title: Re: RAM Request Thread
Post by: TopCliff on February 10, 2008, 12:43:20 PM
I have an idea: what about starter pieces for the base texture? Like, one for dirt, and then one for grass, and concrete, so you can choose which one best fits the surrounding environment. Just throwing it out there.
Title: Re: RAM Request Thread
Post by: Toichus Maximus on February 11, 2008, 12:06:22 PM
Two words--S BENDS. We need trans 1, trans 2, and trans 3 tile rail s bends for our networks to look swell. Obviously, they'd need to be long enough to look realistic, and yet short enough to be functional. 5 tiles seems about right, but thats just a guess.

Just want you guys to know, you're my heros for doing this project. Rail is by far my favorite to work with, and a network that will never lose its romanticism.
Title: Re: RAM Request Thread
Post by: Godzillaman on February 11, 2008, 12:55:45 PM
Quote from: TopCliff on February 10, 2008, 12:43:20 PM
I have an idea: what about starter pieces for the base texture? Like, one for dirt, and then one for grass, and concrete, so you can choose which one best fits the surrounding environment. Just throwing it out there.

For avenues and roads? That would rock...
Title: Re: RAM Request Thread
Post by: JoeST on February 11, 2008, 01:05:17 PM
I think you are forgetting that this is the RAM, the Rail Addon Mod...

It would be a nice idea for the other networks, but lets concentrate on the current project.

Joe
Title: Re: RAM Request Thread
Post by: Kitsune on February 11, 2008, 01:18:38 PM
Draggable Catenary supports, as actual wires are impossible by the sounds of it.
Title: Re: RAM Request Thread
Post by: Andreas on February 11, 2008, 03:22:47 PM
Quote from: Kitsune on February 11, 2008, 01:18:38 PM
Draggable Catenary supports, as actual wires are impossible by the sounds of it.

Yeah, wires won't work properly, since props can't "bend" like textures on uneven terrain. Catenaries that will appear automatically will come eventually, though.
Title: Re: RAM Request Thread
Post by: T1 on February 11, 2008, 03:36:05 PM
I'd like to request... some cool moving bridges. Maybe some functioning roundhouses, more trains on the track, and some other cool accessories.
Title: Re: RAM Request Thread
Post by: TopCliff on February 11, 2008, 04:14:55 PM
I was talking about railways people. I meant grass and dirt and cement for UNDER RAILS. That way, it can blend with farms, or go through deserts, or even throuhg your big CBDs while blending in. That's what I meant.
Title: Re: RAM Request Thread
Post by: dragonshardz on February 11, 2008, 04:28:08 PM
TC (TopCliff), calm down. s.t (star.torturer) was talking to GZM (Godzillaman) because he mentioned avenues and roads in the RAM Requests thread.

TC, I think your idea has merit and is a great idea, but how about this: transparent textures on the starter? that way we can put it anywhere but it blends in anywhere.
Title: Re: RAM Request Thread
Post by: Andreas on February 11, 2008, 04:30:37 PM
Quote from: TopCliff on February 11, 2008, 04:14:55 PM
I was talking about railways people. I meant grass and dirt and cement for UNDER RAILS. That way, it can blend with farms, or go through deserts, or even throuhg your big CBDs while blending in. That's what I meant.

You mean like this? :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg184.imageshack.us%2Fimg184%2F1659%2Fsfbtrailtexturesmod2tl5.jpg&hash=7f58874423540f5de4f7953aad78d8cbeb78515e)
Title: Re: RAM Request Thread
Post by: TopCliff on February 11, 2008, 04:34:58 PM
Yeah, exactly like that! So there would be different starter pieces (I know about NOB's mods) for different textures so you could decide Hmm, that grass texture looks great going through the forst, and the dirt/dust texture goes great for my barren valley. That's basically what I meant, yes.
Title: Re: RAM Request Thread
Post by: Andreas on February 11, 2008, 04:38:19 PM
Well, what I made is a set of wealth-dependent textures. :) This is probably even more flexible than using starter puzzle pieces, since the underlying texture changes according to the adjacent zones (or lots). The mod is basically ready, I just need to check some minor things and create a proper documentation.
Title: Re: RAM Request Thread
Post by: jpj_starfleet on February 11, 2008, 05:37:49 PM
I would like to request a draw or swing bring so we don't have to go so high up on terran to cross a river or bay, many crossing are done on these type of bridges like in Chicago, this may be just a regular request on the request forum but since you guys are working just on rail I'd thought I'd ask... :thumbsup:
Title: Re: RAM Request Thread
Post by: Swamper77 on February 11, 2008, 09:04:27 PM
Bridges can be done. It's just a matter of creating the models and configuring specific files to allow for additional bridges to work in the game. Animated lifting bridges could be done, but the game won't stop the trains for an open bridge. It doesn't recognize such objects. So all lifting bridges will have to be rendered as a static, closed bridge for game purposes.

As for roundhouses, they would probably end up being lots, which the NAM (and probably the RAM) won't include in their files. The best you can do for a roundhouse is to make one in BAT and then transit enable it with a custom "U-Turn" path inside the lot, but hidden by the model. In other words, it will just be eye-candy.

-Swamper
Title: Re: RAM Request Thread
Post by: kassarc16 on February 11, 2008, 11:19:32 PM
If the RAM also deals with El-rail, I'd like to see more pieces for the El-over-road, like + and t junctions, diagonals and curves.

As for regular rail, maybe draggable railyards, using T-21s for railcar props?
Title: Re: RAM Request Thread
Post by: ejc on February 12, 2008, 12:32:23 AM
I would like to see more large elevated rail(not subway tracks!!) stations. in real-life almost all of the large stations the tracks are 1 level up. Entrance on ground, and tracks running above it. With crossings of roads going underneath it in city centers.

So, what I mean is NOT like "Tokyo Station" from stex. Those are connected on (subway) elevated rail, I mean a station we can connect with the elevated rail puzzle pieces..

I hope you guys get what I mean?


E
Title: Re: RAM Request Thread
Post by: QMan on February 12, 2008, 07:31:24 AM
The only other thing I can think of besides what's already been mentioned here is just a couple of stations that will be able to handle like 4 or 5 tracks. 
Title: Re: RAM Request Thread
Post by: CasperVg on February 12, 2008, 09:38:07 AM
I hope you guys get what I mean?
If I understand correct, you are looking for embanked rail stations?

Like this one (Ghent St. Pieters - Gand St. Pierre in Belgium, Ghent)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2F9%2F97%2FGent_-_Sint-Pietersstation_-_back_entrance_1.jpg%2F800px-Gent_-_Sint-Pietersstation_-_back_entrance_1.jpg&hash=762c873a984ac2cffe24bc96dc544343f79e144d)
(back entrance, sort of showing that the tracks are on the roof of the building)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2F7%2F7e%2FGent_-_Sint-Pietersstation_-_tunnels_1.jpg%2F800px-Gent_-_Sint-Pietersstation_-_tunnels_1.jpg&hash=f52549b154ae411c490187c04acc7b34fc52738a)
(corridor, for passengers to get to their trains [not visible: escalators/stairs to get to the quays that are on the roof)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2Fd%2Fd5%2FVoorkant_gent-sint-pieters.JPG%2F800px-Voorkant_gent-sint-pieters.JPG&hash=826a099bb78ce39a0230eab954f2790294416c65)
(main entrance to the building - the white building in the back does not exist anymore)

I would love this building to be batted somehow...
Title: Re: RAM Request Thread
Post by: ejc on February 12, 2008, 10:19:55 AM
and make the platforms minimal 8 or 10 tiles long.. almost all stations are to small compare to train-lengths nowadays

E
Title: Re: RAM Request Thread
Post by: Frankie on February 12, 2008, 01:04:43 PM
I'd like to stop by and say that this is most certainly not a station-addon set, I highly doubt any lots will be included in the RAM. The RAM is intended to improve the default NETWORK, not stations. Bridges, signals, and crossing systems, and things of that nature will be considered, but please do not request stations, as that qualifies as a general BAT request.

Quote from: kassarc16 on February 11, 2008, 11:19:32 PMAs for regular rail, maybe draggable railyards, using T-21s for railcar props?

I like that idea...

Quote from: T1 on February 11, 2008, 03:36:05 PM
I'd like to request... some cool moving bridges. Maybe some functioning roundhouses, more trains on the track, and some other cool accessories.

I also like this idea. At one point, I attempted to make a mod that increased visual traffic (there are lots already available that do just that now). A train lengthening mod might be feasible (most North American freight trains are over a mile long..might need to scale that down a bit for SC4 though).

Quote from: jpj_starfleet on February 11, 2008, 05:37:49 PM
I would like to request a draw or swing bring so we don't have to go so high up on terran to cross a river or bay, many crossing are done on these type of bridges like in Chicago, this may be just a regular request on the request forum but since you guys are working just on rail I'd thought I'd ask... :thumbsup:

I would like to try and make some new rail bridges, however I'm not sure how I would go about doing it. I had two styles in mind, an older style lift bridge, and a more realistic truss bridge
Title: Re: RAM Request Thread
Post by: Yoman on February 12, 2008, 03:03:21 PM
Quote from: Frankie on February 12, 2008, 01:04:43 PM
I would like to try and make some new rail bridges, however I'm not sure how I would go about doing it. I had two styles in mind, an older style lift bridge, and a more realistic truss bridge

Go check out Jrj's excellent tutorial on how to make bridges in the Bridge Engineering section  ;)
Title: Re: RAM Request Thread
Post by: Glenni on February 12, 2008, 04:11:09 PM
This is actually about the models, and not the rail textures themselves, as in SAM you will have to plop down a puzzle piece,right? Well, what if this puzzle piece enabled a stetch of the rail that had overhead wires and such? If you need models for that i could try, allthough i would need every single turn texture extracted so i can use that as guidance for doing the models of the wires for curves, intersections etc.

What do you think, is it a good idea?

Title: Re: RAM Request Thread
Post by: Jasoncw on February 12, 2008, 10:01:05 PM
I don't have anything specific, but just if you guys work on elevated rails or embankments, or that kind of stuff, to make the heights more realistic.

Whatever a common height (I suppose different places have different standards), x133% (to visually correct the proportions in the game) should be the height.

The current height is too high to make reasonable under/overpasses, or embanked train stations.
Title: Re: RAM Request Thread
Post by: ejc on February 13, 2008, 01:17:56 AM
Quote from: caspervg on February 12, 2008, 09:38:07 AM
I hope you guys get what I mean?
If I understand correct, you are looking for embanked rail stations?

Like this one (Ghent St. Pieters - Gand St. Pierre in Belgium, Ghent)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2F9%2F97%2FGent_-_Sint-Pietersstation_-_back_entrance_1.jpg%2F800px-Gent_-_Sint-Pietersstation_-_back_entrance_1.jpg&hash=762c873a984ac2cffe24bc96dc544343f79e144d)
(back entrance, sort of showing that the tracks are on the roof of the building)
I would love this building to be batted somehow...

yes, that is exactly what I mean... thanks for exp. it with a picture
Title: Re: RAM Request Thread
Post by: dragonshardz on February 13, 2008, 03:44:19 PM
@Jasoncw: the current height for ingame elevated networks is 15 meters, if we times that by 133%...then the height would be 299.25 meters. If one story of a building is 2.3 meters, then the elevated networks would be at...about 130 stories above ground level.

"Hey mom, look, it's the roof of the Empire State Building!"

EDIT: Of course this is assuming my math isn't off, which it was. I never have gotten the hang of percentages.
Title: Re: RAM Request Thread
Post by: JoeST on February 13, 2008, 03:59:27 PM
uh... can I correct your maths, JasonCW multiplied it by a percentage: 133% which is actualy only 1.33 times the size they are currently which would make them about 20m off ground

Joe
Title: Re: RAM Request Thread
Post by: Andreas on February 13, 2008, 04:12:18 PM
What Jason meant was the common height in real life - the BATs for elevated stations would have to comply with the standard 16 m height of the elevated rails in the game, unless someone creates models for a more realistic height (compared to RL). Rail viaducts in RL cities are maybe 5 or 6 meters high, with the 33% upscaling that is necessary for better proportions in the game, this would be something around 8 meters. ardecila was working on such models, but I don't know if he ever finished them.
Title: Re: RAM Request Thread
Post by: Jonathan on February 13, 2008, 11:48:20 PM
Quote from: Glenni on February 12, 2008, 04:11:09 PM
This is actually about the models, and not the rail textures themselves, as in SAM you will have to plop down a puzzle piece,right? Well, what if this puzzle piece enabled a stetch of the rail that had overhead wires and such? If you need models for that i could try, allthough i would need every single turn texture extracted so i can use that as guidance for doing the models of the wires for curves, intersections etc.

What do you think, is it a good idea?



So you mean build the wires and canteneries into the rail network and not have them using T21s?
That might work with the slopes and the wires,etc would be in better detail.
Title: Re: RAM Request Thread
Post by: Tarkus on February 14, 2008, 01:06:36 AM
Quote from: Warrior on February 13, 2008, 11:48:20 PM
So you mean build the wires and canteneries into the rail network and not have them using T21s?
That might work with the slopes and the wires,etc would be in better detail.

Well, the one issue you may run into at that point is the game's polygon count limit.  redlotus, in his Interchange Tutorial, came to the conclusion that this number was in the 500-600 range.  And since the models for transit network pieces are rendered differently (in true 3D, as opposed to being converted into isometric faces through the BAT Plugin), the limits are reached much more quickly, as the normal isometric way reduces the poly count greatly (as it shows only sides of the model). 

Going over the limit will simply result in pieces of the model disappearing, though I've personally had some weird glitches which caused CTDs as well. 

-Alex (Tarkus)
Title: Re: RAM Request Thread
Post by: Swamper77 on February 14, 2008, 01:10:16 AM
Not to mention True3D models do not cast shadows like Maxis/BAT building/prop models. ;)

-Swamper
Title: Re: RAM Request Thread
Post by: Glenni on February 14, 2008, 06:37:37 AM
Well.. it depends how low poly the models are, but nevermind that, not a good idea after all.

So what if you were going to make the props and T21 them then, would that work? &mmm
Title: Re: RAM Request Thread
Post by: Diggis on February 14, 2008, 06:38:57 AM
the wires wouldn't work with any slopes.
Title: Re: RAM Request Thread
Post by: Glenni on February 14, 2008, 06:46:25 AM
Well yeah, i know that, and i suppose it wouldn't be that great to only be able to use the wire addon for flat land only..

Title: Re: RAM Request Thread
Post by: memo on February 14, 2008, 07:23:05 AM
Well, perhaps there is a way to make the wires work with slopes, since it works for the props of the El-Rail Facelift Mod as well.
Title: Re: RAM Request Thread
Post by: Andreas on February 14, 2008, 08:16:50 AM
It might work for slopes that are not too steep, but I don't think it's feasible, esp. since the wires are very thin, so every misalignment would stick out like a sore thumb. Then better leave the wires out (and use your imagination for them), the catenary poles should be enough for creating the illusion. :)
Title: Re: RAM Request Thread
Post by: Diggis on February 14, 2008, 08:21:16 AM
Just out of curiosity has anyone ever discovered how the ones for the power pylons work?
Title: Re: RAM Request Thread
Post by: Andreas on February 14, 2008, 08:37:59 AM
As far as I know, they're controlled by the EXE.
Title: Re: RAM Request Thread
Post by: Jonathan on February 14, 2008, 09:17:16 AM
The canteneries could be added with T21s then just the small wires added to the rail.
This would reduce the number of polys. And still have the wires at any slope that rail can be laid at.
Title: Re: RAM Request Thread
Post by: Diggis on February 14, 2008, 09:21:31 AM
Only if they were true 3D yes?
Title: Re: RAM Request Thread
Post by: RSC18 on February 15, 2008, 06:00:32 PM
The RAM looks like it will develop into an interesting project, I can't wait to see it add on to SC4 railroads. For requests, I would also be interested in:
I hope the RAM is sucessful, and I will visit the thread on many occasions to come.
Title: Re: RAM Request Thread
Post by: [Delta ²k5] on February 16, 2008, 02:12:32 AM
Quote3-Track and 4-Track rail lines, and if possible, 3 and 4 track elevated and subway lines. For the four track line, I would be interested in this arrangement: L:E:E:L, where L=local trains, and E=express trains.

I think that is a very good idea. some types of new stations are the only thing that needed for that. In the city I live the trainstation has 2 main platforms, but three tracks that are running in the station. the track in the middle is used by freight trains and high speed trains (Thalys and ICE) beacause they don't stop in my little town. The other 2 Tracks are for regional service to Aachen and Cologne.

Maybe someone can make some stations like this... for 3 Track setup: P - B-F-F - P, for 4 Track setup: P - B-B-F-F - P as regional stations und for bigger stops: P - B - P - F - P - F - P and P - B-B - P - F-F - P (P = Platform, B = (Track) backward, F = (Track) forward)

Also for rural stops I think something like: B-F-B - P - F (that happens often at the "S-Bahn" here in Germany... the outer tracks are for regional (City connecting trains), the tracks with platform are for town connecting trains

Also I have a "small" request: I would like to see some stations for a rural 1 track rail that spawns a railbus instead of the standard heavy rail lines... something like Andreas Roth did with his tram set. This would add some realism and looks like a new network type, but I don't think that this will be possible, beacause the railbus will have the heavy rail cars behind... :(

greetings - Markus :)
Title: Re: RAM Request Thread
Post by: Henry Midfields on February 16, 2008, 04:38:16 AM
Thanks for your story Markus. :)  Here's my rail story from Tokyo, Japan.

1. There are direct services between different lines, but many train lines in Japan, or at least in Tokyo, have their own dedicated set of tracks. Especially for the Tokyo Metro (subway), it's rare to have direct services with two metro lines, although there is going to be one in June this year. (Yurakucho Line (有楽町線) and the Fukutoshin Line (副都心線)) And the Shinkansen runs entirely on it's own set of tracks.

2. Usually, when catering for both local and express trains, four tracks are built: F-P-F - B-P-B. I haven't seen much of three-tracked stations, but there is definitely one. In Kita-Senjyu (北千住) Station, which in on the northwestern part of Tokyo, the JR Joban Line (常磐線) track-platform configuration is F - P - F/B - P - B. In other words the centre track is used as an "extra" track for express trains, in both directions. I'm not exactly sure, but it's most likely due to limited amount of space.
(F: front direction tracks, B: Back direction tracks, P: Platform)

3. I don't know the difference between the metro rail and the heavy rail; in fact, most metro lines in Tokyo have direct services with other above-ground suburban rails, (and the power is supplied by overhead power lines,) so there's very little in differences.

Yeah, there should be the four tracks (express-local) with the regular rail and the metro el-rail. I also would like a "smooth" transition LOT (BAT?) for the two versions of the four-trackers.
Title: Re: RAM Request Thread
Post by: Duvad on February 17, 2008, 04:35:58 AM
This might have already been mentioned, but an ability to go from the standard 2 track to two separate 1 tracks, with each of the tracks dividing opposite ways so an island-platform station is in the middle.

eg.
TT
TPT
(...)
TPT
TPT
TPT
TT
TT

Where T = track, P = 'platform' which is really just an unused tile for us to plop our railway stations in the middle and use overhanging props so there is no gap between the track and the platform edge.

The transition from the standard 2 to the two separate 1 tracks could probably be more realistic by being gradual, and not taking place in just 2 or 3 tiles.

Edit: On inspection of real life examples in Google Earth, a whole tile and a bit is probably too wide for a standard island platform. Perhaps just having the standard 2 track split a bit within the single tile would be better.
Title: Re: RAM Request Thread
Post by: JoeST on February 17, 2008, 04:48:32 AM
Duvad, There are already stations like this in existence. I think Ill Tonkso created one and there is a Japanese one too.

Joe
Title: Re: RAM Request Thread
Post by: Duvad on February 17, 2008, 04:56:56 AM
It isn't stations I'm after. I want to create my own island-platform stations. I just want the tracks to split a bit so I can create my own realistic stations.
Title: Re: RAM Request Thread
Post by: kassarc16 on February 23, 2008, 02:38:33 AM
I'd like to see the addition of new crossing signals for Avenues, the TLA project, and the RHW.

Something like this (without traffic signals, of course):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fmembers.tripod.com%2Fsignalfan%2Fcentral%2Fillrr.jpg&hash=0277c77a28540f6c96db38ee8904afa427550989)

Or this for roads:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.railroadcontrols.com%2Fahs%2Fimages%2Fahsmundelein.jpg&hash=0f2c261c2ee397ed41db32526c869adcf57a891f)

A long while ago on ST, I believe Swamper had worked on the same request for me, and had the prop and a some of the work done on it. I believe he scrapped it because of the way diagonals were switching the props around to the wrong side.
Title: Re: RAM Request Thread
Post by: Jonathan on February 23, 2008, 02:45:53 AM
This is the RAM board, Rail Addon modd, although its been pretty inactive recently. I think you meant to post in the NAM board
Title: Re: RAM Request Thread
Post by: jplumbley on February 23, 2008, 02:52:52 AM
Quote from: Warrior on February 23, 2008, 02:45:53 AM
This is the RAM board, Rail Addon modd, although its been pretty inactive recently.

Reason being the person who started the RAM Thread has no clue what he is doing, and those of us who do, dont have the physical time to work on this project yet.
Title: Re: RAM Request Thread
Post by: CasperVg on February 23, 2008, 02:56:06 AM
I would also like to request, if it is possible, an onslope embanked rail (15m) to elevated rail piece. (like the embanked highway to el highway piece in the NAM). If possible, UDI compatible.
Title: Re: RAM Request Thread
Post by: Jonathan on February 23, 2008, 04:06:25 AM
Like I said I'd be happy if HSR was included in RAM, but to be honest I dont know why this even has a seperate board, Seeing as SAM didn't and the RAM will have to be part of the NAM anyway. And it would probably be better if this wasn't seperated from the NAM, because (and I'm not being rude) the NAM team are more "able" to create this (That's why it's called Network Addon Mod)
Title: Re: RAM Request Thread
Post by: Andreas on February 23, 2008, 06:24:33 AM
Well, I think the main reason why David set up a separate RAM board was to attract more contributors, but I don't know if that will happen. As you said, the RAM will have to be a NAM plugin anyway, so maybe it's feasible to do some forum cleanup eventually. :)
Title: Re: RAM Request Thread
Post by: RebaLynnTS on February 23, 2008, 06:31:46 AM
I see no reason for it to be seperate, either. I think trying to garner interest is the main reason, as well.
Title: Re: RAM Request Thread
Post by: superhands on March 12, 2008, 07:59:56 AM
this is more a request for modding information. im trying to convert deadwoods monorail shops into RAM shops (raised rail).
ive tried to compare morifari's/sfbt raised stations to normal low rail in reader but cant find the difference. any one with any clues or hints to wich file/property?

dave
Title: Re: RAM Request Thread
Post by: Andreas on March 12, 2008, 10:13:52 AM
You have to change some properties in order to convert a monorail station into a rail station, and of course you need to change the transit enabling from monorail to rail as well. The first part should be done with the Reader, and the transit enabling can be changed with SC4Tool. When you compare the monorail station with a rail station, you might notice that the latter doesn't have the properties "SFX:AlarmSoundId" and "SFX:AlarmTime", so remove those two, if you like (it's just some ambient sound that plays if you're close to the station in the game). Also, change the "Query exemplar GUID" in order to get the rail query UI.

The next property that needs to be changed is the "Occupant Groups" - copy those from the morifari/SFBT station as well. Then change the "Query Sound" and finally the "Transit Switch Point" properties (the latter one can be done with SC4Tool's TE editor as well). Have a good look at the transit enabling in particular - you need to switch to the "Expert View" in order to access all IDs. Rep16 contains the path file ID for the rail viaducts - of you don't set these, the train will "sink" to the ground when it enters the station.
Title: Re: RAM Request Thread
Post by: j-dub on March 12, 2008, 05:29:57 PM
I don't know if this is possible, or a good idea, but a thought since the SLR-single line railway, (1 track) instead of the \//\ 2 way, if it could be done the same for highspeed/mono rail too, since mono does mean one. Definately not to forget a rail to subway transition, el-rail to rail transition, maybe as a puzzle piece, because I know there is something like this as lots, but I thought that causes problems with NAM. I don't know if this has to do with transit network, but something where it will be possible to have multiple types of trains. In example, everyone has two frieght trains and one passenger train. How, the one freight train has the old steam engine in the front, but look at the back, its the same as regular modern freight train. So this must mean more than one type of train is possible, with that I would like to request more than one passenger train at once as well.  And @kassarc16, two people at least, have tried that type of rail light/gate before, and I know for a fact that it has been done as an exemplar on filefront.com, where the gates will go down when the train comes. Can't remember who or where though.
Title: Re: RAM Request Thread
Post by: Jonathan on March 13, 2008, 12:04:53 AM
I had thought about some of those things you have requested. Generally on my to-do list everything is HSR or Monorail.
1)HSR
2)GHSR
3)Double height HSR (If it's realistic)
4)Double height Monorail
5)Double decker HSR (If it's realistic)
6)Double decker Monorail
7)Single line monorail (1 way,like you said j-dub)
8)Single line GHSR
9)Single line HSR (again if it's realistic)
10) Some random fixes for monorail
11)Some Random highway pieces.

So I'm on number 1) with 3 puzzle pieces to go and T21s.
But all the HSRP (after HSR) things should be quite easy and quick to make.
Title: Re: RAM Request Thread
Post by: superhands on March 13, 2008, 01:56:17 AM
thanks for the help andreas!
i have just finished modding deadwoods monorail shops for raised rail. capacity is around 5000 same as morifari's raised rail station. (thanks deadwoods for this fantastic model)

a couple of small problems. udrive it and normal timed trains disapear when they touch it (this is only visual and doesnt affect the traffic/rail network/commute). i noticed this is the same for mo's station. also, rail texture at the moment, is for el-rail.

it's people like andreas that really help get things moving. i would of been staring at a screen for hours thinking this is immpossible

ps. im not a RAM member
Title: Re: RAM Request Thread
Post by: Andreas on March 13, 2008, 02:34:50 AM
Looking good so far! In order to let the automata pass the lot, you need to drag with the rail tool inside the station, so the paths get activated. This has to be done with all TE lots, even the Maxis ones.
Title: Re: RAM Request Thread
Post by: superhands on March 17, 2008, 06:42:09 AM
Quote from: Andreas on March 13, 2008, 02:34:50 AM
Looking good so far! In order to let the automata pass the lot, you need to drag with the rail tool inside the station, so the paths get activated. This has to be done with all TE lots, even the Maxis ones.

I tryed this but still no trains crossing the tracks! could it be to do with the entrance to the lot in TE? the entrance/exit has "00". just like morifaris(spelling)
Title: Re: RAM Request Thread
Post by: superhands on March 27, 2008, 12:42:57 AM
anyway, to keep this thread moving along, i'd like to request a rail to subway transition (converting rail to subway networking then back to rail) also separate the ram to feature el-rail brick texture mod and normal/orignal textures
Title: Re: RAM Request Thread
Post by: dragonshardz on March 27, 2008, 07:13:09 PM
please no double posts and there already is a rail-to-subway transition by NDEX on the STEX.
Title: Re: RAM Request Thread
Post by: ExplodingSims on March 30, 2008, 06:26:37 PM
Well, I'm not sure if this is possible, but how about a bridge with 2 rail sets on it.
Is it possible to do this?   
Title: Re: RAM Request Thread
Post by: dragonshardz on March 30, 2008, 08:26:08 PM
Please explain it sounds interesting.

~~Dragonshardz~~
Title: Re: RAM Request Thread
Post by: ExplodingSims on March 31, 2008, 09:52:36 AM
Well, What I was asking about goes like this:
When you lay rail lines, you get 2 one going in each Dierection
So what I propose is a bridge with 2 sets of rails on it, Like so  ______
                                                                                    ______
                                                                                    ______
                                                                                    ______
Each Line Represents 1 track, and so their would be 4 tracks on on bridge.
As of now, bridges can only be made with one set on them, and bridges can't be laid side by side, I was hoping someone would know how to do this.
Title: Re: RAM Request Thread
Post by: Orange Julius on April 14, 2008, 08:21:15 AM
Awesome! I've always wanted a project like this! :thumbsup: :thumbsup: :thumbsup:

Besides aforementioned single railroads, one thing that's kind of bothered me is that trains should come in random cars and car numbers. I'd like Avenue crossings to be more realistic (with the crossbucks and all) and above all, something should be done to increase the realism.

One of the things that has bothered me (et. others) in SimCity is that while cars slowly move around at decent speeds and make noises, short trains rattle through tracks, almost like a model railroad. I live about a mile or so away from the rails and I know when I train is coming. The floor shakes and the train blows a loud, proud whistle when approaching a railroad crossing. A mild "ding-ding-ding" can be heard from the railroad crossings.

(side note: my cousin installed a real train horn on his ATV...it's freakin' loud when he comes over!)

Finally, in terms of cars, I've seen trains go from about 10 or so up to nearly 100.

Thanks for such a GREAT idea!
Title: Re: RAM Request Thread
Post by: Diggis on April 14, 2008, 08:42:02 AM
How are you guys going with this?
Title: Re: RAM Request Thread
Post by: Orange Julius on April 14, 2008, 02:28:00 PM
One thing I forgot to mention last time is a speed variable as well. Some trains can chug through an area like mad, while others go really s l o w l y. This would play a role in a situation like so...

An avenue crosses a railroad, and people regularly use the Avenue as their way of getting places. However, it's also a busy railway and many slow, long trains let traffic jams pile up like mad. The solution of course is to get a overpass over the area. It doesn't stop the poor rural Sims that live on roads that have to cross the railroad (with no way out otherwise)
Title: Re: RAM Request Thread
Post by: Diggis on April 15, 2008, 02:31:01 AM
unfortunatly we can't do different speeds on the same network.
Title: Re: RAM Request Thread
Post by: ExplodingSims on April 15, 2008, 02:39:12 PM
I should mention that I can't BAT, so if someone wants to take on the bridge project, let the public know.
Title: Re: RAM Request Thread
Post by: RebaLynnTS on April 15, 2008, 04:15:28 PM
To my knowledge, 2 tile wide, dragable rail bridges can not be done (at this time).
Title: Re: RAM Request Thread
Post by: yoshiisland2 on April 17, 2008, 05:43:52 PM
Quote from: Orange Julius on April 14, 2008, 02:28:00 PM
One thing I forgot to mention last time is a speed variable as well. Some trains can chug through an area like mad, while others go really s l o w l y. This would play a role in a situation like so...

An avenue crosses a railroad, and people regularly use the Avenue as their way of getting places. However, it's also a busy railway and many slow, long trains let traffic jams pile up like mad. The solution of course is to get a overpass over the area. It doesn't stop the poor rural Sims that live on roads that have to cross the railroad (with no way out otherwise)

If that's the case, then you're networks are getting over-congested, and you need to upgrade to a double-tile (in the game, 4-track) line, and consider mass transit etc.  Because you can't do speed variables for the same network tile like on a puzzle piece, as diggis said. ;)
Title: Re: RAM Request Thread
Post by: ExplodingSims on April 17, 2008, 06:36:53 PM
Quote from: RebaLynnTS on April 15, 2008, 04:15:28 PM
To my knowledge, 2 tile wide, dragable rail bridges can not be done (at this time).
BLAST!!!! Seriously....Would it be possible to make a plop version?
And what is "At this Time" Imply?
Title: Re: RAM Request Thread
Post by: jplumbley on April 17, 2008, 06:53:06 PM
Quote from: ExplodingSims on April 17, 2008, 06:36:53 PM
BLAST!!!! Seriously....Would it be possible to make a plop version?
And what is "At this Time" Imply?

It is not possible wthout breaking the law, meaning unless the source code is released to the public, and EA has a bad track record with that, then this will not happen.
Title: Re: RAM Request Thread
Post by: Jonathan on April 18, 2008, 12:58:48 AM
Isn't it legal to modify the EXE, but illegal to distrubute it in any way?
So if a person with sufficient knowledge modified the EXE, took it to MAXIS/EA, then we would have a better chance of getting that EXE releasable for free or not. We could really do with Buggi as he had ties to MAXIS, which allowed us to get the ExtraCheat dll.
Title: Re: RAM Request Thread
Post by: RebaLynnTS on April 18, 2008, 08:50:45 AM
(At this time) ... There are 2 possibilities here ...
1. Someone finds a way to make 2 tile wide bridges, we did not know exited before.
2. EA gives someone permission to make changes to the EXE and distribute it (would not hurt to write to them and ask).

ok, there is a third ...
3. Someone changes and distributes the exe, and hopes EA don't notice :)
Title: Re: RAM Request Thread
Post by: Jonathan on April 18, 2008, 10:10:50 AM
I don't understand this EXE illegal thing. And I don't want to get into a legal argument or anything.

But there are sites that have no-CDs EXEs, these legal as long as you own the hard copy of the game and have it in your possession. Some of these sites are pretty well known, so someone from some game company must know about them, and they have not been shutdown. Can we not do the same thing except instead of having a No-CD crack, it is a two-tile-wide-bridge crack or whatever.

I just find this confusing how one group of people can release a modified EXE but another group [more friendly-with EA/MAXIS/Whatever] can't? To me it just doesn't make sense.
Title: Re: RAM Request Thread
Post by: jplumbley on April 18, 2008, 10:28:14 AM
Quote from: Warrior on April 18, 2008, 10:10:50 AM
I don't understand this EXE illegal thing. And I don't want to get into a legal argument or anything.

But there are sites that have no-CDs EXEs, these legal as long as you own the hard copy of the game and have it in your possession. Some of these sites are pretty well known, so someone from some game company must know about them, and they have not been shutdown. Can we not do the same thing except instead of having a No-CD crack, it is a two-tile-wide-bridge crack or whatever.

I just find this confusing how one group of people can release a modified EXE but another group [more friendly-with EA/MAXIS/Whatever] can't? To me it just doesn't make sense.

I am no lawyer, but as far as I have been told by others.  It is illegal to modify copyright protected EXE files.  Of course noone would know if you did it and kept it for yourself, and EA/MAXIS probably wouldnt care.  The problem is SC4 is still protected and is still selling well.  EA/MAXIS would not allow the EXE to be distributed for a game that is still selling well.  No-CD cracks are illegal unless you have written permission from the manufacturer to create one as far as I am aware.  Warez sites, etc generally have tracking devices inside the No-CD cracks they provide which is a violation of the Privacy Act and could be considered malicious activity.  The reason Warez sites exsit though is because people want programs for free, and there is high demand for it, whether it is legal or not.

Yes we *could* modify the EXE but noone who knows how is willing to do it to release publically because of the consequences that could arise.
Title: Re: RAM Request Thread
Post by: Jonathan on April 18, 2008, 10:33:12 AM
What I'm trying to say is, these sites are obviously known by people in authority/game developers/distrubutors/etc, how come no legal action has been taken against them and the sites closed down.

I'm not talking about the sites which let people download the whole game for free, but the ones which just have the EXE, and the EXE is useless for playing the game on it's own, it needs the other files that come on the CD.
Title: Re: RAM Request Thread
Post by: jeronij on April 18, 2008, 12:50:11 PM
Quote from: RebaLynnTS on April 15, 2008, 04:15:28 PM
To my knowledge, 2 tile wide, dragable rail bridges can not be done (at this time).

I have to correct that. Two tile wide draggable railroad bridges are possible and done. But it has not been released because of some transit congestion problems, not related to the two tiles wideness, but because the bridge is a double deck bridge. The only thing you need is a starter/end puzzle piece (also existing atm but for double deck bridges as well) and a well modded bridge railroad exemplar.

No need to even look at the exe  $%Grinno$%
Title: Re: RAM Request Thread
Post by: RebaLynnTS on April 18, 2008, 04:37:17 PM
Now you know why I put in (at this time), cause I knew someone would figure it out :)
Title: Re: RAM Request Thread
Post by: ExplodingSims on April 18, 2008, 07:25:24 PM
Hmmm...So the potental is there....Any BATters willing to take this on?
Title: Re: RAM Request Thread
Post by: smoncrie on May 07, 2008, 05:29:47 AM
I was playing around with wires on slopping rail using T21s.  Is anyone is interested in this?


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi291.photobucket.com%2Falbums%2Fll299%2Fsmoncrie%2Fwires.jpg&hash=e028ed907f1bb6100cdf7ddc2115a95a2c15fcbd)
Title: Re: RAM Request Thread
Post by: MandelSoft on May 07, 2008, 07:56:37 AM
It's a very interresting idea &Thk/(...
Title: Re: RAM Request Thread
Post by: ehbk2006 on May 07, 2008, 12:16:55 PM
Can you make the wires a little bit thinner?

//Brings me on an idea, you can use invisable road to make powerlines, with this technique.  :thumbsup:
Title: Re: RAM Request Thread
Post by: smoncrie on May 07, 2008, 02:04:28 PM
Mrtnrln,

I think it is an old idea, but I have not heard that anyone else has been successful, except on level ground. There is a trick to doing it.

Ehbk2006,

I certainly can change it, but my expertise is in modding; I am a clumsy BATer.   This is a first draft, to see if my technique would work.  I appreciate suggestions, and I could probably do with some help.

It would not work very well with roads, visible or not, because the wires would bend every time the slope changes and that would look strange. (I hope it does not look too strange with rail!)
Title: Re: RAM Request Thread
Post by: Kitsune on May 07, 2008, 02:50:07 PM
overhead wires for our electric trains, rejoice !  ;D
Title: Re: RAM Request Thread
Post by: Andreas on May 07, 2008, 04:28:42 PM
Well, this is certainly very nice. :) Are you willing to do the T21's? As you may know, I started something like this by using Kenworth's excellent SFBT catenary props (masts, but no wires, although they could be BATted as well, I guess), but due to time constricts, I never got very far...
Title: Re: RAM Request Thread
Post by: DeatzoSeol on May 07, 2008, 04:42:33 PM
Quote from: smoncrie(I hope it does not look too strange with rail!)
Well ... normally trains simply do not have steep slopes $%Grinno$%, it's physically impossible ... only very soft slopes are possible. So, don't worry about overhead wires/catenaries on slopes... $%Grinno$%
Title: Re: RAM Request Thread
Post by: smoncrie on May 07, 2008, 05:34:38 PM
Andreas,

I can do the T21's.  Are you suggesting that we work together on this?  That would be nice.

Your suggestion works very well with my wires because they must be a separate prop from the masts.

To handle the slopes, the wires must be specially made as well, but they are not too complicated.

I think that all rail tiles except orthogonal and diagonal straight tracks are always flat, and that makes things simpler.

DeatzoSeol,

In the real world that is certainly true, but Simcity4 trains can go on steep slopes, so we have to handle them.
Title: Re: RAM Request Thread
Post by: MandelSoft on May 08, 2008, 08:08:31 AM
It's better to have a slopemodd, so you don't have insanely steep slopes.
Title: Re: RAM Request Thread
Post by: shadd0w09 on August 07, 2008, 05:41:50 PM
i dont no if this is the right forurm to ask this is the going to be a link piece and ground road piece's for the hsrp like glr becaus ghsr look weird ith out them and a under elevated highway piece would be nice hope its not mutch to ask
Title: Re: RAM Request Thread
Post by: allan_kuan1992 on August 07, 2008, 10:04:54 PM
yeah... it'd work best with a slope mod like the ones Ennedi, BRF, and jeronij have made. Nice to see that such technique is possible. =)

- Allan Kuan
Title: Re: RAM Request Thread
Post by: MassHelper on September 02, 2008, 02:27:51 PM
As for single track rail pieces, can the transition from single track <-> dual tracks be like this:

_____________
|RRRR|RRRR|RRRR|
|       |  R  |      |
|       |    R|RRRR|

Or like this:

|       |    R|RRRR|
|       |  R  |      |
|RRRR|RRRR|RRRR|


Or:

|       |    RR|RRRR|
|RRRR |RR    |      |
|       |    RR|RRRR|

In addition, will there be a transition piece for side <-> middle in single track rail pieces?

Like this:

_______________
|RRRR|RR  |       |
|      |   RR|RRRR|
|      |      |       |


Or like this:
_______________
|      |      |       |
|      |   RR|RRRR|
|RRRR|RR   |       |
Title: Re: RAM Request Thread
Post by: Toichus Maximus on September 04, 2008, 08:44:48 PM
I believe that options 1 and 2 are most standard, though it'd be terrible to try and deal with non-centered rail. I'd start with just the centered SLR because it'd involve far less effort.
Title: Re: RAM Request Thread
Post by: MassHelper on September 05, 2008, 01:45:10 PM
Of course, Toichus  ;). However, I also think that if there is the 15 degree fractional curve for a side <-> centre SLR, the first and second option would be possible as well.

:) Mass
Title: Re: RAM Request Thread
Post by: MassHelper on September 05, 2008, 02:00:22 PM
Just in case you were wondering what I am talking about...  :D

Here's the link:

http://sc4devotion.com/forums/index.php?topic=3697.0 (http://sc4devotion.com/forums/index.php?topic=3697.0)

Scroll down a bit, and you will see dedgren's 15 degree fractional curve.

:) Mass
Title: Re: RAM Request Thread
Post by: Streetlight 725 on September 05, 2008, 02:37:55 PM
Is the RAM is out yet?
Can they have a single rail line instead of two?
Title: Re: RAM Request Thread
Post by: Andreas on September 05, 2008, 03:27:43 PM
Quote from: Streetlight 725 on September 05, 2008, 02:37:55 PM
Is the RAM is out yet?
Can they have a single rail line instead of two?

It wasn't even started so far. ;) Numerous people were making requests, and several volunteers showed up and promised to help, but so far, I haven't seen anyone taking up the initiative, unfortunately.
Title: Re: RAM Request Thread
Post by: Shadow Assassin on September 06, 2008, 08:51:50 AM
The closest thing, I suppose, to the RAM would have to be the FARR. :P
Title: Re: RAM Request Thread
Post by: Streetlight 725 on September 06, 2008, 10:16:01 AM
FARR?
What is it? ()what()
Title: Re: RAM Request Thread
Post by: Glazert on September 07, 2008, 02:01:10 AM
FARR = Fractional Angle Rail Road

It is not released yet, but is being developed in the Three Rivers Region project, and there have been exciting new developments over the last few pages: see link (http://sc4devotion.com/forums/index.php?topic=112.4600) .
Title: Re: RAM Request Thread
Post by: Floydian on March 17, 2009, 04:57:04 PM
Not sure if this has been suggested, but if it has then please direct me to a response.

Regarding the single railroad tracks, the puzzle pieces (With exception of the starter pieces) cannot be plopped over existing railroads (Single track or not). The section where this piece goes in must be clear of track. Further, the draggable ends of these pieces (The wide angle curves, s bends) are double track rather than single track.

This makes it impossible to have wide angle curves less than 2 squares apart (And even then you must use a starter piece with its slightly off texture). Any way to either make them ploppable over other tracks (As is the case with the double track), or to make the ends of the pieces single rail instead of double?
Title: Re: RAM Request Thread
Post by: CaptCity on March 17, 2009, 08:02:40 PM
Quote from: Floydian on March 17, 2009, 04:57:04 PM
Not sure if this has been suggested, but if it has then please direct me to a response.

Regarding the single railroad tracks, the puzzle pieces (With exception of the starter pieces) cannot be plopped over existing railroads (Single track or not). The section where this piece goes in must be clear of track. Further, the draggable ends of these pieces (The wide angle curves, s bends) are double track rather than single track.

This makes it impossible to have wide angle curves less than 2 squares apart (And even then you must use a starter piece with its slightly off texture). Any way to either make them ploppable over other tracks (As is the case with the double track), or to make the ends of the pieces single rail instead of double?

While it would be nice to have the STR pieces able to be plopped on top of existing rail (don't know if it's possible or not), in most cases I have been able to plop the curve pieces so that the ends will lie on top of the ends of other pieces (and convert dual ends to STR) without any space between. The only case I haven't been able to do this is with a couple of the switch branches. For cases where it is not possible, you can use the filler pieces (straight or diagonal) found later in the menu rather than the starter pieces. Just a thought...


Also (to the powers that be), while I'm here, while playing around with the STR, I came across a situation where I could have used a piece that I guess could be called a 'Dual Splitter'... Something like this that was made for the RHW where the 2-lane RHW split into two separate MIS routes...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FDualSplitter.jpg&hash=eac77ff5007ead568fc3c98e7c7d6f15a1fef2e8)

Would it be possible (or even realistic) to make a piece where the dual tracks split into two STR tracks? Just wondering...

Thanks,
CaptCity
Title: Re: RAM Request Thread
Post by: mightygoose on March 18, 2009, 03:24:13 AM
i would like to second the request of the above splitter, but also request a STR or DTR wide radius switch going to parallel but having a single tile gap between the two tracks. just means we can have much smoother transition around our stations and things. also a wide radius double switch or even a switch to FARR.... a few things there.... just what sprung to mind
Title: Re: RAM Request Thread
Post by: north country dude on March 18, 2009, 09:24:49 AM
Quote from: mightygoose on March 18, 2009, 03:24:13 AM
i would like to second the request of the above splitter, but also request a STR or DTR wide radius switch going to parallel but having a single tile gap between the two tracks. just means we can have much smoother transition around our stations and things. also a wide radius double switch or even a switch to FARR.... a few things there.... just what sprung to mind

And,...

Quote from: CaptCity on March 17, 2009, 08:02:40 PM
While it would be nice to have the STR pieces able to be plopped on top of existing rail (don't know if it's possible or not), in most cases I have been able to plop the curve pieces so that the ends will lie on top of the ends of other pieces (and convert dual ends to STR) without any space between. The only case I haven't been able to do this is with a couple of the switch branches. For cases where it is not possible, you can use the filler pieces (straight or diagonal) found later in the menu rather than the starter pieces. Just a thought...


Also (to the powers that be), while I'm here, while playing around with the STR, I came across a situation where I could have used a piece that I guess could be called a 'Dual Splitter'... Something like this that was made for the RHW where the 2-lane RHW split into two separate MIS routes...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FDualSplitter.jpg&hash=eac77ff5007ead568fc3c98e7c7d6f15a1fef2e8)

Would it be possible (or even realistic) to make a piece where the dual tracks split into two STR tracks? Just wondering...

Thanks,
CaptCity

I had originally designed some of the types of puzzle pieces both of you are describing and posted them to the development section,...I'm thinking that they will be in later updates to the RAM,...keep in mind that we didn't stop development with just the STR version of the RAM,...more stuff is in the works.
Title: Re: RAM Request Thread
Post by: dedgren on March 18, 2009, 10:57:24 AM
Quick and dirty...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F5681%2Fdtrstrsplitteaser090318.png&hash=3b0abe066194fc282bb994282106b206ab689504)

Are these what we're looking for?


David
Title: Re: RAM Request Thread
Post by: mightygoose on March 18, 2009, 11:41:36 AM
DTR - splitter - orthogonal - adjacent -  :thumbsup:
DTR - splitter - orthogonal - diagonal -  :thumbsup:
DTR - splitter - orthogonal - separated -
DTR - splitter - orthogonal - FARR -

Good work David, much, much, appreciated.
Title: Re: RAM Request Thread
Post by: dedgren on March 18, 2009, 11:56:12 AM
...and another one down, and another one down
                another one bites the dust...


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F4011%2Forthodtrparallelstrswit.png&hash=f88cf70feb14db22e75a0d815b68f570696f1f9d)


David
Title: Re: RAM Request Thread
Post by: dedgren on March 18, 2009, 12:12:43 PM
Oh, and to answer Floydian's question:

QuoteThis makes it impossible to have wide angle curves less than 2 squares apart (And even then you must use a starter piece with its slightly off texture). Any way to either make them ploppable over other tracks (As is the case with the double track), or to make the ends of the pieces single rail instead of double?

No need, my friend.  Buried way back in your STR menu (the easiest way to get there is to [ shift ]-[ tab ]) there is a 1x1 ortho filler piece.  When you have one of those small gaps

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F9776%2Fstrfillertutorial01.jpg&hash=3552ba744bb9ef629734f77c533a67ed5e7cb2b9)

choose the ortho filler and position your cursor over the "dual rail" end of the wide curve puzzle piece.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F8836%2Fstrfillertutorial02.jpg&hash=fe058d8b29de13a4ca1d84bfe7521a3fff72ac7e)

Plop.  Repeat as needed.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F4796%2Fstrfillertutorial03.jpg&hash=5dd368b48b73c6fc537407012175f8e4cec68790)

The dual rail tabs I'm afraid we may be stuck with.  As you can see, though, they aren't any issue.

Oh, there's a diagonal STR filler piece, too.

Good luck!


David
Title: Re: RAM Request Thread
Post by: Jonathan on March 18, 2009, 12:23:25 PM
it was decided to not have starter pieces at the end of all the puzzle pieces because this would hurt the slopes.

But you can still put a starter in there if you want.

Plop the puzzle piece, then select the STR Starter piece and plop like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FIMGRAM1.jpg&hash=b6bfb1431c312a32f9b98ec459ac544499952083)

Then delete the tile of the starter that looks a bit funny
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FIMGRAM2.jpg&hash=ec1489caf3360b1ff5776ab7ef6f307182c0f0d7)

Then you can drag from the straight tile that is still there from the starter:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FIMGRAM3.jpg&hash=0fa8f0b4da5bcb558974d6c9dab9e34a65640cb6)

But you can place curves back to back anyway.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2Fback2back.jpg&hash=15cca6087febbf184bcf95cee90c99591138ab47)

Hopefully that will help a bit?

Jonathan

Title: Re: RAM Request Thread
Post by: mightygoose on March 18, 2009, 12:26:44 PM
Quote from: dedgren on March 18, 2009, 11:56:12 AM
...and another one down, and another one down
                another one bites the dust...


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F4011%2Forthodtrparallelstrswit.png&hash=f88cf70feb14db22e75a0d815b68f570696f1f9d)


David


ah great but I meant DTR - 2 DTR
Title: Re: RAM Request Thread
Post by: CaptCity on March 19, 2009, 06:20:21 AM
Quote from: dedgren on March 18, 2009, 10:57:24 AM
Quick and dirty...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F5681%2Fdtrstrsplitteaser090318.png&hash=3b0abe066194fc282bb994282106b206ab689504)

Are these what we're looking for?


Quote from: dedgren on March 18, 2009, 11:56:12 AM
...and another one down, and another one down
                another one bites the dust...


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F4011%2Forthodtrparallelstrswit.png&hash=f88cf70feb14db22e75a0d815b68f570696f1f9d)




Those would be and will be perfect. Great work.

-CaptCity
Title: Re: RAM Request Thread
Post by: dedgren on March 19, 2009, 08:23:02 AM
Here's the way, now that I understand, John, to accomplish your third wish.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg6.imageshack.us%2Fimg6%2F6749%2Fdualtrackparallelswitch.png&hash=324c3fb7e3de4f1903824bf41d331d8f66c62ccd)

The fourth I'm still unclear about.

As this is the RAM request thread, and now that the STR SET 1 and all the new dual track wide curves and switches are out, does anyone want to start working on a list for new puzzle pieces.  My guess is that a new release of stuff would be doable by late summer, with an open beta sometime before that.  As I pretty much worked all the way through the grand plan I had, new things are more or less up to whatever you folks would suggest.


David
Title: Re: RAM Request Thread
Post by: nekseb on March 20, 2009, 04:47:31 AM
First: All to who made this puzzletiles for SC4 - Thank You &apls You've done a great work!

Is it possible to make a switch to be used as connection between two DTR whitout space between?
Title: Re: RAM Request Thread
Post by: mightygoose on March 20, 2009, 09:26:21 AM
is my third wish in the current RAM David? my forth is basically a ortho to 87degree FARR split, or just a 18 to 87 90 curve....

i would be more than happy to knock up a bare bones list for perusal by the masses....
Title: Re: RAM Request Thread
Post by: miggoycor on March 20, 2009, 11:27:25 PM
Since this is the request thread, I request an elevated freight station for the elevated heavy rail puzzle pieces. There just aren't any! Can someone make one? Please?
Title: Re: RAM Request Thread
Post by: wes.janson on March 21, 2009, 03:48:35 PM
Quote from: miggoycor on March 20, 2009, 11:27:25 PM
Since this is the request thread, I request an elevated freight station for the elevated heavy rail puzzle pieces. There just aren't any! Can someone make one? Please?

I think someone from the SFBT is working on one. I am pretty sure Andreas posted a pic in a thread not too long ago.
Title: Re: RAM Request Thread
Post by: noahclem on April 27, 2009, 06:16:22 PM
Is the focus of RAM still pretty much on STR or are other things currently being developed as well? It would be great to see a puzzle piece with two parallel orthagonal-to-diagonal wide radius curve pieces. I'm trying to incorporate a couple of Ill Tonkso's larger stations (probably St. Pancras) into my CBD and it would be nice to have more aesthetic and realistic curves for the several lines of track leaving the terminus. I love the way two or three immediately adjacent diagonal sets of tracks look but the current wide radius curves don't allow a good transitions into or out of those diagonal stretches. Any thoughts, input, or information on the subject? As always, thanks to everyone making these projects happen!
Title: Re: RAM Request Thread
Post by: Amtrak7 on May 24, 2009, 05:37:00 PM
I am requesting single-track rail that is pathed in only one direction.  This would avoid some of the ghost trains.
Title: Re: RAM Request Thread
Post by: Swamper77 on May 24, 2009, 08:18:04 PM
While you might like the tracks to be pathed in one direction, the game doesn't know which way the tiles are pathed when drawing the tracks. So you would end up with sections that would be pathed the wrong way. It's unlikely that the STR will ever be pathed in one direction.

-Jan
Title: Re: RAM Request Thread
Post by: joelyboy911 on June 01, 2009, 02:55:20 AM
I would like to request a network with both GLR and heavy rail running on the same tracks. I do not know how possible this is, but I think I read somewhere that it is only possible to have two network types as ploppable, none the less it would be cool as ploppables/puzzle pieces anyway.
Title: Re: RAM Request Thread
Post by: Amtrak7 on June 26, 2009, 04:54:28 AM
I don't know if this should be in the NAM forum, but I request a puzzle-piece based network with STR in an avenue's median, similar to the GLR-Av.

Only difference is that it should be 2 tiles wide.
Title: Re: RAM Request Thread
Post by: Monorail Master on June 26, 2009, 03:46:21 PM
I'd like to request a new crossing that is for both Single and double rail. The crossing, runs diagnoly across an intersection. Example below


                                               || /
                               __________||/__________
                               __________XX__________
                                               /         
                                              /

/ = Track

_ and | = Road





As a request, can u try to make this suitable for Avenue
Title: Re: RAM Request Thread
Post by: Amtrak7 on June 26, 2009, 03:50:46 PM
I've a feeling that it'll only work for Ave and not road.
Title: Railway Crossings
Post by: Amtrak7 on June 26, 2009, 05:58:15 PM
I would like to request 2 things related to railroad crossings:

Avenue crossings with 4-quadrant gates.
Passive street crossings. (just a little RR crossing sign, no gate)
Title: Re: Railway Crossings
Post by: kassarc16 on June 26, 2009, 07:54:25 PM
I know somewhere on ST there was a mod that replaced street gates with crossbuck signs, since I've got it somewhere in my plugins.
Title: Re: RAM Request Thread
Post by: SimNation on June 26, 2009, 08:21:00 PM
Think we could a x crossing that has more of a gentle crossing like this?
Seeing how unrealistic the maxis one is
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.istockphoto.com%2Ffile_thumbview_approve%2F445969%2F2%2Fistockphoto_445969-complex-rail-crossing-tokyo.jpg&hash=2f6af7d22cabbeeb16a385d28ca9d6bf31610d84)

Lastly the intersection on the top right (the H crossing) of this photo would be nice. Its not a double crossing just a single one
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1.trekearth.com%2Fphotos%2F28323%2Fkoeln_oder_frankf.jpg&hash=d2765729aa48294ab29d2cd9e113b528c23a76a4)
Title: Re: Railway Crossings
Post by: Amtrak7 on June 27, 2009, 11:20:06 AM
I searched the STEX for crossbuck and found one that makes one-way road crossbucks.  Can't find a street crossbuck mod.
Title: Re: Railway Crossings
Post by: dedgren on June 27, 2009, 11:34:47 AM
If the BAT crossing sign is nicely done and properly scaled, you could just convert it into an offset plop and use it anywhere.  Post a linkie to the ST DL, and I'll be happy to take a look.


David
Title: Re: RAM Request Thread
Post by: krbe on June 27, 2009, 12:53:49 PM
Swamper77 have one with crossbucks only for OWR (http://www.simtropolis.com/stex/details.cfm?id=11868)--surely this coud be modded to fit roads and streets too?
Title: Re: RAM Request Thread
Post by: zakuten on September 27, 2009, 02:51:57 PM
Love the RAM; just one thing; perhaps make it clearer that one has to use the crossover track to get trains across to a branching STR. I didn't realize that until I was playing, and then I felt so derp...  :-[
Title: Re: RAM Request Thread
Post by: threestooges on September 27, 2009, 04:55:32 PM
Crossover track? As far as I'm aware, unless something has changed, an STR line braching from a dual track line (via a switch) will funciton fine without a crossover track (it may look a bit odd, but it will still function). Hope I understood your point right.
-Matt
Title: Re: RAM Request Thread
Post by: gardenwong on September 28, 2009, 06:34:41 AM
Hope can see a PP like this $%Grinno$%
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg39.imageshack.us%2Fimg39%2F6021%2F44743324.jpg&hash=2e384386f6c9e9a750259f326912150a51739614)
Title: Re: RAM Request Thread
Post by: zakuten on September 28, 2009, 02:12:37 PM
Hrm, strange.... mine never seemed to.... well, I guess in that case, it must be for UDI cases only. Sorry for the misunderstanding~
Title: Re: RAM Request Thread
Post by: gardenwong on September 28, 2009, 07:58:36 PM
well....do you mean something like this?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F28%2Frw1qw.png&hash=8e273d9976ebcf6f7c43594db8ae4d1bb0a7e554)
I forgot where I get it but it seems at this forum...... :-[
maybe you can just try to find at the 3RR.....there are lot of beta.....
Title: Re: RAM Request Thread
Post by: zakuten on September 28, 2009, 11:22:37 PM
Oh, no no, I have that piece. I was just thinking that was required to do this situation:


                                       /---------------------Y       (single track branch)
                                     /
----------------------------------------------
                            /---/                                            (these two a dual-rail)
X-----------------------------------------------

Which I guess only makes a difference if you're trying to U-drive-it the trains across from X to Y. Usage just happened to pop up at a coincidential time.
Title: Re: RAM Request Thread
Post by: gardenwong on September 29, 2009, 12:18:50 AM
you mean the spare track between DTR ()what()
like this?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F9435%2Fkokoe.jpg&hash=8d7d9dad7bde4b13ebc4395cd758cfabd6f1f2e0)
maybe you need to wait until winter or more :P
Title: Re: RAM Request Thread
Post by: zakuten on September 29, 2009, 12:44:43 AM
No, not a spare track, a crossover piece just like in the picture. Nevermind it, everything's fine. It's not a problem.
Title: Re: RAM Request Thread
Post by: AceGunn on September 29, 2009, 08:20:54 PM
what about making all rail (including HSRP) bridges high enough Ships to go under
Title: Re: RAM Request Thread
Post by: threestooges on September 29, 2009, 09:19:49 PM
AceGunn: To my knowledge, the ability for ferries and such to pass is a property of the bridge height when it's built. There's a slider in the bridge selection menu for that (and there are also bridge obstruction properties with the bridge files which are used for bridge pillars, etc). It's not something the RAM should affect. Just build your bridges higher.
Title: Re: RAM Request Thread
Post by: gardenwong on October 28, 2009, 07:31:11 AM
Quote from: dedgren on March 18, 2009, 10:57:24 AM
Quick and dirty...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F5681%2Fdtrstrsplitteaser090318.png&hash=3b0abe066194fc282bb994282106b206ab689504)

Are these what we're looking for?


David

oh,that's great :thumbsup:
I am looking for this Puzzle piece :D
Title: Re: RAM Request Thread
Post by: Gringamuyloca on October 28, 2009, 12:28:40 PM
If you have NAM (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=851) and RAM  (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1996)installed... you already do in your rail menu.

ps: if you are off to download this now don't forget to read the readmes... you'll need this (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=850) too.

pps: you need to be a member of BSC File Exchange and signed in to download

have fun
Title: Re: RAM Request Thread
Post by: superhands on October 28, 2009, 10:32:34 PM
Gringamuyloca, these are not currently in the ram.   ;)



-dave

Title: Re: RAM Request Thread
Post by: Gringamuyloca on October 29, 2009, 06:59:53 AM
 &ops my bad  $%Grinno$%  Sorry for taking up your time having to post a correction.... &mmm

taking a closer 3rd look, I realize I was looking for those myself the other day while setting up an 'interchange'

They would definitely be warmly welcomed to my plugins folder!



Title: Re: RAM Request Thread
Post by: Duvad on April 16, 2010, 11:15:35 PM
Quote from: gardenwong on October 28, 2009, 07:31:11 AM
omg that is sweet as, exactly what I'm looking for so I can easily integrate my island platform-style stations.

Hopefully it gets implemented asap.
Title: Re: RAM Request Thread
Post by: dedgren on April 17, 2010, 02:06:00 AM
Is there still interest in some additional rail puzzle pieces?  I've had the ones shown below kicking around my hard drive for over a year now, but it seemed interest had pretty much shifted to new RHW and other road stuff.  I don't know of any other members of the RAM team actively working on anything right now- that is sad, as there was a lot of momentum a year ago.

Let me know- I'd be happy to see what I could do.


David
Title: Re: RAM Request Thread
Post by: joelyboy911 on April 17, 2010, 04:21:29 AM
I'm interested in more rail puzzle pieces. Though I can't see anything 'shown below' so I'm confused what you mean by that. I can't actually think of any rail puzzle pieces right now that I'm dying to use, except one that would split a Rail into two STRs like

\  /
  ||

sorry if that's a poor explanation, but it would make the STRs one way, so you could build something in the middle. Kinda like what you showed earlier at gardenwong's request but with two diagonals.

I'm also interested in Rail-In-Road, having witnessed it in New Zealand in the town of Kawakawa (http://en.wikipedia.org/wiki/Kawakawa,_New_Zealand) when I was on holiday last week
Title: Re: RAM Request Thread
Post by: RickD on April 19, 2010, 03:25:29 AM
I cannot see an image below, too. But someone once showed a pic of a triple rail, 3 tracks on one tile. This would be really great to have.
Title: Re: RAM Request Thread
Post by: noahclem on April 19, 2010, 05:16:31 AM
Yes there absolutely is!!!

In addition to the two previous suggestions I would love to see more flexibility with the wide radius pieces, possibly including:

4 tracks (2 tiles wide) orthogonal to 4 tracks (2 tiles) diagonal, wide radius
4 tracks (2 tiles wide) orthogonal to 2 tracks (1 tile)  diagonal, wide radius
6 tracks (3 tiles wide) orthogonal to 2 tracks (1 tile) diagonal, wide radius
6 tracks (3 tiles wide) orthogonal to 4 tracks (2 tiles) diagonal, wide radius
6 tracks (3 tiles wide) orthogonal to 2 tracks (1 tile) orthogonal, wide radius
4 tracks (2 tiles wide) diagonal to 2 tracks (1 tile) diagonal, wide radius

I think the previous pieces would be nice for 2 main reasons: increased realism in rails leading to larger urban stations and increased utilization of the compact adjacent diagonal railroads the NAM made possible a few years back (meaning that 2 adjacent railroad networks occupy as much space as an avenue instead of as much space as an adjacent road and railroad, for example). These diagonals can make rather nice looking rail yards since they lack the relatively large gap seen between rails in adjacent orthogonal rail tiles.

It would also be very nice to see wide-radius rail viaduct pieces

7.5 meter elevated pieces would be really cool at some point too but sounds like a lot of work especially since 15 meter viaducts aren't really so bad.

30 meter (or more) viaducts--it would be sweet to use these to make diagonal rail "bridges"

Just throwing out a bunch of ideas--I think the higher priority stuff would be the wide-radius viaducts, 3 (or 4)-rail-per-tile network, and the 2-rail to 6-rail orthogonal and 2-rail diagonal to 4-rail orthogonal pieces.

What do you guys think?
Title: Re: RAM Request Thread
Post by: SlimShady on April 22, 2010, 03:32:49 PM
I don't know if this is the right place to put this but SC4 could really use upgradeable passenger and freight stations. Are these possible to make like the sea and airports?
Title: Re: RAM Request Thread
Post by: eclipticalstorm on June 06, 2010, 10:26:29 PM
Since the release of NAM wide curves and intersection for rail I have had trouble knowing which way my UDI trains will go when I reach an intersection.  When I reach the intersection the are two arrows directly on top of each other and I can't tell which way they are pointing (they both look straight).  Is there a work around for this and if not is it possible to allow the signal light to change from red to green to let me know which way the train is about to go.  Maybe red is for left and green is for right...I don't know, but I do know it would be a great help.  This really would not be such a big issue if I did not use the UDI missions from time to time to unlock rewards.  Thanks in advance!
Title: Re: RAM Request Thread
Post by: Jack_wilds on June 10, 2010, 02:56:04 PM
Quote from: dedgren on April 17, 2010, 02:06:00 AM
Is there still interest in some additional rail puzzle pieces?  I've had the ones shown below kicking around my hard drive for over a year now, but it seemed interest had pretty much shifted to new RHW and other road stuff.  I don't know of any other members of the RAM team actively working on anything right now- that is sad, as there was a lot of momentum a year ago.

Let me know- I'd be happy to see what I could do.


David


Jack wilds here.. I'd be interested in some more puzzle pieces  :thumbsup: ... what is in the mix that you proposing ()what()
Title: Re: RAM Request Thread
Post by: metarvo on June 10, 2010, 04:28:44 PM
Well, this is a request thread, so I'll name a few:

Diagonal STR-DTR transition (increases usability of diagonal STR by eliminating the need to curve to orthogonal just to transition to/from DTR)
FASTR (for rural areas, so that all FARR tracks need not be DTR, of course this leads to a request for curves, transitions, and intersections)
Title: Re: RAM Request Thread
Post by: gardenwong on June 10, 2010, 10:30:22 PM
I am still looking for a piece that 2 STR can connect to DTR :-[
Title: Re: RAM Request Thread
Post by: Nexis4Jersey on June 15, 2010, 05:18:14 AM
Can i request some Train sets to be made?
Title: Re: RAM Request Thread
Post by: DJSun1981 on June 16, 2010, 05:54:55 AM
Quote from: dedgren on March 18, 2009, 10:57:24 AM
Quick and dirty...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F5681%2Fdtrstrsplitteaser090318.png&hash=3b0abe066194fc282bb994282106b206ab689504)

Are these what we're looking for?


David


Yeah, then I can build reversing track loops for the train (train station areas)
Title: Re: RAM Request Thread
Post by: superhands on June 16, 2010, 10:36:47 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi293.photobucket.com%2Falbums%2Fmm50%2Fbighead99999%2Ffar2switch-1.png&hash=8984d16438268a35091f301dc911796ca069d5bd)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi293.photobucket.com%2Falbums%2Fmm50%2Fbighead99999%2Fdiagswitch-1.png&hash=8d4c0b711fd520178286b9346e29a885ae200c2b)
3/08/09

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi293.photobucket.com%2Falbums%2Fmm50%2Fbighead99999%2Froadxfarstr-1.jpg&hash=403730e043d418a8e3ebef47406089d624fa95e8)




just the tip of the Iceberg people.


-Dave
Title: Re: RAM Request Thread
Post by: RickD on June 17, 2010, 01:23:13 AM
Oh YES!  ;D
Title: Re: RAM Request Thread
Post by: metarvo on June 17, 2010, 06:06:39 AM
This has made my day!  I'm looking forward to seeing where this goes.  ;)
Title: Re: RAM Request Thread
Post by: Girafe on June 18, 2010, 08:17:02 AM
Good addition superhands  &apls
Title: Re: RAM Request Thread
Post by: killerclone on June 19, 2010, 10:22:23 PM
Oh wow! The phrase "tip of the iceberg" has me excited. Can we expect anything close to noahclems list of requests on the previous page?
Title: Re: RAM Request Thread
Post by: superhands on June 20, 2010, 06:56:54 PM
probably not. The proposed list is basically a run down of drag-gable networks, with respective puzzle pieces for Str and Dtr (double track).

And some Fractional Rail: 


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi293.photobucket.com%2Falbums%2Fmm50%2Fbighead99999%2Freadme.jpg&hash=e7eba4b3505d1af7ff8ae6d60eaa0bfac4c4ba45)
Title: Re: RAM Request Thread
Post by: threestooges on June 20, 2010, 07:05:44 PM
Well that's interesting. Something seems a bit off about the angle of that track there. Part of it may just be that it's running across the corners of a lot instead of across the sides, but the dimensions seem off somehow. Can't quite put my finger on it. However, what I do know is that that looks really interesting.
-Matt
Title: Re: RAM Request Thread
Post by: sim-al2 on June 20, 2010, 10:59:32 PM
It's probably because it's a 2x2 piece of rail and not the 3x4(?) normal puzzle piece.
Title: Re: RAM Request Thread
Post by: metarvo on June 21, 2010, 05:35:15 AM
My guess is that it's the FARR-2 or HDRR (as opposed to FARR-3 or standard FARR), which runs at an approximate 26.565 angle.  It seems like I remember reading in 3RR [linkie (http://sc4devotion.com/forums/index.php?topic=112.msg247775#msg247775)] once about the proposed development of HDR (Half Diagonal Roads), which were to be 2x2 puzzle pieces instead of the standard 3x2 that is used for most fractional angle networks.  The FARR I see in that pic seems to be related to this concept somehow.  Then again, the rail I see in that pic on the right might not even be a puzzle piece, judging by the blue rail segments to the left.  ;D
Title: Re: RAM Request Thread
Post by: sim-al2 on June 22, 2010, 09:07:51 PM
It's a draggable puzzle piece... ???

:D

But you're right, it's at a different angle. Looks very good and useful! :thumbsup:
Title: Re: RAM Request Thread
Post by: Colonel_killgore on June 24, 2010, 05:25:47 PM
Hey, I have a request, unless I'm a total fool and failed to see it anywhere in the current releases.

It would be nice to have a more gentle transition from one track to another parallel one - at the moment we can have one line transition to another parallel one, but that first line can't continue, which means you have to use the standard maxis junction which is well, short and stubby and looks silly when trains go over it.

I hope that's vaguely clear - what I mean is, if you have two parallel tracks like this:
==========
==========
It would be cool to be able to gently transition from one to the other whilst both continue on:

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======/=======   (where the slash represents a junction)

I think as it currently stands you can use a RAM piece to transition to FARR and then to another parallel line but you need a gap of one tile between those lines.
Title: Re: RAM Request Thread
Post by: RickD on June 28, 2010, 05:45:29 AM
Oh yes, such a piece would be so helpful!   :)
Title: Re: RAM Request Thread
Post by: k808j on July 21, 2010, 02:16:00 PM
Hopefully you all handle STR request as well. Are there any STR stations available?
Title: Re: RAM Request Thread
Post by: ScottFTL on July 21, 2010, 03:07:12 PM
Quote from: k808j on July 21, 2010, 02:16:00 PM
Hopefully you all handle STR request as well. Are there any STR stations available?

There is Beverly Station (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2041) available on the LEX.

There are a few more on BriPizza's site (http://www.bripizza.net/sc4/index.html), but this is a Japanese site.  I couldn't find a way to link to the files directly, but the site uses enough English that you should be able to find your way.  From the home page, click on BAT at the top then Transport on the next page.  The stations are clearly marked as STR in the list.
Title: Re: RAM Request Thread
Post by: k808j on July 22, 2010, 01:20:25 PM
Thks
Title: Re: RAM Request Thread
Post by: darraghf on July 27, 2010, 03:48:50 AM
Hi Guys,
I'm not sure if this has been requested before, but are there any plans to create Road/Avenue over STR? Currently, I'm building a st railway and that is an essential puzzle piece.
Title: Re: RAM Request Thread
Post by: Jonathan on July 27, 2010, 05:55:32 AM
by Avenue/Road over STR, do you mean the NAM elevated Road/Avenue pieces over STR?
Title: Re: RAM Request Thread
Post by: darraghf on July 27, 2010, 02:03:27 PM
yes