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[Project Journal] The United Cities of Talaran

Pierre , this is what tibi just showed me now -


[Image: zThfj.jpg]

He says because these have become draggable, you no longer need to use puzzle pieces,,

he was able to turn this 180 degrees with only 4 tile radius Smile
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Hi Pierre,

ok, I made an account here. Ah, I just saw, that Brian brought the image here from discord. I think, Alex slowly will be taking out all those Puzzle Pieces, which have a flex version or can be made by dragable patterns, like these MIS curves.
By the way, nice image! Keep up the good work! Smile

- Tibi/Tyberius
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Good news about the draggable pieces! I always found the many many puzzle pieces to be an annoyance because they made building anything with the NAM take ages and ages compared to all the draggable networks. Hopefully the puzzle pieces are compatible with the draggable pieces?
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Very good news, thanks to all. I tend to forget about this draggable stuff. And I agree with Darvince, it will be much more convenient than looking for puzzle pieces in menus and plopping them one by one. Long live NAM!
By the way, my RHW bridge issue was solved yesterday. It was a matter of the terrain around the extremities of bridges having been ever so slightly modified (mainly by building embankments), so that it was no longer perfectly flat. This caused the bridges to 'disappear' after the NAM 38 upgrade, and I had trouble rebuilding them until I flattened the terrain.
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I’ll show here an interchange that I created recently in Parnal. It replaces an old parclo interchange. I am not entirely satisfied with the result : I find that the new interchange takes too much space, and contains some not so good-looking curves.

The challenge I set to myself was to keep a 6-lane 90 degrees curve between the west and the south branches. There are no FLEX pieces for RHW-6S, so that the curves consist of 2 times a pair of 45 degree RHW-6S curves with short diagonal filler pieces to link them.

Such curves do not support placing L1 or L2 FLEX stuff over them and adjacent to them, so that those FLEX parts have to be placed away from them. Another limitation is that the FLEXRamp Type A2 is not supported for RHW-8S because of the overhang, so that only Type B2 can be used.

Anyway, this is the ‘tightest’ interchange I could implement :

[Image: 0UA1Iq.jpg]

It should be possible to do better and use less space, in which case I would be interested by the solution.

When all curves are implemented as FLEXFly pieces, a more compact interchange is possible. Using a version of RHW prior to the one available starting with NAM 37, I had created the following interchange in Jonolray :

[Image: FIrB6A.jpg]

With the latest RHW the interchange could use a tad less space. In any case, I have a few more old parclos to upgrade, and I’ll continue to look for better interchange designs.
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oh Pierre, i think this looks fantastic as is !

I mean any highway interchange builders who would be better than you are,
would be on a very short list indeed..

I would give my right arm i think to even have 50 % of your ability to build these master pieces of yours Heart

Also it looks like this have 3 levels so as such would qualify as a "stack interchange"  as well..

But sure, if you feel you can still improve this further, i am quite sure all of would love to see it and envy it Smile
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In this post I document what I consider an anomaly in the Talaran cluster : an excessive amount of surface used by commercial areas. I don’t think that it is caused by the notoriously weak support of region playing. Rather, I think that the culprit in this case is the Colossus Addon Mod (CAM), that is demanding too much commercial zoning.

For too long during the development of the cluster I have yielded to the continuous requests for more commercial space, by zoning such space with abandon. The result is bloated commercial zones and an abnormally high number of commercial ‘jobs’. For example, this is the zoning of Marlande :

[Image: 2Sj3lh.jpg]

The commercial zone occupies nearly half of the constructible land in the city square. This is clearly too much.

When selecting a city to play, we see a little rectangle with the name of the city, of its mayor, and 3 numbers that indicate the population, the commercial ‘jobs’ and the industrial ones. (What exactly those last 2 numbers represent is open for debate, has already been discussed in this CJ, and the discussion is not over yet).

For the 9 cities of the Talaran cluster I put side by side the numbers of the population and of the commercial ‘jobs’, in the following table :

[Image: nRJAxZ.jpg]

The numbers of the commercial ‘jobs’ are clearly excessive. In total they represent 79 % of the population. In one case (Arcens) there are even more commercial jobs than there are Sims in the city.

Only lately I have ceased to zone more commercial space in the cities, in spite of the repeated requests to that effect. Some commercial buildings are getting replaced by higher ones. But the commercial zones don’t grow anymore ; the population keeps increasing though, at a moderate rate.
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Pierre,

thanks for your very informative postings on CAM,  commercial zoning and jobs..

Yes, I agree ( since i suffer from this same issue ).. that we should try just ignoring the requests for more commercial zoning
and than also the high demand bars, Which I often use to make my decision on (zone types)..

I did want to ask you , if you are using Steve's CAM fix ?

It does not seem to work for me.
Although oddly enough i do have one city where it does appear to be working, because I have some blue commercial demand bars
which are much smaller in this city. I have never been able to reduce the size of these blue bars in any of my larger cities, seemingly
no matter how much I zone commercial .. ( especially commercial services )
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(Yesterday at 10:33 AM)brian51 Wrote: I did want to ask you , if you are using Steve's CAM fix ?

Good question. Inasmuch as I can remember, I did install that CAM fix at some point, it is now quite a long time ago. I could find out by searching into my notes. Also, I don't remember what the fix consists of, in other words, what it fixes.

I have a negative commercial demand in one of my cities; when I see it I'll show it, it is very odd, I don't know what causes it, the city is not developed differently from the others.

Also, it is quite possible that this abnormally high demand for commercial areas, and the high numbers of 'jobs' shown, are also responsible for the very high intercity traffic that I have between some cities. I'll come back to that issue soon.
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