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---
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title : "Automata Plugins"
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description: "NAM Automata Plugins"
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lead:
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lead: Automata are animations of cars, trains, trucks, boats, etc. which travel over transit networks.
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date: 2022-09-06T10:09:26+00:00
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draft: false
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images: []
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url: "docs/feature-guides/automata-plugins"
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---
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{{< docstatus status="oldcontent" >}}
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## Overview
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SimCity 4 is not an "agent-based" game where each object you see on a road represents one "item" in the simulation. SimCity 4's automata are only a visual approximation of what is happening in the underlying traffic simulation, and maintain only a loose correlation to the actual statistical measures of the simulation. As such, any of the changes made to the Automata settings do not actually change any functional aspects of a network's capacity, speed, or commute attributes. As a representation of statistical data, automata may be prone to bizarre behavior that would defy real-world traffic logic. Due to the nature of how they are programmed, this is not something the NAM Team can address.
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*Note:** The Automata Plugins are also referred as Automata Controllers, like other NAM files where only one file can be installed at a time.
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The Automata Plugins are also referred as **Automata Controllers**, in the sense that they control how the automata is shown in-game.
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**IT IS IMPORTANT THAT YOU ONLY USE ONE OF THE "...*Automata_Plugin*..." FILES, & ONE ONLY. The NAM Installer should ensure this.**
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## Automata Options
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The Network Addon Mod provides a variety Automata Controllers to choose from, and each of them made from a combination of options which affect automata in a slightly different way. The two base options are:
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* **Standard** - Maintains the default Maxis values for the quantity of automata and speed they visually travel over a network. The only exception is for the [RealHighway](/docs/feature-guides/realhighway-mod) network, which has had its speed increased to give more of an accurate representation of the speed the vehicles traveling at on a highway network.
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The information below explains which " *...*Automata_Plugin*...*" files contain what changes. See the notes at the end before using any file.
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* **Radical** - Increases the speed of automata travel and the maximum amount of automata able to be visible at a given time.
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The " *...*Automata_Plugin*...*" files have a naming scheme according to the following below:
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There are three additional options which modify the base options for additional customization:
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" _...*Standard*" = Default Maxis values, except: It has been slightly modified to take into account the RealHighway network's speed. It has been changed to give more of an accurate representation of the speed the vehicles are travelling at on the RealHighway network, compared to the other networks. Nothing else in this file is changed.
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* **24-hour** - Varies the volume of automata present depending on the time of day. This option creates a low volume of traffic at night, a high volume of traffic during the morning and evening rush hours, and a medium volume of traffic in the middle of the day.
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" *...*Automata24*...*" = Automata, of most kinds, is displayed for most of the 24-Hour Sim day.
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* **Persistent** - Automata is visible for a longer period of time before it disappears.
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" *...*Radical*...*" = The following changes [increases/decreases]:
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* **LB** - Increases the duration of the traffic signal cycles and increases the appearance of pedestrians, but otherwise functions like the 24-hour radical persistent variant. This option is not available for NAM Lite.
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* Vehicle Lifespan Range: Min:50, Max:380
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* Ped Lifespan Range: Min:128, Max:255
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* Sim Prop Anim range: Min:25, Max:150
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* Max Peds per second [per tile]:100
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* Max Vehicles per second [per tile]:250
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* Max Peds [at any one time]:2500
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* Max Vehicles [at any one time]:5000
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* Max Aircraft [at any one time]:35
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* Max Watercraft [at any one time]:100
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* Sims per Train Car:100
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* Sims per Bus:80
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* Commute Train Length: Min:5, Max:15
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* Freight Train Length: Min:9, Max:25
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* Maximum level of Freight Trucks Cut-off [Industrial City Jobs]:500,000
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* Curve speed multiplier:0.7 [of normal speed]
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* Population Occupant Trip Radius [in tiles]:10
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* Moving Van Frequency [new residence]:2
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* Hill/Slope speed multiplier [% of normal speed when going up/down a hill]: 0.20
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* Simulation Speed multiplier-For Cheetah Speed only [this only applies if you use "Variable Speed Automata" in the Games Options]:8
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The three additional options may be combined with one base option to produce your desired configuration. As an example, *"Standard"*, and *"Standard 24-Hour"*, and *"Standard Persistent 24-Hour"* are all valid configurations.
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Spawn/Recall for:
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### Standard vs Radical Option Details
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The following parameters have been tweaked with the **Radical** option compared to the Maxis default **Standard** option. For more information on the details of each property, refer to the [Automata Tuning Exemplars list](https://wiki.sc4devotion.com/index.php?title=Exemplar_properties#Automata_Tuning_Exemplar) in the SC4D Wiki.
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* Streets: 40%/30%,10%/40%
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* Roads: 50%/30%,10%/40%
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* Avenues: 60%/30%,10%/40%
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* Highways: 85%/60%,10%/30%
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--Add Information about Persistent options here--
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**Note:** Spawn/Recall is the percent chance/capacity at which more automata are added/removed for/from a tile. First set of numbers represents the percent chance at the specified capacity at which automata will be added; the second set is the percent chance at the specified capacity at which automata will be removed.
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| Property | Standard | Radical |
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|---------------------------------|--------------|--------------|
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| Sims Per Train Car | 40 | 100 |
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| Curve Speed Multiplier | 0.5 | 0.7 |
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| Max Vehicles Per Second | 10 | 250 |
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| Max Vehicles | 250 | 5000 |
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| Vehicle Lifespan Range | 10, 20 | 50, 124 |
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| Max Peds Per Second | 4 | 100 |
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| Max Peds | 512 | 2500 |
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| Max Aircraft | 20 | 35 |
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| Ped Lifespan Range | 2, 4 | 128, 0 |
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| Max Watercraft | 20 | 100 |
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| Occupant Trip Population Radius | 3 | 10 |
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| Sim Prop Animation Range | 3, 10 | 25, 150 |
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| Simulation Speed Multiplier | 1, 2, 4, 0.5 | 1, 2, 8, 0.5 |
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| Commute Train Length | 3, 8 | 5, 15 |
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| Travelers Per Bus | 50 | 80 |
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| Moving Van Frequency | 1 | 2 |
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| Grade Speed Multiplier | 0.3 | 0.2 |
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| Freight Train Length | 9, 15 | 9, 25 |
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| Spawn/Recall: Streets | 40%/30%, 40%/30% | 40%/30%, 10%/40% |
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| Spawn/Recall: Roads | 40%/30%, 40%/30% | 50%/30%, 10%/40% |
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| Spawn/Recall: Avenues | 40%/30%, 40%/30% | 60%/30%, 10%/40% |
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| Spawn/Recall: Highway | 40%/30%, 40%/30% | 85%/60%, 10%/30% |
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### Additional Notes
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The file names explain what files contain what changes & are all based on the " _...*Standard*" file above. If a file name contains two [or more] of the above names, then that means it contains those changes as detailed above.
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You do not actually need/have to use any of the " *...*Automata_Plugin*...*" file if you do not want to. It is not really imperative to the Network Addon Mod that a " *...*Automata_Plugin*...*" file is used. If you choose not to use one of the " *...*Automata_Plugin*...*" files though, then the Automata on the RealHighway network will not be represented fairly/accurately as intended.
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**Automata:** Automata are basically animations; a "visual" representation. So while they represent the underlying Traffic happening [to some degree only really], they are only animations, and as such any of the changes made above do not actually change any functional aspects of networks capacities/speeds/commutes. Automata, being generated as a representation of statistical data, also may be prone to bizarre behavior that would defy real-world traffic logic. Due to the nature of how they are programmed, this is not something the NAM Team can address.
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An automata controller is not technically a required component of the Network Addon Mod, as if one is not present, the Maxis default values will be used. However, if do not use any automata controller, then the Automata on the RealHighway network will not be represented accurately as intended. If you do use an automata controller, **only one controller may be installed at a time**.
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---
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title : "Canals"
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description: "The Canal Addon Mod, or CAN-AM, is a NAM feature designed in cooperation with the BSC (BATT Squad Certification) group, adding functional canals to the game."
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lead: "The Canal Addon Mod, or CAN-AM, is a NAM feature designed in cooperation with the BSC (BATT Squad Certification) group, adding functional canals to the game."
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title : "Canals (CAN-AM)"
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description: "The Canal Addon Mod, or CAN-AM, is a feature designed in cooperation with the BSC to add functional canals to the game capable of transporting passengers and freight."
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lead: "The Canal Addon Mod, or CAN-AM, is a feature designed in cooperation with the BSC to add functional canals to the game capable of transporting passengers and freight."
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url: "docs/feature-guides/canals"
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---
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{{< docstatus status="workinprogress" >}}
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## Overview
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While CAN-AM is technically functional without any additional files, it is designed to work with either of the following (which are necessary for the canals to have walls):
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The CAN-AM is designed to work with either the **CAL SG Canals** by callagrafx (recommended) or the original **SG Canals** by SimGoober.
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Both of these are available in the [SC4D LEX Legacy - BSC Canals Collection](https://www.sc4evermore.com/index.php/downloads/download/14-park/277-sc4d-lex-legacy-bsc-canals-collection). This package also includes additional passenger and freight stations, as NAM CAN-AM only includes a single passenger station.
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* [CAL SG Canals](https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=979) by **callagrafx** (recommended) OR
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* The original [SG Canals](https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=887) by **SimGoober**
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The NAM CAN-AM files do include a single passenger station for use with CAN-AM. Additional passenger stations and even freight stations are available on the [LEX at SC4 Devotion](https://www.sc4devotion.com/csxlex). Note that these separate download stations may have dependency lists.
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The CAN-AM is available under **2 Network Features****Water Transport****Canal Addon Mod**. It is installed by default.
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## Building CAN-AM Canals
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The CAN-AM pieces are located under the Misc. Transit menu.
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The canal pieces are located under the Misc. Transit menu.
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{{< img-simple src="images/can-am-menu-button.jpg" >}}
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Crossings with CAN-AM are currently puzzle piece-based. There are two versions of each crossing piece for the supported network crossings--one for the wall, and one for the open water. The open water tiles allow for canal traffic to pass underneath.
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{{< img-simple src="images/can-am-boat-passage.jpg" >}}
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The crossing can be assembled as follows:
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{{< gallery col-xl="2" col-lg="2" clickable="true" >}}
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images/can-am-building-7.jpg
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{{< /gallery >}}
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Neighbor Connections with CAN-AM are possible as well. Build a standard Road-based Neighbor Connection, and plop the CAN-AM pieces over top of the Road.
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{{< gallery col-xl="2" col-lg="2" clickable="true" >}}
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images/can-am-nc-1.jpg
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images/can-am-nc-2.jpg
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images/can-am-nc-3.jpg
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{{< /gallery >}}
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Note that CAN-AM is an older feature that has not seen much new development in the past decade. As such, it is reliant on a limited array of semi-deprecated/legacy features, especially in terms of crosslinks with newer/more modern NAM features.
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Being that the CAN-AM canals are a mass transit network (technically based on the Bus vehicle type), they need stations in order to allow access. The CAS 1x1 Ferry Terminal (included in the mod) is one option. Place it aligned with a canal wall, with the arrow pointing toward the water in the canal. Note that the stations require Power in order to function.
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## CAN-AM Stations
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The CAN-AM canals function as a mass transit network and is technically based on the Bus vehicle type, meaning they need stations to properly function. The CAS 1x1 Ferry Terminal (included in the mod) is one option. Place it aligned with a canal wall, with the arrow pointing toward the water in the canal. The stations require Power in order to function.
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{{< gallery col-xl="2" col-lg="2" clickable="true" >}}
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If everything is done properly (at least two stations of the same type are needed for full functionality), traffic should begin to use the canal.
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{{< img-simple src="images/can-am-building-11.jpg" >}}
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Neighbor Connections with CAN-AM are possible as well. Simply build a standard Road-based Neighbor Connection, and plop the CAN-AM pieces over top of the Road.
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{{< gallery col-xl="2" col-lg="2" clickable="true" >}}
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images/can-am-nc-1.jpg
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images/can-am-nc-3.jpg
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{{< /gallery >}}

content/docs/feature-guides/flups/index.md

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title : "Flexible Underpasses"
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title : "Flexible Underpasses (FLUPs)"
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description: ""
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lead: "The Flexible Underpasses (FLUPs) offer custom underpass and tunnel functionality, primarily for the game's Car-based networks, consisting of Entrance/Exit Portals, and methods of connecting them underground. Using FLUPs, it is possible to build underground tunnel routes that curve. There are two methods of constructing FLUPs: the new method involving Subway-based draggable override networks and FLEX pieces (introduced in NAM 39), and the older puzzle piece-based method."
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lead: "The Flexible Underpasses (FLUPs) offer custom underpass and tunnel functionality, primarily for the game's car-based networks, consisting of Entrance/Exit Portals, and methods of connecting them underground. Using FLUPs, it is possible to build underground tunnel routes that curve. There are two methods of constructing FLUPs: the new method involving Subway-based draggable override networks and FLEX pieces (introduced in NAM 39), and the older puzzle piece-based method."
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The menu button used to access the Subway-based FLUPs content is located under the Highways menu, and it contains the items listed below:
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{{< img-simple src="images/rhw-flups-icon.png" >}}
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{{< menu-icon icon="images/rhw-flups-icon.png" caption="_FLUPS Menu Button_" >}}
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#### RHW Flex-FLUPs Button
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content/docs/feature-guides/high-speed-rail/index.md

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---
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title : "High Speed Rail"
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description: "The High Speed Rail Project (HSRP) adds two new “model variation” overrides to the Monorail network."
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lead: "The High Speed Rail Project (HSRP) adds two new “model variation” overrides to the Monorail network."
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lead: "The High Speed Rail Project (HSRP) adds two new “model variation” overrides to the Monorail network: HSR (Elevated High Speed Rail) and GHSR (Ground High Speed Rail)"
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url: "docs/feature-guides/high-speed-rail"
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{{< docstatus status="legacy" >}}
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In the early years of SC4, new technology was found by smoncrie which allowed us to use a single puzzle piece to create a starter for a new set of textures or models for the same network, there are already a few mods that take advantage of this technology, namely draggable GLR, SAM, and RHW. At the moment, there are two new model variations included in this mod, High Speed Rail (HSR, elevated) and Ground High Speed Rail (GHSR).
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## Overview
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The original HSRP replaced Monorail. At the time this was the best way of implementation, and was created by 3ddz, founded by Murakamon, on the 24th of February 2006. Since then there has only been one release, HSRP Beta 1. This mod uses the original models from that release for HSR, and a lowered version for GHSR. No other modifications were made to the models.
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In the early years of SC4, new technology was found by **smoncrie** which allowed the use a single puzzle piece to create a starter for a new set of textures or models for the same network. The original version of the HSRP replaces the Monorail network and was created by 3ddz and founded by Murakamon on the 24th of February 2006. Since then, there has only been one formal release, HSRP Beta 1, in 2009. This update uses the original models from the original release for HSR, and a lowered version for GHSR. No other modifications were made to the models.
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_NOTE: The High Speed Rail Project, in its current form, is no longer in active development. Its planned successor, Real High Speed Rail (RHSR) system is currently in development._
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images/HSRP_02.jpg
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{{< /gallery >}}
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## Installing the High Speed Rail Project from the NAM Installer
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## Installing the High Speed Rail Project
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To install the High Speed Rail Project via Custom Installation, under the _2 Additional Network Features_ section, under _Monorail_, select the "High Speed Rail Project" option. This box is automatically selected by default.
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## A Note Regarding Automata
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As the High Speed Rail Project's override networks are Monorail-based, Monorail automata will appear on HSR tracks by default. If one wishes to change the appearance of the HSR trains, are several third-party HSRP automata skins available (which probably look nice on your Monorail tracks as well). One such set is the [VDK Train Mods Vol 7](http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2975) package by NAM Team member **vester**.
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As the High Speed Rail Project's override networks are Monorail-based, Monorail automata will appear on HSR tracks by default. If one wishes to change the appearance of the HSR trains, are several third-party HSRP automata skins available (which probably look nice on your Monorail tracks as well). One such set is the [VDK Train Mods Vol 7 and Vol 15](https://www.sc4evermore.com/index.php/downloads/download/41-automata-mods/309-sc4d-lex-legacy-bsc-vdk-train-mods-vol07-and-vol15-high-speed-rail-trains) package by NAM Team member **vester**.
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## Bridges
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## Tunnels
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Being based on the Monorail network, HSR and GHSR do NOT support the construction of properly functioning tunnels. However, one can convert to the Subway network from HSR by using third-party lots, such as the [HSRP Subway Converters](http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2040) by **ebina** and **3ddz**.
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Being based on the Monorail network, HSR and GHSR do NOT support the construction of properly functioning tunnels. However, one can convert to the Subway network from HSR by using third-party lots, such as the [Hybrid Railway (HRW) Subway Converter](https://www.sc4evermore.com/index.php/downloads/download/19-transportation/95-ulisse-wolf-hybrid-railway-hrw-subway-converter) by NAM team members Ulisse Wolf and MGB204.
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## Stations
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