Cities: Skylines

Cities: Skylines

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Set of Roads for Turbo Roundabouts
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Assets: Road
File Size
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18.120 MB
17 Jul, 2020 @ 8:03am
23 Jul, 2020 @ 3:11pm
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Set of Roads for Turbo Roundabouts

In 1 collection by BlueHawk
Roundabout Roads
7 items
Description
🔄Set of Roads for Turbo Roundabouts🔄
This is a set of four roads to easily create Turbo Roundabouts. Their main features are:
  • continuous white lines between lanes
  • no crossings on the inner node
  • arrows
  • no inner pedestrian pavement so citizens won't cross inside
  • outer pedestrian pavement activated, so you don’t have to build overpasses or underpasses.
  • no parking
  • no zoning on either side so it doesn't mess up the zoning on your main roads.

No props will show up, except one street light per segment on the outer pavement. The 2-lane version also has hatched markings to allow large vehicles to manoeuvre easily.

Turbo Roundabouts require drivers to choose their direction before entering the roundabout. Unlike standard multilane roundabouts, the lanes are marked with continuous white lines rather than dashed lines.

The roads themselves work without mods, however, TM:PE and Intersection Marking Tool are necessary to control the traffic AI and to detail the junction depending on how you decide to set up your roundabout. Using these roads with no mods will still give you the above-mentioned benefits, but the roundabout will look like the Step-1 picture.

In this set
The set comprises 4 roads:
  • a 2-lane roundabout road with hatched markings, for 3-legged roundabouts or quiet 4-legged roundabouts;
  • a 3-lane roundabout road;
  • a 3-lane roundabout road with bike lane; 🚴‍♂️
  • a 4-lane roundabout road for 5-legged roundabouts or busy 4-legged roundabouts.

The 4 roads share the same _d, _p and _r maps (wherever possible), so they're compatible with the Loading Screen Mod.

Here's a quick tutorial:


Step 1:
Build a roundabout with one of these roads. The segments will have arrows, continuous white lines, crossings deactivated on the inner node and no zoning.
You can also use the Roundabout Builder.



Step 2:
With TM:PE, allow vehicle to enter a blocked junction. You don't need to deactivate pedestrian crossings as they are already deactivated.

Tip: the outer node depends on the road you choose as the approach road. If you don't wish to have crossings on the outer node, you can choose Highway Roads or Hide Crosswalks.



Step 3:
Set priorities.



Step 4:
Connect lanes. Turbo Roundabouts usually use the outer lane as exit lane, and the other lanes will step down on position.

You can use a 2-way 2-lane road like the one in the picture, but for busier roundabouts you should use 4-lane roads or 1+2 or 1+3 roads. Turbo roundabouts may have different lane connections depending on the traffic level of each lane. You can google real life turbo roundabouts for inspiration.

Tip: turbo roundabouts usually don't allow drivers to use the roundabout to perform U-turns. If you wish to give your drivers that option, you can connect the outermost lanes.



Step 5:
Finish by detailing the node with the Intersection Marking Tool.
Use solid lines for when the lanes don't cross each other and dashed lines when the approaching lanes cross the roundabout lanes.


Tip: large roundabouts (diameter ≥ 14u or radius ≥7u) will automatically trigger a node between junctions. Use the Lane Connector (ctrl+S) to prevent cars from switching lanes.

I made the continuous white lines so that their position and their colour match those of solid lines of the Intersection Marking Tool.

Stats
Same as vanilla one-way two-lane road. Basic elevation only.


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If you like this asset, please thumb it up and consider donating to my PayPal or CashApp !!!

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32 Comments
oskarbalcerzak 3 Aug, 2022 @ 10:54am 
@Eli this is not a mod. This is a road pack.
Explosive Detonation™ 18 Jul, 2022 @ 11:59am 
how do i use this mod it doesnt show up as a mod
Kemal Ozul 12 Jun, 2022 @ 4:43pm 
pedestrian still cross the road even with TPME desacting the cross, on entry the roundabout.
LunaEclipse73 18 Mar, 2022 @ 5:15am 
@Ole Betsy: Its because where it changes from the 4 lane road where they leave the roundabout to the 6 lane road has no connectors to it, and judging from the picture, the left lane looks like it can go into any of the 3 lanes, so they always choose the left lane.

Simply add connectors such as from the left lane to the left and center lane and the right lane to the right lane and they will then use the right lane if they need to use the right lane on the 6 lane road.
PYRO 11 Feb, 2022 @ 8:47am 
@Ole Betsy-Are you using TM:PE? Use the line connectors to dictate what lanes can be used and when. Take a look at The example in image number #4 above in the description. Also, consider setting the rules in the options menu of TM:PE to strict and adjust the driving AI.
Ole Betsy 11 Feb, 2022 @ 5:19am 
Can anyone help me figure out why traffic doesnt use both lanes?

https://imgur.com/hRuAc8a

Traffic turning out of roundabout will only ever use the upper lane.
nihilco 22 Nov, 2021 @ 7:08am 
@peter.yates5 with IMT, did you make a line from point to point where the solid cuts over the pavement? If not, that could be your solution.
Retcon 19 Nov, 2021 @ 3:14pm 
with intersection marking tool, i'm trying to make fillers on the outside of the roundabout, fins if you will. however they don't obey the curve of the road and the fill cuts onto the pavement.
here is an image of what i'm talking about https://i.imgur.com/mPDMZY0.jpg
nihilco 11 Sep, 2021 @ 12:26pm 
These are so good! Except that they indeed allow pedestrians to cross (on the outside), even when that's disabled with TM:PE. Construction of pedestrian bridges only does so much to mitigate it (and more pedestrian bridges mean less realism).

@BlueHawk, is it something you think you can and want to fix? Regardless, thanks for your contribution to the game!
PYRO 20 Aug, 2021 @ 3:38pm 
Love these roads bro! MaxFX I also use your interchanges.