Cities: Skylines

Cities: Skylines

73 ratings
Highways over Wall - 3 lane OneWay with I/O Lane
   
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Assets: Road
File Size
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32.648 MB
16 Aug, 2020 @ 3:59pm
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Highways over Wall - 3 lane OneWay with I/O Lane

Description
This Highway will allow you to trace a 3 lanes oneway with an additional acceleration/deceleration lane,which will allow you to build realistic exits and entrances quickly. It's also used as a end of a ramp with a turn lane. A single guardrail is traced in both side and the elevated section trace a supporting wall that will follow the curvature of the road. In addition, most of the horizontal signs will be automatically drawn in the nodes.

it's multipurpose road and can be used both as 3 lane OneWay with In-Out lanes and as 4 lane OneWay without emergency lanes.

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New version 4:

- Automatic horizontal signs on intersection nodes and on height level passage (see description below)
- New Model for Bridges with separated cariageways
- Slightly reduced the width of the lanes for best alignment with new element of this collection
- Cars now are visible in tunnels
- Redo all meshes from scratch for align graphic to new lanes dimension
- New pieces to create realistic acceleration / deceleration lanes on one side or both
- New pieces to create realistic acceleration / deceleration lanes on OneWay Highways

is highly recommended the use of the Loading Screen Mod. All my highways over Wall are optimized for this mod, with same textures shared by all the elements of every roads. This allows a good reduction of amount of Ram used from my Highways.

https://steamproxy.net/sharedfiles/filedetails/?id=667342976

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In this v4, All elements have been designed to perfectly align with my other Highways. This allows you to create passages between highways with a different number of lanes in a simple and very smooth way.

The Traffic Divider will be present in the intersections with the ramps, but will be removed in those with city streets or where the traffic light is present:



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Road Markings

In nodes, road markings are draw automatically both in intersections with other my highways and in the passages between height levels:



But for some CSL limits, it is not always possible. In these cases you can take advantage of the excellent Intersection Marking Tool Mod for complete them.

https://steamproxy.net/sharedfiles/filedetails/?id=2140418403



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Suggested Mod

- Fine Road Tool 2 to be able to force the construction of the bridge segment for, as exaple, the creation of doors in the wall and passing through with other roads.

- Move It to better align all elements, for optimal aesthetic.

- Fine Road Anarchy 2 Very useful in some cases

- TM:PE - Traffic Manager President Edition: To prevent cars from turning in the intersection with traffic barrier visible, thanks to his lanes connector.

- Network Skin 2 to be able to change the color of the asphalt and some other details to your liking
7 Comments
Plazmafield 1 Oct, 2022 @ 3:38pm 
@SimoG That's perfect, I much prefer draggable bridges over static bridges that one then has to find something lane fitting or use PO. The lanes stay perfectly straight, it's not difficult to avoid distorted looks, just keep the spans roughly equivalent and nothing scrunched, and it's so so so much faster to place.

Thanks for the closer up image of the back truss bridge. I couldn't see the details you added, I believe those being the wires and under carriage connection points. Feel free to mention anything you did I didn't notice :).

For all I know, the acoustic barrier may be common in US cities as well... which I don't live anywhere near. I live in a suburban area that's at least 6 or 7 hours from a city with 1M people. So, it's not something I'd see often :P
SimoG  [author] 1 Oct, 2022 @ 2:42pm 
@plazmafiled Yes with some compromise. In fact, those you see are not normal pylons such as vanilla bridges but a piece that is part of the road and that is therefore traced and deformed with it. So they require some care while designing the road that will host them (nothing complex).

1. It is a fairly common type of acoustic barrier here where I live (Italy). I was also told in Spain.

2. This bridge with 2 lanes or less of my set will have an appearance reminiscent of the famous millau viaduct in france :-)
https://joinusinfrance.com/wp-content/uploads/2017/04/The-Millau-Viaduct-and-Nearby-Attractions-1600x1200-TINY.jpg

4. It's the final version :-D I used the vanilla bridge as a template to create mine, that's why it remembers it But it has a few more details:
https://i.postimg.cc/WNy3rqNY/Screenshot-59.png
Plazmafield 1 Oct, 2022 @ 9:16am 
@SimoG Nice, by the looks of it, the bridges are extendable networks (I didn't know you could use AN for bridge styles, that's pretty neat). Here's my favorite order if you're interested:
1. The double barrier walls with the birds (just a unique bridge I don't think I've seen on the workshop)
2. The suspension bridge that has split support pillars at the base and diagonal cables (love it's design, and again, rather unique for the workshop especially as extendable bridges go).
3. The large spanning truss bridge that extends below the bridge its self. It's aesthetically pleasing for a truss bridge design.
4. The standard vanilla suspension bridge design (not much too say as it's pretty vanilla)
5. The small truss bridge that doesn't extend below (personally not crazy on the look, but that might just be because it's not finished :P).
Plazmafield 1 Oct, 2022 @ 9:16am 
@SimoG

Tell you what, finish what you're doing, and then reconsider whether it's worth take a suggestion or two for additional assets. You really do cover most of the use cases, there's only a couple that would be nice to see so vanilla assets aren't used.

As part of AN, is it possible to have a texture switch option to concrete slabs on the roads (good idea for bridges :P, at least a lot of American bridges of smaller size). I just finished creating the Mid-Bay bridge in Destin but settled for asphalt since I had to settle for a vanilla asset to keep dependencies low.
SimoG  [author] 1 Oct, 2022 @ 8:48am 
@Plazmafield: I don't know if I will add more assets. I'm working on an update for long time to transform this set into Adaptative Network Roads and as the collection already consists of so many assets, it is starting to get complicated to manage :-D

Anyway a small preview:

https://i.postimg.cc/z5gVn3T4/Screenshot-57.png
https://i.postimg.cc/kqPDw9cG/Screenshot-201.png
Plazmafield 1 Oct, 2022 @ 8:29am 
@SimoG Do you think you could add a 4+2 road with a thin grass median. I found a use case where it's basically a 4 lane road ( 2 lanes each way) but on one side there's a left and right turn. And it's a highway level road, no direct attachments (though not using on ramps). I'm building a map and trying to keep dependencies to this set if possible because it's so good.
VNDK8R 16 Sep, 2022 @ 4:45am 
An exception occured during NetAI simulation step.
Asset: 2199877133.Highway Elevated0
SegmentID: 13451
Type: RoadBridgeAI
Severity: High

System.TypeLoadException: Could not load type 'Problem'.
at (wrapper dynamic-method) RoadBaseAI.RoadBaseAI.SimulationStep_Patch2 (RoadBaseAI,uint16,NetSegment+) <0x01d1b>
at HealkitMod.Patches.NetManagerPatch.SimulationStep (NetAI,uint16,NetSegment+) <0x0004d>