Cities: Skylines

Cities: Skylines

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Double Y-Interchange
   
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Assets: Intersection
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795.919 KB
6 Apr, 2021 @ 6:01am
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Double Y-Interchange

In 1 collection by MaxFX
Interchanges with lane mathematics
46 items
Description
This is a Double Y-Interchange. A 'free-flow system interchange' connecting two highways with each other, where traffic from each direction can move uninterrupted to any other direction. This interchange has all the connections placed in one corner. Leaving the other three corners free of valuable building space. Note: Depending on the direction they need to go, some traffic has to weave/change lane on the curved road between the highways.

- Cost: 43.470,-
- Maintenance: 545,-
- Lane mathematics are applied for a good traffic flow.
- Tip. Useing the 'lane connector' tool from TM:PE you can create a perfect traffic flow. (see screenshot) All you have to do is select the lane connector tool, then select a junction on the interchange and press Ctrl+S. Because of lane mathematics all connections are automatically made.

Enjoy!


I've created updated versions of existing interchange types by applying 'lane mathematics'. With the use of several mods I've also managed to reduce the amount of nodes to a minimum and create smooth transitions between different road segments to create a smooth traffic flow. Want to see more? Visit: https://steamproxy.net/sharedfiles/filedetails/?id=2437530104

Want to know how 'Lane mathematics' work and how to use the functions of TM:PE? I recommend watching some of Biffa's traffic fixing video's at https://www.youtube.com/playlist?list=PLR5G_Kc9r-JDza2Bzd2GIA01_jVyHhhXw.

Any comments, suggestions and/or feedback is much appreciated! And if you like this asset so much that you think others should use it as well, then please rate it!
5 Comments
MaxFX  [author] 17 May, 2021 @ 3:46pm 
Oh, I think a discussion about all my interchanges is better done on my collection page like you said. If you go to the collection page, there are three tabs visible at the top. One is for leaving comments.
MaxFX  [author] 17 May, 2021 @ 3:43pm 
@vsvg.scattered. Thanks for all the feedback! There are many variables to making interchanges. Some people like them as realistic as possible, some as compact as possible. I try to go somewhere in between, while taking CS gameplay into account. Some service interchanges could be a lot smaller for instance, but then traffic stopping and waiting for a traffic light might end up all the way onto the highway I believe it defeats the purpose of said interchange. The most compact 4-directional free-flow system interchange I made is the SRI (Spiral Ring Interchange). It's basically a Turbine, but with a slightly different road connection making it smaller.
vsvg.scattered 17 May, 2021 @ 3:31pm 
Possible Ranking Criteria
1 Sprawl - zoneable space forfeit
2 Some Head On Crossings, just merges, neither head-ons nor merges
3 Lane mathematics or not
4 Some sharp corners or all sweeping bends
5 Lanes*length and Lanes*Levels*Length. I've never calculated them, though, as it gets hard. But they help comparatively.
If I get to it, #6, making it smooth and pretty boosts #4 as well.

There are definite trade-offs between 1 and 4, although 2 and 3 are solvable in pretty much every space constraint where an interchange fits.
vsvg.scattered 17 May, 2021 @ 3:28pm 
MaxFX,
I looked at your collection and I was and am troubled by your statement "Intersections are Big". "Some Intersections are Big", that is true, but not all. I couldn't see where to comment on the collection, so I hope you'll see this, and I can chop it down or delete it after you get a chance to ponder.

Things you might want in your collection for performance and variety:
+a No-Weave Double Y (low-merge, TM:PE can force no merge)
+a Compact stacked interchange that fits mostly within the rights-of-way, minimizing or even (almost) eliminating sprawl.
+a reasonably compact stacked interchange that takes Pinavia and Turbine off the table, unless someone wants to build a replica stadium and can spare the space and the concrete,
+a reasonably compact service interchange that can start as a simple diamond, and grow with the needs

vsvg.scattered 17 May, 2021 @ 2:20pm 
Thank you MaxFX.
I love this intersection because of its minimal "sprawl", the occupied spaces outside the right-of-way for the highways. The number of zoneable squares lost to an intersection is a key criteria (or should be) for intersection selection.

In three quadrants the sprawl is nil. In the fourth it's not bad, but remember to divide it by 4 when comparing, and then the bonus is only one quadrant is impacted.

I got frustrated by the weaving (like in cloverleafs) that could mess-up traffic. So I made a non-weaving variant.