Cities: Skylines

Cities: Skylines

81 ratings
Turbine
   
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Assets: Intersection
File Size
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825.565 KB
12 Sep, 2015 @ 6:08am
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Turbine

In 1 collection by Koesj
Real life-sized interchanges
9 items
Description
Overview

A nicely sweeping turbine interchange. No landscaping though, the screenshots show how it looks when placed on a nice map.

Size: 160x160 cells laterally, 74 cells across the diagonal
Base cost: 106520 (holy cow!)
Upkeep: 1244 p/w
Max height: 12 meters
Right-hand drive

Built with:
Precision Engineering
NoPillars
Fine Road Heights Mod

Usable without mods!

Part of my real life-sized interchange collection.

Check out the guide I created on making these kinds of real life-sized interchanges.

Technical description

Just about my highest-speed interchange yet, but also the largest, beating the cloverleaf by 80 meters in the diagonal. Again I've used Fine Road Heights to create some embankments on the left-hand connectors. I'd loved to have been able to place more but unfortunately the game always plops them down as bridges if you go above 6 meters (as far as I know).

Maximum height is 12 meters here, to provide for some more vertical clearance between the left-hand connectors themselves, and them and the mainline freeways as well. Still, there's some really tight vertical alignment going on where they cross the mainline - as you can see in the second to last screenshot - and I had to use NoPillars' overlap mode here to make it work.

The outer, right-hand connectors come in with 24x18 transition curves, which means that they have a nicely matching 80 km/h design speed; just like the doctor ordered for in-game Highway Ramps. The indirect left-hand turns are aligned at a more modest ~65 km/h design speed, with 27x27 90° curves and 11x11 45° ones, but they transition into really shallow 22 cell-long ends.

Overall, I'm really happy with this interchange. I feel that it emulates real-life turbine interchanges pretty well, and as I said, it's my fastest design yet (even faster than the 5-level which I had to curtail a bit because of pillar placement).
12 Comments
Jacobs 28 Apr, 2022 @ 6:20am 
Hey how did you expand available editor area? Ive got just 62x62 units there
Melody 30 Oct, 2021 @ 6:31pm 
NB
Naitzsirk 22 Dec, 2015 @ 12:38am 
GGz
Koesj  [author] 13 Sep, 2015 @ 4:15pm 
Thanks TPB!
T​​​P​​​B 13 Sep, 2015 @ 3:54pm 
Another very nice one, as a symmetry and realism junkie I'm really diggin these!
Vaakalintu 12 Sep, 2015 @ 7:37am 
Yes, you made a nice guide!

And you don't have to listen to my stupid ideas about streetlamps, I am trying to remember to make my road segments differently to avoid producing lamps under bridges actually. :)
Vaakalintu 12 Sep, 2015 @ 7:31am 
14m is actually the ideal vertical clearance for small roads to clear from streetlamps while 16m gives clearance for large roads so this is where +/- 7 and 8 meters comes useful to me at least.
Koesj  [author] 12 Sep, 2015 @ 7:29am 
Thing is though, I want them on an embankment! Even when 12m high :steamhappy:
Vaakalintu 12 Sep, 2015 @ 7:29am 
Yes, I recommend using normal build mode in the asset editor but the extra meters at +/- 7/8 meters can still be useful. It depends on how flat the ground is however, you can have almost all the roads in an interchange turn elevated if you manage to plop it near low ground like next to water.