Cities: Skylines

Cities: Skylines

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Assets: Intersection
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15 SEP 2015 a las 8:24 a. m.
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En 1 colección creada por Koesj
Real life-sized interchanges
9 artículos
Descripción
Overview

A high-speed stack interchange, different from my previous 5-level one because of its reduced height and more sweeping curves. I'd say this is very much an 'I-20 near Dallas, TX'[en.wikipedia.org]-type of interchange; they seem to grow on trees there!

Size: 228x228 cells laterally (including some shallow splits and merges at the ends), 40 cells across the diagonal when measuring the right-hand connectors, and about 54 cells across when measuring the left-hand ones.
Base cost: 124880 (phwoar!)
Upkeep: 1474 p/w
Max height: 27 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

Compared to my earlier, five-level effort, this four-level stack is both lower and larger in footprint. The former because it lacks a ground-level frontage road system of course, and the latter because the left-hand connectors are designed for a slightly higher speed.

Still, the interchange clocks in at a 27m maximum height, showing that a reduced horizontal footprint (compared to say, a turbine) comes at the cost of increased vertical size.

As for its design speed: the semi-direct flyovers have got 16x16 cell @ 45° minimum curve radiuses, meaning that they can be taken at about 75 km/h. The right-hand connectors are slightly slower at 13 cells @ 45° meeting at their shorter ends (around 65 km/h), but at least I was able to transition them into 18 cell @ 45° de- and accelerating curves - about the normal Highway Ramp speed of 80 km/h.

Aggressive superelevation (banking the curves) would probably work splendidly to make the right-hand turns a bit faster, but unfortunately this option is not available to us in Cities: Skylines.

As for its general layout, this stack interchange is very much inspired by the 1970s cookie-cutter designs done in Dallas' I-20[www.texasfreeway.com]. Quite different from the five-level mania that started to take over Texas about a decade later!
23 comentarios
Koesj  [autor] 22 DIC 2021 a las 5:33 a. m. 
Sorry my >6 year old asset isn't working out for you!
Mepzeta 19 DIC 2021 a las 11:11 a. m. 
Super mega large, can't place it on the map unless it's a flat map or using anarchy. :steamthumbsdown:
Koesj  [autor] 29 OCT 2020 a las 11:47 p. m. 
Yeah I've been involved in the testing process and it works great!

As for speed: best to just set some limits on the connectors themselves with TM:PE.
Sasquatch 29 OCT 2020 a las 1:33 p. m. 
Superelevation is now available via the "node controller" mod. Whether it effects speed or not is unknown.
garyfortolano63 10 SEP 2020 a las 12:23 p. m. 
One thing about the Texas D.O.T..They take care of the highways.I drove the L.B.J. loop around Dallas one time at night,and it took a good hour and a half.Just mind boggling how big everything is down there.Heck,their churches are the size of small cities. lol. God and football...and then country.
CaptainAnonymous 30 AGO 2019 a las 9:40 a. m. 
@Koesj
I see. What a shame especially seeing the previous game used a lane based system to my understanding. I guess we'll have to wait for a sequel, which in turn means waiting for Paradox to finish milking this game.
Luckily though, I am a Mechanical Engineer so Im no stranger to CAD modelling. If Civil 3D integrates well with the Unity Engine, perhaps its possible.
It would definitely be difficult if its at all possible though. It certainly would involve changing the behavior of the nodes and networks to be able to bank in the first place so superelevated networks can connect to non ones.
Then again you say the game uses an old fork of the engine so now i guess my hope is still naive. Shame on you Paradox
Koesj  [autor] 29 AGO 2019 a las 1:34 p. m. 
IIRC C:S leans very heavily on Unity Engine's default road implementation. And since this game's using an old fork of that engine, I can pretty much guarantee you it's a bridge too far.

I'd rather have a lane-based system and do away with nodes entirely first before implementing anything as detailed as superelevation, but then we're getting into Infraworks/Civil 3d: The Game anyway :-)
CaptainAnonymous 27 AGO 2019 a las 6:39 p. m. 
@Koesj
Very nice intersection. I found it by searching for superelevation to see if anyone in the community added it into CS yet. Do you think its at all possible? I want it in the game so bad that I may attempt creating a mod for it even as a novice coder/modder
Koesj  [autor] 19 ABR 2019 a las 8:35 a. m. 
Thanks! To be honest I've been exclusively working with Ronyx's Expressways for my personal projects the last 18 or so months, so I don't really feel like moving back to C:S' oversized roads to design any interchanges with :)
Enma 19 ABR 2019 a las 8:33 a. m. 
Loving your interchange collection Koesj! Any thoughts about tackling a similar collection for T-junctions?