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It's potential (and quite bulky), but no lane mathematics. Upon the first exit of each side, it should drop down to the 1-lane / ramp (since you're using a 2-lane exit, then to the 2-lane from the first merge, then back to the 3 lane on the final merge.
Other than that, it's a cool concept.
Happy city building everyone!
- apply what biffa calls "lane mathematics", especially to the side roads that go over and under the bridges. In the thumbnail above they each have only one lane even though they really need 2 lanes.
- eliminate the need to change lanes on those side roads by switching the slip roads around. That way drivers can just follow the lane instead of having to change lanes unless they want to go back where they came from which is rare.
https://steamproxy.net/sharedfiles/filedetails/?id=1552802093
That also applies to the cloverleaf. It's fairly shitty in real life, and just as bad in-game. Then again, if you're going for realism, a cloverleaf is almost a must have, since they exist pretty much everywhere in the world.
https://en.m.wikipedia.org/wiki/Frankfurter_Kreuz#/media/File%3AFrankfurter_Kreuz.png
(Just the cloverleaf section)
Here you can see the design that I was going for, with in my opinion, "rounded" slip roads: https://www.google.se/maps/@51.4615612,7.2885855,628m/data=!3m1!1e3?hl=sv
Anyway, I'm glad to hear you enjoy the improvements I made. Thanks! :D
That being said you have made me want to do some of my own engineering projects of my own. unfortunely the best i can ask for is advice from my uncle who is one, but myself will just have to go off of recreating already made ideas in the game.
Once again thank you for the contrabution to both my city, and this game.
:D