Cities: Skylines

Cities: Skylines

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Bikes-First Avenue
   
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Assets: Road
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14.514 MB
31 Oct, 2021 @ 6:19pm
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Bikes-First Avenue

In 1 collection by Jimothy Swing
Bikes-First Roads
3 items
Description
Bikes-First Avenue by Jimulacrum
13 Comments
Die Sonne 27 Apr, 2022 @ 2:21pm 
This is causing me an issue when I built then in my campus area. Pedestrians who use private cars simply walked back and forth in front of their buildings. Once I changed the road, hundreds of people started getting into their cars to drive away.
Jimothy Swing  [author] 27 Jan, 2022 @ 5:38pm 
@oopsielon

You're the first player in quite a few users of this asset (including myself) to report this.

Do you not have the Parklife DLC, or have it disabled? Seems like a missing piece that could explain this.
Oopsielon 27 Jan, 2022 @ 2:49pm 
Maybe there's something wrong with my city, but... cyclists don't actually use these (they ride on the pavements). Are these supposed to be functional?
Jimothy Swing  [author] 26 Jan, 2022 @ 11:55pm 
@spark752

I believe it's the little vertical posts (used to separate motor vehicle from bike lanes) that are from the Industries DLC.
spark752 26 Jan, 2022 @ 11:29am 
why is Industries DLC required?
Jimothy Swing  [author] 19 Nov, 2021 @ 8:08am 
You could probably guess that I already follow that channel. ;-) It was part of my inspiration for trying this out.

I wish we could put functional traffic calming structure in CS. Even just being able to add crosswalks every X meters or whatever (regardless of intersections) would be nice. The closest we can really come is designing road systems that are inefficient so that potential motorists will tend to choose walking, biking, or transit instead, but that's its own mess.
3D Master 19 Nov, 2021 @ 5:29am 
Google Dutch streets, look at the youtube channel "Not Just Bikes" and others about Dutch bike infrastructue. Also try "Dutch traffic calming."

You don't need to reinvent the wheel; the Dutch have been doing the work for 40+ years, take inspiration from them.
Jimothy Swing  [author] 16 Nov, 2021 @ 11:29am 
3D Master: You make sense, and I'll take your thoughts into consideration on future builds.

My trouble with my bikes-first project is this: I want to make atypical roads where passenger cars are essentially locked out and bikes and peds rule, while still dealing with the fact that the game requires motor-vehicle access to anything that's zoned or plopped.

In envisioning road usage, the ideal outcome is that the only motor-vehicle traffic is city services and heavy trucks for commercial areas. These vehicles are mostly frequent stoppers, not flowing traffic. If they have to stop over and over, it makes more sense for their lane to be next to the curb so they don't have to repeatedly cross the bike lane, right? Maybe I'm overthinking this point, and it would be just as workable (and safer) to have big, dominant protected bike lanes on the outside and relegate the middle lanes to low-speed service roads.
3D Master 16 Nov, 2021 @ 3:23am 
The pedestrians would be on the outside on the pavement, and the heaviest, most dangerous traffic will be closer to them if they are on the ouside, rather than the inside. If you want pedestrians to feel safe and walk along alot; you still need the heaviest, most dangerous traffic on the inside, and the most vulnerable traffic on the outside, so that there is the greatest separation between the most vulnerable, and the heaviest most dangerous traffic.
Jimothy Swing  [author] 14 Nov, 2021 @ 11:20pm 
My objective with this is to make bikes the primary and fastest vehicles, with cars relegated to low-speed outer lanes meant to discourage all but necessary motor vehicle traffic. Importantly, I want to make it so that a road with virtually no motor traffic is able to be zoned and generate lots of pedestrian activity.

First crack at a custom road, so forgive any design flaws or bugginess (sometimes peds get trapped and accumulate in odd places, trying to get to their cars; you can switch road types temporarily to make them go away, but they'll always come back).

Thank you for the comments.