Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Tiny Cul-De-Sac
Used by:
Swindon's Magic Roundabout
Tiny Cul-De-Sac is possibly DLC or mod content.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1951117172
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1951117104
LHD reverses the lane directions, but it doesn't change where they are placed. Given the lanes are asymmetrical this ends up making all exit lanes into entrance lanes and vice versa. Hope this helps.
Um, NeXT2 Cul De Sac street, because when I made an exact model of a Cul De Sac street, the game refused to recognize the object as a road. Therefore I need to use the NeXT2 .dll to get under game limits preventing Cul De Sac from being recognized as a legit road.
This is never going to be as good as a stack interchange, but traffic does not bottleneck anymore - except during the kind of situations where a normal roundabout will also bottleneck. I'll post the "correct" way to put priority / yield signs on my linked pictures.
The horror.