Cities: Skylines

Cities: Skylines

Set of Roads for Turbo Roundabouts
32 Comments
oskarbalcerzak 3 Aug, 2022 @ 10:54am 
@Eli this is not a mod. This is a road pack.
Medic 18 Jul, 2022 @ 11:59am 
how do i use this mod it doesnt show up as a mod
Kemal Ozul 12 Jun, 2022 @ 4:43pm 
pedestrian still cross the road even with TPME desacting the cross, on entry the roundabout.
LunaEclipse73 18 Mar, 2022 @ 5:15am 
@Ole Betsy: Its because where it changes from the 4 lane road where they leave the roundabout to the 6 lane road has no connectors to it, and judging from the picture, the left lane looks like it can go into any of the 3 lanes, so they always choose the left lane.

Simply add connectors such as from the left lane to the left and center lane and the right lane to the right lane and they will then use the right lane if they need to use the right lane on the 6 lane road.
PYRO 11 Feb, 2022 @ 8:47am 
@Ole Betsy-Are you using TM:PE? Use the line connectors to dictate what lanes can be used and when. Take a look at The example in image number #4 above in the description. Also, consider setting the rules in the options menu of TM:PE to strict and adjust the driving AI.
Ole Betsy 11 Feb, 2022 @ 5:19am 
Can anyone help me figure out why traffic doesnt use both lanes?

https://imgur.com/hRuAc8a

Traffic turning out of roundabout will only ever use the upper lane.
nihilco 22 Nov, 2021 @ 7:08am 
@peter.yates5 with IMT, did you make a line from point to point where the solid cuts over the pavement? If not, that could be your solution.
Retcon 19 Nov, 2021 @ 3:14pm 
with intersection marking tool, i'm trying to make fillers on the outside of the roundabout, fins if you will. however they don't obey the curve of the road and the fill cuts onto the pavement.
here is an image of what i'm talking about https://i.imgur.com/mPDMZY0.jpg
nihilco 11 Sep, 2021 @ 12:26pm 
These are so good! Except that they indeed allow pedestrians to cross (on the outside), even when that's disabled with TM:PE. Construction of pedestrian bridges only does so much to mitigate it (and more pedestrian bridges mean less realism).

@BlueHawk, is it something you think you can and want to fix? Regardless, thanks for your contribution to the game!
PYRO 20 Aug, 2021 @ 3:38pm 
Love these roads bro! MaxFX I also use your interchanges.
BloodyFanatic 19 Aug, 2021 @ 8:21am 
I have the same problem, peds just ignore the TMPE settings and cross the road making this road very inefficient. Otherwise the road would be perfect
3 9 Aug, 2021 @ 5:37am 
I noticed that with this roundabouts the pedestrian still cross the road even with TPME desacting the cross, on entry the roundabout.
MaxFX 5 Aug, 2021 @ 4:10pm 
I really like these assets. I've used the 4-lane in one of my interchanges. Hope you don't mind: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2567034482
twylafox 12 Jul, 2021 @ 5:42pm 
sire sirol: Classical turbines operate by using a nozzle to direct and accelerate the 'fluid' powering it - in this case, traffic. The common thread to all turbo/turbine interchanges is that, at the point of entry, each lane leads to precisely one destination.

The crux of all traffic congestion is conflicts between lanes of travel; most immediately think of intersections, but weaving is an even bigger culprit. This is the chief liability of cloverleaf interchanges as the design forces weaving between inbound and outbound traffic in all directions.
This is also the chief impetus behind express and carpool-only lanes and they eliminate or significantly reduce weaving.
Rehwyn 17 Jan, 2021 @ 2:53pm 
Seconding what Kinky Kitten said. The pedestrians are "crossing" where the curb sidewalk would be if the approach road wasn't there, not where the actual crosswalk appears. It seems as if visually the sidewalk disappears when the approach road is connected, but the pedestrian pathing for it remains.
Columbus Aviation 9 Jan, 2021 @ 5:16am 
Why are they called "turbo" roundabouts?
oskarbalcerzak 9 Jan, 2021 @ 5:03am 
I'd like to have a roundabout road with 2 lanes and bike lane
Columbus Aviation 27 Oct, 2020 @ 1:21pm 
I haven't used this, and it already looks AWESOME!!!
BlueHawk  [author] 24 Sep, 2020 @ 12:19pm 
@koenschreurs , Yes, I'm actually working on a more detailed Dutch style roundabout and it should be published soon 😉
TheQuoer 20 Sep, 2020 @ 8:24am 
@nexus_5875 indeed! These are really amazing roads by the way, but we do need some in the Dutch colour variant. That would be a beautiful addition to these roads. Cheers!
BlueHawk  [author] 9 Aug, 2020 @ 2:44pm 
Hi Kinky Kitten, thanks for letting me know, I haven't noticed anything odd but I'll investigate and let you know ;)
Glad you like the asset :)
Kinky Kitten 8 Aug, 2020 @ 4:19pm 
It seems that blocking pedestrians crossing the road leading up to the roundabout (with TM:PE) does not work with these roads.
nexus_5875 27 Jul, 2020 @ 1:43am 
It is a great looking asset but I would love to see a dutch (red) version of the bicycle path road.
Kinky Kitten 25 Jul, 2020 @ 5:47am 
Love it!!!
BlueHawk  [author] 24 Jul, 2020 @ 2:10am 
@Gomk thanks, I'm glad you like them. Yes, I might take into consideration trams and trolleybuses. I'm currently working on an other asset project but it's definitely something on my list!
BlueHawk  [author] 24 Jul, 2020 @ 2:09am 
Hi @jimapos2001 , thanks for flagging this up. Not a problem per se, here's an explanation from the Loading Screen Mod Guide :
"Duplicate asset names
These do not usually cause a problem. Most commonly it will be pillars or other props used in networks (roads, rails, etc). For example, a road might use the same pillar for both the elevated and bridge designs - that's very common and normal. You can generally ignore the things in this section."

Basically, those items that showed up in your report are shared with the one-way vanilla road, which I used as a template.

However, since those props are part of elevations that are not needed in these roads, I've now removed them and updated them, so you shouldn't have that on you report again.
jimapos2011 23 Jul, 2020 @ 7:22am 
Great asset by the way but according to LSM

2169073409.HighwayRampPillar
Same asset name (2169073409.HighwayRampPillar) in all of these:
4 Lane Turbo Roundabout
2 Lane Turbo Roundabout
3 Lane Turbo Roundabout
3 Lane Bike Turbo Roundabout
2169073409.Oneway Road Bridge0
Same asset name (2169073409.Oneway Road Bridge0) in all of these:
4 Lane Turbo Roundabout
2 Lane Turbo Roundabout
3 Lane Turbo Roundabout
3 Lane Bike Turbo Roundabout
2169073409.Oneway Road Elevated0
Same asset name (2169073409.Oneway Road Elevated0) in all of these:
4 Lane Turbo Roundabout
2 Lane Turbo Roundabout
3 Lane Turbo Roundabout
3 Lane Bike Turbo Roundabout
2169073409.RoadSmallBridgePillar
Same asset name (2169073409.RoadSmallBridgePillar) in all of these:
4 Lane Turbo Roundabout
2 Lane Turbo Roundabout
3 Lane Turbo Roundabout
3 Lane Bike Turbo Roundabout
Gomk 22 Jul, 2020 @ 3:22pm 
almost perfect road
any plans on making some roundabout roads with trams or trolleybuses?
I'm really looking for a three lane one-way road with tram-line on the left and bikelane on the right
BlueHawk  [author] 22 Jul, 2020 @ 11:22am 
Hi @caseyas, thanks for your feedback. Yes you can use the Roundabout Builder!

Just bear in mind that you will still need to tweak it with TM:PE and the Marking Tool if you want to make it look and behave like a real life turbo roundabout. If not, just plop it with the Roundabout Builder :)
caseyas435943 22 Jul, 2020 @ 7:00am 
But question does it work with roundabout maker. If not, well. Sill a very nice looking road set. Very nice indeed.
BlueHawk  [author] 19 Jul, 2020 @ 6:32am 
@MB1981 I’m glad you like them !!!
MarKing 18 Jul, 2020 @ 11:35am 
These are great! Thanks