Cities: Skylines

Cities: Skylines

Interchanges with lane mathematics
46 Comments
MaxFX  [author] 27 Aug, 2021 @ 1:13pm 
@Nexxus: Weird. Tried again, but cannot reproduce the issue. Maybe there's a mod-conflict or something with the area you're placing it?

Check this list to see if you're useing any broken, incompatible or outdated mods: https://docs.google.com/spreadsheets/d/1mVFkj_7ij4FLzKs2QJaONNmb9Z-SRqUeG6xFGqEX1ew/edit#gid=0

The list has several tabs at the bottom.
Nexxus 27 Aug, 2021 @ 9:45am 
I only tried it twice but yeah botth times I tried placing it it was broken in the same places. I had a look at the comments for that specific asset too to see if I needed something special for it and I think I noticed a comment mentioning a similar thing. (Though I am unsure, the wording wasnt great,)

I tried fixing it myself but predictably it broke trying to set my own road down in place of the broken one.
MaxFX  [author] 27 Aug, 2021 @ 7:28am 
@Nexxus: Just tested the asset, didn't experience anything weird. I have no idea what caused it to happen on your end. Does it happen every time you place it?
Nexxus 26 Aug, 2021 @ 9:35pm 
Hey, me again. I love the mods they have helped a lot with my city but I found a broken interchange, you can see where the roads dont join up and the name of the particular one.

https://imgur.com/no6kheR
MaxFX  [author] 15 Aug, 2021 @ 7:00pm 
@Nexxus: Oops! Forgot the 'Pedestrian and Bike' path needed for the Diverging Diamond. Why the other two will not load, I do not know. I'll look into that.

Thanks for the feedback!
Nexxus 15 Aug, 2021 @ 6:12pm 
Just got em both and got a couple errors still, will grab em myself but figured id let you know Broken assets:

Custom Assets: 2444398080.Diverging Diamond Interchange_Data: NetInfo missing
Custom Assets: 2450993855.Heavy Duty Diamond Interchange_Data: NetInfo missing
Custom Assets: 2440843672.Partial Cloverleaf Interchange_Data: NetInfo missing [BrokenAssetException]

Details:
No details
Nexxus 15 Aug, 2021 @ 6:07pm 
Appreciate the collection, makes life a lot easier, wanted this but didnt know if I had it in me to open up every one and see if it has dependencies, thank you again.
MaxFX  [author] 15 Aug, 2021 @ 3:37pm 
@Nexxus: I went for a seperate collection for these roads. You can find them here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2576116047

Also mentioned it more clearly in the description :)

Thanks again!!
MaxFX  [author] 15 Aug, 2021 @ 2:40pm 
@Nexxus: There's nothing condescending about your comment. And I appreciate any and all feedback, so thanks!!

I'll put some links into the description of the collection page for these road assets. Reason I did not include them in the collection itself is twofold. It's because not everybody wants to unsubscribe from those assets, if they use the 'unsubscribe all' button. And not every road asset is needed for every interchange, so hitting the 'subscribe all' button would add roads you might not need or want, but take up some of your RAM and harddisc space anyway...
Nexxus 15 Aug, 2021 @ 2:30pm 
I see... I dont wanna be condescending but it would probably be best to put all the dependencies in the collection description, going though and reading it I was under the impression there was no dependencies. Maybe it is there cause I was tired at the time of reading but yeah. It would also just make it easier having direct links to em. rather then having to open up every single interchange to see if it needs something.
MaxFX  [author] 15 Aug, 2021 @ 12:37pm 
@Nexxus: Some interchanges require an additional road asset from the Workshop. You can find these on the individual Workshop pages of the interchanges.
Nexxus 15 Aug, 2021 @ 11:52am 
I was interested in checking thiis out but it plagued me with errors loading up my map. The error log was much longer then this (this is less then half) but I had to trim it to fit in a comment

Broken assets:

Custom Assets: 2470510281.Serv.Int. - Semi Directional T_Data: NetInfo missing
Custom Assets: 2469095595.Dogbone Interchange_Data: NetInfo missing
Custom Assets: 2468281746.Dual Y-Interchange_Data: NetInfo missing
Custom Assets: 2467889476.Cloverleaf Interchange Elevated_Data: NetInfo missing
Custom Assets: 2467729750.Milwaukee B Diamond Interchange_Data: NetInfo missing
Custom Assets: 2467287841.Milwaukee A Diamond Interchange_Data: NetInfo missing
Custom Assets: 2465204078.ParClo AB Roundabout Interchange_Data: NetInfo missing
Custom Assets: 2463348645.Half-Clover System Interchange_Data: NetInfo missing
Custom Assets: 2460531812.ParClo B2 Interchange_Data: NetInfo missing
Custom Assets: 2460005431.ParClo AB4 Interchange_Data: NetInfo missing


Details:
No details
vsvg.scattered 17 May, 2021 @ 9:41pm 
also,
Here is a proof-of-concept improvement upon those turbines with their 300-310 degree 80 kph left turns. I switched to your 2-layer cloverstack as its base. The left turns are a 100 kph dash to the centre, an 80 kph 100-110-degree-Turn, and a 100 kph dash to the Highway. Yours should be faster in heavy traffic. This one is cheaper and should be faster in light-to-medium traffic.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2490545913

vs vg,
scattered
vsvg.scattered 17 May, 2021 @ 9:40pm 
Hi MaxFX,
I remembered how to do it, I think. Ugh. Here are links, I think. I wish everyone treated Lane Mathematics as being as important as you treat it.
I agree it's all about trade-offs between size, sprawl, cost, speed, and throughput. They get balanced differently in different cities, for obvious reasons.

Here is a proof-of-concept NoWeave Double Y. I think you will find it works more smoothly once moderate and heavy traffic hits it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2490545742
If you like it, structurally, it will get much better visibility in your collection, as yours. If polishing it up is too much hassle, I do understand.

vsvg,
scattered
vsvg.scattered 17 May, 2021 @ 7:23pm 
Hi MaxFX, I saved a few versions it looks like you should see them as made by you, which is fine. Double Y Intersection NoWeave5.crp and NoWeave Double Y Intersection5.crp.
I switched your special highway to vanilla, made the on and off ramps 2-lanes, and then added redundant branching to avoid the weaving. It's just a proof of concept. This is a trade-off of more concrete (and more random elevation changes for trucks) to generate smoother traffic and less crossing weaving action.

Can you see it or them?
vsvg.scattered 17 May, 2021 @ 5:41pm 
oh, here go the comments, got it. I will take a look at the SRI. I agree with your point on tailbacks, and managing them when they cannot be eliminated. Thanks.
Wolf 11 May, 2021 @ 5:43pm 
@maxfx nicely done your very good at this keep up the good work
MaxFX  [author] 11 May, 2021 @ 5:36pm 
@Wolf. ASRP Turbine created. Not exactly the same as the one made by Arisandi, but close. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2484532040
MaxFX  [author] 10 May, 2021 @ 6:45pm 
Wolf 10 May, 2021 @ 4:24pm 
@maxfx keep up the good work
MaxFX  [author] 10 May, 2021 @ 7:32am 
Hi General Grievous. Thanks for the compliment.
Admiral Electron 10 May, 2021 @ 6:30am 
This is great stuff. Would love to connect with you. Also, your 6 way interchange looks great. I'm sure it'll do well in the traffic test. :)
Wolf 7 May, 2021 @ 8:04pm 
there is one other id like to see kinda to try to push lane mathmatics to the max and that is this bad boy https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=709263790&searchtext=whirlpool+interchange would it be possible? i found this beast a long time ago and kinda became a fan of it
Wolf 7 May, 2021 @ 7:36pm 
@maxfx that is awsome and thats ok these are awsome reguardless
MaxFX  [author] 7 May, 2021 @ 5:54pm 
@Wolf I've created a Diamond interchange useing the USRP roads. Unfortunately there hasn't been an update on the node controller mod, so I couldn't create a raised/elevated version. I did manage to create a sunken one which comes close to what you've asked. See https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2480344643 . I've also created a Cloverleaf: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2480206827
Wolf 6 May, 2021 @ 12:20pm 
@maxfx Awsome so thats what its called neat! thanks man
MaxFX  [author] 6 May, 2021 @ 12:16pm 
Ah. That's a Diamond Interchange. I'll make one of those (with the road going under the highway) as well :)
Wolf 6 May, 2021 @ 12:07pm 
@maxfx nice ill have to check that out and the exit style is here the road runs under the overpass and the freeway seems raised https://www.google.nl/maps/place/Birch+River,+WV+26610/@38.4998896,-80.7581881,17z/data=!4m5!3m4!1s0x884be3a870da533d:0x446910fc984e39b9!8m2!3d38.4987149!4d-80.7550982
MaxFX  [author] 6 May, 2021 @ 12:04pm 
Markings are made with the 'Intersection Marking Tool'. Really neat mod. You can find it on the Workshop, and there are tutorial vids on Youtube.

I don't fully understand what you mean with 'birch river exit style'. Can you show me? (google map coordinates for instance)
Wolf 6 May, 2021 @ 11:48am 
@maxfx ive been using that i like how i can make the exit lanes whats neat is i can add the truck lanes as well with it wait it can be usedin the editor? niiiice wait theres undestroyable pillars? oh deer same cause ive been playing with the controller you could work on the birch river style exit till then which is raised on the groumnd with the service road under the over passes lets hope the tool updates soon oh yeah how did you get the exits with the lines?
MaxFX  [author] 6 May, 2021 @ 11:27am 
Thanks. There's one slight issue before I can post it on the Workshop though. Last week the new Node Contoller came out. Great thing about this new version is the ability to use it in the Editor as well! (previous node contoller could be used in the editor too, but changes made, weren't saved...). Problem is that interchanges where the node controller is used get undestroyable pillars in them. This bug has been adressed and solved, but now you and I must both wait for an update on the node controller! Hope it'll be here this weekend!
Wolf 6 May, 2021 @ 10:12am 
@maxfx omg that is awsome! damn your good
MaxFX  [author] 6 May, 2021 @ 9:34am 
Hi Wolf. See screenshot. This is what I've come up with so far. Let me know your thoughts. (note: I'm making it so that multiple users can use this interchange, it's therefore not an exact copy of the one on Google maps)


https://steamhost.cn/steamcommunity_com/profiles/76561198030726872/screenshots/
Wolf 5 May, 2021 @ 7:10pm 
@maxfx yeah i live in nicholas county and also im using the usrp highways
MaxFX  [author] 5 May, 2021 @ 5:41pm 
Wolf 5 May, 2021 @ 5:37pm 
@maxfx thats the one looks like a trumpet service interchange i think if i got the term right
Wolf 5 May, 2021 @ 5:24pm 
@maxfx Try the birch river exit style with the highway going over and the service road going under ive not seen anyone create one of these an interesting one too is near the interchange to the flatwoods freeway getting off i 19 it ends and is a rather bizzare setup as the freeway ends and becomes a service road
MaxFX  [author] 5 May, 2021 @ 4:10pm 
Hi Wolf. You're from that area I take it? I've taken a look at the area. This one looks a lot like the Parclo AB2 in my collection: https://www.google.nl/maps/place/38%C2%B037'06.8%22N+80%C2%B051'37.3%22W/@38.61856,-80.8619046,873m .

There are many variables like (highway sunken, on groundlevel or elevated / service road going over or under the highway etc.) Let me know what road assets you want me to use, which interchange type, and in which configuration, and I'll make it for you.
Wolf 5 May, 2021 @ 1:14pm 
any chance to build the I-79 wv style interchanges for service and freeflow? theres a few interesting ones located near gassaway birch river and charlston
MaxFX  [author] 27 Apr, 2021 @ 12:28pm 
Hi Pacifix. I hadn't thought of that! I'll remove TM:PE from the collection. Thanks for the feedback!
Pacifix 27 Apr, 2021 @ 11:12am 
Hi again. I would suggest to remove TMPE from the list, thus preventing users from accidentally uninstalling TMPE if they only want do unsub the intersections. IF someone wants to remove them. :steamhappy:
Pacifix 27 Apr, 2021 @ 10:59am 
Hi MaxFX! Thanks for the nice work. The Idea of Chops is good and will make installing your collection much easier. However, it was worth the efford to check for the roads to be installed. :)
Greetings!
Chops 20 Apr, 2021 @ 8:00am 
Thanks :) looking forward to trying them soon. Starting a new city so I'm guessing I'll have a chance very soon.
MaxFX  [author] 19 Apr, 2021 @ 7:04pm 
Hi Chops. I like your suggestions. I will definitely do something with that! I've only recently started making these interchanges and putting this collection on the Workshop. Any kind of feedback is much appreciated. So thanks for your input!

As for the TM:PE settings: You're right about the lane arrows. Whenever the use of lane connections is absolutely necessary I'll note that in the description. The rest is not necessary unless you want to prevent the 'reckless drivers' from ignoring these arrows. Another reason to make a screenshot including all the lane connections is to illustrate the use of lane mathematics.

Unfortunately certain settings applied with mods, are not saved by the Asset Editor. TM:PE isn't availlable at all in the editor. But the use of TM:PE can have a very big impact on the efficiency of the interchange. Useing screenshots, and a description is the only way for me right now to communicate how to set these interchanges up to get the most out of them.
Chops 19 Apr, 2021 @ 1:18pm 
Hi, these look really nice, and i'm looking forward to trying them out.

To make the life of everyone subbing to these a bit easier I want to suggest:
- enabling the sub all / unsub all buttons
- making 2 sub collections of the 2 interchange types
- making a linked collection of all the roads used

Right now I'll have to look at each individual interchange and check if I've got all the right assets... instead of just looking them up for TMPE settings when I place them.

Also i've seen you use the connected lanes tool a lot - shouldnt the dedicated lane arrows do the same thing and be easier to set up (on some of them ofc, not all of them)?

Is there any way to include tmpe settings into the assets?