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Check this list to see if you're useing any broken, incompatible or outdated mods: https://docs.google.com/spreadsheets/d/1mVFkj_7ij4FLzKs2QJaONNmb9Z-SRqUeG6xFGqEX1ew/edit#gid=0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.
I tried fixing it myself but predictably it broke trying to set my own road down in place of the broken one.
https://imgur.com/no6kheR
Thanks for the feedback!
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
Also mentioned it more clearly in the description :)
Thanks again!!
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...
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
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
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
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?
I don't fully understand what you mean with 'birch river exit style'. Can you show me? (google map coordinates for instance)
https://steamhost.cn/steamcommunity_com/profiles/76561198030726872/screenshots/
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.
Greetings!
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.
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?