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1. There are no cutouts for bus stops, which is a bit unfortunate; busses block the lanes when they stop.
2. There doesn't seem to be a way to use asymmetric roads to make a dedicated right turn lane (without a left-turn), which would be useful at T-junctions.
Currently, if I use a 3+2 road for example, it's only set up for a dedicated left turn, where it cuts an extra lane into the median, like so: https://i.imgur.com/RaythPV.png so it can't really be used to provide a right-turn lane. There is also a 4+2 road which cuts both a dedicated left lane into the median and a dedicated right lane into the curb: https://i.imgur.com/5JX907Q.png . It would be nice if there was a third option, a 3+2 road that just had the dedicated right turn cut by itself. In that image you can imagine if the left turn lane was filled in with median (and perhaps if the sidewalk alignment at the bottom can be fixed, although I know things are probably weird since the road width changes) then it could be a perfectly good looking dedicated right-turn lane.
3. Junctions using the asymmetric roads with a dedicated left will always block the intersection if there's no light. Sometimes this is what you want, but sometimes not.
In this example: https://i.imgur.com/wSdXoz7.png people exiting from the north road can't turn left because the median is blocking it. My expectation was that using the round-end grass median on the east side of the intersection would leave an opening, but it doesn't behave any differently than the non-round version in this situation. An opening only appears if the round-end median (with no turn lanes) is used on both sides, or if I add a traffic light (which I'd like to avoid since it really isn't necessary, these T-junctions are mainly connections to small local roads which are perfectly happy with just a yield sign). Attempting to add a turn lane without a light blocks the center. Of course, this is desirable in some layouts, so it would be best to be able to choose.
To me it would make sense for the intersection to be left open if the round-end median piece is used opposite the turn lane, and filled in (the current behavior) if the normal (non-round-end) version is used. Currently they both behave identically in this situation. Basically, this is desired:
Using a *solid* median 2+2 road opposite a 2+3 asymmetric left turn road: https://i.imgur.com/wSdXoz7.png
Using a *round* median 2+2 road opposite a 2+3 asymmetric left turn road: https://i.imgur.com/kIkuF1v.png
Currently, both situations just behave like the first image.
But I don't know how road creation/editing works, so I don't know if this is possible. For now I've settled with just using the painted median pieces on intersections so the sims can just drive over it without looking too weird :P https://i.imgur.com/hLtSyK7.png
By the way, back on the bus stop topic, I found myself thinking "if only there were a road piece with just a dedicated right turn lane, without the left turn lane, I could just use one in the middle of the road and make my own bus stop cutout, use the Intersection Marking Tool to paint it red, apply TMPE vehicle restrictions..." and make this: https://i.imgur.com/NO4fa5R.png You can imagine if that left turn lane wasn't there, this would look like a perfectly serviceable bus stop (without the need for you to add bus stop cutouts in every road; dedicated right-turn lane pieces can be used to make them ourselves). But alas no such piece exists :P But seriously, there are so many places it would be useful to have a road piece with just a dedicated right lane cutout, without the left lane.
I think the total number of new roads you would need to add would be:
4× Medium road 2+3, full width median with dedicated right-lane cutout (brick, cement, grass, painted)
4× Medium road 2+3, full width median (round end) with dedicated right-lane cutout (brick, cement, grass, painted)
4× Large road 3+4, full width median with dedicated right-lane cutout (brick, cement, grass, painted)
4× Large road 3+4, full width median (round end) with dedicated right-lane cutout (brick, cement, grass, painted)
So 16 total. Maybe 32 if you wanted to make versions with a solid line on the turn lane. So I guess I'm asking a lot here, but just an idea :P
Lastly, the speed limits for the large roads are all set at 50 km/h (31 mph) by default, this should probably be changed to at least 60 km/h (37 mph) to match the vanilla large roads, or preferably even higher (I use 80 km/h (50 mph) for my arterials).
Also, the speed limits for "us-np-3l-asym-dash-pre" (1+2 painted median) and "us-np-3l-asym-solid" (1+2 painted median and solid white line) are both set to 43.33333 instead of 40 like your other small roads.
Anyway, thanks for reading, and great work on these roads.
1. This is a bit problematic because the bus stop bay would just be a graphical appearance. Pedestrians would use the full width of the sidewalk to wait. This is not reduced or cannot be reduced by adjustments. So pedestrians would wait in the bus stop bay and buses would stop on them.
2. I don't know how common dedicated right turn lanes are on US roads. It could be solved by modifying the 6L or 8L 1RTL roads by removing the LTL.
3. Creating transition sections is tied to a couple of settings that don't give too many variation options. For transition-free, signal-less roads, we should make another version of the symmetric roads.
4. I'll check the speeds. The high roads were upgraded from medium roads, so they stayed at lower speeds.
The default road settings offered by the game are limited, so have to build a lot of different road pieces and will always come up with some not nice variations while using them.
Interesting; well, if right-turn roads are made, then I can use them to make bus stop cutouts manually anyway. But other road sets have bus stop cutouts that seem to work well so I thought I'd mention it.
They are fairly common for commercial areas, like turning into shopping malls, when there is nothing interesting across the street so no left turn lane needed.
Cool :) that is what I was thinking
I thought that's what the round-end road pieces were xD
I figured that's what happened, just thought I should let you know :)
Yeah, I'm always really impressed by the things road makes are able to come out with.
Thanks for your response!
The bus stops are operated so that the buses stop in relation to the outermost traffic lane. If this value is zero, then stop in the lane. If it is +3m, it will move to the right of the traffic lane when stopped and will not hold up traffic.
Roads have a graphical and a logical setting. The graphical can be anything, it has no effect on the logical operation.
In the logical operation I define which traffic lanes are available and who can use them, in which direction.
On roads where there is a bus bay or buses can stand without problems, there are two cases.
One, there is a parking lane in which buses can stop and no bay needs to be drawn. Other vehicles do not use the parking lanes in the spaces marked for bus stops.
Two, bus bay is in the sidewalk by the look of it. In this case, the pavement width is greater than that used by pedestrians. For example, the pavement width is 6 metres, but pedestrians use only the outer 3 metres. In this case, the appearance of the 3 meter wide bus bay is nice and pedestrians do not crawl into it.
This is why the bus bay does not work well for me, because the width of the pavement is 5m of which 4.5m can be used by pedestrians. So if I display a 3m wide bus bay, they will wait in it or walk through it.
To expand on this point in US there are a lot of dedicated right turn lanes at intersections, some even have 2 right turning lanes.
I want to thank you for this pack and will be upgrading my roads to use this. We finally have right turning pocket lanes. I haven't tried it yet but I hope i can use the dedicated right turning lanes to be use going into my shopping stores.
Thanks again.
I rather use the lane marking tool to draw in the markings than have something try and do it for me.
It gets worse when using Traffic Manager to add yields and what not to roads, that also causes this mod to go crazy adding in these extra mediums when there not wanted.
I mean heck you saw in your other road collection the image I posted. That was me trying to recreate the road outside our apartment. It’s just a T junction on a curve. A 2l2w road splitting off to a 3 lane for as turn lane into a 2w 1l road… it was fine with tragic lights but the moment I turned it to a yield or stop sign like it really is here, bam, janky weird medium. But all you could suggest is change all the roads to the same type or keep traffic lights? ehhh....
I’m feeling like you should either remove the continuous medium your using, or make two versions of these road types. I much rather keep open intersections (really I never seen anywhere in the US where an intersection had a medium in it?,(and we are military, we moved cross states a LOT) than have to struggle and fight this mod to get what I want. Thus I stuck to using just Vanilla+ Roads.
Nothing against you, the roads are amazing and was looking forward to the version with no parking. But I still find it to be a headache to make them behave at all unless I force every intersection to use traffic lights. This even borked up my roundabouts.
And this is why we made a round version 👍🏻
the continuous median is useful to then make the channel transition, but if you don't like it use the round transition roads that doesn't put a continuous median at intersections or if you want a channel version use a asym solid line to make the left turn to the secondary road and then a asym dashed to make the merge into the main road from the secondary road.
If I understand you correctly, you want a transition-free version of this path, so you can draw the intersection freely?
With a pedestrian crossing at a traffic light, but if you're going to plow out a traffic light, you want a clear crossing with no crosswalks?
Thank you for explaining in such detail, I appreciate it :)
.............I didn't mention crosswalks at all? wut?
I said it was your continus mediums that kept causing me headaches. You know?
https://i.imgur.com/f7YMGdp.png
That nonsense? And not just on that road. Any time I used traffic manager on any intersection it throw some nonsense like that and what Glen showed off. Heck often just throwing in a road off an intersection would throw in some janky medium, the most common being what Glen showed in his screen shots.
I much rather it didn't use that continus medium nonsense as its far too much of a pain to work with, and just let us draw in our own with intersection marking tool.
https://i.imgur.com/aGJUiNy.png
like that.
I got it the first time. Basically, you want a road pack without transitions (continuous median, channelized, etc...) when the traffic light is off.
I only mentioned the crosswalk because if there is traffic light off, the crosswalk will not be drawn.
The transitions have been requested by several people before and were a good idea. In most cases they are good to use. Their appearance depends on the traffic lights and the roads they are connected to. In some special cases, like yours or like Glenwing showed, they don't give the expected result.
Due to the limitations of the game, it is not possible to create complex rules that will solve all cases.
It can only be solved by increasing the number of road pieces, which are built on different rules.
I'll figure out how to solve these special cases without getting out of hand with the number of road pieces.
https://i.imgur.com/mLIX5S4.jpeg
This is like the most common intersection around where I live and your medium still add's in this extra bit. I have NEVER in anywhere I have lived in the US, seen a central medium in this design. More so as it 'blocks; traffic trying to turn from the other road.
https://i.imgur.com/BNLgKg0.jpeg
That is all I want. That was drawn in using the intersection marking tool.
It's just stuff like this that drive me crazy. I'm trying to re-make my town in game, a US town. And sadly a lot of the time your roads fight me every step of the way.
I play this game to relax and unwind, not to feel like I want to pull my hair out fighting with a mod that has a mind of its own.
Best thing I can suggest. Two versions of your mod. One that uses these weird intersection mediums. and one with out. So we can pick what version we want to use.
As it is I'm unsubbing again, I do not care to add more stress to my life then I already have and I'm already been happy using vanilla + roads to give me the effect I desire with the only draw back of not having the yellow road lines.
I'm sorry you feel that way, no need to be rude!
We are open to suggestions and I want to remind people that we do not get paid even a cent to do this project so everything is made for the sake of the cities skylines community and we certainly could just ignore suggestions but we allow people to give their personal suggestions so there's no need to be mad if your idea is not yet in the pack. We are trying to fit everyones ideas in this project and unfortunately we can not satisfy everyone because of the limitations of the game and our time. And if our roads don't fit and it's so unbeareble that you can't stand them, just don't use them! Instead just leave the suggestion and we'll try our best to look into what you suggested and if possible to implement it.
Well, I have to say I wouldn't go that far, it's quite common to see left turn lanes in an unbroken median (no outgoing left turns possible), particularly common when the crossroad is a one-way street (so there is no "outgoing" traffic for the median to block in the first place), but it's also commonly seen in parking lot entrances or residential streets where left turns simply aren't allowed.
I can think of dozens of examples of this in my hometown but I decided to just go explore a random city that I've never been to before in a different state with satellite view and I found plenty of examples in just a few minutes. It's really not that uncommon, and I'm amazed if you've really never seen any medians with a one-way opening before.
https://i.imgur.com/QCnPwjG.png
https://i.imgur.com/j6lHN3h.png
https://i.imgur.com/qq9dYuz.png
https://i.imgur.com/yiRl0J0.png
https://i.imgur.com/ixWqjvO.png
(These are all from the same city, Reno Nevada)
I think it's quite good to have the option for these, as it adds a nice element of realism. I was really pleased when I started finding road sets that had this capability. I'm strongly in favor of having the ability to place continuous median junctions. However, they aren't desirable in all circumstances, which is why it's important to be able to control whether they appear or not (which, I gather, requires separate road pieces). It sounds like the round-end roads were designed for this purpose, but in my experience it only works if both opposing roads are round-end pieces, if either of them is a piece with a turning lane, the continuous median still appears.
I appreciate your work a lot. I wouldn't know where to begin with these things :P