Jump to content
Haljackey

Show us Your Interchanges!

6,749 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

@Patricius Maximus: Most of my freeway and interchange designs are based upon what is found in the Pacific Northwest in the United States, specifically Seattle and Portland. I often use the term "Arterial" to mean both surface-level boulevards and expressways (that may or may not have occasional traffic signals). Seattle has many of these "boulevard-expressway hybrids" (for want of a better term). I have pictures through out this thread and in my CJ.

That's fine if you use different terminology than I do, and it's part of what makes Simtropolis great. For the record, though, I use the MUTCD definiton of expressway and freeway. Wikipedia sums it up as follows:

In the United States, an expressway is defined by the federal government’s Manual on Uniform Traffic Control Devices as a divided highway with partial control of access.[18] In contrast, a freeway is defined as a divided highway with full control of access.[19] The difference between partial and full access control is that expressways may have a limited number of driveways and at-grade intersections (thus making them a form of high-speed arterial road), while access to freeways is allowed only at grade-separated interchanges. Expressways under this definition do not conform to interstate highway standards (which ban all driveways and at-grade intersections) and are therefore usually numbered as state highways or U.S. highways.

Although the delineation between an arterial and an expressway can be fuzzy, in Simcity 4 and in real-life I define an expressway as not having many driveways (service roads are a good indicator) and operating at higher speed than an arterial but at a lower speed than a freeway (usually 55-65 mph, in contrast to the 30-50 that's typical for arterials). Arterials typically serve downtown areas, have many intersections often with traffic lights, and permit direct access of all businesses and houses along its path.

Further, I see myself spending so much time because I am obsessive-compulsive in some occasions. The grades must be smooth, all smooth curves (even in urban settings), complete lane markings and signage, etc.

I see. The result are what counts, and if that attitude gets you great results I'd strongly encourage you to continue with it.

:D Elevated cloverleaf - hey whats the timeframe on the next RHW???

There is no definite timespan. The NAM team works as much as they can on it and they do not wish to be pressured or disappoint people when they cannot conform to a certain release date. They also have a streak where they like to surprise people. It has been said, though, that the next RHW version will not be coming out anytime in the next month. You can read all about what they're planning for the next RHW here. It's laid out quite nicely and I think you'll be interested. I know I was when I read it :P .

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

:D Elevated cloverleaf - hey whats the timeframe on the next RHW???

The next RHW will be available when it's ready. It's already gone through some alpha builds, but additional content still needs to be added and tested.

Your cloverleaf looks nice, but it has considerably bad weaving. Extending the loops a few extra tiles will create more weave room so cars have more space to get on and off the loops.


A tight, hillside interchange. Click for full resolution

Much obliged. Just in a hurry to get my hands on the new 7.5 overpasses !!!! Your team has turned a game I would have stopped playing years ago into a hobby - thanks.

I am curious though - and I have read through the RHW development thread - what the overall goal is with the next RHW. Something about expanding the RUL code? Is it about stability or features?

Gracias!

PS a partial cloverleaf solves the weaving problems - another interchange in a neighboring town.

post-326634-0-40504500-1346000002_thumb.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I did hear that September is the NAM's traditional birthday and that they might try to time the release around that.

Think again. :whatevs:

Since I'm directly involved, I can give you this: We're anticipating about 20 alpha builds, and we're (still) at the third right now. In other words, it definitely ain't September.

Only on 3? Hmmmm, I'd say next summer at the earliest. I do a bit of coding myself (C# C++ .net (don't laugh) so I know how it goes. Look's like you guys got your work cut out for you. Gonna be one hell of a build when it's all said and done though! :thumb:

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Nice and curvy :) The FARHW pieces really add some interest to it and make it look really comfortable in its surroundings.

It's been a while since I posted any content around here, but I recently started playing again, and lurking in the forums. Here's a pair of interchanges from me...

RI0002.jpg

I built the bridge system first to provide access for the riverside suburbs that will fill this tile, but I forgot that a major arterial road was coming through here so I had to squeeze it in to the side as an afterthought :)

  • Like 2

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Mines a bit simple, but it's effective nonetheless

546543_3602580103551_887424350_n.jpg

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I am by no means a highway/interchange buff and really just getting my feet wet with the RHW finally after having it installed forever. So with that in mind I have been experimenting without really knowing what would be 'real world realistic' or not. For right now, mainly seeing what is possible with the RHW. It truely is incredible.

Todays work:

iQ8enpx021sCY.jpg

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Hey everybody!

I think I've made something that I'd like to share with You.

rhw5.png

Due to my miscalculation I couldn't make every curve smooth - shame on me ;p

Anyway, I'm looking for noise-reduction walls on stex, but i can't find any... someone will help maybe?

@Mandelsoft - Your intercharge looks awsome!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I like these walls. They aren't the curvey ones like a lot of what you see in some CJ's but still very good.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Hey everybody! I think I've made something that I'd like to share with You.

rhw5.png

Due to my miscalculation I couldn't make every curve smooth - shame on me ;p Anyway, I'm looking for noise-reduction walls on stex, but i can't find any... someone will help maybe? @Mandelsoft - Your intercharge looks awsome!

Oh dear, I wouldn't fancy using that roundabout at peak period! I imagine the delays there would be maddening!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Where did I see this interchange type before...

st_chat_seminar_part_1_-_slide_23.png

It looks slightly different, but for the better, and I really love this one! Nice work, Zimmie!

Thanks Mandelsoft. Yes, I have seen your's before along with many other of your creations so subconciously I am sure that is where I got my inspiration from. But I didn't set out to create it that way.

The raised section came as an afterthought after realizing I wanted a railyard down in that area which will be an industrial area along side a container seaport. So I will have multiple rail tracks running through there. Also, it connects to a large bridge so I thought why go to ground level for such a short span then back up again. Here is a view to see all that thought process:

ibsrApmZYvhzP5.jpg

One other note, are there not any elevated 6 to elevated 4 transition pieces? I either have to do the tranistion on the ground or use the ramp pieces like here?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

One other note, are there not any elevated 6 to elevated 4 transition pieces? I either have to do the tranistion on the ground or use the ramp pieces like here?

General rule about anything that's elevated is that someone needs to make models for them. No models, no puzzle piece. It's that simple.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I am not complaining nor expecting anything. Beggar's can't be choosers and all that. Just asking if they exist or not. So I take it that's a no.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I think we're all in agreement that they'd be nice to have, though. The elevated stuff is really the "missing piece of the puzzle", but it's been difficult over the years, as the specs for transit models are a lot different beast than building models, and it becomes more glaring simply because the ground-level versions of things have far outpaced elevated developments.

There has been a change of approach with elevated stuff, and without saying too much, I think you're going to like the next release.

-Tarkus

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Thanks Tarkus. I am sure I will, I love the last release. It was just a simple question of whether they exist and am I just not finding them in the menu. And if they don't exist I do realize it's not because they haven't been thought of, of course, but that they must be anywhere from very difficult to impossible to create. I am very thankful and impressed with what the NAM team has already created.

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I've only recently gotten back into SC4 with the extended time being spent away from work due to medical reasons. With this latest revival/foray, I've been trying to get my feet wet with the RHW mod. I tried it before and found it to be too cumbersome if the bulldozer was clicked in the wrong place. However, I'm getting the hang of it.

Here's my first RHW interchange creation. Simple and not too large. The parallel GLR line was an afterthought, something that needed to be built *roughly* through the area anyway. The hill up the highway restricted its location.

post-49940-0-66935600-1346412586_thumb.j

Now, the highway heading "down" goes across a bridge and onto the next neighbour. Going "up" it literally climbs a steep hill (hence the extra "truck climbing lanes") and then abruptly ends. Why? Because I already built my downtown there. Brilliant! this will be a more extensive challenge where a Braided Diamond or SPUI might be built. As much as I hate them, I may even go for a SPDI if I really have to.


  Edited by Cartographer29  

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I think we're all in agreement that they'd be nice to have, though. The elevated stuff is really the "missing piece of the puzzle", but it's been difficult over the years, as the specs for transit models are a lot different beast than building models, and it becomes more glaring simply because the ground-level versions of things have far outpaced elevated developments.

There has been a change of approach with elevated stuff, and without saying too much, I think you're going to like the next release.

-Tarkus

Change of approach? Hmm....

Thanks Mandelsoft. Yes, I have seen your's before along with many other of your creations so subconciously I am sure that is where I got my inspiration from. But I didn't set out to create it that way.

We all take cues and inspiration from what we see of the work of others. Learning from the greats is a tried and true method for success.

The raised section came as an afterthought after realizing I wanted a railyard down in that area which will be an industrial area along side a container seaport. So I will have multiple rail tracks running through there. Also, it connects to a large bridge so I thought why go to ground level for such a short span then back up again. Here is a view to see all that thought process:

ibsrApmZYvhzP5.jpg

It reminds me of some of the tangled-up creations I build. A mere freeway turns into an elevated section, which then turns into a swirling maze of ramps and different transit networks. Similarily, at one point in time, the simple existence of a stack interchange and a single-point urban interchange in close proximity eventually yielded a sprawling interchange that I'm sure is nightmarish to some of the more skiddish Sims in my region, but makes perfect sense and achieves nothing less than perfection itself.

The usual process after a freeway is constructed in my region is: why not build that rail overpass? Why not build a new arterial and make it fly over the freeway? Then, why not have ramp interfaces with that arterial road? Why not have a rail station? And then why not throw in a tram overpass? Then why not spice it up with some trees? And on and on. Eventually it is a sprawling monster of a transit system.

For the more skiddish Sims, I actually don't comprehend why they would stay in my region at all. In daily life navigating mixing bowls and nightmarish ramps that look like a maniac built them is an inescapable experience. The welcome signs may as well read "non-Roadgeeks need not apply" :bunny: .

Hey everybody!

I think I've made something that I'd like to share with You.

rhw5.png

My recommendation for that is - why not add in a ramp in-between that loop ramp and the roundabout that provides access to that southern overpass? You certainly have room for it, and it would improve the flow of your interchange. Like this:

1-2373.jpg

If I were you I'd also add in a flyover ramp to provide left-turn access between freeways, but if I designed it the interchange would be completely different anyway, with flyover ramps everywhere.

This is a rough layout of your interchange:

PresentInterchange.png

And more like how I would have built it:

MyVersion.png

See the difference?

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

It's been a long while since someone posted Cityscape pictures. Too long:

7903531454_f981233252_b.jpg

7903532294_ebb3007c24_b.jpg

7903533078_41638a9263_b.jpg

Think of it as an effective retro-fit for making an old diamond interchange into a 4-way free-flow interchange between two major highways. Hope you enjoy, because there is more to come!


bipin2.jpg         Need to contact me? Send a private message, or head on over to my BAT thread!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

And more like how I would have built it:

MyVersion.png

See the difference?

This looks too much complicated for me yet... but not impossible. It's just my laziness, and new region that I'm working on. Thanks to that I don't have much traffic and my custom intercharge works fine by now.

Anyway, maybe in the closest future I'll have to rebuild it, so I appreciate Your design :)

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

It's been a long while since someone posted Cityscape pictures. Too long:

Mind if I contribute? :D

Here's the Muensterwald Zentralknoten. Unfortunately I don't have the surrounding cityscape ready, but try just to imagine it:

cs_muensterwald_zentralknoten_01.jpg

cs_muensterwald_zentralknoten_02.jpg

(Close-ups in the Spoiler)

cs_muensterwald_zentralknoten_03.jpg

cs_muensterwald_zentralknoten_04.jpg

cs_muensterwald_zentralknoten_05.jpg

cs_muensterwald_zentralknoten_06.jpg

cs_muensterwald_zentralknoten_08.jpg

cs_muensterwald_zentralknoten_09.jpg

cs_muensterwald_zentralknoten_10.jpg

cs_muensterwald_zentralknoten_11.jpg

cs_muensterwald_zentralknoten_12.jpg

Best,

Maarten


Read the Readme or drown in bugs and glitches; the choice is yours...

Deep lurk mode: ACTIVE

Share this post


Link to post
Share on other sites

Sign In or register to comment...

To comment in reply, you must be a community member

Sign In  

Already have an account? Sign in here.

Sign In Now

Create an Account  

Sign up to join our friendly community. It's easy!  

Register a New Account


×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections