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Haljackey

Show us Your Interchanges!

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Just started messing around with SC4 again. Nothing groundbreaking but here my region connection.

 

g5MvYwd.jpg

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Just started messing around with SC4 again. Nothing groundbreaking but here my region connection.

 

<snip>

 

Good to hear! Welcome back!

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Is this the Best it can gets in RHW system for two highway crossing?

 

I am really new at it and I used to work with Maxis highway alone. 

 

Please help

 

 

2132g7n.jpg

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Is this the Best it can gets in RHW system for two highway crossing?

 

I am really new at it and I used to work with Maxis highway alone. 

 

Please help

 

 

2132g7n.jpg

 

Great first interchange, much better than my first.

I would suggest you to use merging lanes and smoother curves. Also try to avoid plopping grass next to a on/off ramp, because it leads to sidewalks

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This is the interchange between Highway 20 and Highway 75 in Hampton, a suburb of Kensington, where I posted my last interchange. Highway 120 (from my previous interchange) was recently updated and renovated to be recognized as a major highway and has recently been renumbered as Highway 95 (since it is a north/south highway).

Hampton-Jan19001408988940_zps0d48a9c6.pn

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Is this the Best it can gets in RHW system for two highway crossing?

 

I am really new at it and I used to work with Maxis highway alone. 

 

Please help

 

 

2132g7n.jpg

 

Great first interchange, much better than my first.

I would suggest you to use merging lanes and smoother curves. Also try to avoid plopping grass next to a on/off ramp, because it leads to sidewalks

 

 

 

Trank you for your advice, ¿Where can I find Merging lanes for 5 lane roads? About Grass it is because the terrain mod look not very good.

This is the interchange between Highway 20 and Highway 75 in Hampton, a suburb of Kensington, where I posted my last interchange. Highway 120 (from my previous interchange) was recently updated and renovated to be recognized as a major highway and has recently been renumbered as Highway 95 (since it is a north/south highway).

Hampton-Jan19001408988940_zps0d48a9c6.pn

 

 

It looks great for a crossing of two highways but ¿Is there a way to return in this interchange? I mean, If I go north, and need go south in the same highway, how can I turn back?

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It looks great for a crossing of two highways but ¿Is there a way to return in this interchange? I mean, If I go north, and need go south in the same highway, how can I turn back?

No, there's really no way to go back except by getting off on the exits before/after the interchange and turning back. I normally don't put "return" ramps which is a feature of a basic cloverleaf interchange. But I usually prefer stack interchanges which don't really have ability to turn back and most real-life interchanges in the States are designed that way. In other words, drive carefully on my highways!

 

 

 

Just started messing around with SC4 again. Nothing groundbreaking but here my region connection.

 

g5MvYwd.jpg

That T-interchange, fantastic! Perfect for downtown (except I'd probably widen the mainline highways to RHW-8S or 10S in a CBD, but only because I like building ultra-wide highways. If I could, I'd use RHW-12 or 14 all the time lol)

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Is this the Best it can gets in RHW system for two highway crossing?

 

I am really new at it and I used to work with Maxis highway alone. 

 

Please help

 

 

 

 

Great first interchange, much better than my first.

I would suggest you to use merging lanes and smoother curves. Also try to avoid plopping grass next to a on/off ramp, because it leads to sidewalks

 

 

 

Trank you for your advice, ¿Where can I find Merging lanes for 5 lane roads? About Grass it is because the terrain mod look not very good.

This is the interchange between Highway 20 and Highway 75 in Hampton, a suburb of Kensington, where I posted my last interchange. Highway 120 (from my previous interchange) was recently updated and renovated to be recognized as a major highway and has recently been renumbered as Highway 95 (since it is a north/south highway).

 

 

It looks great for a crossing of two highways but ¿Is there a way to return in this interchange? I mean, If I go north, and need go south in the same highway, how can I turn back?

 

No, there's really no way to go back except by getting off on the exits before/after the interchange and turning back. I normally don't put "return" ramps which is a feature of a basic cloverleaf interchange. But I usually prefer stack interchanges which don't really have ability to turn back and most real-life interchanges in the States are designed that way. In other words, drive carefully on my highways!

 

 

 

And I better do it, don't want to end five miles away to the next return :P

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And I better do it, don't want to end five miles away to the next return :P

 

I usually space out exits every 1/2 to 3/4 mile (or every 800m-1.2km), and that includes interchanges, so a large city will have around 4-5 exits (or 2-3 exits and an interchange), a medium 2-3, and a small city typically will only have one exit. So a highway crossing an entire region will have about 12-15 exits and roughly 2-3 interchanges.

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And I better do it, don't want to end five miles away to the next return :P

 

I usually space out exits every 1/2 to 3/4 mile (or every 800m-1.2km), and that includes interchanges, so a large city will have around 4-5 exits (or 2-3 exits and an interchange), a medium 2-3, and a small city typically will only have one exit. So a highway crossing an entire region will have about 12-15 exits and roughly 2-3 interchanges.

 

 

Sounds great in México some highways have returns every 10 km.... :(

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This interchange resembles a Y and functions as a split between an older highway and a new freeway bypass. I used the feeder road system to carry traffic to the older highway rather than direct connectors for a more rural Texas style.

 

 

This interchange resembles a Y and functions as a split between an older highway and a new freeway bypass. I used the feeder road system to carry traffic to the older highway rather than direct connectors for a more rural Texas style.

 

Another Texas style interchange. Complete with feeder roads and an excessive amount of sprawl

 

Another Texas style interchange. Complete with feeder roads and an excessive amount of sprawl

Beautiful interchange,thanks for it!

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Thank you, Tonyr. I recently just got back to playing the game after a few months of not having my desktop and I thought I lost my mojo!

 

Here is a little one I threw together today. It's based off an interchange I have to go through to get to school. 

 

Rydell-Jul291821409802825_zps4982a307.jp

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15173466986_a291393f87_o.png

 

New interchange that allows route 30 to intersect with I-3.

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Nice work everyone!

 

Just another Norwegian inspired simple rhw2 setup with the 7,5m road tunnel entrance.

 

<snip>

 

<snip>

 

<snip>

 

Nice! May I know where I can download those fences?

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@ Sims firehouse: Now that's a unique interchange! Superb road layout IMO, but the flora is a bit obviously "brushed". If you made it look a bit more random, I'm sure that little island would look even more convincing. :)

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-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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@T Wrecks: Thanks for the kind response!

For this interchange, much work has been put into its layout. I had to memorize the footprints of every curved pieces and ramps necessary for this interchange, in this case, the RHW-4 curves and the RHW-6 B2 ramp. I have good experience in making OxD overpasses: to stabilize the very short stretches of diagonal RHW-4 that go under an orthogonal road, I would plop an A1 or B1 diagonal ramp, and take advantage of their diagonal RHW-4 starters. This is a useful trick.

And speaking of that poor MMPing, this was the best I could do. I am not very seasoned at adding little props like trees to the ground; network is all I care for (at least for now). Thanks for the advice and priceless feedback.

P.S. Maybe in the future we could have diagonal MIS and RHW-4 starters that are more easily accessed from the "Starters" tab ring, like how the 1-tile NWM and STR have them now. Anyway the modding shouldn't be too difficult. (Got some idea, can try this now.)


  Edited by Sims firehouse  

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Done adding diagonal RHW-4 starters in the tab ring. (Sorry for going off-topic!)

2cwGD1o.png

The rail tiles show their placement orientation.

Unfortunately, the RHW can only be dragged backward, not forward. It's because of the configuration of the false intersection that's overridden to become a diagonal RHW-4 tile. Diagonal filler pieces can provide a good workaround here.

Using the other false intersection provided in the RUL1 file, this problem is solved. Now the RHW can be dragged forward as well as backward.

Modifications to the RUL0 file (full code):

First part:

RotationRing = 5000, 15000, 25000, 35000, 45000, 55000, 65000, 75000 ;RHW-4 Starter Piece

AddTypes = 85000, 95000, A5000, B5000, C5000, D5000, E5000, F5000 ;Diagonal RHW-4 Starter Piece (the added line)

Second part:

Using [HighwayIntersectionInfo_0x00005000](RHW-4 Starter Piece) as template.

[HighwayIntersectionInfo_0x00085000]

;Added by me 9/12/2014.

;Diagonal RHW-4 Starter Piece

Piece = 0.0, 0.0, 0, 0, 0x57F03105

PreviewEffect = preview_starter_l0rhw4__001

CellLayout =.......

CellLayout =...a...

CellLayout =...Z..<

CellLayout =...^...

CheckType = Z - dirtroad: 0x02000200

CheckType = a - dirtroad: 0x03010000 Lightrail: 0x02020000, 0xffffffff optional

ConsLayout =.......

ConsLayout =.......

ConsLayout =...|..<

ConsLayout =...^...

AutoTileBase= 0x55387000

ReplacementIntersection = 0, 0

PlaceQueryID = 0x57F03000

Costs = 8

[HighwayIntersectionInfo_0x00095000]

;Added by me 9/12/2014.

;Diagonal RHW-4 Starter Piece

Piece = 0.0, 0.0, 0, 0, 0x57F03205

PreviewEffect = preview_starter_l0rhw4__002

CellLayout =.......

CellLayout =...a...

CellLayout =...Z..<

CellLayout =...^...

CheckType = Z - dirtroad: 0x02000200

CheckType = a - dirtroad: 0x03010000 Lightrail: 0x00000202, 0xffffffff optional

ConsLayout =.......

ConsLayout =.......

ConsLayout =...|..<

ConsLayout =...^...

AutoTileBase= 0x55387000

ReplacementIntersection = 0, 0

PlaceQueryID = 0x57F03000

Costs = 8

[HighwayIntersectionInfo_0x000a5000]

CopyFrom = 0x85000

Rotate = 1

[HighwayIntersectionInfo_0x000b5000]

CopyFrom = 0x95000

Rotate = 1

[HighwayIntersectionInfo_0x000c5000]

CopyFrom = 0x85000

Rotate = 2

[HighwayIntersectionInfo_0x000d5000]

CopyFrom = 0x95000

Rotate = 2

[HighwayIntersectionInfo_0x000e5000]

CopyFrom = 0x85000

Rotate = 3

[HighwayIntersectionInfo_0x000f5000]

CopyFrom = 0x95000

Rotate = 3

In addition, the EffDir and S3D files are created. And the preview works fine now. :D


  Edited by Sims firehouse  
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Done adding diagonal RHW-4 starters in the tab ring. (Sorry for going off-topic!)

[snip]

The rail tiles show their placement orientation.

Unfortunately, the RHW can only be dragged backward, not forward. It's because of the configuration of the false intersection that's overridden to become a diagonal RHW-4 tile. Diagonal filler pieces can provide a good workaround here.

[snip]

Modifications to the RUL0 file:

[snip]

Cool! You should post this on the RHW thread here, and the NAM team will be happy to help you fine-tune this. It would be a great addition to NAM 33! (which just keeps getting better and better) :D

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Check out my roadgeek CJ, United States of Simerica! Last updated: March 5th, 2017

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Cofounder of the United SimNations

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