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Haljackey

Show us Your Interchanges!

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Some other overbuilt interchanges I've done. In the city I mentioned in my previous post, the first two were interchanges on an OWR expressway - the first (Ring Road Spur) being a spur to another island as a Michigan-style Expressway (ie 8 Mile, Telegraph Rd or Ford Road in Detroit), and the second being the junction between the Ring Road and the cross-town OWR expressway.

The latter two, "Concurrency" and "Bk Bridge-Style" are in a separate big map in this region: Concurrency is how the RHW in my previous post shifts position but doesn't exactly become a concurrency (ie like Interstates 85 and 285 in Atlanta near the Airport); and the Bk Bridge-Style is a complex junction between a river road/highway (that became a RHW right below the interchange) and a thru-RHW - much like the interchange in NYC between the Brooklyn Bridge and the FDR Expressway.

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4 hours ago, bob.blunderton said:

Question now, is what concrete texture is that you use on the sloped pieces as embankments?  It's a nice clean parged concrete and I've not seen that one before.  Was looking for something simple and functional just like that last night.

I just use the onslope in the Draggable Elevated Viaduct option of the road menu. I did use to use the Road Viaduct Alternate Styles, but as son as a draggable viaduct came in contact, the steel and Japanese style viaduct went away for the concrete ones you see.

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Currently: Viewing City Journal: Aulton - Never Finished
 
5 hours ago, bob.blunderton said:

So I figured I'd contribute to the thread, in-stead of just adding a reply to someone which may just be off-topic and get deleted.

Just popping in... As long as the reply is related to the a post or the topic, there shouldn't be any reason for deleting anything. *:)


A wise man once said, "I am not yet a wise man..."

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3 hours ago, CaptCity said:

Just popping in... As long as the reply is related to the a post or the topic, there shouldn't be any reason for deleting anything. *:)

Thank You Sir!  Appreciate it and really love the site here and won't abuse the ability to be here and try to contribute.

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@OBthe2nd I didn't mean the viaduct, I meant the texture used on the terrain that conforms to the slopes, so that it looks like a concrete cap on-top of the normally grass barren slopes.  I use a LOT of these things on hills terracing the heck out of the terrain (I could literally spend an entire day making terraced mountains and did such over the weekend quite happily).  You can see a small sliver of this (I've done 10x times that high or more, literally about half the max height of terrain) in one of the shots.  Unlimited patience can be a wonderful thing.  I added a picture to the roster of pictures that says on it 'what concrete wall is this?' on it.  Orange arrows pointing to it, it's not my shot, it's work done by @TakemeThere and I was curious what slope-conforming concrete wall it is.  Just a flat surface of parged concrete.

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Using screenshot names, Shot 7 and shot 8 are a nice variation of what would have otherwise been a basic trumpet interchange.  Not sure what the interchange is called in shot 9 or 10, but I've been using these since the 10-lane RHW came out or shortly before, somewhere around about 2009~2011 I started doing those.  They're effective to a certain point, if you have more than one screen of max-density (CAM used) buildings, they'll plug up especially with a lot of through traffic and thus leading you to need to add fly-overs, else you can use tunneling under the roundabout with the built-in feature of said roundabouts, or do a complete clean-sheet re-design of the interchange.  Even a single screen of max density residential can jam those if the conditions are ripe for it!

Shot 11 is a variation on a diamond interchange, while not a perfect diamond, it gives room to use the dual-left-turn lanes plus a bit more room to stack up cars in the queue.  This allows to build a bigger traffic platoon up and more effectively use less signal phase changes while being able to move more cars.  Really happy with that one and will keep my screenshot up when I need to duplicate it later.   I tend to use a lot of diamond interchanges as they handle a LOT of traffic while using only a little space.  These are really effective, and I've had a city of over 4 million people that has a ton of them in it without much issue by not over-loading any of them.  Plus these have the real-world benefit of not backing up cars exiting the highway on the off-ramp (in the traffic queue on the off-ramp) onto the highway, which is very very VERY bad, by giving space for a large rush-hour queue to form.  This is the main form of interchange here in TN, seems like the default anyways, and is even used in cities unless it's interfacing directly with another highway.  Then they tend to go to cloverleafs and then quickly to fly-over stacks.  Conversely in PA they used to use a LOT of jug-handle interchanges dating back to the original Eisenhower days (in places with limited room for ramps or the room for proper length merge aprons is not given, constant on-flow to the highway causes jam-ups as people slow to allow cars to merge, or where weaving causes accidents, jug-handles can out-perform cloverleafs by allowing large traffic platoons to build in a queue.  This while not overloading the highway or surface road due to the surface road's traffic signal phase timing, including quiet periods preventing left-turn traffic from entering the highway, which allow highway traffic or surface road traffic to pass unaffected by vehicles getting on the freeway thus recovering some speed / flow rate, preventing repeated small few-MPH slow-downs on the freeway at the merge apron from accumulating into a grid-lock bumper to bumper traffic jam).  To be technical: Depending on the setup, some right-turn traffic can still enter the jug-handle to get on the highway from the surface street regardless of light cycle/phase, but it's often at either another location further out or it's got a better merge apron, or it isn't enough volume that it'll cause an issue with cars already on the highway.  About 10~12 years ago, Penndot ripped out the MacArthur Rd / Route 22 cloverleaf (Allentown at the Lehigh Valley Mall, adjacent to the mall lot immediately SW of the mall) and changed it into a jug-handle interchange.  This did certainly improve things by allowing less traffic to conflict on the highway directly under the surface road (at the road overpass) as cars entering the highway fought with both through traffic and cars trying to get off the highway at the exit merely 50~100 feet ahead.  It also paced traffic better by allowing less constant free-flow and giving the highway vehicles time/space to recover speed and following distance from the previous platoon of vehicles entering said highway.  It also allows vehicles to exit the highway BEFORE anyone tries to enter it thus giving space for entering traffic - something cloverleafs fail at on both the surface road and highway, that jug-handles and flyovers (and whirlwind/turbines) address to varying degrees of efficiency.  That lack of space and vehicles conflicting while trying to enter/exit on the cloverleaf not only caused backups on onramps and the highway due to short aprons under/over the bridge and just plain lack of room causing ramp traffic to have to stop to yield to existing highway traffic + exiting traffic then try to stand on the gas pedal to get up to speed in 50~75 feet, but lots of accidents - and injuries - too.  Another benefit is that highway traffic won't overload the surface street as easily as a constant-flow design will, which is something city/county planners notice often only after the fact of adding more lanes to the highway.  Excess traffic volume on the off-ramps isn't such an issue with smart modern traffic signals, as an overflow sensor will trip when the queue of cars back up all the way down the off-ramp near to the highway itself (dangerous!), where a vehicle stopped for more than 2 seconds on that sensor will cause the light to go green (priority request for immediate signal phase change) for off-ramp traffic until the queue (noted by sensors closer to the light) has emptied out there-in resuming normal phase/cycle length unless the condition happens again.  You can find overflow sensors a half-block to full block ahead of the light, or wherever they don't want traffic jams to build up to (such as another intersection or nearly the very start of an off-ramp).

Try using one of those short merges on an on-ramp with a 60hp 4-cylinder manual-shift diesel with no turbo, or a 70-something horsepower 91 Subaru Loyale in rush hour.  It will make you re-think your route next time, for sure.

Used to live up there many years ago - grew up there - but went through about 10 years ago, and surprise surprise there wasn't a backup starting at 1300 hours lasting until 1900 hours on any given weekday.

On shot 11 I raised the surface road up at the end of the ramps just so I didn't have to fuss with the 'unsuitable grade for construction' issues that can make you batty after enough of it (I've learned to use isolated islands / single tiles of road or track to keep grade level, and to level it out in the first place, and road also has the added benefit when making terraced embankments of properly folding diagonal terrain/earth corners so they aren't kinked if you plop it on-top the kinked portion when it's too steep / height difference too great to auto-re-grade upward thus it'll build a concrete base on two or three sides / fixing the terrain, bulldoze it away and the kinked terrain is fixed).

Sorry for the extended write-up, but it is relevant isn't it now?  Figured this would be THE place to share it.  There's a whole lot to interchanges, signals, signs, grade, turn radii, and all the rest of the works.  Only wish I could make use of more of the info trapped in my head.

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So I decided with it being so cold and snowy outside (yes even in middle TN we get snow!), I'd put away the cat launcher I'm prototyping and get back to regularly-scheduled days I lose over playing SimCity 4.  Oh dear.

Built more stuff.  More of the same.  Gotta love the under-network overhang pieces for decorating things nicely, what a brilliant idea all the way back from 2005~2006 or so.  Hard to believe it's over 20 years now.

Started doing a trick with the wall/fence pieces.  Since I have SO many of them cluttering up the park menu (I don't use submenu thing due to the DLL causing issues with the inherent memory protection blocking it's bad out of page reads), I decided to use them to make the raised highway look solid underneath much like Texas does with it's distributor/collector and Texas U-turn style interchanges (there aren't Texas U-turns here, they lack they u-turn, but they ARE pretty much everything else and they work wonderfully).

Figured out that the height change of one level for a highway, can clear an avenue on the very 1st and 2nd tiles (vs 2nd and 3rd with a space) immediately after the top of the grade change.  It used to need a space for stability but nope, it'll go right over that avenue allowing you to bring your ramps one tile closer.

Lots of swearing was involved in building those 12S highway dual-dedicated-lane ramps though.  That really needs improvement.  Using a E2 or 2E ramp on a 12S invokes much rage when you get 'unsuitable area to build network' on YES very level ground.  More like 'unsuitable area to build neverwork'.  Sometimes they are fine, often they are not and won't allow highway to be dragged over / up to them due to unstable conditions.  About that swearing... If I was catholic, I think my name would be on the 'dedicated by' plaque on the confessional - but thankfully with Methodist denomination we don't do confessionals.  Thankfully I got the bright idea to save, exit to region, then go back into the city and they built fine.  The build rules just got their 'stuff' tangled and that all there was to it - since restarting made it much less temper-mental.  So for those out there working with dual-exit-lane ramps, on 12S, and it does NOT want to cooperate, make good use of the red X (NAM per-square removal tool) as it's a lot less destructive, unhooking said ramp, use starters and also make sure to re-load the city first and foremost before you knock out what you've already built.  It will save a lot of pain as sometimes there is absolutely positively NO use in trying to get it to play nice.  This must be the price we pay for Jerry-rigging the game to do what we want it to do, or close to it.  I can only hope the community crowd-funds buying the source code off EA one day.  I think that'd be the ultimate victory for this site - and it's not like they're making SimCity anymore.

That said, there is still NO better highway building simulator, not even my very own project called Los Injurus for BeamNG Drive with it's modular highway pieces, allowing you to highway yourself to pieces in a driving/crashing simulator (if you can beat the learning curve on level building).  Always loved building infrastructure.  Just hope SC4 + NAM works on Linux to some end, because THAT is what my next computer will have on it.  No more Windows for me, nope, after the disaster that is Win10 - I'm done.

EDIT: Added a pair of shots of the region-view so you can see there's a reason for these huge highways.  Certainly not a money pit nor a road to nowhere, except where the city doesn't exist yetGet yourself the RING OF FIRE region if you want something HUGE/ENDLESS by setting some time aside for importing and rendering it (plus entering pre-city mode for each tile to render it up nice to see on region view).  Just know if you import/create the region, don't use 'match edges' on god-mode tools until you've loaded all 8 surrounding tiles or it'll level edge-height to 0 height (underwater).  It does have hundreds of large tiles, however.  Never ever leave the house again!

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  Edited by bob.blunderton  

Added a region views for an overview of the highways
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Added some more stuff as I've started another city to feed a 4+ million population monster on a neighboring tile.  This is an Industrial/Commercial center and thus it's all commuter traffic.  No residences here.  No dirty industry for that matter, either.

I spent longer on the infrastructure and terracing work than I did on building the actual city and surface streets by long and far.

Included is one interchange that would have been a 3-y except you can't make all directional changes here, since it doesn't need all of them just neighbor connections TO the city itself.  So I settled just for a boring branching off dressed up with the beautiful wide curves they give you for RHW4 and 6S.  Love those nice wide angles.  The denizens trying to commute can take mass transit OR an alternate route using an avenue to get to the east-most section of the city.

There's also a very space constrained trumpet interchange so it's been inverted a bit.

Also, more of the not-quite-a-Texas-U-Turn (distributor/collector) setup as this works well, very well.  Until it JAMS at 65535 which some of the highways did.  However, it did this right at the end of development so IT IS WHAT IT IS.  Not everything is perfect, after-all and I am perfectly OK with a realistically jammed highway here or there (provided it doesn't outright destroy the city or the plans for it).  There's plenty of subway stations every 10~20 tiles, so there is an alternative, plus a few bus stops for good measure (though they don't get much used in an industrial city like this, they're more there out of habit).

24 - distributor/collector

25 - slightly malformed / morphed trumpet due to space constraints

26 - where the highways split, going to separate cities.

27 - overview so you can see how this all comes together and works OK for the most part - still better than 80% of US cities do!

28 - level crossing, this isn't an issue as there isn't a ton of conflicting traffic here.  Good solution for a low-conflict low-volume corridor is a level crossing.

There's actually a lot of instances of rural routes that are state highways which seem just like interstates but do feature periodic low-volume level crossings here in TN, but I've seen them other places as well.  They can be quite dangerous especially without a traffic light, especially if the folks come off a highway and haven't started paying attention enough to be mindful of cross traffic.  CRUNCH.  They're still building them, too.  In-fact, they're building one just less than a mile from my own house.

Hopefully this isn't too many repeat posts, but they're generally each a separate city or on separate days.  Let me know if so, but I'll probably take another 48 hours at-least before I post any more.

--Cheers and give the NAM team my regards if anyone on the team should see this.  This thing is awesome-sauce.

SC4+NAM= City builder for adults and infrastructure 'nerds' alike.

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Because I'm in love with FlexFly ramps, two junctions:

On the left is one I posted previously, but more compact and with a Draggable Road Viaduct over the ramps (which, when I build out this map, will look great with cars crossing over each other, hopefully).

On the right, is a close-up of my redo of my first T-Interchange, but converted to a Parclo: FlexFly ramps connect RHW to RHW, and the loops connect the RHW to OWR - which becomes an avenue that ends (see 3rd pic - the whole neighborhood) at the waterfront/beach.

In case you're wondering, I nuked the original version of this map bc it took up too much memory on my Mac, so this is being redone to have more green space and get a 1.5 million population in a more dense footprint. I'm also doing GLR in this to have actual routes instead of laid tracks and switches where one train can go everywhere - so for example, that "C Train Term" you see is for a route I've made where that C train goes from here to the Northwest part of the map with only (so far) two interlines.

When I finish this over the next few months, I'll post pics to show how it worked out.

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On 2/18/2025 at 5:14 AM, bob.blunderton said:

@OBthe2nd I didn't mean the viaduct, I meant the texture used on the terrain that conforms to the slopes, so that it looks like a concrete cap on-top of the normally grass barren slopes.

Oh, that's the dirt road trail in the non-draggable Pedestrian Mall tiles (they're the last option in that menu when you tab).

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    I did a lot of new/expanded interchange work for my latest UDI vid. I wanted to showcase a bunch of them here.

    Vid:

    The main new interchange was featured on the last page here:

    But I wanted to show the other work.

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    Freeway upgrade

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    Tunnel replacement, curves improved, widening

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    Road widening

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    BTM line alignment for ramps, development, new overpass

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    New interchange

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    Expansion

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    New partial Y

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    New partial Y, widening

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    SPUI conversion, widening

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    Brand new partial Y

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    Widening

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    Widening

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    Widening, new BTM line

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    Widening, new routing

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    New interchange

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    New interchange

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    Pushing widening through

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    Alignment

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    Widening

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    Widening, basketweave

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    Another heap of interchanges, all kinds, maybe it will give y'all some ideas.

    Shot 032 was difficult as it was atop a very high hill/mountain grade, so it was real finicky and a bit of a bear to get it looking good with the elevation arguments each piece would put up (anyone who's built on anything but flat plains knows what I mean).

    Shot 030 is some type of whirlwind interchange I believe, or a turbine, something like that.  Not 100% sure on the name, but I know part of it was lifted from the US Route 80 interchange with the main route into Berwick PA (it's a bit west of where interstate 80 meets PA 93).  The entire interchange is not a duplicate, just (the left) half of it, which I mirrored to the other side.

    Other interchanges are just to throw examples of what you can do in space-restricted areas, and also lots and lots of jug-handles and maybe a compacted diamond-style interchange or two.

    Shot 040, I'm not sure what to call it besides 'The Nightmare', which is pretty typical of a Spaghetti interchange to which it resembles a lot.  I just wanted something different.  Oh it's different alright, I could have probably put 250~500k worth of population there but nope I chose THAT.  THAT thing.  And it shall stay.  I wasted a good two hours building that thing.

    Just because it takes a long time, and gives you satisfaction, does not really mean it's going to be very good.  However, it DOES work, and you can go anywhere from any of it's four entrance directions.  Maybe next time I'll stick to some flyovers and/or a cloverleaf.  Really loving the long curve pieces for mis, RHW/4, and RHW6, as they make wonderful smooth long curves when you need just that (to help you lose the grid feeling a bit more).

    I guess one shouldn't expect too much good to come out of someone who named their cities 'Retainingwallville' and 'Pied Rat'.

    Hopefully it gives someone some ideas.  Apologies if the interface got in some of the screenshots.  Shouldn't detract from the informational value though.

    This thread is great for not only sharing your ideas and creations (or in this case, monstrosities), but giving others some ideas and thus creation-motivation for themselves.

    -Keep up the great creations folks!

    *EDIT:  Added shot 043, this is the one where I've finished the spaghetti interchange and thus made it look a bit more pleasant to look at.

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      Edited by bob.blunderton  

    Added finished shot to the spaghetti interchange. Looks a lot less of a monstrosity and more like something "pleasant to look at", now.
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    I’ve attempted to reduce the size as well, but this is as close as I could get. I’ve used a reference for the real thing while building this, and it looks near identical in regards to size.
     

    I would be interested in seeing your attempt.

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    I couldn't do it. I only managed a variation but I don't think it is smaller. And I prefer the symmetry and terraforming of yours, @Faith Rose

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    SC4 Dictionary   690711f9d5161_LEXFiles.jpg.2b0e1a1a7f3d32928c39be4237a1b8ff.jpg

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    It looks great regardless. I commend you for at least trying.

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    On 4/30/2025 at 10:39 AM, matias93 said:

    La Boca-Sep. 17, 8041745973995_stitch.jpg

    As some of you might have seen over Discord, I've been fixing the weird situation of this two avenues merging into one and crossing with the orbital highway on the southern side of this region. I ended doing some extensive reforms to the neighbouring areas, mostly to fix weird slopes, and also took the chance to build a big plaza with a terminal metro station and some left-hand bus stops, to follow onto the coastal boulevard I'm planning to build further south.

    This is super fun. Reminds me of this part of Amarillo - but a bit more low-intensity. Cool!

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    3 new interchanges pretty close together- I used a basketweave setup between two of them to eliminate weaving.

    SPUI

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    Parclo hybrid thing

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    DDI with basketweave 

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    Zoom out to show spacing

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    Still a ton of work to do in the tile 

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    New parclo interchange constructed to service a new transit hub

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    It completes 4 closely spaced interchanges- the others I showcased earlier on this page of the thread

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    I often end up with diagonal highways. I should avoid them as it is very difficult to create intersections.

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    The challenge is even bigger with elevated highways, as there are only L0 diagonal ramps within NAM. So I had to bring the terrain up to L1.

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    And I needed space, which made it hard to connect the ramps to the crossing central avenue. So I created a tunnel for that avenue. The ramps then connect instead to the avenues on both sides.

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    Lastly, a road tunnel creates a link between the avenues with ramp access.

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    SC4 Dictionary   690711f9d5161_LEXFiles.jpg.2b0e1a1a7f3d32928c39be4237a1b8ff.jpg

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