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Show Us Your Skylines Interchanges

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Behold the E15 / A4 Interchange in Paris, France recreated in Cities: Skylines.

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I wish we had merging lanes or a completely lane-based network system, with configurable intersections and all that stuff :(

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1 minute ago, boformer said:

I wish we had merging lanes or a completely lane-based network system, with configurable intersections and all that stuff :(

Oh what I could do with a complete lane-based network system with merging lanes.  The thing that killed me during the build was the tunnels, I was really gunning for "at-grade" tunnel entrances.  How CO did tunnels still is not optimal.

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On 10.03.2016 at 8:54 PM, boformer said:

I wish we had merging lanes or a completely lane-based network system, with configurable intersections and all that stuff :(

I suppose this would drastically increase the complexity of the graph tree and affect the performance and the pathfinding.

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56 minutes ago, hitzu said:

I suppose this would drastically increase the complexity of the graph tree and affect the performance and the pathfinding.

No. The system behind those prefab roads is also completely lane based. Lane-based systems are just harder to render.

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I think I've said it before but I wonder how 'easy' it would be to start testing out some stuff by using either wireframe lanes or solid color maps. Easy for me to say I mean since I know jack squat about coding let alone C#.

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You can start thinking about a system that uses only tris and quads.

Start with a single line of vertices for every lane, think about a logical system how the shapes of the roads can be calculated.

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Well a straight is a straight and a single radius-curve is a curve, but in real life both the horizontal (top-down) and vertical (from the side) alignment of fast roads (like freeways) is often made up of transition curves. That's where the fun begins (.doc link). This applies to most rail infrastructure as well btw. Ideally I'd like to be able to seamlessly draw lines on the map that transition smoothly between different speed regimes. I.E. the road tool calculates how tight I can go when going from, say, 100km/h to 50km/h, which is pretty much how real-life road enigneers do their jobs too. Edge case, anyone? :lol:

Also I'd say the roadway centerline (or Fahrbahn, for the German-inclined unter uns) should indeed mark the points along which the two-dimensionality of the texture planes originates, but right now C:S' system doesn't provide for either: 1. asymmetry alongside the centerline nor 2. the ability to tilt the roadway to get superelevation.

The latter would be more of a bonus more than a hard prerequisite for a more realistic road-building system though, IMO.

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6 hours ago, Koesj said:

Well a straight is a straight and a single radius-curve is a curve, but in real life both the horizontal (top-down) and vertical (from the side) alignment of fast roads (like freeways) is often made up of transition curves. That's where the fun begins (.doc link).

 

Those are all quite advanced things. The game uses bezier curves which are good enough.

The question is more how the game would form road meshes from the lane curves, including special cases like merging lanes or crossings in general.

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Hmm I feel I don't know half enough to answer a question like that.

Anyway, wanted to do a 'quick' interchange for a new test city. Quick devolved into me spending 45 minutes on this abomination:

Screenshot.thumb.jpg.dfa976c9ffefd7b4612

I'll have to clean up the pillars if I want to continue with this city :) 

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And the best thing: There are only 15 vehicles on the highway :D

 

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At one point it got hella busy with people moving in, and I'm running Rush Hour so it can get a bit more crowded, but... Yeah, 35k people isn't nearly enough for such an elaborate interchange ;)

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A follow-up challenge from Reddit spawned from the Paris, France interchange.  First of three interchanges of the S8 on the northeastern part of Warsaw, Poland.  This one is the S8/7 interchange.

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Awesome work!

I made my first proper double-decker interchange with Network Skins pillars. It's a tight fit, but it works out really well and should shine when it's eventually surrounded by seawalls, harbor assets and a ton of industry :) 

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(The highway makes a U-turn coming from the big bridge!)

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Excellent double-stack.

S8 interchange series continues, the second interchange at S8/Highway 801.

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The first interchange is technically finished complete with custom lighting.

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Three completely different interchanges of Expressway 8 in Warsaw, Poland.  Whew! Poland can into interchanges.

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That is actually two "tram" stations, its the starting point for some tram line there in Warsaw.  I actually did put down an actual full length train station on the far right interchange after I noticed a train station underneath the highway that I barely caught on Google Maps.  You can see it hiding down there on the lower left, the staircases from the elevated bus stop areas are giving it away.

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Ground view of that station
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Picture of hidden tram station.

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hmmmm, but how would people get their? Park on the highway? Jump out of their cars at full speed?

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3 hours ago, boformer said:

hmmmm, but how would people get their? Park on the highway? Jump out of their cars at full speed?

I'm guessing there'd be bus stops or something on the bridge.

We had a similar setup in Adelaide until a couple of years ago:

https://www.google.com.au/maps/@-34.9430176,138.583317,397m/data=!3m1!1e3

There was a train station under this junction, with a stairwell on the roadbridge (the red "bridge" north of the road is actually a pipeline). Lots of bus stops on the roads leading away from the junction to carry people to/from the station. Now they've closed that station and moved it south a bit, but you can still see the footpaths for access to the bus stops. I don't know if there's a high volume at this station, apart from a few offices, the area is only really busy during show week (think like a state/country fair).

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I haven't tested it out on this map, but cims will move between mass transit options if they are available.  So in theory, cims would transfer from the train station up any of the constructed stairs to an elevated bus stop to continue onward to their destination.

I've seen cims transfer from my Sound Transit Airport Link rail route to the SoDo busway buses to their eventual destination or walking.  I just haven't tested these new stairs, but I can upload pictures of what all this should look like in Warsaw if you want.  

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This just reminded me of this "Guided Bus" system in Essen, a neighbour city of my hometown:

2012-06-08_0216_Spurbus_speziell_0900_07

They also got trams in the highway median. The stops are next to bridges or underpasses.

Would be interesting to recreate this in C:SL, with a proper texture for the bus roads.

 

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Lets keep it within the lines ;)

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Those are

1 hour ago, Judazzz said:

Here's a few fairly straightforward ones from my city, as I put emphasis on integrating them in their surroundings rather than ultra-realism or making the most elaborate fly-overs, ramps etc. (at which I thoroughly suck).

 

Those are all gorgeous :)

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6 hours ago, Judazzz said:

Here's a few fairly straightforward ones from my city, as I put emphasis on integrating them in their surroundings rather than ultra-realism or making the most elaborate fly-overs, ramps etc. (at which I thoroughly suck).

 

Very nice, though I would use the national road of Network Extensions for trumpet interchanges:

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That's a pretty good suggestion actually, thanks!
The weird thing is that I've done that before with smaller interchanges, but somehow it never occurred to me to use national roads in these interchanges - I think my rationale to use 1-lane ramps was that they could be updated to 2-lane (or more) if traffic would become too heavy...

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