Jump to content
Bad Peanut

BadPeanut: Road Modding [RELEASE] 12 Lane Arterial Road (64m) set of 8!

326 posts in this topic Last Reply

Highlighted Posts

  • Original Poster
  • 1 hour ago, alborzka said:

    Just to clarify, the idea I was suggesting wouldn't necessarily need to lose a car lane or require anything to be refitted, it's simply swapping the two curbs (grass outside instead of in), and bus stops would then be on the "grass" (converted to pavement at the stop itself) without changing the shape or etc. The bus would stay in-lane and not pull in/out of a stop. Still, excited to see what you make next :D

    yeah but the stop would still have to encroach onto the bike lane, the grass area is only 1m wide (ish) and you need a full 3m for the stop

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • 8 minutes ago, The Urbanist said:

    I think I have almost exactly what you want here. Hope you don't mind me hijacking your thread for a little bit, Bad Peanut...

    I ain't mad ;) i just subscribed

    Share this post


    Link to post
    Share on other sites

    Wow great work as always! Been looking forward to your work since those modular train stations from quite some time ago. Will there be a variant with the grass portion replaced by sidewalks? The current sidewalks seem too narrow to me...

    On 06/12/2017 at 1:47 AM, alborzka said:

    Glad someone is doing more tram and bike roads! Although, bikes and buses really shouldn't share the same space or interact with each other as it's dangerous. Considering the layout you have now, it may be best to swap the curbs (bike path / road barrier) and the bushes (bike path / sidewalk barrier) with each other as this gives better protection for cyclists anyway, and then have a bus stop design similar to the one below (just replace parking with bushes lol) so it'd be a constant barrier (no shape changing needed) like bushes/trees/grass__pavement for bus stop__bushes/trees/grass. This is best practise globally as well as in the Netherlands which has a lot of bike use. Either way, happy to see more of these roads! :)

     

     

    06_V2-37-a.jpg

    Where did you get this picture from? Is it from a design manual? I'm very interested.

    I have to agree with Alborzka on swapping the grass portion and the bus stop though. Been reading a bit on "complete streets", which means roads equally designed for all road users. If I were to apply its principles to your road, since all road users are equal, I wouldn't worry about losing one vehicle lane at the bus stop. Might cause a bit of inconvenience for private vehicle drivers but benefits the bus, which doesn't have to merge into traffic, and the cyclists, who would be protected from buses. Still, your current design is probably not uncommon.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • 4 hours ago, The Urbanist said:

    Wow great work as always! Been looking forward to your work since those modular train stations from quite some time ago. Will there be a variant with the grass portion replaced by sidewalks? The current sidewalks seem too narrow to me...

    Where did you get this picture from? Is it from a design manual? I'm very interested.

    I have to agree with Alborzka on swapping the grass portion and the bus stop though. Been reading a bit on "complete streets", which means roads equally designed for all road users. If I were to apply its principles to your road, since all road users are equal, I wouldn't worry about losing one vehicle lane at the bus stop. Might cause a bit of inconvenience for private vehicle drivers but benefits the bus, which doesn't have to merge into traffic, and the cyclists, who would be protected from buses. Still, your current design is probably not uncommon.

    Well i do need to make a 1 car lane version anyway so you might see that soon!

    Share this post


    Link to post
    Share on other sites
    On 11/19/2017 at 1:33 AM, Bad Peanut said:

    meanwhile: when roads require a tonne of meshes and textures, and this is only for the ground elevation of 1 asymmetric road :'(
    qhLVFp6.png

     

    and I'm gonna release them as a pack, pavement and grass textures too!
    9kqAvq6.jpg

    I can imagine, I myself am having to disable a lot of custom content, as I am finding that 16 gig of ram is now not enough.. With 1068 custom assets over and above what comes with the game and all the expansions my system is now swapping to the HDD to fit it all in, with total usage of about 22 gig.. And the main culprit are roads, heavy tris assets and over the top texture sizes..

    You could definitely say that to get the best out of this game 32 gig+ of ram would be the new minimum now with 64 gig hitting the sweet spot..

    Share this post


    Link to post
    Share on other sites
    On 8/12/2017 at 7:31 PM, ghosty20 said:

    I can imagine, I myself am having to disable a lot of custom content, as I am finding that 16 gig of ram is now not enough.. With 1068 custom assets over and above what comes with the game and all the expansions my system is now swapping to the HDD to fit it all in, with total usage of about 22 gig.. And the main culprit are roads, heavy tris assets and over the top texture sizes..

    You could definitely say that to get the best out of this game 32 gig+ of ram would be the new minimum now with 64 gig hitting the sweet spot..

    I'm doing fine with 8 GB myself. But honestly, if I had 32 GB RAM and an SSD for fast loading, I'd probably also be using up all of it for assets.

    Share this post


    Link to post
    Share on other sites
    On 2017/12/7 at 10:15 PM, Bad Peanut said:

    Sorry to have a little bit off-topic, but I am curious where I could subscribe that Melbourne C-Class tram (the short 3-car one) in the screenshot... I tried few times in Workshop but couldn't find it.:)

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • 11 hours ago, im359 said:

    Sorry to have a little bit off-topic, but I am curious where I could subscribe that Melbourne C-Class tram (the short 3-car one) in the screenshot... I tried few times in Workshop but couldn't find it.:)

    oh actually i haven't released my melbourne trams yet. i lost motivation with the z class and the d classes to go. I'll probably finish them sometime in the new year if i have time

    Share this post


    Link to post
    Share on other sites

    Jumping back to what alborzka was talking about, could this be it?: boulevard.thumb.png.2376c6f4bdf8b3bb7af585a82e0234bc.png
    The inside lane would be tram/car shared. The outside lane would be bus/car shared. Bus stop replaces parking (1m+2m=3m). Bus and tram 'block' traffic when they stop. This looks to be close to, but not quite the same as:

    4 Lane Tram Boulevard with Bikes by BadPeanut

    A little less similar is:

    Six-Lane Road with Bike, Bus and Tram Lanes, Decorative Trees by ifriqiya

    Share this post


    Link to post
    Share on other sites

    @BadPeanut As requested. My idea made in streetmix. The buffers can be whatever, and actual widths differ. The point of this is to make tram roads a viable option when they have to cross an extremely busy intersection. Most tram roads require a significant sacrifice in dedicated lane counts which in turn hurts the efficiency of traffic going through it.
    Tram stops aren't really necessary there 99% of the time, so sacrificing the stop islands is an easy choice. Thanks for the opportunity to share. Keep up the great work.

    https://streetmix.net/-/622569

    extra-turning-lanes-with-tram (1).png

    Share this post


    Link to post
    Share on other sites

    That feels like a good width to me. There's room for some boats and you could still have a ferry come through. Love the design of it! It's awesome even without any textures :D 

    Share this post


    Link to post
    Share on other sites

    I actually like the idea, but I guess the median looks kinda empty (yes, I know that this is W.I.P). Probably two walkways in there would be cool + a "bridge-asset" especially for this network :) so peds don't have to cross using the intersection.

     

    And after that you can build a one-way-24-lane-OMGFROMHELL-road.

     

     

    And a version with a runway inside...

     

     

     

    ...and one which is floating on water...

     

     

     

    Okay, consider the last ones as jokes, please :D 

    Good job on all your networks! - it's a shame that editing runways and taxiways is not that easy (still I gotta have a look... if I ever have enough time for that again lol)

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • 8 minutes ago, Delta2k5 said:

    I actually like the idea, but I guess the median looks kinda empty (yes, I know that this is W.I.P). Probably two walkways in there would be cool + a "bridge-asset" especially for this network :) so peds don't have to cross using the intersection.

     

    And after that you can build a one-way-24-lane-OMGFROMHELL-road.

     

     

    And a version with a runway inside...

     

     

     

    ...and one which is floating on water...

     

     

     

    Okay, consider the last ones as jokes, please :D 

    Good job on all your networks! - it's a shame that editing runways and taxiways is not that easy (still I gotta have a look... if I ever have enough time for that again lol)

    If you see the first pic on Twitter  (click the link) do you think that the median is still too empty?? I tried to have pretty randomly placed trees  (as much as you can in a sequence)

    Share this post


    Link to post
    Share on other sites
    20 minutes ago, Bad Peanut said:

    If you see the first pic on Twitter  (click the link) do you think that the median is still too empty?? I tried to have pretty randomly placed trees  (as much as you can in a sequence)

    Well, in my eye it's good for suburban parts of a city this way - I was thinking more about crowded, downtown-like type, probably featuring parking space and a walkway both in the median (which we got in some avenues over here). Unfortunately I cannot show you a real-world picture of what I got in my mind, but maybe it would be just another sub-type of your network ;)

    Share this post


    Link to post
    Share on other sites
    On 2.1.2018 at 3:33 PM, Bad Peanut said:

     

    Very cool road! I made use of the huge median and came up with this idea (second one is the same but with bus stops), would be awesome if you would consider making something like it:

     

    64m-tram-arterial--trees--bikes.thumb.png.315e9fabbd46a783bb0720d47e44a975.png64m-tram-arterial--trees--bikes-bus-stops.thumb.png.8650b227d391edaeb03e21e40a6ed85b.png

    btw: Would this be zoneable? in your screenshots it looks like it does, although you once wrote it's only possible with the standard widths - 16m & 32m.

    And what about crosswalks, is there just the texture missing because its WIP?

    Another cool way to reach the tram platform in the middle would be a tunnel or bridge connection! just like at your "bright coppice" station there could be a node thats elevated (or underground) that you could connect to a pedestrian bridge (or tunnel). This could also be implemented at all intersections, so you would't need crosswalks at all

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • 5 hours ago, im359 said:

    Is it possible to put a highway or bridge at the middle, something build & can tee off from normal road like monorail, for cars to skip the intersection?

     not really, ideally this would act like a but of a suburban highway but unfortunately roads don't allow you to bundle other networks inside them unless like the monorail there's a completely different road AI to accommodate it. 

     

    1 hour ago, Nicolas B said:

     

    Very cool road! I made use of the huge median and came up with this idea (second one is the same but with bus stops), would be awesome if you would consider making something like it:

     

    64m-tram-arterial--trees--bikes.thumb.png.315e9fabbd46a783bb0720d47e44a975.png64m-tram-arterial--trees--bikes-bus-stops.thumb.png.8650b227d391edaeb03e21e40a6ed85b.png

    btw: Would this be zoneable? in your screenshots it looks like it does, although you once wrote it's only possible with the standard widths - 16m & 32m.

    And what about crosswalks, is there just the texture missing because its WIP?

    Another cool way to reach the tram platform in the middle would be a tunnel or bridge connection! just like at your "bright coppice" station there could be a node thats elevated (or underground) that you could connect to a pedestrian bridge (or tunnel). This could also be implemented at all intersections, so you would't need crosswalks at all

    Ahah! See I'm actually building a set of arterial roads that will include tram and bus and bike variations.  Not promising any particular combination as obviously that would be hundreds of roads but these will definitely be the higher capacity roads.  Lots of people ask for more lanes on the little 32m roads without realising there's no more room. 

     

    In terms of zoning you just need to be in multiples of 16 for zoning to fit inside how the zone grid works. So anything less than 16 won't work (it'll keep the 16m zone) and anything that's not a multiple of 16 will misalign. Technically there's still a limitation with getting bigger than 64m because at 64m you have to be particular when drawing the road out because it's so big it's easier for it to give a collision error. Just means it's too short or too long a segment. Any wider and it would be too big i think.  Which makes sense as it would be wider than it is long. I will still play around with it and see if there are any improvements in the depths of the coded values but i doubt it. 

    I'm currently juggling in my mind aroind 4 or 5 projects i want to do with equal amounts of enthusiasm but it's hard to decide priority. I think that I'm going to do roads and canals first, the other two are buildings which will take A LOT of work.  I'm talking like 2 months at least of solid work as since i rarely have that continuous free time it's gonna be longer haha

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Also please feel free to post designs of bridges/suspension bridges that would suit the 64m width. I've seen maybe a couple but I'm not 100% convinced they won't look silly

    Share this post


    Link to post
    Share on other sites
    48 minutes ago, Bad Peanut said:

    Also please feel free to post designs of bridges/suspension bridges that would suit the 64m width. I've seen maybe a couple but I'm not 100% convinced they won't look silly

    Okay, I'll start with the bay bridge of San Francisco:

    920x920.jpg

    Share this post


    Link to post
    Share on other sites

    Create an account or sign in to comment

    You need to be a member in order to leave a comment

    Create an Account  

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

    Register a New Account

    Sign In  

    Already have an account? Sign in here.

    Sign In Now


    • Similar Content

      • By denzo
        Hi,
        I am just discovering NAM's powerful features, and in the phase of learning to use these amazing expansions.
        What about those tiles, where a Curve road has been placed; is it possible to "connect" it to the other elements? I mean cosmetically.
        See the picture.
        At sign 1, there are no bench between the road and the houses. (At here, two 90 curve connected to each other)
        At sign 2, almost similar. 
        Is there any trick to make these tiles more "elegant", or just try to avoid to create this kind of parts?
        Cheers,
        Z

      • By Ibigoo
        Hi,
        i created a custom medium road with two tram lanes in its middle (center of tram lanes at +1,5 / -1,5 meters from the median). To make the rail transition with the vanilla medium road w/ tram, shall i create the rail transition (curve) by myself or it is calculated by CS?
        For illustration pls check the below schreenshot (it is wip, still a lot of adjusment needed, i know)
        Thanks in advance,

      • By Shannanigan O'Crabby
        Hello there...
        I'm new to the world of Cities: Skylines. My brother told me about it on Christmas... I bought it the next day and now I'm making "stuff"! I'm going back to school for Mechanical Design (after 15 years as a footwear designer, drawing everything "by hand"), learning Solidworks, Creo and AutoCAD in school, and teaching myself 3D Max and Blender. This is a great outlet to practice everything with a purpose, rather than randomly building things.

        I'm really into 1950s & 60s kitschy Mid-Century Americana. So thats pretty much the style all my assets will be... bright colors and funky shapes... the cheesier the better! I'm going to use this post to share my creations. I'm still figuring out some of the back end info for creating assets... but eventually I'll start posting to the Steam Workshop.

        First up... a couple props! I love big, obnoxious signs! Expect a lot of those... Lol!


      • By Bad Peanut
        so I've been waiting for sub buildings to become native so I could finally finish off Flinders Street Station (from Melbourne) here's a quick WIP look - probably will release sometime soonish - maybe next week.

        Let me know what you guys think!



      • By Tyberius06
        Hi!
        1. So I ran into a little problem after a longer hiatus from the game. I started to change a coulple of lot which were redone during the last couple of months, when I so the phenomena on the first picture. The diagonal roads which has any plopped item next to it reverts US style double yellow line road instead of the white dashed  european stlye, which is my NAM setting. The funny thing is, that the zones are not affecting to the road, only the plopables. My question is: could it be a NAM issue OR maybe one of @rsc204 or @rivit mod does this. I'm using NAM 36 with rsc/mgb204's No Grass NAM (NGN), with the Side Walk NAM 1.0 PSS (SWN) and rivit's Tarsealed Streets and the latest RUM for RRW v5. I used the same mods before NAM36 and I didn't experience any problem like this.
        2. I ran into this problem now I think the 2nd or 3rd times (first was sometimes end of summer, than today now 2 times.) I have a back-up from 8th october, and I didn't have any problem with that save file, however when I started to play and saved the city and quit, I don't know what happened, but the SC4 Save says I have Prop Pox. It used to come out (with a different map) when my save file reached the 12-ish MB, but now my save file is 43,2 MB and when I save the city it drops back to 42 MB, and the props from the right side of the map are completely wiped out. I brought back the file from the back up and import it into the map replacing the "damaged" file, but after little modification and saving the city I got the same result. It can't be the typical Prop Pox, since I don't have the BDK kit, and never was non of my cities, since I started to play with this map, and I don't remember I've ever met with this offset buffer error, but I don't really remeber either what is the standard prop pox error message. And the funny thing, that I don't have disabled props... So what the...?
        Any help or advise would be appreciated! 
        Thanks in advance!
        - Tyberius
    • Recently Browsing   0 members

      No registered users viewing this page.

    ×

    Season's Greetings!

    xmas popup.jpg

    Thank You for the Continued Support!

    Simtropolis relies mainly on member donations to continue operating. Without your support, we just would not be able to be entering our 15th year online!  You've really help make this a great community.

    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, so that we can help keep bringing SimCity players together to share our creations.

    Make a Donation, Get a Gift!

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

    stexcollection-header.png

    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