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  1. Entry no.27 - Highways of Dresden pt.2

    Continuing on from where I left off last week, we'll now go for a drive southbound on highway 702 from Looper Juction(C) to the city border. But first a short discussion about the numerous safety features commonly seen on 700-series highways in Pretoria; Noise abatement walls in urban areas of the metropolis are a common sight. These walls are between 5m(lubu style) and 6m high. I created a new wall set as in time for this entry as the lubu style was admittedly getting a little repetitive in the city. 700-series highways come equipped with either steel flex beam guardrails or concrete mediums to prevent crossover accidents. High mast lighting is standard in interchange areas. This type of lighting is more energy efficient and not as maintenance intensive as common street lighting. It's also very common in the city where I live. Interchange areas are also generally cleared of possible obstructions such as trees for increased safety in instances where a vehicle may leave the roadway i.e during an accident. System Overview A - "The Curveball" B - "The Web" C - "Looper Junction" D - "Z-Change" E - Underpass Rd./702 Interchange F - Esna Parkway Interchange/702 Interchange Soon after merging onto the 702 the highway goes into a short tunnel. This tunnel takes the highway under the L & SS Fastraxx commuter lines at the point where they diverge. Commuter service on the L line(top) is bi-direction while service on the SS line(bottom) is rush hour only as can be seen from the Morning rush hour commuter paths. Bi-directional long distance trains actually do run on the SS line but it's not shown in the paths since as we all know SimCity only cares for rush hour traffic The highway then curves southward This is a vital transportation corridor for the region which includes one of the two southbound freight lines and the only major highway & passenger rail line that continues southward to the remainder of the south shore borough and locations beyond. And that brings us to; D - The "Z-Change" The Z-Change is an interchange between highway 702 and Genosha Boulevard which is one of the main thoroughfares of the city. Spoilers for the unrecognizable before version close ups The primary component to this interchanges functionality is this little piece right here; I'm not quite sure if traffic is doing anything wonky in there but it more or less works as intended. It was pretty easy to come up with a name for this one, any way you look at it the Z is quite evident My favorite thing about this interchange is actually just watching the traffic flow through it. It's somewhat mesmerizing. A gif of the traffic flow is not quite the same, but here's a few in any case; usage total vehicle count north of the interchange: 9,123 total vehicle count south of the interchange: 3,450 Pano shots Can you spot the one change above? Ministry of Transportation internal report Safety rating - 3.5/5 Both on-ramp merge at fractional angles sans merging lane. Again not ideal but not terrible. It's the best option I had available as theres a rail viaduct which runs over the highway near by. Even the awesomeness that is NAM 34 does not allow for rail viaducts to pass over a diagonal 3 lane RHW piece or even a diagonal 2 lane RHW highway - but there is a workaround for the latter. Additional half point given for the safety features mention in the intro. Capacity rating(in relation to local congestion) - 4/5 On and off ramps are single lane only, however the off ramp from NB 702 has it own bridge and merges into Genosha Blvd in a new lane and does so without having to go through a single stop light. This extended ramp always traffic to exit the freeway at a greater speed and it's extended length prevents backups from forming. Likewise the opposite ramp is treated the same. This was necessary because these ramps lead to downtown Dresden and with this new higher capacity design I was able to remove a couple of redundant ramps at Looper Junction and streamline it's design. Design rating - 4.5/5 This rating is not to be confused with how good I think it is but rather it's how original/unique of a design it is. As explained and seen in the images above, there is an interesting little quirk in this interchanges design. Overall Grade - 12/15 Highway 702 exit 102 (aka "The Z-Change") The highest score of the 6 interchanges in the city! There was one major problem with the redesign/rebuilt of this interchange. The addition of new highway ramps and bridges may have made it far easier for vehicles to get around but at the same time it became much more difficult for pedestrians. There's little chance they're going to be able to safety cross the highway now on that overpass now. With this in mind a new pedestrian route had to be created otherwise the small pocket of development to the right of(east of) the 702 would be completely isolated between the highway and a rail corridor. At first I tried to build a pedestrian bridge, which is hard enough trying to accomplish over a RHW though there are few ploppable options. But there's a lot of grade changes in city including this location. It made it difficult to work with so a pedestrian tunnel was built instead under the 702. A bridge was built on the other side though, here's a teaser; I'll take a closer look at this bridge and where it leads to among other things next time. E - Underpass Rd/Highway 702 About 0.75 kilometers southwest of the Z-Change is the next interchange on highway 702. This interchange is much more conventional. Then again not every interchange has to be big and sprawling or an elaborate design. Sometimes we one can lose sight of what's really important in the real world and that is integrating interchanges into the community as well as physically possible. This interchanges small footprint and landscaping does just that, preserving the integrity of the community while fitting into a tight spot beside an important rail corridor. Click on the spoiler below only if you really want to see what things look liked before I switched over to the RHW. The interchange as it is today looking north looking west looking east looking south usage total vehicle count north of the interchange: 3,450 total vehicle count south of the interchange: 839 Ministry of Transportation internal report Safety rating - 4/5 All on & off ramps have merging lanes, though they don't get full marks as they're a little on the short side(due to space constraints). Capacity rating(relative to local traffic) - 5/5 On and off ramps are initially single laned but a second lane is added as the on off ramps approach the intersection with the road below, giving this interchange more then enough capacity to deal with local traffic conditions. Design rating(grade for the interchange only not the area around it) - 2/5 Your typical orthogonal interchange with a minimal foot point. One additional point given for the added interest created by the railways. Final Grade - 11/15 Highway 702 exit 104 There used to be a small interchange just south of this one. It was one of three additional interchanges in the city that were deemed superfluous and subsequently removed. It's just not realistic to have interchanges every half a kilometer. This location today F - Esna Parkway/Highway 702 A generic interchange located 1.25km south of Underpass at the edge of the city map. Esna parkway is the alternate route to downtown Dresden for traffic originating from points further south. Not much to see here, still need to do some work to improve the surrounding area as well. Maxis vers. Ministry of Transportation internal report Safety rating - 2/5 Your minimal Project Symphony interchange. Of course its still better than your basic maxis interchange which would be a 1/5. Capacity rating(relative to local traffic) - 2/5 On and off ramps are single laned with no merging lane. Esna parkway is not heavily used at this point, otherwise it would be a 1/5. Design rating - 1/5 An even simpler orthogonal interchange with a minimal foot point. This is more or less as basic as a RHW/Project Symphony interchange can get. Final Grade - 5/15 Highway 702 exit 104 bonus mosaic And that concludes the tour of the city's highway network. There's still the rail system to deal with but the next update won't be transportation based. I'll be switching things up a bit instead.
  2. Entry no.13 - Spaghetti Junction

    This entry is divided up into 7 sections; Mosaics Close-ups Before & Afters General Info Real World Comparisons User Guide Interchange-wide Pano's I've merged the previous entry with this one, its better having it all together in one entry. Without further delay, here she is; The core section Stats Highway entrance lanes - 24 (3rd of 9) Highway lanes central section - 29 (3rd of 9) Bridge Structures - 10 (2nd of 9) Total Crossings(time a highway ramp crosses another) - 30 (2nd of 9) Tunnels - 1 (T5th of 9) Ramps - 25 (3rd of 9) FlexFly Ramps - 13 (1st of 9) - 9 elevated/4 ground Height Transitions - 23 (2nd of 9) Mosaic's Hope you know where you going... For assistance, please refer to the user guide Closeup's The WB 707 Cordova Rd. access ramp is the only tunnel in the interchange adding the otherwise impossible 4th level Height transition...? What height transition? The Local to Express transfer Night time The "Rake Hand" ramps Before & Afters Highway 700 through downtown LC and the rail overpasses location of the old Interchange location of the new interchange; Evermore section(the Western approach); sometimes faster is better when it comes to seeing how different things are... General Information Spaghetti Junction is one of the 3 largest of the 9 major interchanges currently built in the region. When fully built out the region will have 14 major interchanges. The construction was complicated be several factors. It's split between two cities Lindin City(LC for short) with a pop of 30,000 is the eastern city, Evermore a bedroom community of 8,000 is the western city. The original interchange was located solely in Lindin City was built very close to the border of its western neighbor Evermore. I tried to build the RHW replacement within LC, but it quickly became apparent that wouldn't be possible. Made to be fully accessible Meaning there is a ramp for to possible route. At first I wasn't going to connect the 700 with the 704 since they travel relatively the same direction. But later on I changed the planned alinement of the 704 and added those ramps, greatly increasing the size of the interchange. A rail line(s) cut across a portion of it Originally it was just one rail line which carried two rail corridors - the line splits shortly after it cross the highway. However the lines were separated as part of a project to increase rail capacity. This limited the available space for ramps and transition pieces on the southern approach. . Built on uneven terrain The area that the interchange ended up being built on was quite uneven. It was flattened out which resulted in two different levels. Since I use the extended height transition pieces wherever possible, this extended the length of the interchange a fair bit east to west. Highway 700 alinement Rather then simply going east-west, I wanted highway 700 to instead curve from the west to the south. A wide 2 lane curve was used for the 700 westbound which resulted in splitting highway 707. A separate lane/ramp had to be made for the local exit off the 700 southbound since the two overhead ramps merge with the 700 south of this location - Item A in the southern approach section. Real World Comparisons How this interchange stacks up to a couple of IRL spaghetti junctions The maps are all on the same scale, a little over 2 km across. First thing that becomes apparent is just how wide mapart makes their roads, in the case of cities streets, they are twice as wide or more! In fairness to them, maps would probably be unreadable if they went any smaller. Where as even though my maps are made in their likeness, all roads & highways are depicted in there actual size, which I think works just fine when viewing the map on a computer where you can easily zoom in or out. User Guide western approach, highway 700/707; The combined 700/707 highway enters the interchange limits as an 8 laned RHW, A) The Eastbound(EB) 700/707 combined highway splits apart early on in this direction interchange. For the 707 drivers must stay on the left, for the 700 stay to the right. B) Drivers wanting to exit onto Kaiser St., the only highway interchange in Evermore, must stay to the left on the highway 707 alinement to access the off ramp to Kaiser St. C) On ramp from Trafalgar Rd. to the WB 700/707 D) On ramp from Kaiser St. to the EB 707 E) On ramp from Kaiser St. to the SB 700 Ideally I would of only used one ramp and spit them at the bottom but aside from there being no peice piece that could do that in such a small space I don't approve of the use of dangerous inside onramps(with no merging lane) onto highways F) Off ramp from NB 700 local/SB 704/WB 707 to Kaiser St. G) Transfer from NB 700 local/SB 704 to WB 700/700 Rail info: 1 - Fastraxx ME(Middle East) line 2 - Fastraxx L(Loop) line 3 - Fastraxx Evermore Station - all day service on the - L line only 4 - Yashino(Rail) Juction - service connection between the ME & L lines The ME & L lines change sides just west of here. This was necessary as their rerouted was changed to increase system capcity. http://http://i.imgur.com/Gd4iGNx.png"/> Split section Evermore border: A) These lanes carry traffic from downtown LC and from the SB 704. Keeping right at the ramp takes you through the transfer and onto the WB 700/707 to downtown Pretoria. Stay left takes you onto the off ramp to Kasier St., the only interchange in the city of Evermore. B) Off ramp from WB 707 to Kaiser St. C) Off ramp from SB 700 to downtown LC. This is the only off ramp off the 700 in LC, don't miss it or you'll end up in Cisco Bay. D) This overpass also happens to be Kasier St. which does a little loop in Evermore. LC border: Rather straight forward seeing as how its the opposite of Evermore. As you can see, this is where highway 700 takes its dramatic turn to the south. Highway 707 had to be split apart because of the curve for the WB 700. Southern approach, highway 700: Highway 700 snakes its way through downtown LC, a moderately sized city, however there are no ramps onto or off of the express section of the highway. Instead a express-local aka express-collector system is used. For northbound traffic there is and off ramp into downtown LC further south and an on ramp from downtown LC to the SB 700. However those ramps are considered to be a separate interchange from Spaghetti Junction, the limits of which begin at H at which point highway 700 is a 6 lane RHW. A) Continuation of the off ramp to downtown LC from the EB 700/707 which started in Evermore. Could not place this ramp any closer because of the position of ramps B&C. B) Ramp from the SB 704 to the SB 700 C) Ramp from the WB 707 to the SB 700 D) Highway 700 SB lanes E) Highway 700 WB lanes F) Highway 700 local(collector) lanes, probably the single most important access road in the entire interchange, see item H. G) Here traffic from both the 704 & 707 can access either downtown LC or continue onto the 700. Stay/switch over to the right to access the off ramp to the West Way and downtown LC. Stay/switch over to the left to continue onto the SB 700. Which will then take you to Cisco Bay over the Skybridge as seen in entry 10 H) Where Spaghetti junction starts. Traffic wanting to continue to downtown Pretoria stays to the left, hence why there are two lanes allocated to the busier route. Staying to the right and taking the transfer onto the local/collector lanes will lead to a myriad of possibility - in fact it can take you to every possible route in the interchange. From here WB 700 traffic(the highway is north bound at this spot but will soon curve to the west) can access highway 704, 707, Kasier St. in Evermore and even return back to the WB 700 via the transfer in Evermore. But basically if you want to go anywhere else than downtown Pretoria you have to take this ramp otherwise the next off ramp and chance to turn around is about 3.5km away. J) Another reason why the collector lanes had to be fully accessible, including returning back onto the WB 700 is because local traffic from downtown LC enters the freeway system here as well. Original concept for connecting ramps A,B,C: Aside from being a little too messy and consuming more space then the current set up, I really didn't like how that one ramp went from 1 lane to 2 then back to 1 just to get by the rail lines so I searched for an alternate solution which resulted in the current configuration. Rail info: 1 - Fastraxx ME(Middle East) line 2 - Fastraxx L(Loop) line 4 - Fastraxx LC Station - all day service on the L line, peak service on the ME line, transfer point between lines, long distance Hallmark trains stop 12 times a day using the ME line. 5 - Point where the two commuter lines diverge. The ME line continues west to Gravnhurst and points beyond while the L line curves south to the city of Cisco Bay. 3 - Highway 700 Rail overpass Originally the L & ME lines combined into one line where they now diverge and the commuter train station was located on top of the highway, but the station had to be removed to make space for the interchange. Post rebuild looking east Eastern approach, highway 707; A) Ramp from WB 707 to NB 704 B) Ramp from SB 704 to EB 707 C) Off ramp from WB 707 to Howland Rd. Originated out of a desire to put the excessive inside space between the EB & WB lanes to good use. Also serves as a secondary access point to downtown LC. D) On ramp from Trafalgar Rd. to NB 704 Definitely the least safest ramp in the interchange only 3 spaces of merging room - speed is restricted to 50kph on this ramp. Not the best looking either, but there is no fractionally angled ramp with inside access. On top of that the ramp is barely used. The eastern approach would probably look better without it but I can't bring myself to get rid of it since I like the idea of having some local access to the interchange. E) Off ramp from SB 704 to Howland Rd. F) Ramp from NB 700 to EB 707 G) 707 EB lanes H) Ramp from WB 707 to SB 700 I) 707 WB lanes Northern approach, highway 704; From right to left (west to east) - Ramp from SB 704 to WB 700/707 - Ramp from SB 704 to SB 700 - Ramp from SB 704 to EB 707 - Ramp from WB 707 to NB 704 - Ramp from NB 700 to NB 704 - Ramp from EB 707 to NB 704 The NB 700 to NB 704 ramp is the only one which doesn't utilize an extended or on slope height transition in the interchange, but I found that it actually looks better with the shorter transition piece. Trafalgar Rd. runs in between the ramps. And saving the best for last... Interchange-Wide Pano's looking west looking east looking south looking north
  3. Continuing on from where I left off last time, City overview: A - Broadcast Hill B - The Trueno River & related tunnels C - Guardians Gate Bridge D - Port of Isuzu, Supra River & Isuzu (Rail)Jct. E - Highway 709/Astel Rd. Interchange F - Kewston(neighborhood) G - Highway 709/Malkin Blvd. Interchange H - Cagalli (Rail)Jct. I - Downtown J - Highway 709/Crosby Ave. Interchange K - O'Leary Peak L - Fastraxx Cisco Bay M - Highway 700/709 Interchange N - Cisco Bay Beach O - Highway 700/Malkin Blvd. Interchange P - Great Western Mall, & Richview(neighborhood) Q - Great Western Tower R - The Skybridge G & H - Highway 709/Malkin Blvd. Interchange & Cagalli (Rail)Jct. This interchange connects downtown Cisco Bay with vehicular traffic originating from the east. There is no westbound access onto the 709 here. For that direction of travel drivers must make there way to the nearby Crosby Ave/709 interchange. I've made numerous changes over the years to this interchange, but it never seem to look quite to my liking. This is largely because of the difficulties in making the a realistic looking connection to a diagonal highway in SC4. Even the RHW mod or project symphony for the matter don't fully resolve this issue. The other problem at this location is the lack of space due to nearby rail lines crossing over the highway. In order to maintain smooth curves, both horizontally & vertically I finally settled on a tunnel solution: Transformation of the interchange over time: The next few paragraphs deals with trains & grades So it may be a long read to some - you have been forewarned The horizontal curves are the 45 degree highway & rail pieces, I placed the highway and rail lines as close as physically possible while still enabling the use of these curves. The vertical curvature I'm referring to is for the rail lines. I use a slope mod, which is good enough for roads but not for the rail lines. For those I manually smooth out the height difference one zone at a time. GWR's Almera sub for instance(the rail line on the top of the image) drops 91.5ft/27.9 over a distance of 1890ft/576m(40ft over 16 spaces in the image above) or or more plainly it drops about 2 spaces of height over 36 spaces. This equates to a 4.8% grade. I didn't pre-plan that out before hand or anything, its just what it ended up being. Anything over 1.5% is considered not desirable for freight trains and over 2%(or 2.2% in some areas) is considered "mountain grade". The biggest reason why freight trains can only handle such small grades is because rail companies try to make their mainline trains as long as possible while needing a few locomotives as possible. This of course reduces expenses and increases profit. But it can cause problems on lines with steep grades. A quick goggle search indicates the largest grade in the US was 4.7%. Here's an excerpt on what it's like for a train to operate on a very steep grade; "Operating conditions on the original mainline through Kicking Horse and Rogers passes were proving to be something of a nightmare. Between Field and Hector, on a four mile stretch known as the Big Hill, stretches of grade up to 4.5 per cent meant that eastbound trains climbing up to the pass had to be divided into sections for the assent. Freight trains working down the hill were restricted to SIX miles per hour, and four steeply graded safety tracks were insurance against runaways." Thankfully while I'm certainly much more attentive to this than your average SC4 player or perhaps almost any player for that matter, I'm not completely anal about it. I don't spend my days trying to make every rail line is SC4 under 2 or 3% thank god lol. There's no point to that. As I said before, I don't measure or preplan the grade. My goal is simply to make the slope relatively unnoticeable. I'm guessing most of my rail grades are probably around 4 to 6%, which certainly appears to be a very smooth grade in game. IRL freight trains would struggle mighty with even that. But on planet Azura, where my city is located in, one consequence of the overall population being far lower(mentioned in the first entry of this CJ) is that things like freight trains can be and are indeed far shorter. Instead of the monster 2 mile long freight trains that many companies run today(http://en.wikipedia.org/wiki/Longest_trains), the longest trains on Azura would be at most half a mile long. This also means that the freight yards need not be 2 miles long either, otherwise I'd have to build my freight yards as big as a medium sized city! Therefore the trains are much lighter while at the same time the number of locomotives remains the same. On top of that the length of most of the grade changes are relatively short, probably a km long at most. So even the 6% grades are not that problematic. Now back to the interchange. Here's how it actually functions: Cagalli Jct. is nearby to the interchange: As with Isuzu Jct, the sole purpose of this junction is to serve as an interchange point. An interchange point is a location where freight traffic can be transferred from one company to another. Even though these companies are in direct completion with one another they will allow each other to use their lines to reach specific customers that they otherwise wouldn't have access to. This is at steep cost of course. This junction in particular is used by eastbound trains coming off GWR onto ICR's track or conversely southbound trains coming off the ICR(Lakeridge spur) and onto GWR track. The power line/hydro corridor seen in the foreground is the Hardack hydro corridor. This line connects the largest power plant in the region, located in the South Shore borough, to the more denser areas of the Central borough. It's a vital piece of infrastructure that at this spot carries up to 2000MW of power. 2000MW is enough power to supply the needs of over a million people during the mid day summer peak. Electrical usage peaks on both a season & daily basis. Seasonally, summer and/or winter, deepening on the climate of a region, is when power usage is at its highest due to power intensive applications like heating and cooling. On a daily basis the peak threads to happen early in the more and late in the afternoon and then drops at its lowest in the middle of the night. The 1MW to 500 people ratio is derived from my real life numbers. The record summer peak demand for the region I live in is 26,000MW for a total of 13 million people. What can I say, we're power hogs over here Though power conservation measures have slowly begun to decrease our usage over the last couple of years. The power usage in the city itself is 112MW, which puts it in the mid-range of nearby cities: 285MW Lexenborg 134MW Lindin City 112MW Cisco Bay 85MW Halon 72MW Mayfield 14MW Mount Prominence 13.9MW Gravenhurst Here's one last overhead shot of Cagalli Jct & the Malkin-709 interchange before moving on: I - Downtown Cisco Bay There's been plenty of pictures of this area in previous entries so won't to spam any more, well maybe one more, For the record, the Cardiff Capital Tower built in 1979 is the tallest building in the city: List of the 10 tallest buildings in Cisco Bay: More or less about what you'd expect from a mid-sized city of 40,000. Following the construction of the Cardiff tower in 1979, the city slapped a 17 story height limit on all future buildings(quite obvious yes?). They did not want the downtown area to be overwhelmed with highrise buildings like other area's of the region. Their primary reason was out of concern about overwhelming the transportation network of the city with too much density. While the city had a well integrated highway network there were a few problematic areas(eg. item R). Higher capacity subway lines do not run into Cisco Bay. While the L line runs a fairly frequent commuter train service it would not be sufficient if population densities were to increase any further. Aside from the train station there are only a couple of low frequency bus routes that operate through the city. The height limit originally only covered the downtown area but was later extended to cover the entire city after condo's started popping in Richview. It remains in place to this day. IRL many cities across the world have height limits in place either localize or across the entire city for a myriad of reasons. Here's a few IRL examples: Airport/FAA restrictions: Miami Edmonton until 2014, 492ft/150m San Jose 300ft/92m Historical precedents: Philadelphia 1894 to 1984, 548ft/167m Saint Petersburg Street widths: Washington View cones/corridors(for scenic reasons): Vancouver There is one other city Pretoria metropolitan area that has a height limit, that being Calgon with an absolute limit of 675ft/206m. However unlike Cisco Bay, the restriction in Calgon is likely to be lifted soon as developers are mounting increasing pressure to built taller. J - Highway 709/Crosby Ave. Interchange The interchange that connects downtown CB with vehicular traffic originating from the west: As with the 709/Malkin interchange, there were numerous early versions of this one as well: From the beginning, 2005: Could never get that connection between the highway ramp and the road to look natural. So in the end I separated the two and incorporated a tunnel instead. The pre-RHW/Project Symphony/CJ version: And today's version: The rail line(ICR's Lakeridge sub) limits the type of ramp that could be placed here, hence the 'stub' ramp that goes underneath the viaduct and connects to Michigan rd. on the south side/side opposite of downtown. While not an ideal solution its the best that could be done to maintain connectivity. Needless to say the speed limit for the ramp off the 709 is quite low and is strictly enforced by photo radar - something my sims aren't too happy about... K & L - O'Leary Peak & Fastraxx Cisco Bay More or less just denoting the location of each in the aerial shot. The Fastraxx commuter station was seen in last update. O'Leary 'peak' meanwhile is the highest point(elevation-wise) in the city, by a dozen or so feet from the hills to the east but there's nothing to look at there. I've yet to do any mmp work on the hillside, other than planting trees that is. In truth I'm contemplating removing it altogether so as to expand the suburban area of town. M - Highway 700/709 Interchange One of the "Big 9" interchanges in the region. Though its so small calling it big in any respect is a bit of an oxymoron. However that was always the idea, I wanted it to take up as little space as possible, as at first I wanted more space for development to increase the population. And later I wanted to maintain the existing development in the area. But I also wanted it to be a custom interchange rather then just the standard maxis or later on, the project symphony 3-way. Plus I never liked the maxis 3-way to begin with, urgh: So work started on a new custom version, once the NAM become advanced enough: The original version was completed sometime around 2006-07. a few minor modifications were then incorporated over time: Traffic paths: I was actually quite fond of the unique appearance of this interchange, so much so that for nostalgic reasons I really didn't want to rebuild it for the CJ. Alas seeing as how I was rebuilding the entire freeway system, it had to be modernized as well. As with many other interchanges both in this city and around the region, the available space for ramps and transitions that could be used was limited by a near-by rail line, curse you GWR!. But as difficult as building a RHW interchange is a small space can be, its easier than rebuilding an entire rail line and the portion of the city it cuts through. Originally this is what I came up with: However I needed the northbound 700 to be elevated so that I could get rid of the slope before the Skybridge. Otherwise I couldn't place any ramps there(item O). This is end result of that modernization: Interchange rank of the "BIG 9" Size in terms of total space - 9 of 9 easily the most compact. Size in terms of ramps - (4) tied 8 of 9 Size in terms of entry lanes - (12) tied 8 of 9 Comparison: Traffic Paths: N - Cisco Bay Beach Where sims in Cisco Bay go to relax. Using the name of the city & bay for the beach is the not most original name I know, but currently there is only one beach on the shoreline of Cisco Bay - the shoreline is predominately industrial. So its only logical to name it so. The beach officially ends at the chained link fence, property beyond which is owned by the railway(GWR). Though that hasn't stopped trespassers from frequenting the area occasionally playing chicken with trains O - Highway 700/Malkin Blvd. Interchange And we've reached the last interchange in the city. As with the other four this one has gone through a ridiculous number of revisions over the years. Earlier changes: Aside from the fact that I switched over to Project symphony, the road underpass/tunnel was causing some strange behavior as sims refused to use the ramp and would rather just drive right off the highway and straight into the tunnel, somehow miraculous managing to survive the trip home: The difficulty here was adding access ramps to a diagonal highway. The location of the ramps couldn't be moved much since the whole idea is to connect the highway with Malkin Blvd. The highway had to curve in this location because of where the connection was to Lindin City on the other side of the bridge. The problem with diagonal ramps is the lack of an acceleration/merging lane, but diagonal ramps are not even an option with project symphony anyways. So I had to get rid of the slope leading up to the Skybridge and use that location for the ramps. The merging lane issue was dealt with by increasing the width of the bridge from 4 lanes to 6 lanes. The highway also had to be elevated here to maintain the bridge clearance for ships heading to the Port of Isuzu as well as ports further up river. While these ships aren't large and don't require huge clearances, 20-odd feet doesn't quite cut it. The final change: Overview of the approach to the Skybridge: P - Great Western Mall, & Richview The Great Western Mall doesn't quite live up to its name. For starters its the second oldest mall in the region having been built in 1969, its not a very refined mall at all compared to its newer contemporaries. It's also the smallest official mall in the region with a mere 75,000 sq/ft of retail space and just 200 surface parking spots. The mall contains large grocery store, a well known discount clothing realtor and has space for a dozen other small shops on 2 levels. Really the only reason why its called 'great' is because the GWR - Great Western Railway purchased the naming rights to the mall and promptly named it after themselves back in '69. Richview is a nearby highrise luxury condo community. While not entirely gated, it is walled in and heavily patrolled by private security. A total of 1,447 residents live in the 5 building complex. 4 of the 5 buildings in the complex are built out to the maximum 17 story limit. Amenities include outdoor and indoors swimming pools, tennis courts, a rock garden and mini golf putting green. The mayors house/office is also conveniently located nearby for the rich locals to voice their concerns to. Q - Great Western Tower The Great Western Tower is a 559ft tall freestanding reinforced concrete structure built in 1967. At that time it was the tallest structure in not only the city but all of the South Shore borough. List of the 10 tallest structures in Cisco Bay: (Measurement information in most cases is gotten directly from occupant size exemplar, otherwise I measured it on screen using a ruler 1cm=2.25ft in the 2nd closest view) The tower has three public levels - one being the ground level where entrance fees are paid. A restaurant occupies level two at the 386ft level and the observation deck occupies level three at the 406ft level. The GWR once again purchased naming rights here shortly after the tower was built. The contract extends for 100 years, its unlikely that they will renew those rights when they final expire in 2068. Attendance has fallen precipitously over the years as newer, taller and more flasher attractions have popped elsewhere in the region. Telecommunication revenue, which was never that great to begin with since the tower is not located in an idea location for such, dried up after the construction of the tower on Broadcast Hill in 1984. The HAAT(height above average terrain) of the tallest transmitter here is a mere 560ft verses the far greater range provided by Broadcast Hill's HAAT of 998ft. Having said all that, I think having a short concrete tower located here is still kind of interesting and the night lighting is quite nice as well: At this time the city has no plans to demolish it and replace it with something else, as the costs of maintaining the structure aren't exorbitant... at least not yet. R - The Skybridge The Skybridge is a recently constructred 6-lane RHW bridge: bridge info: Type - Cable-stayed Completed in - 2005 to 2008 Design Life - 150 years Roadway - Highway 700 Total Length - 2,231ft (680m) Longest Span - 1,182ft (360m) Clearance - 100fft (30.5m) Cost - $535 million (2011 dollars) Width - 158ft (48m) Hight - 425ft (129.5m) The new bridge replaced the Spanbridge, a cantilever bridge that was the longest of its type in the world when built in 1924. Imo the in game highway/avenue cantilever bridge is still one of the best looking structures available in the game. But then again I can't say that I'm impartial since I love steel exoskeleton structures. Type - Cantilever Built in - 1923 to 1924 Design Life - Roadway - Highway 700 Total Length - 2,204ft (672m) Longest Span - 1,250t (381m) Clearance - 149fft (45.4m) Cost - $46 million (1924 dollars) Width - 105ft (32m) Height - 414ft (126m) The next section deals with the history of the old bridge, so feel free to skip it if reading about fictional history is not you cup of tea The Spanbridge was the first highway bridge to cross Cisco Bay. However after 84 years of use the bridge was badly degraded/corroded and in need of immediate replacement. The bridge had also been over-built height wise, engineers had anticipated that the Trueno river would one day need to accommodate ships larger then low-max class. Hence the hefty clearance of 149ft, with the deck level coming in at 160ft ASL. However this turned out to be unnecessary as cargo volumes along the river have never even come close to reaching the point of requiring larger vessels. Not to mention justifying the cost of expensive dredging of the river bed which would be required to allow for ships with a larger draft. The height of the roadway in addition to the narrow width of the lanes had become a severe safety hazard by the mid 70's. By then transport trailers had grown in size both in width but more importantly in height. The taller trucks were often buffeted with strong winds at times causing them to swerve over onto adjacent lanes. In response, the number of lanes was reduced from 6 lanes to 4 in 1975. However issues with swerving still persisted and after numerous crashes resulting in fatalities a bylaw was introduced in 1982 restricting the speed of transport trailers to 45mph/72kph over the bridge. This of course resulted in serve congestion. By the 90's even the its name had been largely forgotten as sims commonly referred to it as the Slowbridge. Hence its replacement was long over due. The new bridge was built adjacent to the old bridge and once completed the 'Slowbridge' was dismantled. The Skybridge was not only significantly wider but the height of the roadway was reduced from 160ft to 105ft. Winds at this height are substantially weaker, thus the by-law did not carry over onto the new bridge except during the occasional periods of high winds. Sensors on the bridge continuously monitor local wind speeds and once a certain threshold is reached a yellow warning light automatically activates at the entrance to the bridge and all bridge users must reduced speed during these periods. And with that I conclude this entry. Probably should have broke it up into two but I was on a little bit of a roll there. Hope you found it interesting nonetheless.
  4. Article #2 - Discovering Xá

    Article #2: "Discovering Xá" Xá or Ciudad de Xá is a touristic city of Metzú Republic. Is situated some 55 kilometres of capital city, Yuti. It's an important urban area. Some industries are concentrated here. There are a commercial zone, with great importance in Metzú Economy. Xá has the biggest airport of Metzú, called "Aeropuerto Nueva República". Supplies the capital city, principally. Full map Population: 33.756 (2017) Metropolitan Area: 35.209 (2017) Main Activities: Tourism, Financial Services, Manufactured Industries. Living Xá... 1. Xá Landscape 2. An other view of Xá Downtown. 3. A mixture of Modern and high buildings with old rowhouses and condos. Typical in Metzú. 4. Central Train Station, called "Estación del Sur". 5. Main Avenue at night. 6. More of Downtown 7. Downtown at midnight. 8. City Outskirts. The M1 Highway. 9. Nueva República International Airport. The biggest airport of Metzú 10. Cerro Tay and Playa Marcela. 11. Playa Marcela. 12. Estadio Municipal de Xá. Multipurpose stadium. Home of Club Atlético Xácoense, founded by brazilian fans of Chapecoense. We hope you visit our cities, See you on the next article, Stranger.
  5. I have 0 modding experience with Cities Skylines. I can 3D Model fairly decently but I am not a programmer. Anyway onto my questions. I wanted to eventually make a mod that literally allows users to "plop" custom Highway Signs instead of having to 3D Model them or custom make them for each interchange. It could be completely modular or it could work with the currently existing "Street Name" mod. So lets say for example that you have a stretch of highway and it has an interchange. The mod would do the following things for each interchange: Remove the existing Cities Skylines Highway Sign Prop By default, place a modern / realistic gantry or sign post near the exit ramp. Upon its initial appearance the post will be incomplete and will not have a sign attached to it. The user will select the post and will be brought to an interface to assign the sign's data and other specifications. User will select the type of post. Whether it be an overhead gantry that spans across the entire carriageway, or a post on the side of the road. The street name, route number, herald, exit number, direction, control name can all be set for the sign in this interface If a user has the street name mod, the sign can be set to automatically detect the name of the street at the end of the ramp to pretty much automatically generate a sign. Multiple sign boards on one gantry would be possible. (For example a sign over the main carriage confirming the router number / direction advising that you're traveling in, and another board to the right (or left UK) advising the information for the current exit) Provide the ability to generate approach signs. By default their distances would be set to 1/2 mile and 1 mile (like real life) but they can be altered aswell. Approach signs would also be modifiable to include other information If two approach signs are within 1/4th of a mile of each other, they will automatically be merged to avoid cluttering. The Mechanics: The interface will use pre-fabbed sign boards (so the game will not have to create shapes / 3D models in-game) and will use the data the user enters to determine which sign board is most appropriate according to size. In essence, everything will be built to fit in the smallest board possible, but if a larger board is needed, it will use a larger board. Approach signs will automatically merge if they're too close to each other, however; it will be possible to customize approach signs or de-merge them if necessary. Approach signs will also merge onto the control sign at a previous exit if its within 1/4th of a mile of the previous exit. Signs will avoid spawning under overpasses, but they CAN spawn on bridges. Users can import their own Heralds and define in the game how the route numbers will be placed on those Heralds The mod would be made to support multiple Heralds. The mod would be made to support automatic exit numbering, with an offset number aswell for interstates leading into your city (I.E. the first exit for your city is Exit 50 instead of Exit 1) Can be controlled by mile OR by actual exit. 2 Lane Highways will Generate a Rural Post (on the side) by default. 3 and 4 Lane Highways will Generate an overhead Gantry by default. Basically the idea is to provide a way to generate highway signs for those who don't want to 3D model a sign for every exit they have. Once again this is all still theory. Nothing is in the works yet. This thread is asking if my idea is even possible, and if it is..where would I begin?
  6. Midnight Hour

    From the album Night Scenes (S3-12-E)

    A scene featuring Mount Tokiko looming ominously above downtown Dresden. This might be my favorite area in the entire region. Combining a mid-size downtown with a complex series of highways & railways clustered together and an mmp saturated hillside overlooking it all.
  7. Encyclopedic Entry no.3 - The Blueprints

    Taking a break from the usual localized entries it's time for another all-encompassing E2 update(the last one was almost 8 months ago!) E2 is short for Encyclopedic Entry and it is a comprehensive analysis/overview of one specific system covering the entire region. The original plan was to have 12 of these updates, but there will be 10 now after cutting off 3 and adding 1 special entry - that special entry is today's. What's special about this E2 is that instead of focusing on one specific system I'll instead be showing a variety of images from many different places across the region. Additionally to keep things fresh (for the images already seen) I'll be doing it in a way that as far as I know has not previously been done on Simtropolis - we'll be seeing their blueprints. These places encompass my best work in SC4 to date and my favorite things to create in-game(Industry, Infrastructure, Interchanges, Road & Rail networks, Lattice Towers & Skylines), with the exclusion of only my mmp work which doesn't pick up well with the blueprint photoshopping. In any case I figured this would be as good of a time as any for an update that showcases the best of what I've done so far since I've likely passed the half way point of the CJ. This entry is in essence both a review of what's been shown and a teaser of what's to come(all the images in spoilers). It will quite likely be the biggest single entry of the CJ both in terms of the number of photo's and quality of content so I hope you like what you see. Industry & Infrastructure Seeing as how I'm working through the industrial heartland of the region it's only fitting that I start with Industry first. Dresden Generation Station You might be asking how many times must I show this place before enough's enough? lol, well these images are a little different then the ones before but more importantly I'm please to announce that I'm planning on releasing this relot on the exchange, so the next you'll be seeing this facility is in your own city. As is the complex is made from several different modular lots, perhaps 2 dozen different ones in total. So it's going to take me a while to put it all together in one or two lots and it probably wouldn't look exactly the same but I'll do the best I can. Eastlea Power Plant Hillsboro TS South Shore Sewage Treatment Plant For sneak a peak at some of the industrial facilities I will be showing more of shortly, click on the spoilers below. Highway Interchanges It simply wouldn't be an all-inclusive update without showing you my highway interchanges. Here's a fine selection of which for your viewing pleasure Cisco Bay Highway 709/700 Interchange Highway 709/Crosby Ave. Interchange Sky Bridge, southern approach Dresden The Z-change The Web Looper Junction, Highway 700/702(S) Lindin City The Butterfly, Highway 705/709 () Spaghetti Junction v1.0(NAM 32), Highway 700/704/707 Spaghetti Junction v2.0(NAM 34), Highway 700/704/707 Perhaps the biggest spoilers of all, some of the other major interchanges which all together have have taken me hundreds of hours to create. Road & Rail Networks ICR & Fastraxx rail lines in Lindin City Frieght and Passenger rail lines in Dresden Telecommunications A personal favorite of mine, still have plenty of custom BAT's(and relots) to show & release The Ring of Steel from below KIRO TV Tower WBNS TV Tower Some of the towers yet to come; Skylines So far very little in the way of skylines has been shown so far but that will change as I get closer to the center of the metropolis. Lindin City Cisco Bay Dresden Click on the Spoiler below for teasers of Central Pretoria; I'd love to hear which one is your favorite picture or place and what you are most looking forward to seeing next. Also big thanks to all those who voted on the last poll with regards to the hydro pylon textures, I'll give it one more week before the results are final as it's pretty close right now but it looks like I'll be changing the textures afterall. *Update 07/08 I've modified the contrast and lightness settings on a number of the images so that the details are more clearly seen.
  8. The completion of the Beltline Dr extension and connecting roads, opens up almost a thousand acres of land for the city's expansion. including additions to the technical school. Thanks for the visit - Dick
  9. In my city, which is fairly small, at only 70-ish thousand population, I have been having a traffic nightmare at one of my intersections. The cars randomly stop in the middle of the 3-lane highway, creating traffic jams that stretch all the way to the high-rise area sometimes. It's not even that big an area, it's about two times smaller than my high-rise area, and is simply industry, commercial, and low-density residential. Pictures attached. So I have only one question to ask: whatdo? http://imgur.com/a/3TTzq
  10. Entry no.35 - Spaghetti Junction version 2.0

    Spaghetti Junction was originally showcased in entry 13. I remember that entry quite well because it was perhaps the most time consuming thing I've ever made in SC4. The making of the CJ entry itself took something like 4 days. Making diagrams, GIF's and labeling things all take a lot of time. Though it's still only second to entry 15. That one took me about a week to make because of all those diagrams, the actually in game stuff for 15 probably took an hour or two lol. These days it usually takes me a day or days to make an entry on simtropolis, not the entire day but a good part of them. That is capturing all the in game images, screening out photos, making mosaics planning out the progression of an entry and uploading photos then adding a detailed explanations. Today's entry will be fairly light on the dialog since I've already gone into detail about this interchange in the past. It's purpose and use hasn't changed, only it's design. The actually building of the updated version of this interchange took place over the course of 3-4 week. Mind you I was working on plenty of other things during that time. In total I'd say it took around 20 odd hours to build, which was less about half of the original. Let's just say the disconnector piece was a life saver. That includes several hours of mmp work I did last night There's a lot more landscaping that went into this version that the original. As with Looper Junction, Spaghetti Junction was a major interchange I made last year using NAM 32 to replace Maxis Highway NAM interchanges. But unlike Looper, Spaghetti was made to a higher safety standard from the get-go. Extended merging/acceleration lanes and sweeping curves and extended height transitions were extensively used. However that doesn't mean things can't be improve on further. I was reluctant to update this interchange at first because of all the time I spent on it and since it wasn't really that flawed. The only real flaws, if you can call it that was the use what I call a 'hook ramp', its the one that loops around. While it actually looks kind of cool in game, it's not really realistic in the real world.I also liked how massive and wide the original was, it was quite realistic in size from a real world point of view, yet another reason why I was originally reluctant to rebuild it. But one of the things I like the most about the NAM is the challenge of making things as compact as possible and without sacrificing safety or aesthetics. I think I've definitely managed to do both here. The interchange remains fully accessible, that is vehicles entering the interchange from any of the 4 main highways can connect to all the others. For detailed mosaic's of the whole interchange scroll to the bottom Stats Levels - 4 All Highways total entrance lanes - 32 Bridge Structures - 9 Total Crossings(time sa highway ramp crosses another) - 33 Tunnels - 0 Ramps - 19 FlexFly Ramps - 14 (4 - 90 degree/10 - 45 degree) Height Transitions - 18 To start off here's a comparisons between the old and the new versions, From the map it looks like I was able to use many of the old ramp, but that was definitely not the case. I had to rebuild practically everything from scratch except from the entry point of the ground level highway 700. NAM 32 version NAM 34 version B & A On the front page I mentioned that this interchange takes the new NAM to it's limits which it does in terms of compactness. This design can literally not get any smaller without sacrificing the smooth flex-fly curves and gradual height transitions . It's so compact that I couldn't fit flex-height transitions in many areas because you need at least one starter piece next to them to get them to work right. Once I figured out the general design building proceeded smoothly. But there were a few parts that really stumped me for a while. In the spoilers below I will detail the main issues that I had with building the interchange. Fell free to skip over this part if you just want to see the end results Now on with the show! First thing I want to show is the water feature in the middle of the interchange. This is a storm water management pond which has become a fairly common feature in many of the new larger interchanges built around the globe today. Highway interchange take up a lot of space so it only makes sense to try to make use of that space in some useful way. Image 8 (not including maps) At first I just made it in the empty space but it looked a little on the small size and then I thought why not extend it underneath the elevated highway itself? You can also clearly make out where the interchange is 4 levels high next to the pond. Let's start the tour of the interchange coming from the east (highway 700). From this direction you get a good view of most of the ramps but I'll change up the angle as I work my way down. 10 Heading westbound on the 707 approaching the Cordova Ave bridge 11 Right after the overpass is the first exit on the right side,to the 700 southbound. 12 Mosaic of the area around the Cordova Rd. overpass. 13 There are a couple of local connectors here. 14 On the right side is the local on-ramp from Trafalgar Rd. which merges with the 707 off-ramp to the 700 southbound. 15 On the left side is the off-ramp to Howland Rd. off the 707. 16 Overview of the area 17 Continuing east down the 707 we come up to the on/off ramps to the northbound 704. This is an inside ramp so drivers need to be vigilant to make sure they're going the right way. 18 19 20 Probably the best angle of how these ramps diverge. Just south of here is the Tauon Hydro corridor. Previously I had the power lines cross the highway but I wasn't entirely satisfied with the way they looked and decided to get rid of them for now to give a clear view of the interchange for this update. 22 At this point the power lines go into and underground hydro vault and continue below the surface . 23 I'm working on an interesting above ground solution... I'm not quite ready to show what I have in mind, but it'll be ready soon 24 And now here's were the spaghetti really begins... 25 26 27 Hope I didn't lose you in there! 28 If you took the off ramps to the 704, whether on purpose or by accident(lol) you'll get to this area, which I like to call 'the fingers'. 29 It was quite tricky getting the RHW to work properly here with height transitions so close to flex fly pieces. 30 Past the fingers are the the on/off ramps for the 704 the design for which hasn't changed from the NAM 32 version. I did move the ramps one tile further south to help smooth out the grade of highway 704 which goes up a steep incline north of here. There's literally no extra space space at all in the interchange, that is for every tile going north/south or east/west a ramp is curving or elevating. 31 The ramps to the 704 from the 707 and vice versa. 32 33 Move on further west we get to 'the wave' . 34 35 Now we're back to the pond seen at the beginning. You could say the four level stack here is the meat of the dish 36 37 Past here going west the 707 merges with the 700 as we reach the city limits. In the next city over there is a transfer where the collector/local lanes merge with the express. Several of the ramps which previous extended over into the next city have been eliminated with the rebuild eg. the one on the south side/left use to start in the next city over. 38 39 If you took the off ramp to the southbound 700 you come out on these two elevated ramps 40 The portion south of here has not changed from the NAM32 version. Highway 700 here could of been made smaller(oops! I guess wasn't completely correct about the no wasted space part, but that does apply to all the rebuilt sections) but I liked how the highway curved right before going left. The two ramps, one from the 707 the other from the 704, merge and then you have to option of getting off in downtown LC or continuing further south by merging onto the 700 which will take you to (The City of)Cisco Bay or Dresden . That concludes the tour,. To close out the entry here's a few traffic flow gifs and of course full interchange mosaics. 44 And that concludes this entry. Happy Easter everyone!
  11. Arcadia Metro II - Good Golly Suburbia

    Replies @Ln X: I really wish I didn't lose all of my really old screenshots of this region during its infancy in early 2011. Would've been great to see the transformation between then and now. Thanks! @kschmidt, @takemethere, @feyss, @raynev1: Thanks a lot for your comments! @nos.17: That feeling when only freight traffic uses your highways... traffic generations to the rescue ! Thanks! @Dreadnought: Much appreciated. Figured it would've been nice to have a more natural shoreline for the less urbanized areas. As an LA native I too love building sprawl but alas, skyscrapers have always been the "pinnacle" in terms of gameplay achievement for me, even if it throws aesthetics out the window (night shots notwithstanding). @fdjw88: Thank you! 200,000 people is no easy feat. Once you've gotten on board the custom content train you'll be building crazy stuff in no time! Cities of the Avalon Valley II: Attack of the Suburbs It's time to explore the second half of the Arcadia Metropolitan Area, namely the cities of Arcadia, Harmon Lake, Sundry City, and Lansing. For the area overview, please check out the first screenshot on the previous entry. We begin by viewing some of the less remarkable (and very incomplete) outlier cities: 1. This is Lansing. Population: 36,000 2. And this is Sundry City. Population: 64,000. Both are fairly unremarkable cities that serve as the surrounding communities for New Arcadia and Arcadia. 3. Harmon Lake is slightly more notable that the previous two by virtue of well... having a lake. Population: 46,500 4. You might find some middle class suburbs. 5. A LOT of middle class suburbs. 6. There's some occasional low wealth ones as well. 6. Harmon Lake is the other end of the spectrum. Very nice neighborhoods with marinas. 7. The other side of the lake is even better with small and large mansions alike. 8. Even the interchanges boast some considerable greenery, even if it's just wild grasses and flowers. 9. Main street through downtown Harmon Lake is a poplar tree lined feast. 10. On the opposite end, Sundry City's principal road runs parallel to an unsigned freeway. Along this corridor are fresh new office parks home to many different companies. 11. The MacroHard (R) Corporate campus was one of the first to be established alongside this corridor and dominates the block. Large gleaming midrises tower over acres of asphalt. 12. Now we finally enter (old) Arcadia. Population: 110,000 13. Arcadia is home to two major interchanges. This first windmill was one of the earliest constructed and crosses A-10 with Azura Loop 267. Safety was definitely considered when designing those level 2 flyovers (these are the old < NAM 32 depreceated flyovers). 14. This bridge crossing is part of the second major interchange that connects loop 267 and bypass A-310. 15. The Arcadia Exchange marks the boundaries between Lansing, Sundry City and Arcadia. 16. Arcadia Gas Power Generating Station provides a respectable amount of electricity for the city and surround communities. 17. Heavier industry also surrounds the plant. Future plans have been in motion to provide rail access for this area. 18. What is suburban life without wide avenues and some more office parks? 19. Arcadia Lake is a quiet little hillside lake that's popular with the local communities. 20. The largest K-12 school in the city services a majority of the area. 21. For those looking for higher education, the University of Avalon, Arcadia campus lies just a few blocks off loop 267. 22. Plenty of attractions exist closer to downtown, including a racetrack and a museum. 23. Arcadia's downtown core. 24. Of course, what would life in these cities be without more suburbs... 25. Endless suburbs! 26. Even gated communities get in the action. 27. Hopefully I haven't bored you all with these mind-numbing shots of endless suburbia. Here's one last overview for Arcadia at night. That concludes the Arcadia Metropolitan Area! Mosaics will return in due time. For Next Time Catch-up is almost over. We'll be exploring the cities of Herring Point and Jericho, two more recent cities (started July 2015).
  12. Arcadia Metro I - Winchester/New Arcadia

    Replies @Ln X: Thank you! Yeah, this was all mostly built before I discovered the existence of proper diagonal fillers and whatnot. I'll likely revisit some of my older areas in the future and give em a good ole facelift. As for multi-tile mosaics, I definitely have some planned for the future. Just need to get my photo editing skills up to snuff and they'll be good to go! @Themistokles: I live for the region shots . Thanks for the comment! @kschmidt: Thanks! I try to take advantage of space when filling up flat land. @korver: Thanks a lot! Gotta hand it to blunder - his Cascadia controller is godly! @philforhockey51, @Dreadnought, @raynev1: Thank you very much! Cities of the Avalon Valley Welcome to 2015 and the Avalon Valley! This section of the region is part of the Arcadia Metropolitan Region which covers several large cities alongside the Avalon River. As the region develops, this area will eventually be consumed by the even greater Avalon Metro Area. I started building this area towards the end of 2014 into mid 2015, so some of you may find screenshots here that you might've seen before. Without further ado... 1. An overview of the valley. The cities we'll be exploring today include Winchester & New Arcadia. Winchester Winchester was built towards the latter end of 2014 into 2015. This city started off as a bedroom community for New Arcadia but eventually developed into a rather major hub itself. Starting from here I started experimenting with new styles from lurking SC4D and from those that I acquired during my return to ST. Population: 150,000 2. An overview of the city of Winchester, from north looking south. 3. The administrative sector, which lies in the southwestern corner of the city. A curious mix of different government buildings and assorted services. 4. Busy industrial sector located fairly close to the administrative area. This was my first time playing around with any semblance of a rail network with these rail yards. 5. The largest park in the city, located fairly close to downtown. 6. The primary downtown core. My original goal was to have a largely medium-density dominated skyline. However, my skyscraper happy self always manages to find a way... 7. A closer look at downtown. Downtown is dominated by many different architectural styles. With few exceptions, all of the skyscrapers were grown without much pruning. 8. The secondary downtown core towards the northeast. Originally a suburban office center that gradually expanded into several high rises. 9a. BEFORE: The highlight of the city is the primary interchange in the heart of the city known colloquially as the 'Chester, which connects downtown with the A-10 and A-215 freeways. The original route was often congested and was in need of an upgrade.* * to be honest, no one uses the road so I used traffic generators instead GG 9b. AFTER: The upgrade was done with an increase in capacity and beautification of the surrounding area. Engineers also managed to devise an ingenious method to relocate the St.Paul Cathedral in order to make way for a new avenue underpass. 10. A bonus full mosaic of the interchange and surrounding area from the NAM showcase challenge a while back. A decorative W which symbolizes the city lies between the A-10 west to downtown connector loop. Despite all the improvements, planners and engineers alike once again forgot to build a north -> west connector... 11. Another angle of the beast. 12. A small patch of nature between the A-215 northbound connector and A-10. A dirt path snakes under A-10 towards the St. Paul Cathedral. 13. A jumble of highway ramps on A-215. No one seems to be using the fast lane at all. 14. A new substation marks the first exit of the northbound spur route A-215. New Arcadia Due east of Winchester is the city of New Arcadia, the largest city of the Avalon Valley Metropolitan Area. Like Winchester, this city was developed largely in the early portions of 2015 where I started experimenting heavily with different styles. As such, you may find this city to be well... a mess. Population: 460,000 15. An overview of the city. 16. A power corridor with an incorrectly aligned pylon. As long as it works right? 17. Industry along the highway near the local airport. 18. Some gridbusting suburban areas. 19. Projects located near downtown. 20. Stadium and convention center near downtown. I think I'm finally in a good state to attempt some re-lots of these in the future. 21. Interchanges abound! New Arcadia features several major highway junctions. This T-junction connects the A-10 with local bypass route A-310. 22. A-310 goes from southbound to eastbound at the Twister. An unsigned southbound route and a local avenue meet here as well. My ST return screenshot! 23a. BEFORE: Yet another junction that was met with upgrades. This short highway stub connects a downtown parkway with the A-310. 23b. AFTER: With NAM 33 Pre came L1 and wider flyover support. Some MMP and mast lighting improvements were also added to spice up the boring original. Eventually those lights will be torn down in favor of shorter ones. 24a. BEFORE: Downtown at night in its first iteration before I turned into a skyscraper nut: 24b. AFTER: Post-skyscraper frenzy. Regardless, being able to have such a sheer amount of unique BATs grow is certainly mesmerizing to watch. The night shots are definitely worth sacrificing some realism for that supertall concrete jungle. 25. A final daytime overview of New Arcadia. For Next Time We'll move eastwards towards the original city of Arcadia and surrounding suburban communities.
  13. This will be the final entry from the South Shore borough and the Dresden. Dresden was joy to build, modernize(repeatedly) and finally showcase. But now 16 entries(a bit much for a single city right?) and 9 months later its finally time to close this chapter and move on. Much work still needs to be done on my future cities to reach the same level of refinement/detail as seen in Dresden and the pace of CJ entries will most likely slow down from here on. The currently pace of nearly one per week since the new year is not sustainable as I'm starting to see the dreaded signs of an SC4 burnout. The only thing I haven't done yet is show how the city looks like from elevated views, both day and nite so that's what this final entry will be comprised off. I rarely take photo's from level 2 or 3 zooms because you can't see the finer details, but I have say they're really good for showing networks. Before I start I like to give big thank you to all those who took the time to comment on this chapter of the CJ; __B, 9gruntsand1hammer, art128, Artimus, Belfastsocrates, Benedict, Bipin, city89, CMinVA, Compdude787, Cyclone Boom, DavidDHetzel, dedgren, Dreadnought, Ducio, egret, Fatjuice, feyss, gen.Falcon, GoKingsGo, gviper, heartless, Hellken, Jack_wilds, J0nnD0ugh, JoshusGellock, kelistmac, Kim Sunwoo, kingofsimcity, kschmidt, lair, Linoa06, Ln X, lucasfg3, michae95l, MilitantRadical, MissVanleider, Mister Giggles, morris128, mrsmartman, MushyMushy, Mymyjp, Need4Camaro, nos.17, Paulobergonci, philforhockey51, Prophet42, raynev1, rkellyywlu, Sabertooth78, Schulmanator, sejr99999, Skimbo, slickbg56, Snugies, sucram17, Swordmaster, T Wrecks, tankmank, tariely, Tekindus, Themistokles, Thomas Diamond, Titanicbuff, Tonraq, Toothless Stitch, Tys, ulisse, Urban Constanta, v701, wirralsquirral & Xander Dax. And to everyone else who follows and/or has 'liked' the CJ, your continued support is invaluable. Let's begin 1 2 3 4 Before I forget, a couple of 'closer' shots of Industrial Sector D at night (as requested by @wirralsquirral, e29) 6 And a couple Suburban panos for the road. 8 Esna parkway & The Ring of Steel with downtown Dresden in the background at night. 10 Now on to the Portlands, my favorite area for taking night shots. 11 12 13 14 Surprise! You don't think I used the dark night mod did you? Who says you can't use both? 17 18 19 20 21 22 23 24 City wide photos 26 27 That's it, show's over. But... Preview of things to come Central Pretoria is much more heavily urbanized then Dresden and the South Shore, so the interchanges and highway system is much more complicated here. P1 P2 P3 (WIP) Heavy Industry will also be another big focus P4 P5 P6 There'll be plenty of rail work and a large port to show as well. P7 P8 Though I still have lots of mmp work that needs to be done before certain areas are finished. P9 And I'm hoping to finally restart my favorite little side project. With any luck there should be a couple of releases in the near future P11 Thanks again for stopping by.
  14. This will likely be the final entry from the Middle East borough of Pretoria. To mark the occasion I've completed a street map of this area which covers 21sq/km. Due to the size of the map I had to split it into two images. However it seems the top portion doesn't always show. Silly imgur, doesn't know what it wants to do from one moment to the next. In any case the image for the bottom 2/3rd's of the map is working and is the more important section of the borough. At first the city borders were irregular but it came off a little too confusing having them all over the place in addition to the irregular borough borders. So I simplified them to follow the actual in game city borders. And concluding the tour of LC, City overview: A - Highway 709/705(Comerica Parkway) Interchange B - Lealand Sewage Treatment Plant C - ICR Rail Tunnel Entrance D - Comerica Parkway/Astel Rd. Interchange E - Rockcut(neighborhood) F - Kalahari 'Peak G - Rail Tunnels and Junctions H - Downtown LC I - Earl Reyes memorial park J - Highway 700/West Way & East Way Interchange K - Fastraxx Lindin City Station L - Livingstone gated community M - Spaghetti Junction N - Hillsboro TS P - Lincoln(neighborhood) P - Highway 707/Trafalgar Rd Interchange ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- G - Rail Tunnels and Junctions Which tunnel goes where and is used by whom is covered in entry 17. But I still have a few pano shots of them I want to show; In case anyone was wondering, those diagonal tunnel are indeed functional H - Downtown LC LC was one of the first cities established in Pretoria and the second city that I started working on after Cisco Bay. The earliest snapshot I have of it dates back to Aug 2005. Every year or two I'd come back to freshen up the city and modernize the transportation system. Original build-out(circa 2005) Many years later And today Historically the downtown core was built up during the first population boom in the late 20's/early 30's, leaving little space for future development. During the recession of the 90's some buildings fell into ruin. Once the region emerged from the recession some of these buildings were demolished to make way for new highrises but most were preserved due to heritage considerations. The area boxed in by the freeway and several rail lines is actually the densest development in the Middle East borough with 8000 residents and 6000 jobs. This translates to a population density of approx. 30,000 per sq/km.The city does not have height limit, however most of the downtown core was developed in the 1930's. Today these buildings are designated heritage structures, meaning they cannot be torn down to make way for newer(and likely taller) buildings. There have been a few parking lots which have been developed, including the cities new tallest. List of the 10 tallest buildings in Lindin City Closers ups were already seen in Entry 16. But here are the aerial and mosaic shots of the area. Wider versions of the mosaic shots from entry 18. J - Highway 700/West Way & East Way Interchange The interchange between the cities main thoroughfare and the cities busiest highway, the 700. A look at local traffic patterns of the interchange K - Fastraxx Lindin City Station Just denoting the location of the station on the aireal map, Rail transit in LC has already been discussed in Entry 17. I - Earl Reyes memorial park Directly across McDowell Drive from the Livingstone gated community is the Earl Reyes memorial park, 14 acres of pristine green space in the heart of the city. Posthumously named after the major who served an incredible 5 terms during the boom years of the 1920's & 30's Mr. Reyes is widely considered to be the most popular major in the history of any city in Pretoria. Obviously the man must of been a great leader to get re-elected 4 times in a row. Closer view of the park. The building in the lower right hand corner is the tallest in the city("The Turn"). L - Livingstone gated community Nothing like a little income inequality. While not mansions by any stretch of the imagination, things like complete home automation & geothermal heating are standard. The community features cobblestone roads, 10 foot stone walls and 24-7 security at a gate house. All of which means the prices are not for the faint of heart as a house here will costs more than twice as much as the going rate in any of LC's other neighborhoods. But buyer beware, you may have to put up with a a little noise from time to time. Despite years of protest, the Livingstone home owners association has been so far unsuccessful in their righteous fight to indefinitely ground the air ambulance service flown out of nearby LC Memorial Hospital. One Livingstone homeowner claimed it was so bad he felt like he was in the middle of a war zone. When pressed upon which specific war zone he was comparing the noise to, he promptly declared the interview over. And once again for the second straight year, three homeowners claimed that traffic levels were at an unacceptable "medium" level and demanded action from the mayors office. Seems like there's a little trouble in middle class paradise. M - Spaghetti Junction Extensively detailed in Entry 13. About the only thing I didn't show in that entry were the traffic patterns of the interchange. N - Hillsboro TS Previously covered in Entry 2. Though its appearance has changed a little since then. Following the great 2009 Southwestern Corsica Blackout Crisis(Corsica is the state Pretoria is located in), the station underwent an extensive modernization program. The blackout was caused when a lighting strike hit the facility which caused most of the 250kv circuits trip. Many of older transformers and circuits at the station were in excess of 40 years old and approaching the end of their life span. They have all since been replaced with newer equipment to increase system reliability and total power flow. Basically, I tired to made it look even more high tech. Old New And of course the obligatory mosaic shots P - Lincoln(neighborhood) Outside of the downtown area, Lincoln is the oldest community in LC. More or less, its just your typical suburban community. Many residents here are still bitter about how several blocks of housing were demolished to make way for highway 704 and the expansion of spaghetti junction. P - Highway 707/Trafalgar Rd Interchange As with the other interchanges, this one has been revised multiple times over the years. Conversion 1 Conversion 2 It's still lacking in proper acceleration ramps, but that's because they unfortunately don't exist for diagonal RHW's. One last picture for the road, a cross border merger between the two mmp covered 'peaks' of Lindin City & Cisco Bay; And that concludes the tour of LC and the cities of the Middle East. Thanks for viewing! Here's some teasers of my next city, Dresden; Been a while since my last update because of the reboot. Going to take a turn southward from the Middle East area to the South Shore borough. Here's a small preview of the next city, Dresden(noted below in red); Dresden is primarily industrial. There are some very large industrial facilities located here including the regions primary/largest power plant. To serve those industries many rails lines and spurs run through the city. I'm in the process of converting the highway interchanges from maxis to RHW. The city has 6 local interchange and one major interchange, which is perhaps the most unusual one in the region. A new city also means new releases from the ToS Project. Which is probably what I'll take care of in the next update
  15. Entry no.30 - Looper Junction, Version 2.0

    Over the past year I've rebuilt the entire highway network as it had previously had been almost entirely maxis-highway based. The hardest and most time consuming part of that process is rebuilding the major interchange between highways. Just when the rebuilding process was nearly done, the NAM team goes out and gives us NAM 33/34. Because of this I've had to rebuild several of the major interchanges, yet again. Thanks a lot NAM team... for being so DAMN AWESOME! because building interchanges has always been one of the things I love the most about playing sim city 4. RHW constructions can be a times frustrating but overall I enjoy the challenge of building an interchange in as compact of a space as physically possible while maintaining smooth curves and grades, I liken it to playing a logic game and probably nothing else I do in my day to day life makes me think as much I have to in order to 'solve' the problems that I encounter when building RHW interchanges(not sure if that's a good thing or a bad thing ) Looper Junction was one of the more difficult rebuilds, because I had to join a diagonal highway with an orthogonal one in middle of a city on uneven land. The end result of the original RHW rebuild using NAM 32, shown in entry 20 and seen below, required me to create a custom piece in order to compete the vision of the interchange I had in mind. But as cool as that interchange looked, from a real word perspective it had numerous flaws most of which weren't correctable until the release of NAM 34. I did a minor rebuild with NAM 33 which was shown as part of entry 26 but I'll skip those changes here as they only correct a couple of the many flaws described below. The main issues; - 10 slow speed turns(numbered T1 to T10) that is a 90 degree turn within 2 spaces - 4 slow speed merging on ramps - 2 slow speed off ramps - 3 hairpin turns - 2 unnecessary ramps - 1 weave zone - and 1 very unrealistic tunnel One of the biggest issues was with what I called the "secret ramp" noted above as tunnel 2. The ramp runs underneath the entire interchange and connects the NB702 with the SB 700 which takes commuters into Downtown Dresden. A long tunnel built underneath an interchange like that is not realistic. I'm quite sure that if I didn't show what that tunnel was for it's purpose would not be clear. It looks more like it's connecting some other road from off the screen to the interchange then the ramp it actually serves. This ramps as well as the corresponding return ramp, where sharp turn 8 is located, were added to make the interchange fully accessible. That is you can connect to all possible routes going into the interchange from any direction. In the past I used to think more ramps are better and missing ramps makes an interchange incomplete. It's easy to think that way when building interchanges in a self contained perspective rather than observing the network as a whole. Turns out this ramp is completely unnecessary and actually an exercise in bad urban planning. Sims in SC4 inherently only want to travel short distances to work, that is either within the same city or travel to the next city tile, it's rare to see them go further than that. This is why I originally designed the RHW highway network with multiple options to travel to the same location. Most of the sim's in the city want to travel downtown for work, where the densest concentration of commercial jobs are. But the amount of jobs available within the next two large tiles amounts to 20 times the number available in Dresden. In real life commutes of 20, 30 or more kilometers are quite common and most sims in Dresden should be traveling further north to Central Pretoria for work. I've been redesigning the highway network with that in mind, which means curtailing the number of interchanges and eliminating duplicate ramps. There already are two highway exits off of the northbound 702 connecting to high capacity roads(avenues) that can take commuters coming from areas south of Dresden into the downtown area. Sims traveling from the neighborhood of Valhalla Park would reach downtown via Genosha Blvd. while those traveling from Woodside would likely be split between Esna Parkway & other local roads. The larger concern is for those coming from points south of Dresden the population of which is 3 times as much. They would likely be split between the two existing exits. From the city boarder the Esna park route is 2.6km and has 7 intersections, while the Genosha Blvd route is 3.1km with only 2 intersections before arriving at downtown Dresden. Considering the above, a third ramp at Looper Junction to route traffic to the same location for the population catchment area is completely unnecessary. Especially so when as mentioned above, most sims from these area should continue down the 702 towards Central Pretoria. The elimination of this ramp(NB 702 to SB 700) and the corresponding ramp going in the opposite direction(NB 700 to SB 702) eliminates the unrealistic tunnel, a short merging ramp and one tight turn. This also eliminated the the weave zone. A weave zone is as an area where the highway entrance and exit use the same lane and the entrance and exit are quite close together. These areas require caution and cooperation because vehicles share the same lane to slow to exit the highway while other vehicles are using it to increase speed to enter the highway. Planners try to avoid building modern interchanges with weave zones. The other big change was courtesy of the new NAM. Thanks to the improved flex fly pieces, 8 of the other 9 tight curves were eliminated as were all the slow speed merging on ramps. While I didn't have the space to build full acceleration/merging lanes, the curve were smoothed out allowing vehicles to at least enter the highway at speed. Vehicles in the right lane are still expected to slow down for and yield to these vehicles if necessary or otherwise face being fined. Also drivers in Pretoria are thoroughly trained to use the proper techniques in these types of circumstances One of the 3 hairpin turns was taken out(#3) while the other two remained as is(#1 & #2). There just wasn't enough space to replace theses with any other type of ramp but aside from that I like how they look, they're part of what gives Looper Junction it's name. the end results of the NAM 34 rebuild: slow speed turns - 10 before / 1 after slow speed merging on ramps - 4 before / 0 after slow speed off ramps - 2 before / 0 after hairpin turns - 3 before / 2 after weave zones - 1 before / 0 after Time for some screens, Looper Junction now has a 3-level stack. The level 2 ramp is the SB702 ramp to downtown Dresden via Baker St. The parking lot next to it is the overflow lot for Lacross Stadium, cars enter & exit the lot underneath the ramp. The southern terminus of the 700 before it turns into Esna Blvd. and downtown Dresden. The highway grounds are keep clear of weeds and well manicured in this section to give the core a clean image and attract business. These are the new higher speed on & off ramps from the 702 The NB 702 to EB 700 ramp runs below extensive mmp work also helps to make the interchange look more realistic, also much improved from the previous version. The hairpin curve on the WB700 to NB702 ramp remains... ...but the entry curve onto the 702 has been smoothed out allowing vehicles to accelerate and enter the 702 at a decent rate of speed. Where's a weed wacker when you need one? Tunnel entrance The three curves section One purely aesthetic feature was added inside the interchange... Dresden's new city council wanted to beautify the appearance of the interchange and so they added what they called the "A Tribute to World Peace". Really it's just some manicured bushes & weeds made to look like a large peace sign. Though at 240 feet in diameter it's said to be the largest peace sign in the world. Peace & weed's Now let's see what she looks like in her entirety looking South central section - day looking north central section - night looking south, entire area - night looking north, entire area - day looking west - night looking east - day A couple of higher resolution cuts below. You have to save the image if you want to see the finer details as you can't really see them on ST looking south - day looking north - night I'd like to say this will be that last time Looper Junction will be rebuilt, but you just never know what the NAM team has in store for us next.
  16. Basically, I installed SFBT Urban Highway Set and its dependencies, and the lots should appear in the Miscellaneous Transport menu. But when I start the game it's nowhere to be found, zero new icons.
  17. Entry no.26 - Highways of Dresden pt.1

    To help reorient where we are, here's a quick look at the southern portion of the regional transportation map: Dresden is the large size map at the southern most part of the region. The metro area extends further south and I might add that area to the region in the future, though it's largely suburbia south of here. The Highway System in Dresden Dresden is served by two 700-series expressways, highways - 700 and 702(4 to 6 lane RHW). These are the two primary north to south highways in the region, they cross or merge three times. The two highways connect in a very unusual interchange called Looper Junction which was covered in entry 21(note: this interchange is currently undergoing refurbishment yet again! ) In addition to Looper Junction there are 5 other interchanges in the city. Highway 700 comes into the city from the North East corner beyond which is Cisco Bay(the city) & Lindin City. It loops back west to Calgon via Spaghetti Junction. The southern terminus of highway 700 is located is just south of Looper Junction in downtown Dresden. Highway 702 meanwhile enters Dresden by crossing directly over Cisco Bay(the waterbody) from Calgon. This is the short route to Central Pretoria but actually takes much longer as it's heavily congested. Capacity is limited by the 4 lane Cisco-Bay bridge. This highway runs north to south through Dresden and continues on southward for another 50km. There are also three other secondary highways (2 lane RWH) which connect Dresden to less populated areas outside of the city limits. Currently they are lightly used. System Overview: A - "The Curveball" B - "The Web" C - "Looper Junction" D - "Z-Change" E - Underpass Rd./702 Interchange F - Esna Parkway/702 Interchange Batter up! First up is, A - The Curveball The Curveball is an interchange between highway 700 and several local roads in north eastern part of the city serving the neighborhood of Gonzaga. I like to think its rather obvious as to how it got its name; close ups traffic flow gif usage total vehicle count east of the interchange: 1,266 total vehicle count west of the interchange: 3,833 Pano shots If your curious below is what the area and interchange looked like before being converted to the RHW standard(about 18 months ago). However click at your own risk however... she anit purdy. Ministry of Transportation internal report Safety rating - 4/5 The westbound on ramp merges into highway 700 in a new lane that continues all the way until the next interchange 1.5 km away! Allowing vehicles to safely enter the highway without concerns for merging. The eastbound on ramp merges directly at a fractional angle, no merging lane. Not ideal but not terrible either. Capacity rating(in relation to local congestion) - 4/5 On and off ramps are single lane only, which is more than sufficient for local traffic in the neighborhood of Gonzaga as it is entirely suburban and not very large in size. On and off ramps are moderate in length. Design rating - 3.5/5 This rating is not to be confused with how good I think it is but rather it's how original/unique of a design it is. Makes use of fractionally angled ramps, flex fly, additional bridge structure. It's nothing amazing but it is somewhat atypical and has a nice 'flow' to it. Agree or disagree? Final Grade - 11.5/15 Highway 702 exit 27 (aka "The Curveball") Next up, B - The Web About 1.5 kilometers southwest of The Curveball is the next interchange on highway 700, locally referred to as The Web. The Web located in the neighborhood of Orchard Heights parts of which were seen in the last entry. It's actually comprised of two interchanges combined into one, one fully accessible and another partially, this however results in a design flaw. Traffic counts start to get quite heavy here heading towards highway 700 and downtown Dresden. . Click on the spoiler if you'd like to see the "before" version. The current version traffic flow gifs http://imgur.com/eVu6EgN http://imgur.com/gYHLLE5 usage total vehicle count eastward: 3,833 total vehicle count southwest to/from Looper Junction: 12,632 total vehicle count westward to/from westward Portlands Rd: 4,555 the evening rush hour counts are even higher the eastern part is relatively generic, but I really like how the western portion came out(off/on ramps to/from Portland Rd.) in the evening Ministry of Transportation internal report Safety rating - 2/5 2 of 4 on ramps have extended merging lanes. For the other two on ramps vehicles enter onto the highway near an off ramp(s). I'd like to reconstruct the eastern portion of the interchange, but there're limited options available at the present time to make what I have in mind come to fruition. What I would love to see is a diagonal flex fly high transition, here's hoping that is something this is actually possible. Capacity rating(in relation to local congestion) - 2/5 On and off ramps are single lane only, moderately sufficient for local traffic flows. However lack of a merging lane causes significant congestion. Design rating - 4/5 Eastern portion is generic. However the western portion features an innovative means of redirecting local traffic from using the highway. Final Grade - 9/15 Highway 702 exit 29/30 (aka "The Web") C - Looper Junction Looper Junction is 1.25 km southwest of the The Web and was originally covered in entry 21. . It's the only major interchange in Dresden between two 700-series highways(700 & 702). However it is current being reconstruction(yet again!). All I can say is that there will be some major design improvements, stay tuned. For the record, prior to it's reconstruction this was it's last appearance(as seen in the NAM challenge album), usage and internal grade. Highway 700 terminates just south of Looper junction in downtown Dresden seen in entry usage total vehicle count WB 700: 12,632 total vehicle count SB 700: 7,755 total vehicle count NB 702: 17,988 total vehicle count SB 702: 9,128 Ministry of Transportation internal report Safety rating - 1/5 While this interchange is to be commend for being quite unique in design, it does present some serious safety concerns in it's current form. Only 1 of 6 on ramps has a merging/acceleration lane and the one that does creates another problem in the form of weaving. Capacity rating(in relation to local congestion) - 1/5 All on and off ramps are single lane only, which is not sufficient for the heavy rush hour traffic flows seen above. There are also 9 tight/hairpin turns, which is actually a reduction of 2 from 11 when first built. These tight turns significantly reduce vehicle speeds and further congest the interchange. (The up coming version will eliminate nearly all these!) Design rating - 5/5 Looper Junction has a strange beauty to it. It's not ascetically pleasing in the traditional sense, yet there is something eye catching about it. But more importantly(and more relevant to the score) it's construction was an innovative breakthrough in managing to connect two highways at an otherwise nearly impossible to connect angle. Final Grade - 7/15(quite harsh!) Highway 700-702 Interchange southern connection (aka Looper Junction) - Originally I intended to cover all the the cites interchanges in this one entry, but 30 images later(mostly mosaics too) and I'm only half way done. Plus it's getting late and it's probably a good idea that I get some sleep before work. For the next update we'll switch highways and jump on the 702 continuing southbound through the remainder of Dresden.
  18. Entry no.20 - Looper Junction

    After months of work, with many breaks in between mind you, I've just about completed my Interchange Rebuild Project. Looper Junction, located in Dresden of the South Shores borough is where highways 700 & 702 meet and one of 7 major interchanges that needed to be completely rebuilt. current Highway System map; As with the others, the reason for rebuilding this interchange is because I decided to used the Project Symphony highway mod, which is not compatible with NAM highway interchanges. Looper Junction before the rebuild; This was a rather difficult interchange to rebuild because of how the two highways met. I couldn't easily change the approaches of each highway without destroying a good portion of the city and extensive terrain modification. The lack of diagonal highway ramps for Project Symphony and elevated RHW additionally limited possible solutions. All of which necessitated a unique solution to fully connect the two highways. My first attempt; Not exactly very realistic or aesthetically pleasing. Problem was the missing piece I needed to create the interchange I had in mind doesn't actually exist. Then it hit me, why not just make it myself? As for the name, I think its rather self explanatory as to why I settled on calling it Looper junction; The missing piece; Admittedly its not the safest interchange around since most of the ramps don't have extended merging lanes. To account for this speeds are heavily restricted on the ramps and the 700 approaching/departing downtown Dresden. And a center median was also built to prevent the most dangerous type of collision(head on's). But most importantly it is fully functional; It's not as large or as free flowing as spaghetti junction but considering the circumstances, I think it came out alright; Interchange rank of the BIG 9 Size in terms of total space - 5 of 9 Size in terms of ramps - (7) 5 of 9 Size in terms of entry lanes - (16) tied 6 of 9
  19. Ok time to post some real Edit*entries(not eateries!) not just teasers. lol guess I know what I was thinking about when I first made this update. To make up for it, this will be the first of a longer type of entry. Every so often I'll be posting what I call Encyclopedic Entries or E2's for short. Basically a comprehensive synopsis of one system in the entire region. Here is the list of items I intend to cover in this way: -Highway Interchanges (today's E2) -Subway System -Commuter Rail System -Freight Rail System -Port Facilities & Airports -Bridges -Skyscraper list -Power Generation -Power Distribution -Water Filtration & distribution system -Sweage & Garbage treatment -Telecommunication System As mentioned, for the first E2 I'll be previewing all the major interchanges across the entire region. In truth I originally meant to only do this when I finished building and modifying all the interchanges, but that might take a while... Besides it might be interesting to see where I started from and then seeing the results afterwards. Until recently, most of the highway system in Pretoria was built using the maxis highway. Recently I've decided to convert most of the ground level highways to the RHW. I'm about halfway done with that project. To give and accurate idea of how big the change is, please refer to the following maps: basic map before after w/maxis transport map underlay: before after It's also quite possible if not likely that at some point in the future all the remaining maxis highways may be converted as well. I've been experimenting with project symphony but the lack of bridges is a problem. Specifically there are a few important bridges that for whatever reason only maxis textured highway bridges will appear(a glitch?). But in truth I also enjoy the challenge of doing it yourself with the RHW. Moving onto the interchanges. All major interchanges in their pre-CJ condition; 700/705 in Astoria(downtown Pretoria) The biggest of them all - in terms of capacity but possibly not size. Locals refer to it as the Black Hole - nothing but a sea of asphalt: Sorry for not showing the whole thing, but like River says, spoilers! This was one of my first partial RHW interchanges made about 5-6 years ago. Highway 700(on the bottom) was always a RHW while highway 705(above) was originally maxis. I've modified it twice, the second time adding the flex fly just to make it a 4-level, counting the underground or as I like to call it, the cheater level. But hey, whatever it takes to make it fully functional & accessible right? But the flexfly, which transfers from highway 700's northbound express lanes to 705 westbound express lanes, is not functional. And It also messes up the lanes underneath, so I will definitely have to make some changes there. But the overall form of the interchange has been completed for years now. Ok, one little photo is not fair since I already put up a teaser. Here's a few more for good measure, without completely revealing its true form... Can you guess what type of interchange it is?(stack, cloverleaf, cloverstack, turbine, windmill, etc) That last image is of highway 705 looking west. It's been since modified to eliminate some of dangerous weaving that was going on there: This section will change since highway 705 is being extended westward(towards the bottom of the last pic). The underground ramps current lead to an avenue. Also its true some of those lanes end quite quickly. The ones that do are on highway 705 which was space constrained by development. At least they're not highway entrances, but rather high speed transfers from the collectors/express/highway 700. And hey, its an urban interchange in a downtown core, just be glad you even get a merging lane! (kidding of course) I'll show more of this interchange once I figure out a fix for those aforementioned issues. Oh yes and I do need to add cosmetic pieces/lighting/signage too! I haven't forgotten Next up, 702/705 in Astoria(downtown Pretoria) Almost in the very heart of downtown, this one is gonna be a pain in the a** to mod. Instead of just going with the NAM diagonal interchange I made my own custom version. Which is actually quite beneficial in hindsight because I have a little more room to play around with for RHW ramps before demolishing stuff. That weaving with no merging lane on the bottom is particularly bad, wonder how many sims have died there over the years. Most of the buildings around the interchange are expendable. I've run about 20 growth cycles trying to get the right buildings to grow around there, to no avail yet. I know, I know, it would be easier if I just got rid of the maxis buildings, but I actually like a number of them and I don't mind the waiting that much. So on I keep trying. I'll probably be a while till I rebuild this one, just because I like working from the outside(of the region) in when it comes to major rebuilds. Continuing on the 705, since it connects to almost every freeway, sometimes even twice! 705-707 in Calgon I really liked this interchange when I first made it even though it certainly wasn't built for high speed access for the roadway below - highway 707. Well really just a stub section of highway 707 as seen in the map(s). But clearly its very dated now. I would of rebuilt it a lot sooner if only those filler lots I placed right next to the freeway hadn't turned immortal on me. And now I'd like to take a moment to say thank you to RippleJet for creating the immortality killer. Thanks to that lot, which I only discovered existed this past month, I'll be able to completely rebuild this particular interchange and several other smaller ones. And work has already begun in earnest today on rebuilding this interchange. There are three, three-way interchanges off the 705 as it continues south-west and makes its way around the north side of Cisco Bay before finally completing its half loop and reaching highway 700 yet again. I'll skip the first two of those for now since they don't connect to any other major highway. 700-705(S) in Calgon The S stands for South since this is the second time highway 700 & 705 meet each other and its south of the first one(the Black Hole). However in this case they don't actually interchange directly because highway 700 is on an elevated ramp as its approaches the Cisco Bay Bridge. Instead there is a peculiar connector interchange. Also there is a three-way interchange connecting the 705 with an avenue - that is definitely going to be updated but to be honest I have no idea what I'm going to do with the other parts of the interchange. Problem is GWR's mainline(curving towards the tunnel) runs right through here before I goes under Cisco Bay. And I just spent some time modifying that rail line after getting the RRW mod a couple weeks back, hence all the yet to be developed industrial zones. Probably more interesting than the interchange itself is the vehicle paths that run through it. I'll post that another time though since I don't want to get too carried away with this entry. Just south of the photo is where the 705 used to terminate before the an extension to Baycole was completed. However there are no major interchanges to examine along that stretch. Backing up onto highway 700 and a proceeding few km's to the north is one of the 3 largest interchanges in the region; 700/702/707 in Calgon Where 5 highways converge on the map. The NAM interchange has certainly done its share of heavy lifting but perhaps its time for it to retire? At this point, the idea of conversion is still quite preliminary, not mention I'm working on rebuilding several other interchanges already. This might be the hardest one to convert. Elevated straight and diagonal RHW is not an easy pair to merge. Development around the interchange is expendable but the rail line can't be moved and there is quite the grade change for the highway 707 branch that runs straight across the top of the image. This interchange is currently the busiest interchange in the region with about 20,000 cars coming into Calgon from Astoria on highway 700. It's also the start of the collector/express system on the 700. Both 2 lane underground ramps - southbound 700 collectors to westbound 707 & eastbound 707 to northbound 700 collectors, are almost always busy as they take traffic directly into and out of downtown Calgon: From here we leave Calgon and head east down the 702 towards Lindin City. Technically this highway is a joint section of the 702 & 707 but most residents think of it as only being the 702. This section is currently undergoing a major expansion from the standard maxis ground highway to the 8 lane RHW. 702-707 in Lindin City Just into Lindin City is the 702-707 interchange. Here we see the old interchange which was in poor condition at the time: This area is completely unrecognizable today. The new higher capacity interchange required extensive demolition to construct. It was quite the challenge to build a RHW interchange so close to the edge of the map and the diagonal commuter rail line seen at the bottom was also another major impediment. However I'm happy to announce that the interchange has now be completed and will be open to the public very soon. The finishing touches i.e. lighting & signage are all that needs to be added. Perhaps it'll be open by the time of the next update? 705-709 in Lindin City After turning south on the 702 and getting off onto local streets were move through downtown LC and towards the east part of town where we reach a stub section of highway 705 built to funnel commuters off highway 709 and into downtown LC from points further East. Interchange history: Its not a very complicated interchange by any means but I feel like I did a pretty good job with it considering the limited amount of space I had to work with - a very common refrain of mine right? lol I know most people wouldn't make both ramps loop like that but I purposefully wanted to try something different here. at night: Next we turn south(towards the bottom of pic) on the 709 which takes us into Cisco Bay 702-709 in Cisco Bay Another earlier interchange that I've kept for a long time. One of the easier ones to modify. Spent an hour or so the other day on it and I'm just about done. I'll post the change shortly. Next we hit the 702 again and take another turn to the south towards Dresden which brings us to our last interchange of the day: 700-702 (S) in Dresden The second of its kind in the region. It's also the second time that highways 700 & 702 meet. Little space was left for improvement here so extensive demolition will be required to transform this one. I'm definitely planning on it but haven't formulated a plan of attack yet. There is also a total of 4 major interchange yet to be built in the northern section of the region: 700-702 (N) - three way 700-701 - stack 700-703 - stack 702-703 - diagonal And that concludes the overview of the current state of Pretoria's highway interchanges. Also any input as to how to go about rebuilding some of these interchanges would be appreciated a well, thanks.
  20. Entry no.1 - Intro

    As some of you may know I already have a CJ for this region in the forums. I was hesitant at first to use the CJ section since I wasn't sure if it would be as user friendly as the more traditional forum section. But I think its time I went with the times seeing as how the CJ section is the more active place for CJ's. I'm not sure yet if I'll maintain both journals, but this one will be less involved, that is over descriptive. The primary focus of the other CJ is the 'M Project' - short for the Modernization Project. Essentially showing the conversion of the regions highways from maxis to RHW bit by bit. This version won't have any such specific focus, it'll be a more general overview of the region. There will be fewer before & after comparison shots, less talk about the changes over time and more to the point of the here and now. By changes over time I'm referring to the changes of my playing style and not really historically, which I talk about extensively on the other CJ. I'll also be cutting back the use of statistics and explanations for things which are not really SC4 related or are outside of the regional limits, though there will still be a little of that here too. Region synopsis: The Pretoria Metropolitan Area is the largest city on the west coast of the country of Albion which is located on the earth-like planet of Azura. It is the capital of the district of Corsica, one of 17 districts in Albion and lays next to the Medina Ocean. In terms of its location and prominence an accurate comparison to Pretoria-Corsica-Albion-Median ocean-Azura would be Los Angeles-California-United States-Pacific ocean-Earth with a slightly cooler climate more akin to Portland Oregon's. However the build form of the city is more Hong Kong than Los Angeles. There are a few significant differences. The largest being that the planets population is about ten times lower(pop 735,000,000) than Earth's. While the planet is of a similar size as Earth and likewise similar in gravity, air pressure, temperate, etc. the ratio of land to water on planet Azura is 5:95 verses Earth's 29:71. Thus cities are far smaller. A city of 2.5-3 million is the equivalent to a city of about 20-25 million on Earth. A city like Pretoria with a metro population of nearly 2.4 million is the equivalent in prominence and stature to a city like Los Angeles. Its the only way I can justify having a ridiculously high number of skyscrapers including over a dozen 'supertalls' in a metro of only 2.4 million. Though I suppose there is that freak of nature Dubai... The other big reasons for this choice it that while objects are vertically about as tall as on Earth - skyscrapers and other tall structures, of which there are many. Horizontally is a different story. IRL your average freight trains and rail yards are over 2 km long and your typical airport or port facility for a large coastal city of 2-3 million people is larger than a big city tile. Of course I do applaud those who've made airports approaching that size and I certainly intend to make one far bigger than the in game airports, just not 4 x 4 km big! So hence the idea of; well of course certain things would be smaller in a less populated world. In any case, they'll still be much larger than the original in-game lots. Otherwise most other things are very similar to Earth. For instance the planet and city is inhabited by humans or sims if you like. The appearance of buildings are largely the same as is the progression of technological development and the measurements of time as well as the current date itself to avoid any confusing. There are a few minor technological differences probably the most notable of which will be the communication/telecommunication network. All that said it's perfectly fine to go ahead and think of it as being just another city on Earth as well. Overall its not really something that I'll be referencing often or even something that you need to keep in mind. Some of my statements will make a little bit more sense though if you do. Such as my last big reason for it - that being I just really wanted the opportunity to label certain objects as being the worlds tallest or biggest such and such. Brief Historical synopsis: The city of Pretoria was established 230 years ago making it a relatively new urban center on planet Azura. It is the 3rd largest city in the nation of Albion with a population of 2.4 million, but is by far the largest city on the west coast by the Medina Ocean. Furthermore economically it is the second largest behind only the east coast metropolis of Old York. Albion itself is the second most populated country on Azura(pop 89,000,000). Pretoria is also the capital of Corsica, one of the 5 original states of Albion. Which is a prominent feature on the nations flag(one of the 5 central stars): Yes it's rather plain. Hopefully I'll get around to improving this someday but it's not that high on the agenda. Pretoria experienced its first major population boom from around 1920 to 1930. A second larger boom occurred from 1950 to 1970 due to the discovery of natural resources nearby. It was during that time that the first parts of the highway network were originally built. After that the city experienced several short periods of growth and decline finally culminating in the great worldwide recession of the early 90's. At that time Pretoria implemented many economic reforms and while it was initially one of the hardest hit cities it was also one of the first to turn around its fortunes. Since then growth has continued unabated over the past 2 decades, a period of which saw the rise of many glass and steel skyscrapers while the regional government padded its coffers. This in turn enabled it to finally properly reconstruct the highway system during the 2000's. As of now the region is only 2/3 complete development wise, with a population of 1.4 million. A recent(but not current) regional view: This gif shows the development of the region over time, as well as the random transmutation of rocks the region has suffered from over the years: A very basic transportation map: The major highways, called the 700 series, are numbered and the commuter rail lines are shown in yellow. Highways which predominately travel in a north-south direction are even numbered starting from the east; highway 700, 702 & 704(not shown - recently built). Those which travel primarily east-west are odd numbered starting from the north; highways 701(not built yet), 703, 705, 707 & 709. I am working on creating a street map using maparts as the basis. The fundamental transportation network, highways and rail lines, were all planned in advance of development. It was quite the change from the "build it as you go" approach I used when I first started playing SC4. There have been numerous revisions to the plan over the years as seen here. Also noted is the location of train stations and major utilities such as power plants, water filtration and sewage treatment plants. Freight and passenger train service is completely separated as per federal legislation requiring such. The commuter rail service, called Fastraxx, operates 7 lines including an airport express line. So far only 4 of which have been fully built out. There are two competing freight companies with entirely separate systems. The two competing freight railways are the ICR: the Intercontinental Railway and the GWR: the Great Western Railway. Overall, the ICR has a larger rail network than the GWR, however the GWR has a the larger presence on the west coast of the where Pretoria is located. There was talk of a merger between the two large freight companies during the last recession 2 decades ago but since then they have both diversified and been highly profitable. There are several junction points between the two freight companies to allow for interchanging but there are no connections between the passenger lines and the freight lines since the legislation in place prohibits freights service on any line where passenger service operates for safety reasons. overview of the larger cities: Astoria - pop. 815,000(80% complete) noted for the financial capital of the west coast, the A&B Tower, the WN Building(world nations) headquarters of the allied nations, the massive 700-705 interchange, numerous landmark supertall structures, numerous sporting facilities and convention centers, the busiest freeway in the world Major Interchanges 700-705 and 702-705 Tallest Building Empire Plaza(tallest building in the world as determined by roof height) 1,614ft(491.9m) 110 floors Calgon - pop. 387,000(95% complete) noted for the majestic Cisco Bay Bridge, a massive carter impact site, large steel smelter, ICR rail yard, harbor, cement plant, soccer stadium, telecommunications tower, chronic unemployment and lastly... its constantly expanding fudge factory, if you know what I mean. Major Interchanges 700-702-707 and 700-705 and 705-707 Tallest Building AIC Plaza 675ft(205.7m) 33 floors Dresden - pop. 88,900(98% complete) noted for its mountainous terrain, large harbor & massive power plant. Major Interchanges 700-702 Tallest Building The Euro Center 432ft(131.6m) 36 floors Cisco Bay - pop. 27,100(100% complete)" noted for its cable stayed bridge, once the longest in the world of its kind. Major Interchanges 702-709 Tallest Building Cardiff Capital Tower 306ft(93.3m) 23 floors Lindin City - pop. 29,400(80% complete) noted for its historic downtown & large central park. Major Interchanges 702-707 and 705-709 Tallest Building Mary Arms Hotel 281ft(85.6m) 19 floors The above images were taken at the end of last year and cities have since been largely. Lindin City for instance is almost unrecognizable. Hey, why ruin all the surprises? Also only about 20% of the regions highways were made with the RHW mod then. All the highways in the region have since been converted to the RHW standard. And that concludes the introduction, thank you for your interest.
  21. This entry will deal with the transportation network and other locations of interest around the city. City overview: A - Broadcast Hill B - The Trueno River & related tunnels C - Guardians Gate Bridge D - Port of Isuzu, Supra River & Isuzu (Rail)Jct. E - Highway 709/Astel Rd. Interchange F - Kewston(neighborhood) G - Highway 709/Malkin Blvd. Interchange H - Cagalli (Rail)Jct. I - Downtown J - Highway 709/Crosby Ave. Interchange K - O'Leary Peak L - Fastraxx Cisco Bay M - Highway 700/709 Interchange N - Cisco Bay Beach O - Highway 700/Malkin Blvd. Interchange P - Great Western Mall, & Richview(neighborhood) Q - Great Western Tower R - The Skybridge Transportation Highway System As seen on the map, the city is served by two 700-series highways(interchange access only) - 700(4 & 6 lane RHW) & 709(4 lane RHW). These two highways connect in just about the smallest RHW interchange you will ever see. In addition there are 4 other interchanges in the city although only one of them is fully accessible. There are also two secondary highways which connect the city to less populated area's of the region towards the south east - highways 55 & 82 both 2 lane RHW. Passenger Service The city is served by a Fastraxx commuter train station on the L line(Loop). Fastraxx is the name of the regional commuter service. Unlike some of the other commuter lines in the region, the L line features all day train service operating every 15 minutes in both directions. GWR's Almera sub.(freight) crosses over the L line(passenger) just north of the city limits: The line then runs under highway 709: Before reaching Cisco Bay station: Daily ridership at the station is approx. 3,300 which amounts to a 9.5% transit mode share in the city. Just north of the station is the southern entrance to the 1.8km long San Halo Tunnel which takes the L line underneath Cisco Bay before it emerges on the other side in Lindin City. Another view of the station and nearby commercial development: This line was built during the late 1960's after Albion(the federal government) enacted the Rail Safety Compliance Act(RSCA) in 1967, which banned passenger trains from operating on freight train lines and vice versa following the Hallmark Continental 51 disaster the year prior. The regional government then created Fastraxx at that time with the mandate to operate a commuter rail service for the Pretoria Metropolitan area. Prior to the enactment of the RSCA, the only passenger service that operated in the region was the interregional(long distance) Halmark service on track shared with freight trains. Halmark operated an infrequent train service through Cisco Bay on the Bay line(explained below) with a small station located downtown. However the Halmark service shut down after RSCA was enacted and the downtown station was subsequently demolished. A midrise office tower now sits in its place. Freight service The regions two major freight companies both have mainlines which run through the city. ICR's(InterContinental Railway) Lakeridge subdivision(railway specific term for a mainline corridor) runs north to south and crosses Cisco Bay over the Guardian's Gate Bridge before slicing right through the downtown area on a 1,985ft(605m) long viaduct. The line is double tracked, signalized and quite busy seeing as it's ICR's main north to south corridor through the Pretoria region. This track used to be called the Bay Line and was owned & maintained by a conglomerate of freight companies before ICR bought the line out in 1961 and redesignated it their mainline. Part of their old mainline is still in place and is now called the Lakeridge Spur. This is the line that runs underneath the Trueno river via the Las Plagus(LP) Tunnel(where do I get some of these names??). Built in 1889, the LP tunnel did not have sufficient clearance(height-wise) to accommodate modern double-stack intermodal rail cars, having been built long before these cars were created. This exact situation has happened many times IRL, with railways frequently building new tunnels or enlarging old ones to accommodate the higher profile require for inter-model cars. However that line was not completely abandoned as ICR still uses it to interchange freight traffic with the GWR and to access the port of Isuzu. GWR's(Great Western Railway) Almera sub. meanwhile runs southwest to northeast. This line is also double tracked and signalized and as mentioned above, interchanges with the ICR via Isuzu Jct.(for westbound trains) & Cagalli Jct.(for eastbound trains). A junction is railway terminology for where one mainline/subdivision meets another. This line is about half as busy as ICR's as it is not GWR's main north to south connection but rather a branching corridor running inland eastward. At one point this line was GWR's main north to south corridor, until the completion of the Vandenburg tunnel(located closer further west closer to the ocean) in 1956. There are virtually no private rail sidings in the city, as such neither GWR or ICR hold a large share of the volume of freight traffic originating within the city. There is a small intermodel facility in the port of Isuzu though it is lightly used. That concludes the transportation brief of the city. Now for a closer look at the places of interest in CB. Places of Interest A - Broadcast Hill, seen extensively in the last entry. B - The Trueno River & tunnels Before I started working on Broadcast Hill I did some much needed work on the shoreline here: View of the east bank of the Trueno river, Riverton Rd. & GWR's Almera Sub. Astel Rd. runs underneath the Trueno river via the SoPo(short for South Port) tunnel. This is the second time this road crosses the river the first is via the John Finnegan memorial bridge in (the city of)Halon. Western entrance of the SoPo tunnel: Eastern entrance of the SoPo tunnel and the southern entrance of the LP - Las Plagus(rail) tunnel which carries ICR's Lakeridge Spur: Northern entrance of the Las Plagus tunnel: C - Guardian's Gate Bridge The large rail bridge which cuts through the center of town. bridge info: Type - Cantilever Built in - 1913-14(no prior bridge at this location) Design Life - 100 years(extended by refurbishment) Railway - 2-track Lakeridge Subdivision(ICR), formerly The Bay Line Total Length - 1,522ft (464m) Longest Span - 984ft (300m) Clearance - 97fft (29.7m) Cost - $15.0 million (1913 dollars) D - Port of Isuzu, Supra River & Isuzu Jct. A small port located at the mouths of the Trueno & Supra rivers. Both rivers are navigable. The Trueno river by low-max class ships - those with a draft less than 10m and a total length below 400ft. And the Supra river by 150ft long barges which is the maximum length which can fit in the nearby Aluka Seaway in Lexenborg - the city boarding CB to the east. The Supra river serves as the divider between the Middle East(north of the river) & South Shore(south of the river) boroughs. Isuzu Jct. connects GWR's Almera Sub.(coming from the east) with ICR's Lakeridge Spur. which then connects to ICR's Lakeridge Sub. in neighboring Lindin City. There is no direct connection between the two mainlines. Overview of the Port: Overview of the Rail Jct., tunnels & both rivers: Where ICR's & GWR's mainlines actually cross: At one time there was a diamond here as well as another mainline which ran next to GWR's, that being ICR's previous mainline. Diamond is another term for a railway crossing at grade. The term originated from the appearance/geometry of the rails as they cross over each other as two lines almost never cross at a 90 degree angle. The two corridors were grade separated from each other in the 1950's to increase efficiency. GWR had to put a lot of ballast down on that embankment which is almost 100ft high. E & F - Highway 709/Astel Rd. Interchange and Kewston The residential subdivision of Kewston is more or less just your typical suburban neighborhood. It extends over the Supra river and is unique in being the only neighborhood in the region that is in two separate boroughs. The 709/Astel Rd. interchange is one of 5 major interchanges in the city. As with all the others it had to be completely reconfigured when I switched over from maxis highways to the RHW. In its previous incarnation: And the RHW replacement: B&A's: I was actually hoping to go over the whole city in one go, but this update is taking more time/turning out to be more extensive than I thought. I'll go over the rest of the city in the next update. Replies to the last entry's are in the comment section there.
  22. Version 1.0.0

    794 Downloads

    Modern_Highway_4-way_intersectio.crp a lil different take on the normal highway.. with the ability to add low/high density commercial businesses right off the interstate..
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