-
Announcement
-
Simtropolis Returns! 05/26/2026
See here for details about our site recovery efforts.
-
Search the Community
Showing results for tags 'interchange'.
Found 117 results
-
NAM Lite 4 Custom Interchanges Button Only Letting Me Use 1 Interchange
Hooded Assassin posted a topic in NAM & Transit Networks
I recently downloaded NAM lite and was excited to have cool interchanges in my cities. But when I press tab to cycle through the interchanges, nothing happens. It only lets me use this Elevated Diagonal Cloverleaf that I seldom use. Am I doing something wrong? Is there an update or plugin that could solve this problem? If you know how to fix it, please tell me.- 18 Replies
-
- NAM
- interchange
-
(and 3 more)
Tagged with:
-
I have been trying to work with NAM RealHighway Intersections but, I found them to be very time consuming and most of the times I gave up. Finally, I decided to create a simple Cloverleaf Interchange which I think, turned out to be not bad at all and quite easy to construct. So, let's get down to it. We will be constructing the interchange below 50 X 50 tiles: Step 1. Build a straight RealHighway (RH) of about 60-70 tiles long. I used the 8-lane RH8-S. Then build 1-Level RealHighwayFLEX Height Transitions (as close to the Highway as possible), where you want to intersect the highways. 2. Then start a new highway before the ramps ( I used RH6-S) and drag Highway to join the overpass. 3. Place a FLEXRamp Type A1on the ground highway, 1 tile away from the bridge, as shown on the image below. The ramp on the other side of the highway is placed 1 tile further down. I noticed that after I finished the tutorial so, don't pay attention to that. 4. Place a FLEX Ramp Type B1 on the overpassing highway, just after the height transition, on ground level: 5. Using the Road or Traintrack tool, mark a 10 X 12 tile rectange to use as a guide: 6. Find the RealHighwayFLEXFly and place two MIS L0 90-Deg (Type A2) pieces, as shown on the 2nd picture below: 7. Press TAB once and place an MIS L0 45 Degree (Type B2) piece, as shown below: 8. Using the Network Eraser tool, erase the extra piece (if you don't erase that, the ramp will break when you join join the gaps): 9. Drag highway to connect the pieces: 10. Place an Exit ramp (FLEXRamp Type B1), on the ground highway (11 tiles away from the rectangle you marked before), as shown below: 11. Place an Entry ramp (FLEXRamp Type B1), on overpassing highway, 10 tiles away from the rectangle you have marked before: 12. If the Exit and Entry ramps have been placed correctly, you should be able to join them by dragging a diagonal Highway: 13. Repeat the process for the remain 3 sides. You can use the position of the existing ramps to place the opposite ones, without having to count tiles agian. You can see that one of the ramps on my Cloverleaf is placed 1 tile further. I have fixed that, but, I only noticed that after finishing the tutorial images so, forgive me about that :-) 14. When you finish, you may decorate your Cloverleaf to look more relalistic: FINISHED!!!
- 4 Replies
-
- 3
-
-
-
- NAM
- cloverleaf
-
(and 2 more)
Tagged with:
-
#20yearsSC4 Challenge - Infrastructure Madness
Ulisse Wolf posted a topic in SC4 Challenges - Info and Discussion
#20yearsSC4 Challenge A tribute to the creativity that gives us to SimCity 4 With the summer solstice and the warm air we feel it means that we are in the middle of summer and therefore a period of holidays and rest. That's why we decided to create a complex challenge that we can define as a Madness Challenge that involves the three most discussed and complex topics of the SimCity 4 community: AIRPORT - INTERCHANGE - SEAPORT The Challenge The challenge we have designed is very complex and insidious because it is 3 challenges put together Airport Challenge - The construction of an international airport overcoming the geographical barriers and infrastructure that are present Interchange Challenge - The construction of Interchange RHW overcoming the geographical and infrastructure barriers that are present Seaport Challenge - The construction of commercial ports overcoming the geographical barriers and infrastructures that are present Because of the complexity of the entire challenge, players can also choose to do only one or two or all of the challenges listed here to ensure that all players can have the posssibilities to participate in this challenge. When posting the challenge participation post you must indicate which challenge category you are participating in Region The region we have developed for this challenge has been calibrated for any player as we have conceived this challenge as a kind of benchmark on your planning skills, ability to build and solve the problems that are posed to you. In total there are the following cities in the region 4 Large cities for airports 3 Large cities for Seaports + 1 Medium city for Seaport 2 Large cities for Interchange The region has already been worked out and neighbourhood connectors have already been inserted. You cannot change the names of the cities as they indicate which challenge you have to follow. You also need to connect all the connectors in the neighborhood to each other Because of the traps we have placed in the various cities (Some traps we have placed are really bitchy) we have decided that members of the challenge committee will be available to provide help and advice to overcome your difficulties. For any help or advice we advise you to publish your difficulties here or you can use the SC4Devotion and Simtropolis discord servers Rules of the challenge If you want to participate in the challenge, you must first read the challenge code of conduct. These rules apply to all challenges, and complying with these rules allows the challenges to run more smoothly. You can see the code of conduct for the challenges here In addition to this rule we have decided on additional rules specifically for this challenge Aesthetics & Realism - Ensure no main components present in your airport, seaport and interchange is missing, and that the minor details are present to the best of your ability as a player. We encourage contestants to research these facilities to get inspiration and guidance on how they really are like. It is forbidden to move or alter neighborhood connections Other kinds of terraforming are allowed within reason, so long as the original shape / layout of the terrain is recognizable You can use mods that only alter the aesthetics of the terrain, tree and water You must follow the list of requirements to participate in the challenge You must OBLIGATORILY follow the post about the Requirements to participate in the challenge as not following the requirements involves NOT PARTICIPATING IN THE CHALLENGE We also decided to include a recommended rule regarding modding IF YOU ARE DEVELOPING/HAVE DEVELOPED MODS FOR AIRPORTS, SEAPORT AND RHW SIGNS WE RECOMMEND YOU PUBLISH THESE MODS TO MAKE THE CHALLENGE MORE FUN AND IMPROVE THE GAMEPLAY FOR OTHER PLAYERS SC4Devotion Outage Due to the PHP 8.1 update, it caused SC4Devotion and consequently also the LEX to be blocked by blocking people from downloading mods. For this reason we are working on creating Packs or Modpacks to be able to allow people to download mods again. For this reason we advise you to follow this page, the SC4Devotion support page on Simtropolis, SC4Devotion Homepage and the Simtropolis and SC4Devotion discord servers to receive further information and updates Instructions To participate you must post your images within this thread by September 23, 2023 All images received from September 23 onward will be excluded. The voting phase will be announced after two weeks (around October 4, 2023) to complete the verification steps and resolve irregularity issues. Voting lasts one month and will end November 2, 2023 (approximately) DEADLINE TO PARTICIPATE IN THE CHALLENGE: SEPTEMBER 23, 2023 If there are any other questions do not hesitate to ask them here and the scrutineers will be able to answer your questions immediately. I also recommend using hashtags #20yearsSC4 for your creations to celebrate SimCity 4. Have fun and good building mayors!- 25 Replies
-
- 6
-
-
- simcity 4
- 20yearssc4
-
(and 6 more)
Tagged with:
-
Hello! I am back after some time away. I've still been playing SC4 as often as I can, just have not had the time I need to post a proper CJ. As I promised, I would start to showcase my newest region of Ottawa, and here is the beginning. This map I found here on ST and is modeled after Ottawa Canada! (I have made a few adjustments from the original to make it work for what I needed.) My central city on this map is named Alexandria! Here is Alexandria after I first started: Satellite View: And here is a current screenshot of the region: Road Map: A lot of changes have taken place! Now the main reason for this CJ! I wanted to give you a tour of the interchanges I have built in this region. Personally I feel that they are my better work compared to my other regions, but I will let you be the judge. Here is the interchanges I will be showcasing this time around. They are numbered in the order they will be shown. Without further interruption, lets begin! #1 Located in Muldrow: #2 Also located in Muldrow. This one is slated for some changes in the near future. #3 I have shown this one already in the Show Us Your Interchanges section here on ST. This is the behemoth located in Pryor. #4 Also slated to be changed and updated. #5 Located in Benson is a massive interchange. This one is fairly new as well, and has been showcased elsewhere. #6 A very compact "T" interchange in Alexandria's downtown region. #7 Also in Alexandria, this interchange was part of a major works project to run the interstate under the river through a tunnel. (more about that project later) #8 Alexandria north of downtown. #9 Alexandria north of downtown: #10 This is one of my busiest interchanges in Alexandria. It has gone through a few rebuilds. Sadly, I did not document those changes. #11 This takes us to Port Walker just East of Alexandria. It is a major industrial port. #12-13 Simple trumpet in Port Walker. I wanted to show off the diagonal diamond, because I have struggled and usually avoid diagonal aspects of RHW, but have been playing around with them lately. #14 Last one for Port Walker. #15 We are now in Douglass and this is the most recent interchange I have built. I call it a split 4 way. #16 We now jump north to Stonewall #17 Englewood Cliffs That sums up every "major" interchange in Ottawa/Alexandria. I know that was a lot of content, but I have been building for a while without really sharing. My next update should hopefully detail individual communities in and around Ottawa. The next area I will be focusing my attention on is circled: I need to connect the ring road to the East of Alexandria and fill in the suburbs. But I have a lot planned, just finding time to do it! Thanks for joining! Always! --CityNut607
- 4 Comments
-
- 15
-
-
-
- NAM
- interchange
-
(and 3 more)
Tagged with:
-
Well, in the process of creating some RHW interchanges I thought of an interesting idea. Maybe only interesting as it will serve my own desires Looking through the forum topic "show us your interchanges" for different inspiration or ideas I thought - why not have a challenge? Each month someone picks a different interchange somewhere, and people can try to create a NAM interchange as close as possible to it? Could also benefit people trying to find new ways to do interchanges...just an idea and I don't know if something similar was tried in the past.. The interchange that got me thinking about it was my attempt to create this behemoth Oddly enough, after numerous attempts, I was just dissatisfied by my attempts.
- 1 Reply
-
- 3
-
-
-
- rhw
- interchange
-
(and 1 more)
Tagged with:
-
Hello! Finally I am ready to showcase "The Beast". I gave it that nickname, because I believe this is the most complicated RHW interchange I have built yet. Sadly, I did not document as much of the building process , but I do have lost of pictures of the completed project. If you are new here, in my last update on Fairway, I decided I was going to plan a new highway along the river front in the Downtown. It seemed simple in my head, but got out of control quickly. But, I did and its done. Refresher: Here is Fairway before the new highway: And the proposed route: And this is the final result: And now, the closeups: During development. You can see the old right of way still in place. This is about midway through the trial and error stage. Did some tweaking and added lanes to this Entrance/Exit. This serves one of the main roads downtown. Final result of the spaghetti T. Entering the Beast: This is the end point of "phase 1" of the project. "Phase 2" will connect the highway back to itself, creating a loop around the city. "The Beast" with traffic. It works perfectly! I know that was a lot to take in! Its OK to breathe! I will try to get a more detailed play by play on how I plan and build my highways soon. Look out for that. Thanks! --CityNut607
- 3 Comments
-
- 11
-
-
Hey guys, I'm new to this community and making videos. Ive been playing Cities Skylines for a while and like to make cities with as realistic American traffic as possible. This video would be for a player experienced with the traffic manager mod, also on my channel is Part 1: Mod Setup. Appreciate any feedback!
- 1 Reply
-
- 2
-
-
- traffic
- interchange
-
(and 4 more)
Tagged with:
-
GRASSANO After the motorway leaves the city of Ruttigliano it crosses a vast region of farms A large area of farms where many agricultural products are produced But the highway meets an important state road and here's Cloverleaf interchange near the entrance to the city The city is crossed by a beautiful avenue The city has a nice old town with a nice cathedral Other buildings in the historic center of the city in front of the train station there is a nice canal The city is located on the slopes of a mountain now eroded The city has a freight station near the industrial area where there are many industries that produce handicrafts the industrial zone is located between the city and the vast farms the sun sets and the night comes the heart of the city is completely different at night even the buildings that are in front of the canal are beautiful at night The avenue at night looks completely different than the day. People go out but there are also those who are at home to watch the AINVision final While people go to sleep there are the lights of the industrial and commercial area that illuminate the city COMMENT REPLIES: RUTIGLIANO @AP Thank you for the compliment @Kloudkicker Thank you @20huskies Thank you @Dgmc2013 Thank you for the compliment @The British Sausage Thank you @astragale Thank you for the compliment. I have many mods but mainly I use the MBEAR set and the Iberiada set to recreate Mediterranean cities
- 6 Comments
-
- 18
-
-
-
-
NAM Tutorial for building a simple RHW-4 x RHW-4 interchange
Naomi57 posted a City Journal entry in Breezy Point, East New York: SimCity 4 tips and tricks (NAM36)
Tutorial for building a simple RHW-4 x RHW-4 diamond interchange (NAM 36) On a 6 point scale, the construction difficulty of this simple diamond interchange rates as Advanced: Beginner ► Intermediate ► Advanced ► Difficult ► Sophisticated ► Expert This is Advanced in terms of road building, but a very excellent starting place in terms of learning the Real Highway (RHW) features of the NAM. I really should have written this tutorial 12 months ago. This is my most basic RHW-4 x RHW-4 interchange. It's small and discreet; it's fast and efficient. It handles fairly high traffic capacities on all four RHW-4 approaches, which is appropriate for the intersection of two highways. If you follow the steps, it's not hard to build. Click on any of the images to zoom, and then use arrow keys to swap between screenshots. As much as RHW interchanges tend to take up more space than the equivalent MHW interchanges, this little beauty takes up just 12x4 tiles, whereas the vanilla MHW cloverleaf prefab interchange takes up 16x16 tiles (pictured below) ... and both of these interchanges achieve the exact same result. If you're new to the NAM, or to RHW, you'll be feeling the learning curve. This tutorial will help you with that. When you're done, you'll have an understanding of construction order, and some of the pieces and elements vital to NAM highway interchange building. Ingredients Quick Level Brush using Ctrl+Alt+Shift God mode, or your other preferred terrain flattening technique. 10x RHW-4 Starter Piece. You might not really need them all, but more is better for stable interchange building. RHW-2 tool at the top of the Highways menu. 4x FLEXRamp Type A1 (optional). 2x four-tile lengths of Maxis One Way Road (OWR-2). 4x 1-Level Flexible Height Transition (FlexHT). NAM Disconnector tool (optional but exceedingly helpful). Ctrl+X drawpaths as provided by the "Extra Cheats" DLL. Note this is a toolkit DLL, as well as having some cheats in there, too. https://community.simtropolis.com/files/file/21118-SimCity-4-extra-cheats-plugin/ Construction Placement Eight of the ten RHW-4 Starter Pieces on the approaches, with closest possible tile position indicated by purple lines. 2x four-tile lengths of Maxis One Way Road indicated by the pastel pink lines. Position and orientation of the Type A1 ramps, indicated by the bright blue lines. Position of the four 1-Level Flexible Height Transition (FlexHT) pieces shown by the long red lines. The last two RHW-4 Starter Pieces snuck away on the inside centre 4 tiles of the interchange. If you look closely you'll see them indicated with a couple little purple blobs. Construction Order Construction order is key to building RHW interchanges. Doing things in the wrong order makes it harder, so I've outlined steps below to make it easier. When you're feeling comfortable with the interchange building process, feel free to experiment with variations to the construction order ... it's good to experiment, too! Level the ground - Interchanges in real-life are generally built on level ground, or else the slope poses specific engineering challenges and/or opportunities. In the NAM, you'll make your interchange building much easier if the ground is extremely level, whether that's with terraforming, or 1x1 street plops, or some other method. Identify the centre four tiles of your interchange, and use the RHW-2 tool to draw the highway almost to the centre of the interchange, as shown in the Ingredients screenshot above. Draw four tiles of OWR-2 running from east-to-west, just one tile north of the centre four tiles. Repeat with another four tiles of OWR-2 running from west-to-east, just one tile south of the centre four tiles. Use the NAM Disconnector tool to make room for plopping eight RHW-4 Starter Pieces, on each of the approaches, the closest possible tile positions shown by the purple lines on the Construction Placement screenshot below. 7th tile east and 7th tile west of the centre four tiles. 2nd tile north and 2nd tile south of the centre four tiles. Make sure to get the centre yellow line on the inside of the RHW-4, ... and the dark gray shoulder on the outside of the RHW-4, ... using the Home/End keys to very carefully orient each RHW-4 Starter Piece. Use the RHW-2 tool to connect the highway up to the eight RHW-4 Starter Pieces. Plop four FLEXRamp Type A1 pieces on the 5th tile east and 5th tile west of the centre four tiles. Alternatively you can use a DRI draw with the RHW-2 tool, starting at the 5th tile, to create each Type A1 parallel ramp. Refer to the demonstration of the DRI draw technique by the animated GIF at the bottom of this tutorial. Type A1 ramps need at least a one tile gap from any starter pieces. Your interchange should now look like the half-constructed screenshot in the Ingredients, and with the placement of the various pieces (so far) as indicated by the Construction Placement screenshot. Use the RHW-2 tool to connect the four Type A1 Ramps to the little stretches of One Way Road (OWR-2), as shown in bright yellow preview in the Ingredients screenshot. Whereas OWR-2 must be drawn in the driving direction, the RHW-2 tool can be drawn with right-to-left, or left-to-right. RHW driving direction is set by the starter piece, not the drawing direction. Plop the four 1-Level Flexible Height Transition (FlexHT) pieces, positioning the brown square in the centre of the interchange, and using Home/End keys to get them into position. Plop the last two RHW-4 Starter Pieces inside the centre of the interchange ... there's just barely enough room. These last two starter pieces help stabilise the underpass. Make sure to get the centre yellow line on the inside of the RHW-4, ... and the dark gray shoulder on the outside of the RHW-4, ... using the Home/End keys to very carefully orient each RHW-4 Starter Piece. Use the RHW-2 tool to draw north-south, and east-west, to connect up each carriageway. Check that the RHW-4 looks right underneath the overpass. If it looks weird, or like it's swapped direction, use the RHW-2 tool to click on various highway tiles nearby until it comes good. Lastly, turn on Ctrl+X drawpaths to really check that all the traffic paths are right, ... and Ctrl+X hidepaths when you're done. Using DRI draw for highway ramp building The link below takes you to a "starting out" tutorial on DRI, but even just the animation is pretty clear on how to use DRI to draw Type A1 and Type B1 ramps. So convenient! This is an alternative to clicking through the menus to find the FLEXRamp Type A1 pieces. https://community.simtropolis.com/journals/entry/29111-nam36-tutorial-starting-out-with-basic-rhw-highway-ramps-dri/-
- 5
-
-
- rhw
- interchange
-
(and 2 more)
Tagged with:
-
Hey guys, I am trying to create a T-intersection using FLEXFLY's and this issue keeps coming up. Am I doing this wrong? Any tips? Thanks!
-
Hi, just wanted to build an interchange from this guide https://www.sc4devotion.com/forums/index.php?topic=14058.0 Whatever I do I can't get it done. Sorry but I can't post pictures anymore, because I don't have a photo host which is providing it's service for free. I've placed the SPUI pieces (but its only a ground version which should support L2) and then used the ground-to-elevated transitions. Placing the one for leaving the highway just works fine, placing the one for entering destroyes the SPUI. Solved this problem by using a differnt distance to the SPUI. By the way the SPUI has been lifted to L2, but the traffic lights are gone. Then I've tried to connect the Avennue (L2) and the two SPUI pieces, which ended by watching the intersection dropping to L0 and having a big hole in the avennue. I've tried to use the L2 avennue passing over the 6C highway piece, but that doesn't work either. Anyone an idea what's wrong? Maybe it's me and I'm too stupid.
-
Good evening to all friends ! I have started to learn how to use NAM and i am looking to find a tutorial or someth similar to build a simple RHW interchange ..i have found some with RHW/Avenue but i cannt find with TWO RHW interchange ...can you help me?
- 61 Replies
-
- 2
-
-
NAM36 Tutorial: RHW-4 U-Turns
Naomi57 posted a City Journal entry in Breezy Point, East New York: SimCity 4 tips and tricks (NAM36)
NAM36 Tutorial: RHW-4 U-Turns Sometimes sims need to do a U-Turn on the highway. This is particularly troublesome if their work and home is close, as the crow flies, but the great big highway is in the way, requiring that they take a very long circuitous route to get to the other side of the highway. That's the sort of thing that can lead to residential buildings being abandoned. The ability to do a U-Turn fixes that, with sims jumping on the highway, and using the U-Turn to switch directions ASAP and jump off the highway on the other side. There's four efficient and realistic ways to implement a U-Turn on RHW-4 highways ... The next interchange up the highway. This is the one we're all used to from Maxis vanilla highways (MHW). Most interchanges provide the ability to do a U-Turn ... but some don't, and sometimes the next interchange is too far away, so it's good to have some other options. A simple little compact diamond interchange, like this one, is a very effective way to accommodate U-turns. Draw across the two carriageways of RHW-4 using the Street tool (Alt+R key). This looks rather like an emergency vehicle turning lane ... and I presume commuters can use these, too, when they need to? Draw across the two carriageways of RHW-4 using the Road tool (R key). This looks like a higher traffic volume solution than Street (above), but I don't know whether this causes traffic congestion problems like at-grade highway intersections usually do? A FLUPs RHW-4 U-Turn, using a FLUPs underpass, with FLUPs ramps descending and ascending parallel and adjacent to the highway. Above options 2 and 3 are cheap, easy and effective. Whether they are effective in high volumes of traffic is something I haven't tested yet, which led me to come up with option 4. Follow this post if you'd like to know about traffic congestion, as I'll post back here in the comments when I find out. Further explanation on option 4 follows ... Option 4 – The FLUPs RHW-4 U-Turn This needs a minimum of 8 tiles adjacent each side of the highway, so while smaller than an interchange, it ain't small! Here's the ingredients list: FLUPs one-way road ramps, these are found on the FLUPs menu item, just rotate the FLUP road ramp (with Home/End keys), until it turns into a one-way road ramp ... make sure the arrows are pointing in the right direction! Here's an excellent video tutorial on FLUPs from @rsc204, if FLUPs are new to you. https://youtu.be/HpLGtqjjE8A?t=334 Type A1 outside ramps. Here's a link to a tutorial on creating those with DRI. https://community.simtropolis.com/journals/entry/29111-nam36-tutorial-starting-out-with-basic-rhw-highway-ramps-dri/ Diagonal underground route under Pedmall (shown in screenshot below). These are under the FLUPs menu item (framed with a red square below), but you have to use the Tab key many times to reach this piece, and then rotate with Home/End keys many times to get to the right shape and type. Straight underground route perpendicular under straight RHW4 (shown in screenshot below). This is a special FLUPs piece that is NOT under the FLUPs menu item ... instead you'll find it under the RHW/RD menu item (also framed with a red square in the screenshot below), the Shift+Tab three times to reach the "under straight RHW-MIS" piece, than rotate using Home/End keys until the "under straight RHW4" piece appears. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: See the full catalog of my NAM tutorial posts linked in the comments under this other Simtropolis post of mine ... NAM36: Starting Out advice for newcomers :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: PS. Really can't recommend this video tutorial highly enough. If you still have more to learn about FLUPs, and you haven't seen this yet, it's really, really good. Using FLUPs https://youtu.be/HpLGtqjjE8A?t=334 NAM Tutorial Part 3a (starting at 5:43 minutes) on the MGB NAM channel -
Please help ... compact urban diagonal RHW interchange
Naomi57 posted a topic in NAM & Transit Networks
Please help ... does anyone have instructions for a compact urban diagonal RHW interchange? Does anyone have instructions for a compact urban diagonal RHW interchange? I'm new to the NAM, using NAM36, and building my first city tile with RHW. Totally loving the NAM, by the way, and getting serious mileage out of NWM, even using a few of the trickier pieces like OWR-4. I've even learned (in my sandbox just today) how to do inline transition from Ground Level MHW to RHW-4, and then from RHW-4 to RHW-6C, but only on the orthogonal. I've noticed today that quite a few of the easier NAM features only work on the orthogonal. My first city tile using RHW, has the singular misfortune of having a fair number of diagonal highways in it (as dictated by the local geology and neighbour connection strategy), and I'm finding myself resorting back to old tricks with Maxis Highways. This is the urban interchange I've got at the moment: I don't mind using that old beastie from vanilla SimCity 4, and it's incredibly compact, but I know from long experience that it won't handle the volumes this interchange will demand. I tried plonking this one, and even connected it all up and zoned it, but I feel it's just too ugly: I just can't do that one ... the sight of it in my city offends me, somehow. This roundabout one would be perfect, except it doesn't work on the diagonal. If I don't use a compact high capacity interchange from the NAM, I'll plop this MHW T-interchange, instead, and push a vanilla AVE-4 tunnel underneath the highway to allow local traffic access to the other side. I've done that many, many times, in the past! ... but I'd REALLY love to build an intermediate complexity compact interchange from the NAM in this spot, if there is one that fits the bill. Here's the three requirements: Must be high capacity. I'm guessing a FlexSPUI might be higher capacity than the diagonal interchange I'm already using, but that only works on the orthogonal. The highway must be diagonal. The AVE-4 can be either diagonal or orthogonal. I'm even happy to upgrade the AVE-4 to RD-4 or some similar NWM 2-tile network (TLA-5 or RD-6), if that helps. I'd prefer it if the the surface avenue has RCI access, but that's not strictly necessary, either. There's a MHW trumpet interchange at the south-west end of the diagonal highway, so the diagonal highway MUST do a diagonal in-line transition back to MHW somewhere along it's length. Thoughts, anyone? Thank you!!!- 15 Replies
-
- 2
-
-
Using a multi platform hub / interchange with MoM
kzaveri posted a topic in Cities: Skylines Modding - Open Discussion
I just started using MoM (Thank you BadPeanut, Bskqueklehausen, Lazarus et al). Its simply awesome! In the Vanilla game, I used a few custom metro stations by Cyterion (non-MoM) such as (https://steamcommunity.com/sharedfiles/filedetails/?id=1184857785). These allow me to build hub-and-spoke metro lines that spread out from denser urban areas. Is it possible to create such metro hubs using MoM? Thank you!-
- interchange
- hub
-
(and 5 more)
Tagged with:
-
Best interchange is no interchange, interwoven highways!
perafilozof posted a topic in Cities: Skylines General Discussion
This shows a solution to the traffic problem on the highways and inside the city. It gives a way of making interchanges that are not actually interchanged roads or highway off ramps but actually interchanged highways. Each highway is interwoven with it's opposite allowing for highway ramps to take traffic to each side of the city without making large curved off ramps from one side to the other. This is a link to my Steam workshop asset which is a finished solution for making interwoven highways: https://steamcommunity.com/sharedfiles/filedetails/?id=492851621 , "Perafilozof's highway change side" And if you want to see how to make it manually you can watch this video: https://youtu.be/IY9BLxMkO5g- 1 Reply
-
- 1
-
-
- interchange
- highways
-
(and 2 more)
Tagged with:
-
Entry no.46 - The Transfer pt.2
TakemeThere posted a City Journal entry in Pretoria Metropolitan Area
Welcome Back to the Transfer. The highlight of this entry is the animation scenes but I left those for last as there's still a few other interesting things around the interchange that I'd like to show first. Originally I had planned to only have one entry on The Transfer but combined that would've been nearly 100 images which imo is probably a little excessive for a CJ entry, unless of course your name is Korver and your doing an end of the year special, definitely one of the few occasions we're it's completely justified. Continuing from where I left off last time we'll start by taking a look at the northern portion of The Transfer (exiting via the 702 northbound) followed by the area in the north east quadrant, the two highlight sections in the map below; Walkthrough con't The 702 continues northward through Calgon to the 5 points interchange and then onto Central Pretoria from here. The other noteworthy piece of infrastructure in this area is the dual tunnel entrance of the Fastraxx L(Loop) & SS(South Shore) commuter rail lines. This tunnel runs directly under the interchange and then Cisco Bay itself before re-emerging some 4 km south in the city of Dresden. 2 Zooming in closer on the tunnel entrance 3 4 Moving south east from here the area transitions from commercial development to the Industrial on the east side of the 702. 6 A tall telecommunication mast(631ft/192m) of a fairly common design looms over the area. There are several telecom towers located throughout Calgon, three of which are significantly taller. I was hoping to place a new design here alas I'm still working on getting 3ds max to render properly again. 8 Traffic cams are placed high up on the tower so as to keep an eye on current traffic conditions in and around the Transfer. A closeup view of the 702 as seen from the tower; That brings us to the final section of the interchange, the Eastern portal. The 705 continues eastward from here to the city of Baycole(entry's 37 to 42). South from the industrial lot on the north east corner of the interchange we come across Dawson's Creek which passes under the Great Western Railway's Portland subdivision and the NB702 to WB705 ramp twice before continuing west and passing underneath the 702 itself. Closeups 12 13 14 15 16 Also located here is the Whirlwind Monument, which was meant to be located at the Whirlwind Interchange which is also in Calgon but they ran out of available land over there and since the contractors were already paid to build it they just built it here instead hoping no one would notice and as a result to this day most citizens have no idea what relational it holds to anything But they do appreciate seeing the colorful & well manicured flowers when driving by 18 19 The Eastern most portion of the interchange Southeast of the interchange is industrial area B and the port of Calgon which will be seen in a future entry, bit of a teaser of the start of the area; Night Shots Next up I have some evening & night images to show from various areas of the interchange. Lighting is absolutely essential in a interchange with as many curves as this. Nobody wants to end up the creek or pond, safe to say that would ruin one's day. 2 evening shots; 23 And the night images; 25 26 27 28 29 Functionality Proof-of-concept, none of the ramps are eye-candy the entire interchange is fully functional; G1 Mosaics We've finally arrived to what is normally my favorite part, the wide angle pano shots. 31 32 33 The north view was seen last entry, it's actually my least favorite angle. These angles are better imo; West Oval The East view And my personal favorite, the South view; This time the pano's are not the last section, because we have... Animations Figured I'd do something special for this entry. Still images are nice but they just don't quite do the Transfer the justice it deserves. And as intricate as some of my other interchanges are they don't feel quite as fluid as this one is when set in motion. I've spaced out the images a little bit so that you don't get too distracted by the following one. G2 G3 G4 G5 How about we play "Follow that train!" Gotta be quick or you'll lose it! That is unless your trying to follow the Infinity Train Not done yet Lights on Lights off G12 G13 G14 And with an even 50 still images/gif's that concludes this entry. Which image or gif did you like the best? And which of Pretoria's interchanges so far is your favorite? Vote or let me know in the comments below Quick Image links; 5 Points Looper Junction Spaghetti Junction The Transfer Might be a little premature to vote though because I still have at least two more huge interchange beasts to show, though this will be the last transportation/interchange focused update for a while. Next time on Pretoria we're going back to another one of my other favorites... that's right, we're going industrial! Following that there'll be landscaped and urban entries, thanks for dropping in!- 16 Comments
-
- 41
-
-
-
-
So last time I said I was going to sketch a map of the region. I did that and it was pretty swell, too, but then I accidentally the whole thing, so now we're left without it. As in, I derped up and only saved the background: I'll redraw it soon, just couldn't be bothered right now. Meanwhile I still had my sketch to draw some highways into the region. Because I plan the entire region ahead anyway I like to build those in advance just to kinda get things going. Two highways are going to meet in the southern suburbs of Whitehaven, one of them heads northeast around the city while the other one runs from the southern border of the region to a future ferry terminal in downtown Whitehaven. The process of building these itself probably isn't the most interesting to most of you, so here's the finished product. First, the current region view, Day 1 so to speak: Yeah, they look chunky when you look at them like that, but we all know it's not really practical to have a highway smoothly waving through the countryside if you want some interchanges here and there, so... here's some of those from a little closer: A lot of parclo action and a roomy Y where the highways meet. Parclos are everything around where I live, almost all highway onramps are some variation of a parclo. I like that and I love how the NAM has evolved to be able to build them this smooth and neatly. I'm thinking I might add another interchange somewhere in the urban area and build it as a diamond of some sort though. This is the currently very barren looking end of the south-north highway: Had to get rid of that lane somehow... also, pardon the grid. And I see that bump right there... at least now I do. *facepalm* We'll see all of these again at some point when they look much nicer. So far I've decided to already dress them up with some lights and signage because god knows I don't wanna spend ages scrolling down to that stuff in my parks menu at some point in the future, so why not do it while that menu is still nice and empty... As for the terraforming, I'm going to take that step by step on a smaller scale, mediating between using the existing terrain and adjusting it for better use or aesthetics. And then of course, there's... The aforementioned signs in form of the GLR Signage Sets have gone in alongside with the outdated version of the LRM I like to use. The T21s you also may have noticed already. Along with that there's a sidewalk mod I made a while back using GoFSH and the wonderful compository by rsc. Still very nice and tidy, but now that the main traffic anchors are done road-wise, it's time to get dirty with some rail - and that means I have a couple of hours on the popular file exchanges ahead of me looking for some stations. Feel free to shoot any suggestions my way, what I've been looking for pretty desperately has been a really large central station that is not a terminus. I know Warsaw Central sort of fits that description but I'd like regular ground rail for regular ground raility purposes. If anyone has anything nice, I'm game. So next time hopefully I'll have the map back and some clunky old rail lines to show you guys. See you then!
- 3 Comments
-
- 3
-
-
Entry no.45 - The Transfer pt.1
TakemeThere posted a City Journal entry in Pretoria Metropolitan Area
Hey guys it's been long time since the last update, a very very long time actually... Hard to believe it's been almost two years since the last entry and tbh, at one point I wasn't sure if there would ever be another one. But after a long gaming and internet hiatus the SC4 itch came back and it came back hard a couple months ago and I've been diligently working towards updating the CJ ever since. So without further ado welcome to Today's entry will cover another one of the regions signature interchanges - the south crossing of highways 702 & 705 colloquially known as The Transfer and the areas immediately surround it. The interchange is the primary focus however this update will also features mmp's landscapes and some urban elements. Pretoria has 13 major highway interchanges, 6 of which are considered signature interchanges known for their sprawling and complex designs. The 702 is by far the most important transportation link in the entire region so it's no surprise that the largest interchanges involve it. Meanwhile the 705 is more of a coastal highway largely passing through industrial areas, it's most important section is when it loops back around and meets the 702 a second time further north in the downtown core of the region. *Fun fact; The 705 crosses highways 700 & 702 twice!* Recently updated map of the highway system, color coded based on total lanes. More of the system lies further north but this covers about 75% of the region. Elevated/non-elevated system map; The Transfer is one of 3 major highway interchanges within the city of Calgon itself, the first of which was shown entry 44, that being the Five Points Interchange. While the 5 points is the largest of the three interchange in the city and in fact the largest by size in the entire region, the Transfer is no slouch size-wise and is actually another 5-way interchange though not between three highways but rather two highways and roundabout junction of several avenues. While it may not be the biggest, tallest or most efficient design it's arguably the most unique interchange in the region even more so than looper junction and you remember how weird that one was right? (If not see here) This interchanges unusual design can be directly attributed to the physical characteristics of the area. It's boxed in by two large bodies of water, the Cisco Bay Bridge and several rail lines. Highway 702 has to rise up high enough over Cisco bay in order to have sufficient clearance for ocean going ships to pass underneath it into the port of Calgon and other points further East down the Trueno River. Because of this highways 702 & 705 cannot interchange directly and a mini connector highway is used instead to connect the two, you'll see what I mean in just a moment. It's further complicated by having a roadway, pedestrian/biking pathway and a creek all passing through the center of the interchange. Admittedly there are some safety concerns with this interchange but overall I'm quite satisfied with the results, this is just about as compact I could make it without sacrificing too much in the way of safety & realism. Statistical comparison to the other major interchanges; Here's a city map of the interchange, this should give you an idea of what's in store for you below. The west side of the interchange is 300m from east to west and 500m north to south and the eastern portion extends out another 400m by 200m. It takes about about 875 square spaces in-game equal to about 225,000 sq/m which is comparable in size to real world intercity interchanges. That's actually not the correct way of seeing the interchange on a map as north should be pointing towards the top but is actually pointing to the left side of the map. However I've always viewed the West side as the 'bottom' of the interchange and the east side as the top. Below is the "correct" orientation, but I think you'll agree it just feels more natural to look at it the first way. This type of indirect connection between interchanges is sometimes seen at locations where two highways meet near a tall bridge. A few IRL examples in the spoiler below; Walkthrough We'll start our journey heading eastbound on the 705 approaching the junction in the area highlighted in red below; 1 (Image numbering does not include maps) 2 3 The small neighbourhood of Portos is just to the south of the interchange. There is no onramp to the 705 or 702 to connect this neighbourhood to the rest of the city which is why Lunasaida Drive was to be built through the interchange to provide access to the people that would live here. 5 Next we enter into the "Trichange" which could very well be a small self-contianed interchange on it's own. 7 8 9 Super zoomed views of the pedestrian bridge 11 12 Lastly we have a pano of this section of the interchange Next we'll switch things up and approach The Transfer from the 702 heading northbound, the area highlighted in red below. The 702 enters the city from the Cisco Bay bridge bringing with it traffic from Dresden & the South Shore district of Pretoria. The bridge itself is a 5,408ft long 6-lane suspension bridge, the longest single span is 3,546ft. When built in 1951 the bridge was the longest in the world but is currently the 17th longest on planet Azura. Though it is still by far the longest and the most important bridge in Pretoria. In 1979 Gideon St. was extended and a small two-span single lane suspension bridge was built to give the residents of Portos another means of reaching other parts of the city as Lunasaida Dr. was often congested and occasionally blocked due to accidents. Views of the two bridges; 15 A small park is squeezed into the space between the highways 17 18 The path extends further north along a bridge transversing the entire interchange just to the west of Lunasaida Drive. Originally an elevated LTR line was proposed to run through here which would've connected a couple of waterfront neighbourhoods to downtown Calgon. The project was initially approved and construction begun in earnest until the 2012 elections. There the Neoconservative party swept into power booting out the big spending Five-Unions party and this project was one of several public transportation projects that were immediately terminated, all deemed a horrid waste of taxpayer funds. To be fair a 3-stop 850 million dollar line to serve a population catchment of little more than 30,000 is hard to justify. Though the idea might be revisited in the future should the Five-Unions return to power . Still 120 million dollars had already been spent on preliminary work including the shell of the first station of the line which we'll see shortly. However Lunasaida Dr. had always been a rather dangerous road to use for pedestrians and cyclists to use and so the space formerly allocated to the LRT line was instead used to build this bridges which connects directly to a nearby subway station located just to the north of the interchange. The bridge passes over some marshy floodland which connects to Dawson's Creek along its way. This section has the only potential weaving zone in the interchange - and area where traffic from two separate entry lanes may want to change into the other. In order to prevent this there are restrictions in place. Vehicles entering into the transfer road from the left(in the image directly below) are not allowed to change lanes as indicated by the solid white line and in fact there is no need for them to do so because they can get to every route via the lane they are in. Only vehicles entering from the right would need to change lanes in order to access two of the routes. 20 21 22 Alright lets jump right into the very heart of the interchange highlighted in the area below. Hold on to your hats! things are about to get complicated Closeups 24 25 26 27 28 29 Zooming out a bit, give you a bit more sense of the bigger picture... 30 31 32 33 34 A little further north beyond this point we reach the northern portal of the 'transfer road' which connects 3 avenues allowing local traffic to connect to the 702 & 705 and the interchanges signature... Though personally I prefer this angle 37 Here is the aforementioned shell of the cancelled elevated LRT project. A commercial building that the station was built into was finished and the station itself was repurposed as the starting point of the pedestrian bridge. Escalators and elevators had already been fitting into the station and remain operational so that one can use either or to reach ground level. Which brings me to the last section I wanted to show in this entry, the shoreline of Crater Lake; The interchange takes up most of the space between highway 702 & the shore of Crater Lake, which you guessed it was created by a giant meteor impact(approximately 42 million years ago). There'll be more about Crater Lake in a future entry so for now I'll just show you some images of what the area looks like. Here we can see the transition from highways & urban areas to a wood lot and the shoreline. The shoreline of Crater Lake is almost entirely rocky though a small beach was created in this spot by importing sand. The main section of the beach and area's beyond will be shown in a later update. 41 A wooded area next to the shoreline was preserved, sim can go for casuals stroll along the paths here which continue halfway around the Lake. 43 South of here the shoreline transitions to a rocky outcrop. 45 46 47 *Edit Ah yes I really should throw in a pano of what I've shown so far, here it is; And with that this entry is concluded, I hope you enjoyed viewing this update as much as I enjoyed making it. There's still a lot more to see in there area around the interchange, including the eastern portion of the interchange and how everything all fits in together plus a few other neat little features and surprises I have in store, luckily you won't have to wait two years for the next entry- 21 Comments
-
- 31
-
-
-
- highway
- interchange
- (and 4 more)
-
That one... tile is just annoying me
-
I get asked a lot what mods I use for this game, especially when it comes to highway props and add-ons. Here's a short list of some content that I use to make your highways looking nice! ------ Firstly, get the NAM if you haven't already. This list is for the RHW so make sure you check off that during install. ----- Generic signs The first thing you're going to need is some signs. Unlike the Maxis highway that has signs randomly generate on the highway, the RHW needs some work. Luckily, there's a lot of signs out there and lets you customize the crap out of this. For a simple, generic set, I recommend this set. Large, easy to read and also easy to plop. And for your roads connecting to the highways, here's a simpler set ----- Hazard signs Along with general signs, you'll want some hazard markers too to let your drivers know about curves, speed limits, ending lanes, and other things the road can throw at you. Best to give them plenty of notice! ----- Lighting I'm lazy when it comes to this. Plopping lights takes a lot of time if you want uniform street lighting. Instead, go above 'street level' with some towers that light up a much larger area! ----- Walls No matter how 'nice' your highways look, they're a NIMBY and no one wants to live near them. To minimize the folks who do have their homes close by, dampen the sound and light a bit with these walls that I find look great in both urban and suburban environments ----- Buffer Keep some right of way free if you ever want to expand your highways. Also if you have a median make it look nice! These 'empty' areas can also help absorb air pollution from the busy roads I like to use the standard open grass area a lot, but you can fill it in with some tree park plops such as... ----- Example of one of the endless possibilities of what your highway can look like: Click here for full size Anyways hope this helps out anyone looking to improve the aesthetic appeal of their highways! Add some other features to make it your own unique creation! Anything to add? Please post suggestions below!
-
-
Hey everyone, I need a little bit of guidance here. I'm tryig to build a T-Interchange with NAM 35's RHW. But apperently, I can't plop a FLEXfly piece ontop of another FLEXfly without having to deal graphical issues. Is there a way i can resolve this, or should i just avoid ploping two (or more...) FLEXfly pieces ontop of eacht other? I am also seeing weird textures, when i use the FLEXRamp Type A2 together with RHW-6S L1. Any ideas on how to fix this? Thanks in advance, Oerk
-
From the album Jakarta
for full video here :-
- cities skylines
- interchange
-
(and 1 more)
Tagged with:
-
Version 1.0
3,541 Downloads
I just recently started playing again for the updates since After Dark and wanted to update a previous interchange asset going by the same name that I made. Which, this whole time was missing 2 connections but I never noticed. It's easy enough to fix the other one yourself if you prefer the cheaper and slightly smaller 3-lane version but this 4-lane version should have all highways connected to the others allowing travel from one highway to the other 3. All ramps are two-lane one-way highways for higher speeds and all road pieces have sound barriers(also easy enough to change to the non-barrier version yourself if you prefer). I have included a picture with arrows showing the connections(forward, left, right, U-turn) just in case anyone wanted to make sure. If you get a slope too steep error it's probably because of the turning ramps. Either get a mod or edit it yourself in the editor if you feel it happens too often.-
- 1
-
-
- road
- interchange
-
(and 2 more)
Tagged with:

