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316 DownloadsIt has come to my attention that Caribou's website went down back in 2016 and after scouring the internet there is no trace of any of his work. Since I have his work stored in a secure offline vault, I feel that in the spirit of preservation, his work should be available to the public once again. These lots and models were made by Caribou and are provided AS IS, nothing in the Zips has been changed by me. Since he never provided any pictures I took it upon myself to plop all the lots in game for the purpose of taking snapshots in order for everyone to peruse them before downloading. Anyone in the future who would like to create new lots from these models can now use these uploads as a dependency. There are 3 lots in this zip 1) caribou long slope 1) caribou long slope 2 1) caribou long slope 3 Many Thanks go to Tyberius06 for bringing this matter to my attention. Kind regards Simmer2
It's been a while since I've played with the RHW, now I want to build a simple diamond interchange, and I can't find the MIS ramps in any menu. I didn't have any trouble finding them in the past, but now they don't seem to be anywhere. Where have they been placed in the menus?
It would seem that after the patch 1.0.6b the only big issue player have is with traffic. I have been playing since launch and tried my best to figure out the mechanics behind the traffic, to learn how it works and I will share some of that knowledge with you. There are two important factors to discuss. The traffic mechanic that vehicles use in this game which I called traffic logic and the other one is road speed limit. These two go hand in hand to make the traffic operational in this game. But what you might have been overlooking is the way this differs form other games that you might have gotten used to. The vehicles have two main rules they follow. The road speed limit rule and the route length. Route length is the distance between the vehicles spawn point and it's destination. In most cases this is edge of the map - industry building. Then comes the road speed limit. The vehicle will chose the roads that have the highest speed limit on it's way to it's destination, which means they will follow the top down logic of : highway(100)>highway ramp(80)>6 lane(60)>4 lane(50)>2 lane(40). This speed limit logic is primary. The road length is only considered for roads with equal speed limit. This means that when you are placing down road you can make the traffic go any route you want as long as you make sure that the route you want the traffic to take has the highest speed limit. No need to consider the distance and road length(unless ofc the two roads have same speed limit). And in case you think I am full of hot air I did do my homework before writing this down: https://www.youtube.com/watch?v=Klp2OwMhneA
While making videos about this game I have time and time again come to the problem of handling traffic. Like I explained in one of my videos the problem always comes form the fact that the traffic is asymmetrical while we all try building cities in some sort of a symmetrical fashion. There is only a limited number of network connection between the map you are playing and the outside game world where the traffic comes from and goes to. While you can make zones and buildings almost everywhere. It becomes inevitable that you will end up with bottlenecks inside your cities or at the highway entrance and exit to them. After working on this design for a while now I have made a video in which I explain how it works and I have uploaded the save file with this highway network built to the Steam workshop under the name Perafilozof's Highway Prototype. Now in order to get constructive criticism and actual real game testing, in various maps and by different players with different play styles, I am challenging you, other players, to use this design and build cities that are going to brake it. Yes, I actually want you to build cities that will make it hard for this design to handle the traffic so I can improve upon it. You can post your ideas or comments about this on the videos comment page, workshop page or here in this thread.
2,197 DownloadsThree ramp highway splitter puzzle pieces. Just a little "puzzle piece" I've made for myself, thought some of you might find it useful. You can use these to start off an interchange or just to finish a highway.. Each direction is included as a separate piece. The best way to use these is plop them by themselves first where you want them, then connect everything. Trying to attach them to a stub can be frustrating, sometimes it works, others not. Sound walls and some bushes included, enjoy! Stay tuned for more puzzle pieces : ) To install, unzip file, then move the "TPB CSLIA - PP - Fork IN.crp" and "TPB CSLIA - PP - Fork OUT.crp" files into \Users\*YOU*\AppData\Local\Colossal Order\Cities_Skylines\Addons\Assets Replace *YOU* with whatever your user account name is on your machine. Please note the AppData folder is hidden by default, you'll have to show hidden files in explorer to find it. Visit my Asset Studio for news on upcoming uploads. And of course, don't forget to rate, comment, discuss, share on facebook, google, tweet, pin, and everything else : ) Thank you!
xoxide posted a file in Game Mods
Version 1.9 / 1.7
299,952 DownloadsOne Way Roads and Freeways Elevated and Ground Level NEW USERS TO THE SITE BE AWARE YOU MUST BE REGISTERED AND LOGGED IN TO BE ABLE TO DOWNLOAD THIS OR ANY MOD. THIS IS A REQUIREMENT I HAVE NO CONTROL OVER. Will add more detail Later on.. but welcome. Mod was Created so with new data and the use of foundation improvements built into 10.1 (YOU MUST HAVE 10.1 but in offline mode) 9/3/2014 - 1.9 Minor / Major Update from 1.8 to fix some problems with Upgrades and Downgrades that were being explored from version 1.8 with Yayie and HinataaHyuga. Those have now been completed and seem to be stable enough to update and release to the general public as a fix. 2.0 is currently in planning mode with 5 and 6 lane ave with zone and express ways for greater regional interactions. 8/20/2014 - 1.8 MAJOR Update Release to work with New Akar and Akar Roadsets along with a number of improvements and changes by members of the SUGC. Icon and Graphic Improvements by Ban, Script and Upgrade Improvements by Yayie and HinataaHyuga with Regional Additions which in Akar now have a new menu structure to make the Regional Aspects easier to understand. 8/22/2014 - 1.9 is in the works to fix some bugs and issues. Reported problems due to Bi-Level Mod by max due to using an UDON path to create his. He is working on a fix. Upgrade and downgrade side effects being worked on introduced in 1.8. 5 and 6 lane roads are being looked at to introduce into version 2.0 . Instructions are simple drop it into the same folder as it was originally listed and REMOVE the old one. I keep all my versions of updates online and in the download button so you may go back if you have issues that you find a little overwhelming due to new directions and changes being looked at. However we are on top of them as a group and working to make all of them play nice with each other which was the whole reason for Akar and the SUGC team being formed to begin with. 8/14/2014 - 1.7 was uploaded and all other files tested ok even though someone reported issues. Today 7/7/2014 - Version 1.6 has incorporated our new Icons and Images into our mod to make the game easier and more similar to the unification of graphics and style to be that of Maxis and the Original games look and feel. Thank you Banwashere (Ban) for the hard work and dedication for becoming our community artist and champion of our new efforts in creating an identity as our graphic artist and champion of our new identity and graphic art on this subject and with all our mods that have been release and our future releases to the community. These will be added to Akar and each individual mod as are required and represent the first update of many in a series that will unify mods and our interfaces. We are very happy to have him on board and the quality that his talents will bring to our mod community and in general to our future developments. Both Regional and UDONS updated to 1.6 for that specific update. Today 6/23/2014 - Version 1.5 Uploaded Online Beta Testing edition. (May Cause Roll Backs At 20 Minute Points) Uncertain need more testing have at it. ( DO NOT USE WITH EXTENDED BOUNDARY OR ALL RCI PLOP AT THIS TIME IT WILL ROLLBACK IF YOU DO). CoTs may be required EP to prevent Roll Backs .. do not yet know for certain. Today 5/17/204 we have been listening and watching so many people so there have been reports of issues and odd behavior which we have now been able to contribute to some ODD corruption of the actual installation unfortunately. Some crashes and issues have and are not the mod but brought out by the mod itself. Uninstalling mods one at a time can temp solve the issue however the ultimate fix was installing a clean copy of the game unfortunately... I would put the percentage at less than .5% of the installed base have reported this drastic step but wished to be as honest as possible with you incase you have any issues. OMG there is so much that needs to be said and needs to be given out on this mod and its features but MOST of the features speak for themselves.. THERE ARE TRICKS to use Connections can be tricky. HOWEVER .. I NEED TO THANK ALOT OF PEOPLE LIKE IT OR NOT OR THIS WOULD NOT BE POSSIBLE.. since that can't happen in the normal way THANK YOU EVERYONE WHOM HELPED MAKE THIS HAPPEN. 10.1 made it possible by adding some foundations that have and were needed to even allow ONE WAY possible. SO THANK YOU MAXIS and UPDATE TEAMS for adding the core code that make it possible to do this type of mod and make it a reality that took 6 months. FEW will every realize how much it took or what went on onto make this happen. AS I have already been reminded there are many many details I need to post on use to help you all and I will over this weekend. THIS IS AN OFFLINE ONLY MOD DO NOT USE ONLINE --------------------------------------- CREATIVITY is key.. how you build and what order you build things is what matters There are some aspects to how you use the direction of drawing as the direction of the one way. Make sure you build ELEVATED prior to Transitions or it will not connect but practice makes perfect 10.1 added new paths to the game that allowed this to be possible. As mentioned by Niclistin on Reddit one of the mod testers like buggi and yuttho.. there are ALOT of aspects to this mod that take time to use and understand but the complexity is beyond imagination .. REALISTIC is not the word for it. 2 Lane Roundabout 4 Lane Roundabout 2 Lane, Low Density One Way Street 4 Lane, Medium Density One Way Street 4 Lane, High Density One Way Road 1 Lane Freeway Ramp 1 Lange Ground to Elevated Freeway Ramp 1 Lane Elevated Freeway Ramp 2 Lane Freeway Ramp 2 Lane Ground to Elevated Freeway Ramp 2 Lane Elevated Freeway Ramp 2 Lane Freeway 2 Lane Ground to Elevated Freeway 2 Lane Elevated Freeway 4 Lange Freeway 4 Lane Ground to Elevated Freeway 4 Lane Elevated Freeway If you DO NOT use a roundabout but use a 2 or 4 lane ELEVATED you can manually make an Elevated ONE WAY and actually intersect with it (trick) TIP and Suggestions: Camera Angle, Angle of Road draw and stretching out the draw before going to desired position can help you draw things the way you wish.. going big and back to smaller size in circles and turns. Going UP with M or DOWN with N can help connectors. Remember to use your transitions sometimes its just a matter of drawing it a longer distance so the engine thinks its smother than it really is. We have to work with the engine not against it to get things to work and function. XoXiDe UdoN Connection Chart.pdf