Cities: Skylines

Cities: Skylines

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SA Marquise Service Interchange (wider w/RR)
   
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Assets: Intersection
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2017 年 1 月 27 日 下午 3:46
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SA Marquise Service Interchange (wider w/RR)

描述
Just a slightly different version of the service interchange I posted before, with the distance between the minor lanes widened slightly, so they could be turned into highway segments, and with a railroad line running between the lanes of the major highway.

Here are the other versions of this interchange I made, each one ending in 3-lane 1-way roads...
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=851000767
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=851002512

This is a very high volume service interchange, for moving traffic onto and off of surface streets. It has no stops, no weaving, and all right hand access, in other words a full highway-highway design, here simply scaled down into a more compact form. Essentially, it's a DCMI, or double crossover and merge interchange, where the minor road's lanes are crossed over each other so that left-turning traffic can make an unobstructed left, and then back. But here changed by placing all the left turns both onto and off of the highway into the space between the lanes of the minor road, reducing the size and keeping both the entrances and the exits on the right. As far as I know this kind of interchange doesn't have a name, so I'm calling it a Marquise, at least that's what the overlapping minor roads look to me.

I kept the highway sunken at -8m (just low enough to run a street over). It's three levels, from -13m to +5m. It's 41 blocks from exit to entrance along the highway (that can really easily be reduced, I just kept it with an extremely gentle slope), but just 19 blocks from exit to entrance along the minor roads, very very close to the highway.

Requires NEP, it uses two-lane highway segments. Also, I would highly reccomend using traffic manager for better throughput, specifically the lane connector feature.
5 条留言
Employee 432  [作者] 2017 年 2 月 2 日 下午 10:01 
I've been trying to figure this out guys, messing around with the settings and I can't replicate it, so I'm not exactly sure what's going wrong. Sometimes things fall apart when node snapping isn't active, but that doesn't seem to be it. It might be something with how close together I squeezed the tunnels to make it look like a single entrance.

I don't have work tomorrow, so I'll probably have an alternate version up then.
GreenTownFox 2017 年 2 月 2 日 下午 2:13 
I've the absolutly same problem :( I tried to use the terraforming tools but got no evidence from them
Yorkie Pudd 2017 年 1 月 30 日 下午 2:11 
@I tried leveling the terrain several times and had the same issue
Employee 432  [作者] 2017 年 1 月 30 日 上午 7:05 
CS will use the underground view anytime you are placing something with tunnels. My guess is that there was some slight unevenness in the ground, I made it with very tight height clearances, so a change in elevation that might not be very noticeable could possibly mess it up. I'd go over the ground with the level tool in terraforming, just to make sure the ground's perfect, that should work. If not, or if anyone else is having this problem, let me know.

I'll also make a version out of all elevated segments, with the major road passing over the interchange, which should make it immune to that.
Yorkie Pudd 2017 年 1 月 29 日 下午 2:56 
When placing this it goes to the underground view and the places it in a way that's unusable, tunnels showing over roads uneven ground (even though it was placed on flat) creating a really odd tunnel at the end