安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
However, doing this obviously necessitates introduction of a shortcut for traffic heading to the 1st exit. (otherwise you have vehicles rapidly cutting their way through every lane of the roundabout)
Once you have such a shortcut, the roundabout's function is moot, as its only carrying traffic for the 3rd exit (and 4th exit u-turn).
To cut a long story short, the logical conclusion of making the aforementioned optimisations was this:
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=410400791
I've yet to test how much load it can carry (some of the slip lanes are a little sharp), but at a theoretical level it seems like the optimal solution for merging 2 equally balanced highways.
Now as there are 22000 citizens, there is so much traffic, that its getting congested because of cars trying to switch lanes. Time for another entrance into the district I guess.
Theory being:
- it'd minimize weaving (traffic joining the roundabout having to filter into traffic that's about to leave the roundabout)
- it'd encourage the lane pathing to make fuller use of all 3 lanes of the roundabout.