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For nostalgia's sake; just came across this old beauty <3

0.jpg


The worst thing is, now that I've played the game for a while it doesn't even look half that bad :D .
 

Homer2101

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Just to be a special snowflake, a railroad junction:

The external connection is on the right. The elevated line going from left to right has two levels: upper level for passenger trains, and lower level for freight trains. Passenger line terminates at a train terminal at the very left edge of the image. Freight line, going from the right, first splits north towards a future link to industry and south to service a freight station, then branches south to merge back with the trunk line from the freight station to service the city center.

Connection going to top of image, when finished, will run above the tram line.

Works amazingly well, without segregating external and internal freight traffic.

yCzPqlL.jpg


SMbnCBK.jpg
 
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A WIP system I'm working on. I'm trying to recreate my hometown in CS, and this is based on the plans for a new interchange. I know I could have made it more efficient, but I'm trying to stick as close to plans as possible. Doesn't look first-class yet, but I'll keep working on it.

It's an effective interchange, though. So far it's had really good traffic flow.

Edit: ignore the roundabouts and all that to the right of the red trees, that's really a work in progress :p !

New E39.jpg


e39.jpg
 
Last edited:

Matthias King

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That's a very interesting looking interchange.

If I were to offer any advice, it would be to terraform the ground first. The ground looks very flat in the real-life photo. I'd start there. And you could probably recreate where the westbound lane of the over street diverges, sending one lane to the west roundabout and the other lane on a bypass around it. With the angle limitations in the game you won't be able to nail it exactly, but you could probably come pretty close.
 
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Yeah, this was the portion that finally made me cave in and download the Terraform tool :D .
Thanks for the feedback :) .

Have done some more work on it, and it looks slightly better now -- and yes, it is an interesting layout!
 

Togfan

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I love large intersections. Ever since I saw Timbotoh's olskretsmotet I had to make something similar, so I "improved" it a bit... don't have any pictures of it at the moment though.

I made a pretty clean interchange in my newest city:
WQSoLpq.png

The highway on the top leads directly to downtown, hence the traffic.
 

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Hmmm. There are always ways to solve traffic jams. Roundabouts, putting intersections farther apart, one-way streets, collective transportation, etc. If you post the next intersection in line, we might help you :) .

As for the intersection to the left, maybe one-way roads would be the best solution there. Have the entrance be in one end, and one-way roads leading through the area, then have exits in the other end. I'm not sure, and you may have to demolish buildings to do it, but might be worth trying.
 

Togfan

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Hmmm. There are always ways to solve traffic jams. Roundabouts, putting intersections farther apart, one-way streets, collective transportation, etc. If you post the next intersection in line, we might help you :) .

As for the intersection to the left, maybe one-way roads would be the best solution there. Have the entrance be in one end, and one-way roads leading through the area, then have exits in the other end. I'm not sure, and you may have to demolish buildings to do it, but might be worth trying.
I don't have any traffic jams at the moment, this was taken a while ago (just thought it was a neat intersection).
I struggled quite with traffic in my downtown, but I don't really want to break the aesthetics too much. For some reason most of my traffic jams have disappeared now, though, even though the population hasn't changed all that much.
 

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In my quest to combat congestion when connecting a zone to a highway I've decided that right-turn only is the way to go and in fact, only way to go. Some time ago I've tested this design:
2C9945C04A926EDF596F8FEE90A231DA683478C7

The idea was simple: no car can cut-off any other car's path. As shown by the Traffic++ (that is essential in those designs), no paths are crossed, totally collision-free. It was compact enough and worked quite well with typical traffic, but got bogged down when handling larger industrial zones, especially on it's own. Main problem with it was that outlet of one lane was the inlet of another, so cars would need to switch lanes right after merging.

That led me to another design I used often:
3B6D8853D8639C119DB5B9EF7A16DC4E742D0908

This was dubbed "vagina interchange", quite aptly by my wife, and it worked quite well even under more pressure, it also solved the problem of having to switch lanes after merging, but had significantly larger footprint, especially if made to look more natural, without sudden curves and drops as pictured above.

Hence another variant of this following my urge to make things look neat:
48F1D00FB84D7A0AB2D8AE617B7B61109DCD6C7F


E13E91676E84E8627D21123D961610E292A518CC

This design looks better and more uniform and takes ca.60% more space. It also inherits one crucial flaw that bugs those deigns.

I've finally decided to put my Etch A Sketch aside and solve the problem with sharp turns that has bugged me for a long time now. The main problem with keeping the flow fluid and nice was the fact that cars had to slow down to make a 90* right turn. Therefore I've elected to get rid of 90* turns in favor of something more subtle.

And that's how I've ended up with my city under the rule of Spaghetti Monster:
3CDE56D789D4DB607AA3749757C4EE27C1434F99


9782587ED22F02881550E76C8E4D17036683EEAD


3C933674F4ECD6415ADD2E77CF31CAC6BEC7AE78

That last one is actually the one with best results as of now. It has nice, long curves, low-angle junctions and cars are able to retain high speeds when moving through it. It's still a collision-free design. Now the only thing that bugs me is AI's inability to plan the route ahead and at the last possible opportunity try to squeeze cars from 3 lanes into one. Same thing happens with roundabouts on a daily basis.
 

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Interchange.jpg
Here's my fancy interchange based on a "Diverted-Windmill-Interchange"-like interchange in Saudi Arabia. It is meant to be efficient, simple and realistic.
The reason its so large is mostly for realism, since that's how big they are in real life. It handles traffic mostly well.
I would like it to be the most efficient design there is, because I couldn't find anything wrong with it, but I don't know if it is... Can anybody tell me what disadvantages it might have or if other designs are better?

PS: It can be modified with a U-Turn function...
 

Togfan

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I've made my greatest intersection so far: a semi-7/5-way 4-level urban semi-compact highway interchange.
qD5N22e.jpg

wdRzd5M.jpg

I might tweak some parts of it as I'm not fully satisfied with it only having 5 fully functional ways, but it'd require more space it seems so I'm irky about it. I want to keep it as compact as possible without removing too many buildings.