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本帖最后由 zhongxiali 于 2023-11-2 15:26 编辑
More than five years ago this game was released. Since then the PC version has been enriched with tons of Workshop assets and some excellent mods. Anno 2021 it's possible to create very good looking interchanges useing these mods. So why not a collection of them?
I've made two seperate collections.
One with System Interchanges (Highway <--> Highway)
One with Service Interchanges (Highway <--> Regular roads)
This is a collection of service interchanges (Interchanges that connect a highway to a regular road network) that have been created useing the latest mods. To enjoy these interchanges, you need to subscribe to the 'Node Controller Renewal' (NCR), 'Intersection Marking Tool' (IMT), 'Traffic Manager : President Edition' (TME), and 'Fine Road Tools' (FRT) mods. You do not have to subscribe to the other mods used in the creation of these interchanges, however, they do not conflict with each other, and provide you with some great extra tools!
These interchanges are also built for good functionality with Cities Skylines traffic AI by implementing 'Lane Mathematics'. This ensures easy merging and splitting of traffic within these interchanges and less backups of traffic.
I've used the following mods in the creation of these interchanges:
Out of these mods you only need 'Node Controller Renewal' and in some cases 'Fine Road Tool' in order to place these assets. 'Intersection Marking Tool' isn't necessary to place these assets, but without this mod the roadmarkings on junctions will not be visible. The use of TME is highly recommended in combination with these assets.
Many thanks to the mod creators and testers out there. These interchanges couldn't be created without you!!
Because '3-lane highways' are the most commonly used highway type on maps, I've created these interchanges to be connected (the highway ends in each interchange) to these 3-lane highways. The 4th lane on the 4-lane highways are used as exit and entry lanes.
All these Interchanges come without any beautfication like trees, props or retaining walls. I made sure no streetlights are clipping through elevated roads and that there's more than enough space for traffic to move between levels. I also made sure all the roads smoothly transition into each other and that there are no ridiculously steep elevations.
I don't use Network Extension 2. All roads used are Vanilla roads (some from the Mass Transit DLC) and roads I got from the Workshop (mostly Vanilla+ roads by Delta 5-1). I therefore recommend looking at the interchanges describtion page to see if, and if so, what other road-assets might be needed from the workshop.
CS Service Interchanges
Quick guide to interchanges:
There are basically two types of interchanges. 'Service Interchanges' and 'System Interchanges'.
System Interchanges
System interchanges are highway-to-highway connections. This mainly comes in the form of two crossing highways connecting with eachother (4-directional), or when a new highway starts from an existing one (3-directional). System interchanges are also called 'free-flow interchanges' meaning all traffic can move uninterrupted to each different direction. i.e. no traffic lights or intersections.
Service Interchanges
These interchanges connect a highway to a regular road network. They're the best way to connect your city roads to a highway. However, chosing the right one for the job can be tricky. Unlike system interchanges, most of these interchanges are not free-flow interchanges. This means there usually is one or more intersections with traffic lights present. That said, these types of interchanges are designed to reduce the number of steps these traffic lights have. The traffic lights of a DDI, Milwaukee B and ParClo A4 for instance, only have two steps, while the SPUI has one traffic light with three steps.
Because these interchanges are placed near, or even within your city, the space around them is very valuable. The different types of service interchanges therefore have very different designs, leaving valuable building space on specific sides of these interchanges (the different ParClo interchanges are a good example of this. The number in their names tells you in how many corners/quadrants of the interchanges on-, and off-ramps are present)
The service interchanges in this collection are (if not present, they will be shortly!):
- Cloverleaf Service Interchange (free-flow)
- Diamond Interchange (2 traffic lights with 3 steps per cycle)
- Diverging Diamond Interchange (DDI) (2 traffic lights with 2 steps per cycle)
- Dogbone Interchange (roundabout)
- Dumbbell Interchange (roundabout)
- Milwaukee A (2 traffic lights with 2 steps per cycle)
- Milwaukee B (2 traffic lights with 2 steps per cycle)
- Partial Cloverleaf Interchange (Parclo A2) (2 traffic lights with 3 steps per cycle)
- Partial Cloverleaf Interchange (Parclo A4) (2 traffic lights with 2 steps per cycle)
- Partial Cloverleaf Interchange (Parclo B2) (2 traffic lights with 3 steps per cycle)
- Partial Cloverleaf Interchange (Parclo B4)
- Partial Cloverleaf Interchange (Parclo AB2) (2 traffic lights with 3 steps per cycle)
- Partial Cloverleaf Interchange (Parclo AB4)
- Single Point Urban Interchange (SPUI) (one traffic light with 3 steps per cycle)
CS System Interchanges
Quick guide to interchanges:
There are basically two types of interchanges. 'Service Interchanges' and 'System Interchanges'.
System Interchanges
System interchanges are highway-to-highway connections. This mainly comes in the form of two crossing highways connecting with eachother (4-directional), or when a new highway starts from an existing one (3-directional). System interchanges are also called 'free-flow interchanges' meaning all traffic can move uninterrupted to each different direction. i.e. no traffic lights or intersections.
Service Interchanges
These interchanges connect a highway to a regular road network. They're the best way to connect your city roads to a highway. However, chosing the right one for the job can be tricky. Unlike system interchanges, most of these interchanges are not free-flow interchanges. This means there usually is one or more intersections with traffic lights present. That said, these type of interchanges are designed to reduce the number of steps these traffic lights have. The traffic lights of a DDI and Milwaukee B for instance, only have two steps, while the SPUI has one traffic light with three steps.
The system interchanges in this collection are (or will be in time):
- 3-Directional Y-Interchane (3-dir)
- Half-Clover Interchange (3-dir)
- T-Interchange (3-dir)
- Trumpet Interchange (3-dir)
- Y-Interchange (3-dir)
- 2-Level Cloverstack Interchange (4-dir)
- 3-Level Cloverstack Interchange (4-dir)
- Cloverleaf Interchange (4-dir)
- Diverging Windmill Interchange (4-dir)
- Double Trumpet Interchange (4-dir)
- Double Y-Interchange (4 dir)
- Full Diamond Interchange (4-dir)
- Hybrid Cloverstack Interchange (4-dir)
- Stack Interchange (4-dir)
- U-turn Interchange (4-dir)
- Windmill Interchange (4-dir)
The following system interchanges connect two parallel highways.
- Dual Y-Interchange
- Extended Paperclip Interchange (4-dir)
- Paperclip Interchange (2-dir)
Because these interchanges are placed near, or even within your city, the space around them is very valuable. The different types of service interchanges therefore have very different designs, leaving valuable building space on specific sides of these interchanges (the different ParClo interchanges are a good example of this. The number in their names tells you in how many corners/quadrants of the interchanges on-, and off-ramps are present)
Keep in mind that interchanges are BIG! Even the smallest interchange takes up a lot of space!!
搬运不易方便下萌新尝鲜
最新资产类mod 论坛板块mod分类 选发帖时间查看 https://bbs.blacksheepgame.com/forum.ph ... teline&typeid=21146
.dll属于游戏功能性模组mod,放游戏目录Cities Skylines\Files\Mods 可含次级文件夹
.crp属于资产类建筑地图mod 放游戏目录Cities Skylines\Files\Maps,可含次级文件夹
存档位置 C:\Users\用户名\AppData\Local\Colossal Order\Cities_Skylines\Saves
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