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https://drive.google.com/drive/folders/122LAKojkBMLpg1CMYCCrkz04_Ou9JRKa?usp=sharing
the main trick is you do the 2 big intersections like I show in the picture.
Where the offices are you could put a trainstation, metro, or tram.
- It keeps trucks from turning around, which they're not very good at.
- It keeps trucks from turning left to make a delivery, which blocks both lanes.
- It gives a lane for the left side of the street and one for the right side.
- One-way intersections have fewer conflict points, making traffic flow simpler.
Something I've been meaning to try, but don't think I've tested yet:
https://steamcommunity.com/sharedfiles/filedetails/?id=2078857126
The idea there is that for every square neighbourhood, traffic enters by small roads on two opposing sides, and leaves by the large roads on the other two sides, and it has full Lane Mathematics so there's minimal conflicts inside.
Also, if you're doing Industries DLC buildings (as opposed to zoned industry), check out this:
https://steamcommunity.com/sharedfiles/filedetails/?id=1903378494
It gives much wider sidewalks so that trucks can unload without blocking other traffic on the road.
Key takeaways for me:
1. Wide one-way streets, and using Traffic Manager, to prevent delivering trucks from blocking through trucks.
2. Distribution roadways designed to prevent traffic from crossing over each other - trucks margin in from right don't soon exit to left.
3. He doesn't actually say this, but note what direction trucks enter and leave cargo rail terminals, and position them on one-way roads so trucks leaving don't cross the path of trucks entering.
4. Provide passenger trains, (or monorails, or dedicated bus roads) for workers to keep all of their personal cars out of the industrial zone.
I whipped something up quickly for you:
https://steamcommunity.com/sharedfiles/filedetails/?id=2111075564
Separating the roads going onto the roundabout is a good idea for traffic speed (it avoids 90-degree angles) and Lane Mathematics (note the dedicated leave-the-roundabout lane on that even without TMPE) anyway.
I'm really not a fan of the direction changer. If you're willing to go 3-levels you don't need traffic to change sides -- you can just raise one side and run whatever road off it you might want.
Changing sides can be useful in a 2-level interchange, though, like
https://steamcommunity.com/sharedfiles/filedetails/?id=2082452330
Just put the URL of the screenshot in your post. For example,
https://steamcommunity.com/sharedfiles/filedetails/?id=2110641858
ends up looking like this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2110641858
Looking at that screenshot, I'm worried that the crossover is pushing you towards very adhoc ramps. It's really easy that way to end up in a situation where there's no good way to get on or off the highway in one of the directions...
To avoid confusion I suggest LHT and RHT: https://en.wikipedia.org/wiki/Left-_and_right-hand_traffic
I agree. No reason to cross over per Perafilozof. Just elevate one side higher than the other. Even leave the other on the ground.
https://steamcommunity.com/sharedfiles/filedetails/?id=482947010
https://steamcommunity.com/sharedfiles/filedetails/?id=2055988423
Lane Mathematics, however, reminds me of another thing I tried:
https://steamcommunity.com/sharedfiles/filedetails/?id=2111160519
(No workshop item, but it's really easy to build in the intersection editor)
Worked surprisingly well -- the lane math encourages traffic to come in on a lane corresponding to where it's going -- except that I couldn't come up with a good way to get it service coverage. Hopefully someone here can come up with more than I could