Cities: Skylines

Cities: Skylines

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Asymmetrical LRT Tram Road(s)
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Assets: Road
File Size
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28.976 MB
Apr 26, 2022 @ 7:43am
Feb 18, 2023 @ 1:22pm
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Asymmetrical LRT Tram Road(s)

In 4 collections by clus
LRT - Tram - Network
65 items
Clus´s networks
115 items
Clus´s Asymmetrical Roads
6 items
Clus´s - Adaptive Networks - Mod - Networks / Roads etc.
23 items
Description
Asymmetrical LRT Tram Road(s)






Hello all together !

This upload is a "special one" .. special, because its my first comissioned work.
The overall design was provided by SockDem and I changed, tweaked and added some
things to get his idea in to the game.

I really had fun working on this .... but, I probably wont do it again. Why ?
... well, it took way longer than I wanted it to take and I think thats because
it felt partially like "work".
Communication with SockDem was great and I myself like the design, but tbh ...
idk if I am the guy for something like that. On the other hand ... never say never !
Anyways .. I am glad that I took the project and finished it !

So .. you might have already seen that the title says "roads", thats because this
is a "pack" of two roads. They´re both practically the same, but mirrored.
This was neccessary, because SockDem wanted an asymmetrical road, where
the car lanes change, but the bike path keeps its position. And as you might all
now, thats something that isnt possible in cities skylines.
The walkarround for that was to create two roads and connect them via certain
options. Thats something that I explain down below.

It starts with a short overview of the Adaptive Networks roads options down below.





These two roads come with 3 different road options, which can be changed via the
AN segement flags.

  • Base Road (this is the standard design ... comes with my base textures)



  • Tram Foundation (I think thats self explanatory)



  • Blank Road (no Markings/crossings - Segment/Junctions)
  • this option lets you use IMT to "design" everything yourself.



  • Bus Stops



  • Tram Stops



  • Tram Stops with Cobblestone Platform (both AN Segment END Nodes have to be activated!)



  • Tram Foundation connects over/through the junction (if opposite roads have the tram
    foundation activated via AN segment flags)


Important Nodes / Features

  • ONLY LHD Version!
  • The stops (tram/bus) have to be activated manually via AN segment options!
  • Road#01 with bridge models / Road#02 only ground
  • all road options work together with stops (elevated as well)
  • there are still game limitations, which even AN cant solve, some are explained down below
  • I might have missed something, but I think you will find the rest yourself
  • there might be still some issues included... if you think you found one, pls report it



Bend - Segments

  • Base Road (the bend segment change accordingly to the road options ....



  • ... but both segments have to have the same flags activated, otherwise you´ll see this :



  • just another example with the "no markings design"


90 degree Angles / Corners


  • You might see this on 90 degree angles ...



  • in order to "fix" it, activate the first "AN Node flag"

Stops on longer Segments


  • If you activate a stop on "cuts" longer than one segment, then you´ll see this. (2 catenarys at almost the same spot/in short: "this is unchangable vanilla behavior")



  • in order to "fix" that, just change the "middle" node in to a custom/bend node and activate AN Node option #01



  • ... and then you´ll get this:


Connection of both Roads (the most important feature!)

  • connect both roads, arrange the position of bike paths and then change the node
    via Node Controller in to a "custom node".
  • now you can either activate option #01 (lane change, "constant median")



  • ... you then have to forbid crossings via TMPE, because the node is a "base node"...



  • or you use that as an advantage and activate these zebras, where you cims then can cross
    the road savely or/and enter the platforms.



  • litte "gimmick" ;)



  • so sry, I cant add more, because I already maxed out the description length !



  • Adaptive Networks Mod
  • Node Controller

  • traffic lights (lightweight with LSM)
  • road arrows
  • road markings pack
  • bus and tram shelters
  • bus and tram signs
  • placeholder tree

The roads will work without any of the prop dependencies, but the mods are needed to use
all its potential... especially Adapative Networks Mod, because without it,
this road will be an unusable mess. ;)







Optimises your RAM usage.
The textures of these buidling(s) and roads were used multiple times.



I´ll add them when they are back ... ;)



If you like this addition to the workshop... and you want more,
you could give it a thumbs up. :) That would be very much appreciated !!! :)

For further questions and comments use the comment function below the asset.
If you find issues, mistakes etc. feel free to comment them as well ...
And if you want to buy me a cup of coffee to keep me awake during the long
night shifts you can do that here:
[paypal.me]
only if you want of course. ;)
Plus, suggestions for other road types, stations or whatever, are always welcome ! :)



Wíth best regards ... :)

20 Comments
clus  [author] Sep 2, 2022 @ 9:55pm 
Thanks ! ;) that makes sense ...
LORD MASHIE Aug 30, 2022 @ 10:45pm 
Drive (RHD/LHD) refers to which side the steering wheel is on (or at least that's how I tell) so it would be the reverse of Traffic (RHT/LHT) which refers to the side of the road traffic drive on.
clus  [author] Aug 23, 2022 @ 2:38am 
There isnt ... the only way would be an update in which I would add the needed models for the "traffic on the left side".
Out of curiosity... I might've have described it incorrectly in the description ... what's the difference between RHD(rive) and RHT(raffic) ?
BananaQuark Aug 21, 2022 @ 10:58am 
I was wondering if there was any work around for Left hand drive maps. currently whenever i connect any other road to this one it comes up with the blank blue texture? Works fine on a right hand drive map i tested it on though. Thanks!
clus  [author] May 2, 2022 @ 11:10am 
Thanks ! :)
YUMBL May 2, 2022 @ 7:16am 
Beautiful :)
clus  [author] May 2, 2022 @ 4:30am 
@Black Mesa ... tbh I don't know ... but I think its a tram created by Nostrix.
@shinzo abe The theme is a custom one, which I put together myself almost 2 years ago... therefore I dont know anymore where I got the pavement texture from. Sry :/
@Smilies Idk why that happens.. there s absolutely no reason for it ... :/ therefore this often frustrates me a lot ... I hope you deal with it better ;) but I won t stop releasing stuff in to the workshop and I hope you you'll do the same ! ;) I think I am subscribed to almost every bulidung you've released so far ! They re all awesome creations and so useful !
Black Mesa May 1, 2022 @ 9:22pm 
What asset is the Tram?
Bill Ding Apr 30, 2022 @ 11:38am 
What theme do you use for the concrete pavement?
Smilies Apr 29, 2022 @ 4:13pm 
I was also hit with those 3 downvotes.