Cities: Skylines

Cities: Skylines

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Cloverturbine
   
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Assets: Intersection
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Sep 14, 2015 @ 3:56pm
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Cloverturbine

In 1 collection by Koesj
Real life-sized interchanges
9 items
Description
Overview

A high-speed cloverturbine (rather than my earlier cloverstack) interchange. The difference is in the left-hand connectors: they're 'indirect' rather than 'semi-direct'.

Size: 234x234 cells laterally (including some very shallow splits and merges at the ends), 64/71 cells across the diagonal
Base cost: 126920 (zoinks!)
Upkeep: 1526 p/w
Max height: 15 meters
Right-hand drive

Built with:
Precision Engineering
NoPillars
Fine Road Heights Mod

Usable without mods!

Part of my real life-sized interchange collection.

Check out the guide I created on making these kinds of real life-sized interchanges.

Technical description

This is another large footprint-interchange, measuring 71 cells across diagonally from its widest part; through the loops and indirect left-hand connectors that is. Because there is comparatively little elevation change going on, both latter, 'turbine' ones are nicely flowing, sweeping in at 15 meters above the mainline freeway at the larger ones' highest point.

Because of the 270° loops - which have got my 'standard' size of 8x8 @ 90° with transitioning curves starting 12 cells away, lots of extra space on the outsides is needed for the turbine connectors, and they're a bit larger than the ones in my pure turbine interchange because of this.

As a result of this, the smaller semi-direct connector has a minimum radius of 29 cells, while the larger one has a whopping 33 cells Rmin! This means that they clock in at 65 km/h and 70 km/h design speed respectively. The outer connectors have large curve radiuses of 18 cells at the minimum; meeting at their 45° shorter ends (an 80 km/h design speed).

Moreover, they extend into 31-cell long transition curves for a design speed of 100 km/h, meaning that they're built with silky smooth de- and acceleration from the mainline freeways in mind - something that cannot even be done on base game Highway Ramp-type roads!
12 Comments
Koesj  [author] Nov 16, 2019 @ 5:21am 
@j4lambert, yeah, kinda, although if I'm not mistaken the two semi-direct turns will be Savannah <> I95. Kinda like the Valburg interchange here in the NL (plus a large number in the US as well of course).

Funny you should mention this project btw. I'm from and in Europe myself, but have actually driven there a couple of times.
Serenity Rune Nov 15, 2019 @ 1:43pm 
I-16 - I-95 interchange reconfig project.
PhizzleGfunk Sep 22, 2016 @ 12:38am 
this is beautiful, must have taken a lot of time, thank you for your efforts!
Koesj  [author] Jun 10, 2016 @ 12:20am 
Yeah I got that you were talking about this interchange right here :)

Now that you mention it I'm not too sure whether or not I got the terminology right O_o

Aenarion Jun 9, 2016 @ 11:58pm 
It's possible, you just have to plan your city around the interchanges :)

By the way, I always understood 'indirect' to mean a cloverleaf-style loop. In the UK Design Manual for Roads and Bridges turbine-style connectors are referred to as 'cyclic', though I realize terminology will be different elsewhere!

PS - Meant to say 'cloverturbine' in previous post, obviously.
Koesj  [author] Jun 7, 2016 @ 11:58am 
It's an 18 by 18km map with _all_ the tiles unlocked, I'm sure you can think of something ;)
Aenarion Jun 7, 2016 @ 10:09am 
Beautiful, and you even called it 'cloverstack' which is what I call this design :) Only problem is I can't imagine building a city on a scale where something so big would be practical...
atta_turk Nov 6, 2015 @ 1:37am 
That's awesome. Thanks!
Koesj  [author] Nov 5, 2015 @ 8:36pm 
The NoPillars mod and its overlay mode made it all possible!
atta_turk Nov 5, 2015 @ 2:42pm 
I love this intersection, and your guide was phenomenal. Well done!
I was wondering how you were able to build an asset with such a large footprint. Di you use the Large footprint mod, or some other thing?