Cities: Skylines

Cities: Skylines

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Cloverturbine
   
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Assets: Intersection
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14. Sep. 2015 um 15:56
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Cloverturbine

In 1 Kollektion von Koesj
Real life-sized interchanges
9 Inhalte
Beschreibung
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 Kommentare
Koesj  [Autor] 16. Nov. 2019 um 5:21 
@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 15. Nov. 2019 um 13:43 
I-16 - I-95 interchange reconfig project.
PhizzleGfunk 22. Sep. 2016 um 0:38 
this is beautiful, must have taken a lot of time, thank you for your efforts!
Koesj  [Autor] 10. Juni 2016 um 0:20 
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 9. Juni 2016 um 23:58 
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  [Autor] 7. Juni 2016 um 11:58 
It's an 18 by 18km map with _all_ the tiles unlocked, I'm sure you can think of something ;)
Aenarion 7. Juni 2016 um 10:09 
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 6. Nov. 2015 um 1:37 
That's awesome. Thanks!
Koesj  [Autor] 5. Nov. 2015 um 20:36 
The NoPillars mod and its overlay mode made it all possible!
atta_turk 5. Nov. 2015 um 14:42 
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?