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I just bought this game four days ago and I'm contemplating my first triple-decker traffic circle. The double-decker* actually handles way more traffic than I thought you could shove through it but it gets a little backed up sometimes. I would trade my hydro plant for a NO LEFT TURN sign button though. *i think of it as the hellgate Arglebargle III fucked around with this message at 05:30 on Oct 9, 2015 |
# ¿ Oct 9, 2015 05:27 |
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# ¿ Apr 29, 2024 15:33 |
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With rail and sea cargo terminals, it dawned on me that I need to build a road siding just like I would build a rail siding. gently caress heavy industry though I have no problem bulldozing your polluting undereducated scum factory that will be abandoned in two months anyway because my city is too precious and special for u~~~
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# ¿ Oct 9, 2015 17:05 |
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# ¿ Oct 9, 2015 20:35 |
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I made it worse Arglebargle III fucked around with this message at 20:36 on Jun 2, 2022 |
# ¿ Oct 9, 2015 22:30 |
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Seriously though count the roads there, that's seven major roads converging at one point, plus two more small roads. The split-level traffic circle handled it fairly well (northbound traffic is on the surface, southbound traffic underground) but I was getting u-turn problems on a few of the on-ramp/off-ramp pairs. The fix to that (the tunnels in the center) caused an intermittent slowdown and backups on the lower level. Clearly a third roundabout did nothing to solve the problem and only congested the feeder roads worse. Fortunately I saved before constructing that abomination. I'd like to build some sort of bypass for the four most popular routes through the interchange on the upper level but how to do it without wrecking the feeder roads has me stumped. Is the answer... more, smaller roundabouts?
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# ¿ Oct 10, 2015 07:17 |
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Arglebargle III posted:Seriously though count the roads there, that's seven major roads converging at one point, plus two more small roads. The split-level traffic circle handled it fairly well (northbound traffic is on the surface, southbound traffic underground) but I was getting u-turn problems on a few of the on-ramp/off-ramp pairs. The fix to that (the tunnels in the center) caused an intermittent slowdown and backups on the lower level. Last post curse.
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# ¿ Oct 10, 2015 15:14 |
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Koesj posted:You're trying to connect way too many roads in one go mate, but here try out something that's a little bit cleaner: But that's half the fun of these games, enjoyment engineering your way out of a ridiculous problem.
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# ¿ Oct 10, 2015 15:45 |
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Koesj posted:Have you tried a simple level roundabout yet??? Yes, it was congested. I buried a second one and routed southbound traffic through it. Like I said the split level north/south circle worked pretty well, but a couple heavily used routes caused backups on the lower level. I'm thinking the answer is seven small roundabouts for the feed roads. That way I can put a bypass on top without congestion on the ramps. Edit: did I mention I have to get a surface rail line through there when I'm done? Arglebargle III fucked around with this message at 16:34 on Oct 10, 2015 |
# ¿ Oct 10, 2015 16:30 |
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It's my first city so yes, there's no reason why the road networks should converge there. They just do. To add to the problem, the neighborhoods directly to the south, east, and southwest are high value high density residential and commercial zones near the downtown business district(s). If you look closely there's a metro stop at the southeast end of the interchange and there's a passenger rail station just off screen to the east. It's a lovely problem.
Arglebargle III fucked around with this message at 20:01 on Oct 10, 2015 |
# ¿ Oct 10, 2015 19:58 |
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Does the dlc break existing cities?
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# ¿ Oct 11, 2015 19:45 |
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I hate the grand mall. Our sticks so bad
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# ¿ Oct 11, 2015 20:29 |
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How come some commercial buildings top out at little squat five-story podunk nowhere buildings?
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# ¿ Oct 12, 2015 16:19 |
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What's pomo?
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# ¿ Oct 12, 2015 18:31 |
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I really fixed the hellgate this time. It looks like an alien tentacle demon now (much more so than before) but that's appropriate. Nine roads enter, ten roads leave. Arglebargle III fucked around with this message at 20:45 on Jun 2, 2022 |
# ¿ Oct 12, 2015 21:09 |
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Baronjutter posted:So I just bought the expansion and have a few kinda OCD questions. Red=bad. Green=good. Happy to help.
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# ¿ Oct 12, 2015 23:39 |
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I give you: The traffic toilet.
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# ¿ Oct 13, 2015 03:46 |
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That's the beginning of the city center and it's laid out as a grid. There's no fixing that intersection without basically bulldozing a dozen or more skyscrapers.
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# ¿ Oct 13, 2015 05:00 |
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Pierson posted:what does a 'good' highway-to-actual-city interchange look like anyway? I have a similar problem where the highway the game starts you with slams straight into the grid where I first started and it goes: My immediate thought is that you have a left turn problem there. Also, you have a six lane highway dumping out into a two lane road. Arglebargle III fucked around with this message at 14:17 on Oct 13, 2015 |
# ¿ Oct 13, 2015 14:14 |
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I'm getting a lot of train traffic jams, and I haven't thought very carefully about my train stations and train lines. Passenger train stations seems to be spawning a worrying number of trains. The fulledness of them varies wildly from 4/240 to 80/240. It's gotten to the point where I have 8 or in some cases 12 tracks backed up that can't pull into a station because the station keeps spawning trains that then can't pull out. Arglebargle III fucked around with this message at 03:50 on Oct 14, 2015 |
# ¿ Oct 14, 2015 03:38 |
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I also have ridiculous stuff like an 8-track section that sits unused because the trains want to route through THESE 2 TRACKS ONLY RINGO, gently caress YOU THOMAS OUT. Oh god I just panned over the whole city and like 80% of track is full of stalled passenger train. Train cancer indeed.
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# ¿ Oct 14, 2015 03:52 |
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Does natural resource and industrial natural resource districts affect cargo traffic flow?
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# ¿ Oct 14, 2015 20:26 |
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numlock
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# ¿ Oct 17, 2015 16:49 |
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How do leisure zones work? I made one and now I have like a street with two nightclubs next to my tax office.
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# ¿ Oct 17, 2015 17:01 |
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Works better than a grid but the cross streets where the little grids intersect main thoroughfares are still a problem.
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# ¿ Oct 17, 2015 23:15 |
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Who wouldn't want to live in a city center of massive tower blocks and empty 6-lane roads?
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# ¿ Oct 18, 2015 22:30 |
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Is there any reason leisure specialization allows low-density commercial in high-density zones? I'm annoyed that I built a new river walk for downtown and put it to leisure spesh and then it turned into strip malls.
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# ¿ Oct 19, 2015 04:43 |
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Where can I get a corduroy ground texture like that?
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# ¿ Oct 20, 2015 21:15 |
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xzzy posted:I assume the England style is a result of farms working around inconvenient terrain features or copses that were too hard to cut down. Also: plow technology. Technology, materials and techniques informed ancient and premodern agriculture just as much as it does today, we just tend not to think about it too hard. Long narrow plots are good because turning the plow around is a waste of time and a pain in the rear end. Copse in the way is fine, whatever, the plot is long and narrow anyway so just bend them around it. Nobody has time to remove stumps with iron hand tools. Cutting down trees isn't hard it's the loving stumps seriously they still use explosives to clear those in some places because fuuuuck that.
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# ¿ Oct 22, 2015 04:56 |
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More innovative roundabout interchanges. The business district skyline from the old town. Arglebargle III fucked around with this message at 21:11 on Nov 1, 2015 |
# ¿ Nov 1, 2015 21:08 |
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Chenghiz posted:Here's an intersection I'm mildly proud of, although it still needs some work: No, no, needs more jug handles! More!
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# ¿ Nov 1, 2015 22:47 |
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Downtown's lovely in the evening. And it's a lovely evening downtown.
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# ¿ Nov 1, 2015 22:54 |
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Moridin920 posted:kids are taking daily train trips to elementary school. All part of CommonObamaTrakCore
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# ¿ Nov 3, 2015 22:31 |
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The frame rate has finally tanked at 160000 what do I doooo oooo!
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# ¿ Nov 3, 2015 23:32 |
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Moridin920 posted:Presented without comment: What does it even do?
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# ¿ Nov 4, 2015 01:45 |
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Baronjutter posted:Is there any way to fix this? This... does not look right for mid-day. Congratulations on building Gotham.
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# ¿ Nov 4, 2015 04:55 |
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Hadlock posted:What does it even do? It's the "high five" intersection in Dallas, I used to have to drive through it daily on my commute for about three years. That's probably the only good shot of it ever. From the road it looks like any other dystopian suburban hellscape interchange. Fun fact at the bottom there is an intersection for two bicycle paths, one leads north in to the suburbs of Richardson, the other leads east to the Texas Instruments campus just out of frame to the bottom of the picture, and in the other direction it heads south to White Rock Lake along a creek bed, which is sort of the bicycle path hub of Dallas, and you can link up with the Santa Fe Trail, which will lead you in to downtown Dallas along a 'rails to trails' paved bike path. edit: this is what it looks like in Google Maps. It's about 5 miles north (NNE) of Downtown Dallas. [/quote] But why does it need 12 lanes and 3-lane (6-lane!) on and off ramps and bridges for frontage roads?
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# ¿ Nov 4, 2015 04:59 |
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I drove in Dallas once. That was the only time in my life I genuinely thought I was going to have an accident.
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# ¿ Nov 4, 2015 05:37 |
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As an American midwesterner, that's almost as disgusting as the Texas style 12-lane everything. Where're the stroads?!
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# ¿ Nov 5, 2015 20:01 |
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I love how those streetlights in the square look like they were placed by maniacs. "You don't tell me where to build, Giorgi! No one tells Yaroslav where to build!"
Arglebargle III fucked around with this message at 20:13 on Nov 5, 2015 |
# ¿ Nov 5, 2015 20:10 |
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# ¿ Apr 29, 2024 15:33 |
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Supraluminal posted:As lovely as that is, there's too much limited-access highway. Needs more six-lane roads lined with commercial development and at-grade intersections. YEsssssss
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# ¿ Nov 5, 2015 23:00 |