Cities: Skylines

I dislike the way when you put sliproads on dual carriageways you get a junction appear rather than just a split carriageway still. So I decided to use normal residential one way 2 lane roads and lay them perfectly together to look like a dual carriageway, this sorts out the junction issue I dislike however there are two issues. Even if I have some roundabouts or regular intervals where vehicles can turn, when placing services they don't easily cover the entire road layout so it's a bit of a problem, as in half of it is green and half grey or the coverage doesn't go very far but I don't see any issue with it. Also the other issue is, the street lights / bins, 2 sets of these in the middle I'd rather have none and no street furniture and just add lights when I need it.

The option to lay roads without lights doesn't seem to work for me and I can't find an alternative road that allows zoning but can function as a conventional dual carriageway in the UK
 
I dislike the way when you put sliproads on dual carriageways you get a junction appear rather than just a split carriageway still. So I decided to use normal residential one way 2 lane roads and lay them perfectly together to look like a dual carriageway, this sorts out the junction issue I dislike however there are two issues. Even if I have some roundabouts or regular intervals where vehicles can turn, when placing services they don't easily cover the entire road layout so it's a bit of a problem, as in half of it is green and half grey or the coverage doesn't go very far but I don't see any issue with it. Also the other issue is, the street lights / bins, 2 sets of these in the middle I'd rather have none and no street furniture and just add lights when I need it.

The option to lay roads without lights doesn't seem to work for me and I can't find an alternative road that allows zoning but can function as a conventional dual carriageway in the UK

I rarely use it but have you tried Network Skins for the street light issues.?

There are other options which are more elegant, perhaps, but have you seen the Customize It mod.? With that you can adjust the service radius and a stack of other things which can be useful for certain buildings. You can also increase school capacity, also useful to increase emergency service coverage.

Vimes, in all honesty I probably found it based on your mentions...

As long as people are aware of the map, it is good to mention it every few pages. I'm impressed that for what it offers you don't need half the workshop to get it to run.

my car-free district Daimler Town is doing good now I've added a train station but not provided any road connection:p

VHhZeETh.jpg.png

Congaline into town!

a9zGF5F.jpg.png

My goodness you have a thing about cars don't you, lol :D
Have you used trams or monorail yet.?

I do like using custom trains, along with custom sound and smoke etc. Great to see puffs of smoke and whistles etc from the trains.
 
Last edited:
Anyone have issues with cars giving way on day slip roads into motorway ? I've used tmpe to ensure cars switch lane to allow the road following the slip way to initially be for traffic flowing off the slip way first, and ensure no give way to pedestrians and everything crossed off in the section you stop them giving way but still cars seem to stop ??
 
Anyone use the traffic manager president edition mod, and know how to copy the lane connectors ? as it can take a while to go through all the roads on a highway etc..
 
This might be helpful regarding the TMPE mod......


@wilhub take a screen with the junction options in TMPE on the junction showing how you have it set Then post it :)
 
Last edited:
Here you go https://imgur.com/TpYdGZe TpYdGZe.jpg
TpYdGZe
 
You do have a lot a number of junctions and nodes pretty close together there. Clicking slightly to the right will bring up another selection for the TMPE junction options, not asking you to do that tho. I have noted that having junctions / nodes close together and then editing those with TMPE could bring erratic results.

When I have had such a situation, sometimes vehicles would brake and pause momentarily for no apparent reason, I have had to demolish a largish section of road before, including and after the place where it happened. Then I rebuilt it is one "stretch" - that meaning the nodes would be the greatest distance apart. Then I cleared the traffic through TMPE and noted it was ok. If I hadn't have cleared the traffic I might have need to wait for a while before traffic already on the roads no longer made that strange pause.

Just curious as to why you have chosen a two lane slip road and not a one lane version, then just have the inside lane of the six lane A11 set for left turn only, at least three nodes back....? I see the yellow car trying to merge into the left lane very close to the junction.

Also just after the orange circle marker of the junction tool why does the very first road markings show a left turn and straight on route for the inside lane and yet the one after it show a straight on choice only and yet no left turn between them....?

Maybe someone else will have better ideas for you.
 
Badly worded on my part, let's see if I can explain better........

Where the orange junction circle is, which denotes the junction, you will be able to click on another junction node by clicking slightly to the right of the one highlighted.

Does that make sense..?
 
This is a very quick mock up of what you have, but less complicated due to it being the only junction.....

jWZtr5a.jpg

.....( I know that it is messy :D)

The one on the left is similar to yours, but you have other junction nodes very close to the "problem" junction.
The one on the right uses a ramp as a slip way but the junction is "stretched" to allow a more gradual filter and no slow downs of cars needed to use it coming from the nearside lane. No acute corners causing traffic to slow or pause.

You can neaten the slip road / junction up better than the above quick and dirty mock up.

That might help.
 
Last edited:
When you first place your slip road try to use a dirt road to connect to the main highway.
Use the anarchy to get it close and move it to stretch but maintain appearance.
Then upgrade it to a one lane ramp type exit.
Doing it that way generally allows you to place it closer.
Fine Road Anarchy, fine road tools, Move it mod are useful.
Initially to keep the same speed and prevent severe braking try and reduce the acute angle of the slip road. If the slip runs parallel with the main road for a bit that can be a buffer for a loop turn to give you the flyover you have in your own junction, if that makes sense. The buffer would help if cars slow down due to the loop.

Don't forget the traffic can go underground as well as above.


Maybe someone else will have a better idea, good luck.
 
Last edited:
Thanks for the tips, sometimes I find traffic in this game so infuriating despite how much I love the game I want to kill it sometimes lol. I have a large commercial area and it just floods full of cars even with traffic management I cant keep the queues down, I'm not sure if i should isolate the commercial from the rest and only link it via the motorway with a large one lane inlet and an outlet the other side then connect it up with public transport to the rest of the city.
 
As a generalisation I reckon that if you took traffic management out of this game then there would not be much left. It is mainly a city builder with the traffic part being the main focus.

I tend to keep commercial districts reasonably small, they will generate finished goods traffic as well as vehicles for people to visit and work.
If my industry is not going to supply their needs then you have to think of proximity to a fast external connection, either road, rail or sea.
Even if you build a goods rail station next to your commercial they might still use the roads if that is deemed to be faster. In those cases to make them use the rail I have used certain policies to restrict large freight traffic, still get delivery vans, from having access.

Even though you get the blue / orange bars giving you an indication of demand you are not forced to build lots of commercial or industry.

I have had one city of around 150,000 or greater with zero industry or commercial, traffic was easier to manage. I could do that when the city had a high education level and I flipped everyone over to offices for employment.

It is a challenge tho and I know what you mean .!
 
I might give that a go, I must admit I haven't connected my port by train yet or added any freight terminals in town maybe that's what I need to do, and then build a smaller commerical connected efficiently to the large arterial routes. I might guy my commerical from one section as it seems putting it in a large block area causes so much havock! Maybe I need to thing, high street, larger commerical = out of town shopping centre very well connected. Could do with a large shopping centre complex will have to check the workshop see if there is anything.

Do you play Sim City as well?
 
Yeah, there are often implications to city planning designs, typically related to traffic .

I played the Sim City type games many years ago. I pre ordered Sim City 2013 and was very disappointed when it was released. I never went back to it and after this game I have no reason to.
EA didn't do Maxis any favours with the release of SC 2013.
 
Back
Top Bottom