Cities: Skylines

Cities: Skylines

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Oculus Dei 8-way Intrchange With Bypass Lanes
   
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Assets: Intersection
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822.315 KB
2 Feb, 2016 @ 3:48am
2 Feb, 2016 @ 8:51pm
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Oculus Dei 8-way Intrchange With Bypass Lanes

Description
Oculus Dei 8-way Intrchange With Bypass Lanes

This is just about perfection, given the space and pieces allowed.. I dunno how it could get better than this thing... some notes..

1. This requires FLAT ground.. how you get flat ground is up to you.. I HIGHLY SUGGEST using a road anarchy mod to place this.. the underground tunnels, make it nearly impossible to find flat enough land otherwise.

2. You must connect the four tunnles to their end point. (the road the arrows point at). this is due to space limitations in the editor that wouldnt allow it. made it as easy as possible for ya..

3. Where the traffic leaves the interchange, there are 4 offramps meeting, if i had the space in the asset editor that would not happen, i would have moved the furthest left ramp so that it merges a litte further down the road, instead of having 4 lanes empty into 3.. you can resolve this easily enough by just moving it down the road a bit yourself... OR see my next note...

4. Ff you have a mod like the network extensions mod. the Bypasses shifted alot of things around, and made it much more tedious to upgrade.. you might be better off starting with the original no bypass version, and adding them yourself if you want them.. it can still be upgraded, but a lot of deleting and rebuilding, sorry.. but none the less i've made a variety of combos work.. Like all of my interchanges, this was designed so base users can use it.But in my game, these are 6 lane monters. (I may publish the "full bells and whistles" modded version.) In the Mean time- My suggetions if you have extra roads, would be... make the exit 4 lanes out, then you don't need to change the placement of the left ramp. Change the outter most ring to 6 lanes. And optionally, upgrade all the 1 lanes to 2 lanes, but then you should also upgrade to 6 lanes off instead of 4..

5. A tool like traffic++ that allows you to control which lanes the traffic uses will definately be beneficial.. Main suggestion for that would be to make sure that traffic can only enter the inner lane of the outter ring, so they wont cut across all the lanes. and then to make sure traffic changes lanes outwards on the outter most ring, so that traveling in the inner lane is restricted to traffic entering the circle.. A.I, jumping 3 lanes for no reason can be annoying.. however, on the plus side.. i have run this thing under different A.I.'s including the base, and the blocks from lane changes is very minimal.. usually happens outside of the interchange.

6. [this is for people using the NoDespawn mod in traffic++ or a similiar no despawn mod, if you are just using the base game with despawns on, you have literally nothing to fear, this will NEVER stop..]
Make sure you have somewhere to put the traffic coming off.. this can funnel all 8 directions into one exit without backing up.. UNTIL, the roads off that exit fill up, and it literally has no place to put it.. in which case, this will backup, however, traffic will still flow (slowly) in most other directions. Examples: IF the exit leads straight off the map, and all the incoming traffic was going to that exit, this will keep going forever no problem.. regardless of how much traffic it was, IF the exit leads to an intersection, that fans out into a bunch of roads, this will keep spitting out cars, until those roads are completely filled and locked down... make sure those cars have somewhere to go.. it happens fast..

7. Capping the ends of unused directions... i suggest you loop the unused directions exits back into the interchange.. it creates many alternate routes. with this in mind, when its being used to direct traffic off and elsewhere, i would avoid having it loop back at all, or having the on and off too close together, because a lot of traffic that could go another way, will attempt to still use those alternate routes.. it's an A.I. thing, i dunno why they do it when they can get there another way, but they do it anyway. forcing them not to do it, acutally has a positive effect on this.. unless, its not a busy on/off, then you can loop it to improve through put.. its up to you, just keep that in mind..

so yeah, i wrote all that, cause honestly, i don't think it's possible to create a more efficient 8-way junction than this, using the base game atleast... with mods, and extra tools, you can tweak a few things and greatly improve its throughput.. but still, i think this lay out is about as optimal as you can get.. if anyone, including me, can make one any better given the restrictions i will be impressed..

due to the fact that this can NOT be raised because of underground tunnels, i have posted the non bypass version seperately.. the saves got messed up, so if your save was replaced by this one, you can find the original no by pass one here - http://sp.zhabite.com/sharedfiles/filedetails/?id=614815159

so yeah enjoy the last interchange you will ever need...

also, please feel free to make a comment or two, i'll take the complete lack of comments as a good thing, since people aren't complaining about any of my interchanges... but it would be nice to get some reviews... as always i'll keep trying to make a better one...


My past creations, that led to this...

8-way Sunflower Interchange
http://sp.zhabite.com/sharedfiles/filedetails/?id=611865689

8-way Clover Interchange
http://sp.zhabite.com/sharedfiles/filedetails/?id=572136262

The 8-way "Clover-Under" Interchange
http://sp.zhabite.com/sharedfiles/filedetails/?id=576096364

8-way "Ultra" Interchange
http://sp.zhabite.com/sharedfiles/filedetails/?id=575855595

IF you like it and use it, please consider donating to the cause..
https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=3WLXWM3RJZB2S
10 Comments
Psycho_Santa 3 Aug, 2020 @ 10:53pm 
Thank-you
bubbac2005  [author] 14 Feb, 2018 @ 10:45am 
it is.. but it handles ridiculous traffic. and if one side gets clogged by traffic backed up at another intersection, it doesnt back up the entire thing. the other sides can keep going.
nuuy 13 Feb, 2018 @ 5:36am 
isnt this a bit ridiculous?
bubbac2005  [author] 8 Oct, 2016 @ 2:26pm 
the none by pass version is easier to place.. becasue this one has underground roads it makes it realllllly hard.
bubbac2005  [author] 8 Oct, 2016 @ 2:25pm 
yeah.. it was built with default roads in mind.. but you really need a falt map start that way.. i've since switched to using a road anarchy mod.. the sharp junctions mod works really well. just turn on road anarchy and place it. takes away from the need to place it on flat land.
Harel 8 Oct, 2016 @ 12:46am 
The only thing is... i cant find a flat enough map... :(
bubbac2005  [author] 5 Oct, 2016 @ 1:06pm 
basically, every side is completely identical.
bubbac2005  [author] 5 Oct, 2016 @ 1:02pm 
it's actually not that bad...considering each road in can leave 7 different ways plus go back the way they came (so 8 ways).. each one splits into 4 lanes, 1 goes straight through, one goes to the 2 directions to the left, one goes to the 2 directions to the right, and for the other 3 you go through the rotaries, which are designed in such a way that a complete circle of cars cant be made and lock itself up.. it looks like a tangled ball of spaghetti, but it's actually highly functional and simple.. and in a RL situation, very forgiving because you can get to the same place going multiple ways, so if ya miss a turn, dont have to really worry about it.. always a second chance..

besides that though, it's really fun to watch it go when it's loaded with cars, especially at night.
Jackrabbit 5 Oct, 2016 @ 10:34am 
Damn this is the craziest I've seen yet. Imagine you have to drive here in real life! I would go nuts!
Harel 9 Sep, 2016 @ 10:32am 
this isnt diffucult to look at....