It seems that the formula for efficiency is 1000 * traffic flow * complexity factor / concreate used. The displayed values are probably rounded down. As for complexity factor, I think it represents the amount of traffic; here, there are 4 entry points that want to go to 3 exits with a weight of 3 (the thickness of the arrow), so 4*3*3=36.
Anti-Science is a Rising Problem. And so is the non-identical-but-bloodrelated Issue of Fake-Science. So much so that the channel simply named 'Spirit Science' misuses this word, has 1,16 mio subs, and is growing. So much of a social problem that actively damages our Planet and the human-species that i have even tried to report them. But for a simple factor, it didnt work yet: Not enough people do the same i do. Not enough report such a big channel, thinking 'Ah, it wont do anything anyway, so why even try'.
@@thephoenixking1086 The puzzle is allowing traffic to flow efficiently on single lanes using the least resources; the lack of eraser and smoothing tool is simply a negative to the game as it negatively affects your score based less on road design and more on your ability to draw the least jagged shapes.
@@kjono4611 I personally think there should be two versions (or difficulties): A Meduim (Beginner's): Which has access to the eraser, back buttom, smoothing and more. & Hard: Wich has the eraser, back button and such disabled forcing you to think and plan ahead more. Both game modes allow you to play all of the same levels but HARD mode gives more points (and just feels better to complete since it is harder, maybe called the Hard mode "New Game+" or something... To me this makes more sense and would make the game more enjoyable.
Really cool to see, but I would've loved to see a "Gothic interchange" being tried. It's basically a double diverging diamond, with both highways switching sides. It might work really well here
Really love the magic roundabout. Super efficient use of concrete for a moderate tradeoff in efficiency of traffic flow. Handles traffic so well though, especially when drawn with nigh perfect road placement.
The biggest problem with the game is that it doesn't allow for multiple lanes of traffic on a single road. That diverging diamond would have been *far* more efficient if you could have designated different lanes for different destinations, instead of it all being single lane shared traffic.
@@tirocska in terms of traffic flow, yes, but then the game penalises you for using more concrete to make those extra roads, instead of just allowing multiple lanes on the same piece on concrete
the diverging diamond is only good if you have a lot of traffic that needs to turn left - and you do not have the space, resources or simply refuse to build a more suited intersection. But for normal straight traffic, straight intersections, rightturns or mixed traffic it is horrible.
The cool thing about this game is that I believe all of the interchanges you reference here are referenced somewhere further along in the game, with the required traffic flows on each junction referencing it.
Fun fact, that symbol was appropriated by the nazi's, it originally was a japanese symbol, the japanese symbol looked a lot more like the "windmill" that we see here, where the Nazi's swastika rest one a point at the bottom of the symbol, the japanese symbol rests on a flat line at the bottom. I hope i explained that well enought
@@CAHA6 that symbol has been used all over the world at various points in time. It's a simple geometric design. If you can draw a square and a cross you can easily combine the two. I wouldn't be surprised if it was first made sometime in pre-history, well before any records that currently exist.
Fun fact: the actual east-west loop 101 to north-south I-17 interchange (in Phoenix Arizona) is a 4 level stack interchange, which as far as I can tell is similar in principle to the turbine or windmill but instead of winding the roads around they just build higher and higher bridges to connect the ramps.
Meanwhile, in Soviet Russia: We don’t need interchanges where we’re going! * builds cheap efficient trains * Q: But what if in some places there are no rails ? R: Ok, hear us out comrade, what if, we make a train but put it on tyres and make it electric so it’s more efficient ? Q: Ah so an electric bus with batteries and... R: No no no, no stinking batteries, just hang a wire overhead and make the bus drive under it. Q: So, like a trolley but with bus tyres ? R: Yea, yea, like that... how should we call this thing ? Q: A trolleybus ? R: Excellent, we’ll put them everywhere !
Actually, there was hardly any traffic on the German Autobahns until well after WW2. Consequently, the pre-war interchanges were usually cloverleaves. Even the Frankfurter Kreuz, the interchange with by far the most traffic, was designed as a cloverleaf, and has been improved only 20 or so years ago.
I watch this to improve my roads in cities skylines because you actually make a decent guide on how to make these junctions than other videos I've seen, even more ironic is that it's simpler to understand too because of the game used.
@@monad_tcp In this game yes. In RL a well sized roundabout for the traffic flow often works better than anything needing traffic lights. Installation costs are about double stoplights, but total cost of ownership is much lower. There is a traffic circle near my home that replaced side-road stop-signs over a rural highway. All but eliminated bottlenecks, but rural highway users don't always give way and some bad t-bones still happen from time to time. Mostly big trucks crushing passenger cars who went "one more" notch around than expected. (Which I have to do to get to my house so I am likely to give way while in the circle, which is terrible for traffic but better than getting squashed.)
@@dustinandrews89019 roundabouts don't eliminate bottlenecks, they have less throughput, plain and simple. sure, comparing them to T-junctions, they are way better, but comparing to stoplight cross junctions, they are slower, uses more space, but are safer, and do cost less to run overall. the advantage of roundabouts is that your city requires less global traffic control to work, but that's because all of the traffic is smoother and slower. which is good to decrease accidents. but if you want pure speed and throughput, then they are not that great, or if you don't have space anymore.
This could've been an amazing game if they just put QOL features like undo or tools to make better curves/straight lines instead of freehanding the roads
There's one more type of interchange you can do, although I think it fails on this particular location: an intersection. Just draw two vertical lines and two horizontal lines, and trust the cars to turn left or right as needed. I think in this game, it makes it functionally almost identical to a small roundabout, but with sharper turns. It only works rarely, when traffic is low and mostly directly across instead of turning.
There is one level where the traffic is low and the game "wants" you to build a regular intersection. If you do it shows you a picture of a dirt road in I think Mexico.
I love this game and as a free self-driving AI test it does work really well, it's just a shame it doesn't have proper lanes or an undo button. With lanes I expect much of the concrete scores would go down. Love seeing these realistic interchange experiments though, please more of this!
@@UnitSe7en Pathfinding has never really been the problem with self-driving cars anyways. Making a script to get from point A to B is easy. The problem emerges when the AI doesn't get fed the environment parameters.
6:11 I actually have one of these in my town, at first I thought it was super funky but after thinking about how it actually works to makes a lot of sense
Ah, yes the typical German Windmühle, mostly seen as an identification sign of the great Windmühlrevolution in the 1930s to mid 1940s, but seemingly very misunderstood by our european neighbors. /s
They're considering putting one of those diamond interchanges in by where I live and this was the best explanation of what on earth they're cooking up that I've seen even after like three town meetings and a couple of youtube videos. Thanks!
Anti-Science is a Rising Problem. And so is the non-identical-but-bloodrelated Issue of Fake-Science. So much so that the channel simply named 'Spirit Science' misuses this word, has 1,16 mio subs, and is growing. So much of a social problem that actively damages our Planet and the human-species that i have even tried to report them. But for a simple factor, it didnt work yet: Not enough people do the same i do. Not enough report such a big channel, thinking 'Ah, it wont do anything anyway, so why even try'. Yeah, 'why even try'... thanks for that mindset... ... Aka: Would be cool if you help fight-back Anti-Science at least a bit. Hope you try, as it costs literally nothing but seconds.
i play cities skylines and i've been adopting the diverging diamond for all my intersections, but instead of bridging over the other road on the cross over i've had them intersect with traffic lights
I think lights are the way to go when you're connecting a freeway to a road, but this seems to be only freeway-freeway connections so no lights allowed.
The windmill doesn't just look like a windmill lol Also roundabout likely has the issue that you can't set traffic rules aka that the outer one have to wait
"We're gonna go with one you *may* have heard of before" Oh yes, I'm very familiar with the old classic Diverging Diamond technique. I'm glad you described it, because I was testing whether or not you knew it.
I'm so glad I found this channel and watch you play games like this while you explain things because being in the city this past weekend driving through crazy tunnels, highways, and the likes had given me a new found appreciation as to what went into designing them and making them!
I drew a double roundabout, with two concentric circles, one pulling up the traffic, pushing it to the other which then distributes it. It worked surprisingly well!
That's basically the magic roundabout. Outside circle goes one direction, inside circle goes the other. Switching between the two circles makes the smaller ones
I know nothing about civil engineering, I can’t even drive, and yet here I am watching All of these videos… there’s just something So Fascinating abt it to me and I have no idea why /pos
I have now updated my absolute disaster areas of no-bridge roads and gone from like 120-ish to over 400 efficiency XD Thank you for showing me the road wizardry of the magic roundabout!
I think Matt has forgotten his colours with confusing orange with red and purple with pink. It sounds like something an architect would do. Hmm, sounds pretty suspicious.
Love this series! I'm super interested in efficient city planning, and your videos are a great mix of faffing about and actually learning stuff. I picked up the game after watching you play it, and I wanna see how I stack up :)
You could make your windmill more efficient by having large bridges from North to South and have the east-south + west-north run at grade under the bridge, then raise it to join the overpass
Anti-Science is a Rising Problem. And so is the non-identical-but-bloodrelated Issue of Fake-Science. So much so that the channel simply named 'Spirit Science' misuses this word, has 1,16 mio subs, and is growing. So much of a social problem that actively damages our Planet and the human-species that i have even tried to report them. But for a simple factor, it didnt work yet: Not enough people do the same i do. Not enough report such a big channel, thinking 'Ah, it wont do anything anyway, so why even try'. Yeah, 'why even try'... thanks for that mindset... ... Sorry for the long comment but it woul be cool if you use the reportsystem of YT as it was once intended: to help 'us'. Aka: Would be cool if you help fight-back Anti-Science at least a bit. Hope you try, as it costs literally nothing but seconds.
i just got this game after watching your videos. its quite fun to see you doing the actual real life designs, when i mostly do roundabouts plus spaghetti lol
16:51 the top bridge was glitching out, as the slope down from the straight through was too close to the other bridge, causing the cars to stop, reducing efficiency, it could have been better.
One of the biggest problems with this game is a bug where if an entrance to/exit from a bridge is too close to another bridge, the bottom car clips through the bridge above and stops the traffic on that bridge. We need proper distancing between bridges in this game !!! Look at the purple car coming from below, clipping through the bridge and colliding with the blue car around the 16:12 timestamp. Even worse is 16:16-16:17 when the purple car stopped the blue car that stopped the orange car ALL OF THEM BEING ON DIFFERENT BRIDGES !!!
15:49 sometime times the cars will clip onto or into other road you have put above it. so that is why the blue car stoped, it was stuck on the purple car that was cliping though the road.
Matt, in the beginning of the video, you mention the most expensive part of an interchange is the bridges and that engineers want to keep them short. In real life, are tunnels a viable alternative? Or would they be just as expensive?
Tunnels are even worse. The only thing more expensive than a tunnel is a tunnel under water. Sometimes it is the right thing to do, but if it is simply a matter of choosing over or under, all else equal, then over is best.
Building a bridge is way cheaper than making a tunnel. The bridge only has to support itself, while the tunnel has to be dug out and support whatever overlays it.
Depends on the type of tunnel, whether they'd need to dig out the land above it first. They need to build the supporting structure of the tunnel walls regardless, and then potentially putting the surrounding land back afterwards. I suspect they'd be just as expensive, if not moreso, and in most cases are basically the same as bridges, just made partially of land and not exclusively concrete.
In the US, we call the interchange you drew a diverging windmill. A diverging diamond interchange uses traffic signals at the crossovers instead of bridges. On the magic roundabout, I think I saw one of the green cars take the long way through the interchange just to go straight. I like the tubine interchange for a better choice than a cloverleaf also.
Okay, so I wanted to help out. I took all of the scores from your video and put them into a matrix least squares regression to attempt to find a linear formula for the efficiency. Turns out that it's not linear. So that's how I wasted two hours of my evening instead of doing my engineering (CPRE) homework.
Fun fact : If you go to the folder freeways > Data , you can see all the reference pictures. Also, the pictures unlock if you reach the score in the little green box.
I designed my own interchange in Cities Skylines, that works to what I think ought to be an important principle: simplicity from the standpoint of "I'm a driver going over it". I noticed that a lot of these standard ones have slightly counterintuitive instruction-sets for drivers. The common one being (basing on left-handed traffic): wanna end up opposite? don't turn off. wanna end up to the left? take the first left. so far so good, but then... wanna end up to the right? ignore the first left and take the second left. eek! potential for confusion surely brings potential for accident, so i thought that isn't good enough let's try and make it better. accidents after all, even if you completely ignore the human cost, will shut down the whole thing and make it worse than the most interminable cross-grid would've been. so even just financially it seems like something worth minimizing. So my one ends up working like this: which way you wanna end up? keep going until the very first break in the road. in that break, for left go left, for right go right, and for through keep going through. then no matter what breaks in the road happen after that, ignore them - they're just merging onto your road. bonus: the merges don't look the same since the split's the only thing that goes three ways, and the merges join two ways each. It seemed important to me, and I got an amazing traffic flow from it. The problem now that I see it is that it is insanely bridgey. So your motorists will be happy as peaches. But your maintainence crews and budget brokers might not. But... well, it seems like a solution to a particular set of priorities, so it seems to have value! From the top looking down it appears like some sort of double twisted leaf-shaped waffles. I play on console so I couldn't get the dimensions perfect perhaps, because no mods so gotta deal with vanilla angle/snapping fuss and the inability to reposition defaulted pillars. Hmm. Wonder how sturdy it'd be with a proper, actually-chosen pillar setup. Plus I wonder how many bridges would actually be needed without the fussiness of the game? If it were made to be a lot tighter (which with such high flow, it maybe could)... some structural walling might be able to be more like land bumping, and/or possibly even split support between two elevated things at once (I did also design it just over a flat surface so there's that too). Hmm. I'm probably just gonna have to forget games and draw the damn thing. Still like that I figured that out tho. Kinda love all this traffic solving stuff, it's fun isn't it? How does someone get into that kind of thing, I've no earthly idea.
The "windmill" is not the image that came to mind when looking at that.... certainly a strong shape, when not in a Russian winter.
Exactly
Ong
@@driving_soap haha UA-cam is translateing this comment to "bee" BC I misspelled
Ohh you have just pissed the allies
@@pistachiolord1415 it's not misspelled, ong is short for on god, as in like "facts"
It seems that the formula for efficiency is 1000 * traffic flow * complexity factor / concreate used. The displayed values are probably rounded down. As for complexity factor, I think it represents the amount of traffic; here, there are 4 entry points that want to go to 3 exits with a weight of 3 (the thickness of the arrow), so 4*3*3=36.
So the Complexity Factor refers to the map itself, not the design/layout used by the user?
@@saquoiafighter correct
Hmm
10:17 Yeah, I can see that one flying over Europe sometime during the 30's and early 40's
All the turns are to the reich.
💀
Yeah
ado1f hi1ter (Naz1 Germ@ny)
👀
14:14 fun fact: the magic roundabout in swindon is extremely safe because of how slow traffic moves.
yes we know
yes we know
we didn't know that
That complexity rating is for the complexity of the starting conditions, not the complexity of what you build. That's why it was always 36 here.
Anti-Science is a Rising Problem.
And so is the non-identical-but-bloodrelated Issue of Fake-Science.
So much so that the channel simply named 'Spirit Science' misuses
this word,
has 1,16 mio subs,
and is growing.
So much of a social problem that actively damages our Planet and the human-species that i have even tried to report them. But for a simple factor, it didnt work yet:
Not enough people do the same i do. Not enough report such a big channel, thinking 'Ah, it wont do anything anyway, so why even try'.
@@loturzelrestaurant wait.........what?
@@diemaciel
A bot, I'm pretty sure. Advertising that channel with allegedly 1mil+ subs.
@@OriginalPiMan that channel does have that many subs but it peddels like history channel level alien stuff with a sprinkle of antisemitism
@@aaaaa-mw4bi
I don't much care. They're a bot. I've reported the comment (which UA-cam seems to have ignored) and I'm not clicking anything.
10:10 perfect autobahn for Germany in1936
Die Windmühle
The fact the „windmill“ also turned the wrong way
aaaagagahhh!
I knew someone was gonna point that out
That year is my favorite Olympics
All this game needs is an eraser tool, and a smoothing tool.
That's what makes it a puzzle, the fact you can't.
@@thephoenixking1086 The puzzle is allowing traffic to flow efficiently on single lanes using the least resources; the lack of eraser and smoothing tool is simply a negative to the game as it negatively affects your score based less on road design and more on your ability to draw the least jagged shapes.
@@kjono4611 I personally think there should be two versions (or difficulties):
A Meduim (Beginner's): Which has access to the eraser, back buttom, smoothing and more.
& Hard: Wich has the eraser, back button and such disabled forcing you to think and plan ahead more.
Both game modes allow you to play all of the same levels but HARD mode gives more points (and just feels better to complete since it is harder, maybe called the Hard mode "New Game+" or something...
To me this makes more sense and would make the game more enjoyable.
A circle tool would be nice, too.
@@thephoenixking1086 newgame+
Snkrx?
Really cool to see, but I would've loved to see a "Gothic interchange" being tried. It's basically a double diverging diamond, with both highways switching sides. It might work really well here
10:19 - "This is called the Windmill Interchange, because it looks like a windmill."
Me: "Riiiiiight.... A windmill........."
... I did not notice until this comment
I really thought he was gonna make a joke about that
Hum... yeah... A windmill, what else can you think of ?
"eine Windmühle"
My first thought was this when I saw it
Really love the magic roundabout. Super efficient use of concrete for a moderate tradeoff in efficiency of traffic flow. Handles traffic so well though, especially when drawn with nigh perfect road placement.
The biggest problem with the game is that it doesn't allow for multiple lanes of traffic on a single road. That diverging diamond would have been *far* more efficient if you could have designated different lanes for different destinations, instead of it all being single lane shared traffic.
Wouldn't the parallel road design fulfil the same purpose?
@@tirocska in terms of traffic flow, yes, but then the game penalises you for using more concrete to make those extra roads, instead of just allowing multiple lanes on the same piece on concrete
the diverging diamond is only good if you have a lot of traffic that needs to turn left - and you do not have the space, resources or simply refuse to build a more suited intersection.
But for normal straight traffic, straight intersections, rightturns or mixed traffic it is horrible.
@@mattm7220 you'd still need wider concrete, so that's the same
Its what makes the game unique
I love it when you actually use your job in videos I find it extremely entertaining
The cool thing about this game is that I believe all of the interchanges you reference here are referenced somewhere further along in the game, with the required traffic flows on each junction referencing it.
@Baby father reveal when
The. What...
@Oliver From Nations no there are more cool pictures if you unlock them, and there is that fun helicopter secret
say referencing again
the bad thing about this game is the space to build the interchanges is too small
I am a CS major and currently work full-time in IT. It's a absolute blast watching you play this game. Might buy a copy myself :)
10:17 yup definitely windmill. Looks nothing like a certain symbol
"windmill" lol
LMAO so im not the only one who sees it
Fun fact, that symbol was appropriated by the nazi's, it originally was a japanese symbol, the japanese symbol looked a lot more like the "windmill" that we see here, where the Nazi's swastika rest one a point at the bottom of the symbol, the japanese symbol rests on a flat line at the bottom. I hope i explained that well enought
@@KorliWolf wasn't the swastika a Hindu religious symbols which depicted something around the lines of peace and harmony or something like that ?
@@CAHA6 that symbol has been used all over the world at various points in time. It's a simple geometric design. If you can draw a square and a cross you can easily combine the two. I wouldn't be surprised if it was first made sometime in pre-history, well before any records that currently exist.
I've been watching some of your videos from yesterday but this made me respect you so much. Subscribed.
10:17 as a german, i appreciate this design very much. Its nice to see another Kamerad from time to time
HAHAHAHAHHA SELBER GEDANKE
glad to know I wasn't the only one who thought of that
He tried quickly to pass that off as a windmill.
This is why he said that it was not the most sensible design
As a fellow Jew I support this comment
Fun fact: the actual east-west loop 101 to north-south I-17 interchange (in Phoenix Arizona) is a 4 level stack interchange, which as far as I can tell is similar in principle to the turbine or windmill but instead of winding the roads around they just build higher and higher bridges to connect the ramps.
There is also a diverging diamond used a few miles north on a crossroads over the I-17.
10:20 This one must have been popular by the creators of the Autobahn.
The Highway Riech
Not only did Mr. H think he knew better than his own generals, he knew better than his civil engineers and drew the designs himself.
@@armchairgeneralissimo Big brained Mr. H
Meanwhile, in Soviet Russia:
We don’t need interchanges where we’re going!
* builds cheap efficient trains *
Q: But what if in some places there are no rails ?
R: Ok, hear us out comrade, what if, we make a train but put it on tyres and make it electric so it’s more efficient ?
Q: Ah so an electric bus with batteries and...
R: No no no, no stinking batteries, just hang a wire overhead and make the bus drive under it.
Q: So, like a trolley but with bus tyres ?
R: Yea, yea, like that... how should we call this thing ?
Q: A trolleybus ?
R: Excellent, we’ll put them everywhere !
Actually, there was hardly any traffic on the German Autobahns until well after WW2. Consequently, the pre-war interchanges were usually cloverleaves. Even the Frankfurter Kreuz, the interchange with by far the most traffic, was designed as a cloverleaf, and has been improved only 20 or so years ago.
This guy sounds very nice to listen to. I like how he goes "Have you heard of...." as if he's talking to me.... I'm lonely
0:12 Cloverleaf Interchange
2:15 Cloverleaf Interchange with Distributor Roads
5:32 Diverging Diamond Interchange
8:55 Windmill Interchange
10:52 Roundabout
11:20 Hamburger Roundabout/Throughabout/Cut-Through (more of a traffic circle than a roundabout)
12:35 Magic Roundabout
14:50 Turbine Interchange
"windmill"
@@awwomegrasscalledalfalfa6437 “Dictator interchange”
@@Cantfindaname917 failed artist interchange
@@gkl213 good one
“turbine”
I’d love to see you recreate the infamous Spaghetti Junction in this game, so I can finally understand how it works!
I watch this to improve my roads in cities skylines because you actually make a decent guide on how to make these junctions than other videos I've seen, even more ironic is that it's simpler to understand too because of the game used.
Problem is that drivers in cities skylines are stupid as fuck.
10:00 I nearly spat out my drink
1:52 "You never want a merge before a diverge."
Here's how many merge-before-diverge sections each design has :
1. Cloverleaf : 4
2. Distributor roads cloverleaf : 4
3. Diverging diamond : 2
4. Windmill : 0
5. Roundabout : 4 (actually it's more like 12)
6. Grade separated roundabout : 4 double (about the equivalent of 8)
7. Magic roundabout : 8
8. Turbine : 0
roundabouts are the worst for traffic flow, but they are the best for being cheap.
@@monad_tcp In this game yes. In RL a well sized roundabout for the traffic flow often works better than anything needing traffic lights. Installation costs are about double stoplights, but total cost of ownership is much lower. There is a traffic circle near my home that replaced side-road stop-signs over a rural highway. All but eliminated bottlenecks, but rural highway users don't always give way and some bad t-bones still happen from time to time. Mostly big trucks crushing passenger cars who went "one more" notch around than expected. (Which I have to do to get to my house so I am likely to give way while in the circle, which is terrible for traffic but better than getting squashed.)
@@dustinandrews89019 roundabouts don't eliminate bottlenecks, they have less throughput, plain and simple. sure, comparing them to T-junctions, they are way better, but comparing to stoplight cross junctions, they are slower, uses more space, but are safer, and do cost less to run overall.
the advantage of roundabouts is that your city requires less global traffic control to work, but that's because all of the traffic is smoother and slower. which is good to decrease accidents.
but if you want pure speed and throughput, then they are not that great, or if you don't have space anymore.
@@monad_tcp Roundabouts have poorer traffic flow than well timed green wave lights.
I think the roundabout ones are arguable
We need more videos like this one. I love the entertaining and learning factor in this video 🔥👍
This could've been an amazing game if they just put QOL features like undo or tools to make better curves/straight lines instead of freehanding the roads
This is the MS paint of interchange design softwares.
It's called freeways for a reason
Hint: free hand
@Polandball That makes absolutely no sense
Love the logic and effort put into essentially a simple fun game!
There's one more type of interchange you can do, although I think it fails on this particular location: an intersection.
Just draw two vertical lines and two horizontal lines, and trust the cars to turn left or right as needed.
I think in this game, it makes it functionally almost identical to a small roundabout, but with sharper turns. It only works rarely, when traffic is low and mostly directly across instead of turning.
Idk if you can call a four-way intersection an “interchange”
They jam. Everytime.
@@IvyNakano 2nd playable level. Thats the actual solution for that one.
There is one level where the traffic is low and the game "wants" you to build a regular intersection. If you do it shows you a picture of a dirt road in I think Mexico.
Let me take that a step further.... colour the whole space in and just let the cars drive straight to where they want to go
I'm not even an real engineer, I just like this kind of games, and you too
I was wondering when you'd go back to this game Matt! Glad to see that you haven't forgotten about it
Same I’m so happ
I’ve been waiting for this video ever since the first one! Really hoping for more incredible Freeways videos like this!
I love this game and as a free self-driving AI test it does work really well, it's just a shame it doesn't have proper lanes or an undo button. With lanes I expect much of the concrete scores would go down. Love seeing these realistic interchange experiments though, please more of this!
AI test? This isn't any kind of AI test. It's very simple pathing. You don't have a clue...
@@UnitSe7en Pathfinding has never really been the problem with self-driving cars anyways. Making a script to get from point A to B is easy. The problem emerges when the AI doesn't get fed the environment parameters.
6:11 I actually have one of these in my town, at first I thought it was super funky but after thinking about how it actually works to makes a lot of sense
10:16 Thank god that's called a windmill, I seriously looks like a swastika.
Was gonna say the same thing :D
Boing - Swasticka achievement received. :D
Ah, yes the typical German Windmühle, mostly seen as an identification sign of the great Windmühlrevolution in the 1930s to mid 1940s, but seemingly very misunderstood by our european neighbors. /s
My German friend is going to kill me
@@gamer_eza47 do you really need that /s
They're considering putting one of those diamond interchanges in by where I live and this was the best explanation of what on earth they're cooking up that I've seen even after like three town meetings and a couple of youtube videos. Thanks!
I absolutely loved the first video you made on this! Glad to see a part 2
Saame!!
yeah same
Moar Freeeways!
Anti-Science is a Rising Problem.
And so is the non-identical-but-bloodrelated Issue of Fake-Science.
So much so that the channel simply named 'Spirit Science' misuses
this word,
has 1,16 mio subs,
and is growing.
So much of a social problem that actively damages our Planet and the human-species that i have even tried to report them. But for a simple factor, it didnt work yet:
Not enough people do the same i do. Not enough report such a big channel, thinking 'Ah, it wont do anything anyway, so why even try'.
Yeah, 'why even try'... thanks for that mindset...
... Aka: Would be cool if you help fight-back Anti-Science at least a bit.
Hope you try, as it costs literally nothing but seconds.
i play cities skylines and i've been adopting the diverging diamond for all my intersections, but instead of bridging over the other road on the cross over i've had them intersect with traffic lights
I think lights are the way to go when you're connecting a freeway to a road, but this seems to be only freeway-freeway connections so no lights allowed.
I watched someone else play this game who wasn’t a motorway engineer and I now appreciate your godlyness 😂
10:28 I'm glad its not left-hand traffic, otherwise...
?
The windmill doesn't just look like a windmill lol
Also roundabout likely has the issue that you can't set traffic rules aka that the outer one have to wait
The swastika roundabout, used since 33 ;)
@@CailVT I saw it too.
@@CailVT could also have been used (although likely mirrored) by Buddhists much earlier
He also made it rotate the wrong way in the edit.
I used this for city skylines. All of the videos on this game you have made helped my city skyline
At this point you're slowly becoming an architect after every video
Wash your mouth out young man!
@@RealCivilEngineerGaming Not like you already are! BECAUSE YOU ARE!!!!
6:20 it's funny, when you mentioned diamond, a jewelry ad popped up.
your efficiency is hampered by your drawing skills XD
right? xD those "circles" in the multiple roundabouts one was the worst ahah
"We're gonna go with one you *may* have heard of before"
Oh yes, I'm very familiar with the old classic Diverging Diamond technique. I'm glad you described it, because I was testing whether or not you knew it.
I'm so glad I found this channel and watch you play games like this while you explain things because being in the city this past weekend driving through crazy tunnels, highways, and the likes had given me a new found appreciation as to what went into designing them and making them!
The moment I noticed the road markers, I instantly thought of the 2 major highways in Arizona, the 101 and the 17
I thought the same thing! Immediately went to maps to check what the actual interchange is like
I drew a double roundabout, with two concentric circles, one pulling up the traffic, pushing it to the other which then distributes it. It worked surprisingly well!
That's basically the magic roundabout.
Outside circle goes one direction, inside circle goes the other. Switching between the two circles makes the smaller ones
I know nothing about civil engineering, I can’t even drive, and yet here I am watching All of these videos… there’s just something So Fascinating abt it to me and I have no idea why /pos
I found this game ages ago and loved it. never finished it though. think i'll have to go back and play more. Please do more episodes on this one.
I never thought I'd ever be so invested in highway layouts
Carry on with this Game is enjoyable to watch!
I have now updated my absolute disaster areas of no-bridge roads and gone from like 120-ish to over 400 efficiency XD Thank you for showing me the road wizardry of the magic roundabout!
I think Matt has forgotten his colours with confusing orange with red and purple with pink. It sounds like something an architect would do. Hmm, sounds pretty suspicious.
Architects have to know colours for their job. Engineers don't.
@@Xeridanus Yeah, I suppose you've got a point. This is really going to hit Matt's mother hard
I downloaded the game after watching your videos and it's SO MUCH FUN, please keep making these videos hahaha
10:28 that road looks to familiar to the NoNo Germany flag
The windmill is kinda sus
Love this series! I'm super interested in efficient city planning, and your videos are a great mix of faffing about and actually learning stuff. I picked up the game after watching you play it, and I wanna see how I stack up :)
There are a number of insane sections of the map later on and I would thoroughly enjoy seeing how you'd tackle them.
You could make your windmill more efficient by having large bridges from North to South and have the east-south + west-north run at grade under the bridge, then raise it to join the overpass
Anti-Science is a Rising Problem.
And so is the non-identical-but-bloodrelated Issue of Fake-Science.
So much so that the channel simply named 'Spirit Science' misuses
this word,
has 1,16 mio subs,
and is growing.
So much of a social problem that actively damages our Planet and the human-species that i have even tried to report them. But for a simple factor, it didnt work yet:
Not enough people do the same i do. Not enough report such a big channel, thinking 'Ah, it wont do anything anyway, so why even try'.
Yeah, 'why even try'... thanks for that mindset...
...
Sorry for the long comment but it woul be cool if you use the reportsystem of YT as it was once intended: to help 'us'.
Aka: Would be cool if you help fight-back Anti-Science at least a bit.
Hope you try, as it costs literally nothing but seconds.
@@loturzelrestaurant what tf you even on about?
I just can't unsee the fact that the cars look like expressionless faces with a hat from one angle and a happy face with a unibrow from another angle
So incredibly glad to see another episode of this. I can't count the number of times I have watched the first video
i just got this game after watching your videos. its quite fun to see you doing the actual real life designs, when i mostly do roundabouts plus spaghetti lol
"from now on, more sensible" this can't possible be our Matt. It must be an imposter.
hmm, that is quite suspicious
@@durgun8247 Yeah, looks like we have an architect among us.
@@ЕгорКарасик-ь5у we're gonna have to report this to youtube then
No idea why these are being recommended to me now, but these are so friggin cool!!
16:51 the top bridge was glitching out, as the slope down from the straight through was too close to the other bridge, causing the cars to stop, reducing efficiency, it could have been better.
One of the biggest problems with this game is a bug where if an entrance to/exit from a bridge is too close to another bridge, the bottom car clips through the bridge above and stops the traffic on that bridge.
We need proper distancing between bridges in this game !!!
Look at the purple car coming from below, clipping through the bridge and colliding with the blue car around the 16:12 timestamp. Even worse is 16:16-16:17 when the purple car stopped the blue car that stopped the orange car ALL OF THEM BEING ON DIFFERENT BRIDGES !!!
Omg, I live in Swindon!! It's great to see the magic roundabout getting the respect it deserves
The windmill one looks much more like a swastika.
the first thing that came to my mind lol
Swastika beat interchange comrade
I have learned more in this video than school could probably teach me in weeks.
10:20 that looks like something else to me. Something with Germany and 1939
Looks more Indian to me
@@husarz5907 Mmm world war 2.
15:49 sometime times the cars will clip onto or into other road you have put above it. so that is why the blue car stoped, it was stuck on the purple car that was cliping though the road.
Matt, in the beginning of the video, you mention the most expensive part of an interchange is the bridges and that engineers want to keep them short. In real life, are tunnels a viable alternative? Or would they be just as expensive?
Aren’t tunnels even more expensive?
@@dj-tobe yep, the are
Tunnels are even worse. The only thing more expensive than a tunnel is a tunnel under water.
Sometimes it is the right thing to do, but if it is simply a matter of choosing over or under, all else equal, then over is best.
Building a bridge is way cheaper than making a tunnel. The bridge only has to support itself, while the tunnel has to be dug out and support whatever overlays it.
Depends on the type of tunnel, whether they'd need to dig out the land above it first. They need to build the supporting structure of the tunnel walls regardless, and then potentially putting the surrounding land back afterwards. I suspect they'd be just as expensive, if not moreso, and in most cases are basically the same as bridges, just made partially of land and not exclusively concrete.
In the US, we call the interchange you drew a diverging windmill. A diverging diamond interchange uses traffic signals at the crossovers instead of bridges. On the magic roundabout, I think I saw one of the green cars take the long way through the interchange just to go straight. I like the tubine interchange for a better choice than a cloverleaf also.
Oh my god I've been waiting for this so long
My man simply out here giving us how to build roads and highway
Aw yeah I missed this game and was hoping you'd play more!
Okay, so I wanted to help out. I took all of the scores from your video and put them into a matrix least squares regression to attempt to find a linear formula for the efficiency. Turns out that it's not linear. So that's how I wasted two hours of my evening instead of doing my engineering (CPRE) homework.
Ngl the windmill interchange looked kinda like a swastika when I first saw it. It could just be that we were talking about it in class the other day.
Seen my comment? The way-too-big one?
As someone who grew up in Swindon it's nice to finally know what the reasoning behind the Magic Roundabout was!
hmm yes... a windmill... 10:20
Nice to know our Magic Roundabout is equal parts genius and madness, even in video game format.
Fun fact : If you go to the folder freeways > Data , you can see all the reference pictures.
Also, the pictures unlock if you reach the score in the little green box.
1:03 “…let’s say we’re a red car…” points to a orange car
10:26 this straight forward, productive design is much superior to the other money controlling, greedy designs
neo-nazi
Please continue this, it really satisfies the need in me
10:27 Something about it gives me german vibes...
Haha
I think you could save a lot of concrete on the windmill interchange by having the "fan blade" roads merge on the left side of the straights.
The windmill build looking kind of 1936 sus
10:20 the "windmill" hehe. i liked that u turned the picture in the right way
5:29 *NOOOO* You didn't check the pic!!
the point where the cars were jammed just made me laugh. Your understated reaction is so funny.
I designed my own interchange in Cities Skylines, that works to what I think ought to be an important principle: simplicity from the standpoint of "I'm a driver going over it". I noticed that a lot of these standard ones have slightly counterintuitive instruction-sets for drivers. The common one being (basing on left-handed traffic): wanna end up opposite? don't turn off. wanna end up to the left? take the first left. so far so good, but then... wanna end up to the right? ignore the first left and take the second left. eek! potential for confusion surely brings potential for accident, so i thought that isn't good enough let's try and make it better. accidents after all, even if you completely ignore the human cost, will shut down the whole thing and make it worse than the most interminable cross-grid would've been. so even just financially it seems like something worth minimizing.
So my one ends up working like this: which way you wanna end up? keep going until the very first break in the road. in that break, for left go left, for right go right, and for through keep going through. then no matter what breaks in the road happen after that, ignore them - they're just merging onto your road. bonus: the merges don't look the same since the split's the only thing that goes three ways, and the merges join two ways each.
It seemed important to me, and I got an amazing traffic flow from it. The problem now that I see it is that it is insanely bridgey. So your motorists will be happy as peaches. But your maintainence crews and budget brokers might not. But... well, it seems like a solution to a particular set of priorities, so it seems to have value! From the top looking down it appears like some sort of double twisted leaf-shaped waffles. I play on console so I couldn't get the dimensions perfect perhaps, because no mods so gotta deal with vanilla angle/snapping fuss and the inability to reposition defaulted pillars. Hmm. Wonder how sturdy it'd be with a proper, actually-chosen pillar setup. Plus I wonder how many bridges would actually be needed without the fussiness of the game? If it were made to be a lot tighter (which with such high flow, it maybe could)... some structural walling might be able to be more like land bumping, and/or possibly even split support between two elevated things at once (I did also design it just over a flat surface so there's that too). Hmm. I'm probably just gonna have to forget games and draw the damn thing.
Still like that I figured that out tho. Kinda love all this traffic solving stuff, it's fun isn't it? How does someone get into that kind of thing, I've no earthly idea.
The windmill interchange definitely looks like a windmill 🇩🇪
9:16 In my country, we call this shape "Kunda" or "Brno"
Thank you for proofing the efficiency of the magic roundabout (and make it clear) to all the confused people out there, including me
10:31 Was that road designed in Nazi germany?
Probably
I just looked at the cars and saw that they look like they have a smiley face and now I cannot unsee it
it’s more of a swastika interchange than a windmill interchange lmao
i didnt knew that i would need a video like this. BUT I NEEDED IT