I just went to confirm and apparently there is a Beta version of TMPE called “TMPE Test”, same author and from what I can tell there’s been a bunch of updates to lane connectors in the latest version, though I don’t know if that’s related. I’m currently running TMPE Stable and Node Controller Beta which doesn’t have that functionality, so either it’s that Test/Beta version of TMPE that has it or maybe there’s something I’ve missed.
A new one to try out! Perfect timing!!! I just started a new map and one of the first things I always do is replace the existing interchanges with ones I make myself. So your walkthroughs are really useful.
You consistently put out the most informative C:S content on UA-cam. I have yet to regret watching a video. No clickbait, no 20 minutes of filler for 12 seconds of content related to the title, just straight up helpful info from start to finish.
I love your walkthroughs and it has spurred me to make my own interchange! I took your Par-clo, added slip lanes on the Collector roads to essentially make a "left-hand" onto the highway. Doing this eliminated ALL left-hand turns and essentially eliminated ALL traffic lights too! I call it the Par-Clo Stack. It is super efficient and doesn't take up that much more room than the par-clo does as the slip lanes are stacked on top of the actual design. If needed, I could put it on the steam workshop but I think it is fairly self-explanatory if you know how to build the stack interchange.
Funny thing, I had to drive through one of these this morning, and a few hours later you post this! I love this interchange by the way, it's so compact, fairly simple and has good throughput.
Your channel content just get better overtime. In my place, seeing this intersection is so common. But so hard to build one perfectly compact in CS. Thanks for the tutorial👍
Man, I've built this before using your guide and it turned out beautifully. This time my roads weren't aligned the same way yours was and I thought "Ah, I'll figure it out". I didn't figure it out. It looked great, but the roads didn't connect the same way. After I sloped the ramps, a sheer dropoff appeared. I used Move It to fix that. Easy enough. But then when I went to do the lane connectors in TMPE, some weren't even there and others were in weird places. The ones I could connect weren't right, either. I'll give it another go later, I think. It took a LONG time to get this thing to look right and then it wasn't functional at the end. But you don't know that until it's built. Live and learn. Next time I'm going to have my roads in order first. Thanks for your channel but your interchange tutorials in particular have been valuable to me.
I think the reason I always come back to your vids, is my love for realism in cities: skylines. You make such smooth intersections, and I learn so much, thank you.
Your creative interchanges are quite inspiring, thank you for putting up this content. Have you considered doing deep dive analysis videos about them, especially using geographic constraints of similar real existing or prospective interchanges? I would find it interesting to detail the full life cycle of the interchange issues like construction, cost, efficiency, throughput, maintenance, deconstruction etc.
This video just helped me sort out an issue I've been having trying to build offramps from a sunken highway. Never thought about using a single node and shifting the roads!
Absolutely perfect timing. I am currently upgrading all of my original, super naïve "ridiculously tight diamonds which are also way too close together... seriously, no one needs to get on and off the highway every 20u" service interchanges (it's a bit of a mouthful, and the acronym is too long to type, but it's technically accurate). I was just working on making my own SPUIs based on your previous video, but this one is so much tighter and seems to have all the same features. I am definitely switching to this beauty. The only difference from the former SPUI seems like the exiting right turns make a full 90 deg turn instead of a shallower 45 deg turn, but I actually prefer the full 90. In real life, when I am trying to merge at 45 with a yield I feel like I can never adequately see the merging on-coming traffic over my shoulder at 135 deg. Even with lane mathematics, in real life it still feels like a yield unless it's protected by an island or pillars or something, because humans are just generally really terrible at driving. So ya, this is tighter and feels safer, definitely a worthwhile upgrade.
I played this game when it first came out and then about a year later my desktop died, replaced by a computer that didn't run the game very well so I stopped playing until now. It is really amazing to see it going strong and that modders continue to do such wonderful things.
Some clever stuff here. Looking forward to giving this a try. I have an inner-city interchange coming up that begs for a solution like this. Thanks, as always for the great content.
Even with this video it was a challenge to complete it. I had to add quays to get rid of the blue color glitch in the tunnel area. But in the end, a very neat and compact intersection. Thanks!
I love this. Would of loved to have seen it literally yesterday. I had a very tight junction and ended up having to take out several blocks to fit in what I needed, but now I can do it in a new build~
I tried making one of my own for an intersection I have in the middle of my city's downtown area, to cut the intersections from two to one, but I don't have access to a 5+3 road, just the game's 4+3, so my recreation didn't turn out nearly as nice. Didn't have any room for those center islands, and the game's 3 lane one way road textures don't mesh with the highway on my theme, but at least it did in fact increase traffic flow, I guess that's the main point. Thank you for the tutorial!
Wow, this is really what I needed! Sadly, I already spent a couple hours making and detailing the old version of the SPUI in my city with streets curved around it, so looks like that will be staying haha.
I love the SPUI, I already used it way back without most of the tool mods just fine road tool, road anarchy, move it and Traffic Manager, this intersection is on of the best, I always used it with inner city sunken highways. Using Node Controller and Intersection Marking Tool it's even better
This is almost nearly identicial to the exit ramps in my town (updated to this maybe10~15 years ago) and I wished I could replicate it in CS. Nicely done, thanks!
I have one of those interchanges about 10mins of walking distance from my home (in the middle of a city, as you said), interesting to see how it works!
Just spent 2 hours building the SPUI from the 2021 version, finished intersection markings and everything, and immediately found this video (Turn on move it → Range Select → Ctrl+B → REBUILD)
I ended up having the old design up and running for a while before I tore it down and it did run well, but I still rebuilt it since I was looking for compactness and the new design look awesome :). Btw, I was still running into huge traffic jams. I'm thinking it's because I wasn't setting up the timed traffic lights correctly. I can't seem to find the traffic light for SPUI episode anywhere, is it out yet? @@YUMBL
The light is: Left turns Other left turns Straight through Or Left turns from the highway Arterial straight and lefts Opposing arterial straight and lefts
ahh ok, I'll give that a try. Also I found two issues when implementing this design in my city: 1. When the two arterial sides of the SPUI go immediately into two 3 way or 4 way crossings, the three traffic lights(2 crossings and 1 center) would need to set up a synced timed traffic light or else cars are going to pile up on highways. Setting up different phases and which way to pass in each is a huge hassle :( 2. When lanes finally merge/diverge onto/from highways, the highway node would be rather close(in your case 5u) to the split nodes. Which would cause my cars to slow down drastically for no reason at the nodes and speed up again So I was thinking maybe make sure SPUIs dont go into crossings for issue 1(there might be a good solution to sync phases but I haven't figured out yet) and delete the 8 nodes(2 on each split)+node controller adjustment for issue 2? Just a thought @@YUMBL
Hello! Remember me? You ended up in my recommended once again haha! By the way, happy new year, I wish you the best, and good luck for reaching 100K! :D
Once I actually get back my computer (2 months and counting, ugh), I'll have to experiment with this design as an "offset" SPUI. I bet it would work spectacularly that way. Some real genius in manipulating the central node here. I'll be borrowing this *shamelessly* for my next interchange build. :-)
Sweet merciful Jesus Christ! THIS IS BEAUTIFUL! I'm delighted to see my beloved SPUI given the treatment she deserves. Props to you, Yumbl, you're a true artist of the asphalt.
YUMBL, you absolute legend! I finally gave this a crack, using it to connect an arterial and a collector in a really busy industrial area. It was easier than I expected, looks fantastic, and flows like a dream. Thanks man! I have one question: the SPUI section of the traffic lights video you linked doesn't address right turns, and I found it helped to break the lights out further, and set all the right turns to green on every step (since the rights all have their own lane). Have I missed/misunderstood something here? Anyway, your builds are gorgeous, your tutorials are really easy to follow, and your content in general has really made me look differently at the built environments around me, which I did not expect. Love your work mate, keep it up!
Nice! I was looking to do a more compact version of your SPUI, but this is even better. This reminds me of the intersection at MacLeod & Glenmore trails in Calgary. There's even a "u" turn on that intersection to service roads along the side of the hwy. I modified this for a compact hwy exit along a river where putting a trumpet just doesn't look right with a 3+3 collector heading to the interchange with hwy exit lanes and one entry lane on the river side of the interchange.
If some dwv team or studio turned the traffic management minigame of Skylines into its own fully fledged game without the city builder part I would buy it straight away. Or maybe some insanely good modder will make levels with prebuilt cities with bad traffic flow and you get points for traffic flow percentage increase without using eminent domain. Regardless, I'm obsessed with your bids great stuff!
I wish trees are added outward bound of the highway on top. In my town, in Scotland, there is a highway intersect junction that very similar to this but instead of only having the white markers on the road and the side of the unusable ones, we actually have a brick wall with trees and grass for decoration.
Maaaate, great work, just about to tackle this on my own and baaaam, you did it. Any chance you are uploading this to the steam workshop (havent finished it all yet, sorry if you mention it at the end). Hugs from Australia. NVM, just found the link in the comments and now i have to change my pants I am literally that happy. Thanks again : )🤘
Not a fan of a lot of North American city planning (you know, the car-centric ultra-wide roads, endless parking spaces, etc.), but the DD interchange is really clever.
Beautiful as always! i'll go get it from the workshop asap. But, wouldnt it be...... simpler/easier to have 2 lanes on/off the highway instead of 3 and only do 1 lane each for Right, Left, and Straight on the arterial? Seems like 2 left-turn lanes just makes it needlessly complex.
Thanks! It depends on volume and directionality of traffic. I planned this for high volume in all directions, but the context of where its used is important.
Vanilla overpass project would shine there then but the tunnel entrance would have to be quite far away in order for it to sink below the highway. If money isn't tight, for sure, more complexity would increase thoroughput. A stack can handle some 1000 vehicles while I'd expect a SPUI to sit at around 450-550. Where the SPUI shines is footprint and cost (and safety, but the game doesn't simulate crashes so it's all the same there)
I'd to see you do this but have the highway on top and the intersection on the ground. Reminds me of the intersection in Clearwater FL for US 19 and Gulf to Bay Blvd.
One challenge I'd like to see all these C:S UA-camrs do is solve road networks and transit in a more mountainous city, where you have to work with rolling hills and mountains as oppose to flat ground.
Id love to see a jug handle junctions too, we see those pretty often here in New Jersey. I've tried making one across a highway but because it was two separate junctions, it didn't work too well. Using this trick with node controller would eliminate that.
A tip: clicking the trashcan icon in Node Controller usually fixes problems like transition pieces where you don't want them or the opposite, where road type changes but there is no transition. In retrospect it makes a lot of sense moving the right turns into a larger center node rather than building separate bridge pieces just for that purpose. What method do you use to get rid of the traffic lights poking up from below? I generally place nodes strategically and fiddle around with Node Controller.
I think that the '5 to 3 Merger" into the main freeway will be a problem because it includes a double merger (three lanes into one) onto the main freeway. That little section is sure to bog down.
SPUI are so good, devs should have made it placeable as an object you just connect roads to. I guess that's the biggest and best thing they could make right now. on PC we can cope with mods, but console guys cry seeing how good this is.
With IMT, I wish I could get rid of all existing road markings for all roads (vanilla and modded) so I can mark them myself... Otherwise I love using IMT to get things to look more like what I'm used to locally
Hey Yumbl. First of all I want to thank you for your great videos! Can you tell me which DLCs are your " favorites " and where I can get all your roads? I'm unfortunately new to CS but would also like to build cool stuff. 😄
My only gripe is the merging lanes before going onto the highway. It stops it being as free flowing as possible and could create traffic as you essential have 3 merging in 3 nodes.
How do you time the traffic lights? I tried a 3 way light but when it got the left turns the cars were very cautious getting into the intersection and the light turned red with only a handfull having gone by. This is causing major backups and after 1:30 hours put into the intersection it would be a shame to have to redoit
i'd like to see how you would do a SPUI with an elevated highway with the interchange below. We have a couple in my city and would like to see how you build yours in Cities Skylines
I find that when the nodes get too large, the left turners start and stop a lot as if the intersection was blocked. Yours are not doing that. Why not? Do you have them enter blocked intersections? Maybe a difference in the driving AI setting?
@@YUMBL Do I get this right: it's three cycles for the flow + all red in between to avoid cars entering before others have left (straight-red-ON-red-OFF-red)? If so, that's as simple as clever! It takes the negative effect away from large nodes
Could you please list the mods you used other than what was mainly used, like how the roads are darker, and how the grass slope is fully green, and also the road mods you used because I’d love to use those. Oh and most importantly the road measurements with units!
While it certainly shows off the details, looking at it, I feel like it would be built with the intersection part on the ground and a simpler overpass.
Most of the ones ive used have the intersection over the highway, but either can work. It depends on existing infrastructure when its being built. If the highway is already elevated then ground intersection maKes sense
I should check this mod out. have you tried making any SPUIs that accommodate frontage roads and a 4 cycle signal for through traffic on them? We have a few interchanges like that in my city where the freeway replaced a major road and my previous attempts to recreate it with just move-it and the usual traffic tools turned into a bit of a mess
"And the straight through traffic will go straight through."
This guy's a fuckin genius.
Simplicity, simplified 😂
I really want the devs of TMPE and node controller to team up so the curve of the lane connectors match the intersection markings
Apparently the beta version now has it
@@YUMBL Out of curiosity and because I definitely want it do you know which betas have it, is it both you need or just one that conforms to the other?
Are there more than one? I’m only familiar with the “labs” version.
I just went to confirm and apparently there is a Beta version of TMPE called “TMPE Test”, same author and from what I can tell there’s been a bunch of updates to lane connectors in the latest version, though I don’t know if that’s related. I’m currently running TMPE Stable and Node Controller Beta which doesn’t have that functionality, so either it’s that Test/Beta version of TMPE that has it or maybe there’s something I’ve missed.
I want them employed by -Paradox- Colossal Order to develop Cities: Skylines 2.
node controller is such a revolution
Very true!
A new one to try out! Perfect timing!!! I just started a new map and one of the first things I always do is replace the existing interchanges with ones I make myself. So your walkthroughs are really useful.
Have fun!
You consistently put out the most informative C:S content on UA-cam. I have yet to regret watching a video. No clickbait, no 20 minutes of filler for 12 seconds of content related to the title, just straight up helpful info from start to finish.
I appreciate that very much. Thank you :)
I love your walkthroughs and it has spurred me to make my own interchange! I took your Par-clo, added slip lanes on the Collector roads to essentially make a "left-hand" onto the highway. Doing this eliminated ALL left-hand turns and essentially eliminated ALL traffic lights too! I call it the Par-Clo Stack. It is super efficient and doesn't take up that much more room than the par-clo does as the slip lanes are stacked on top of the actual design. If needed, I could put it on the steam workshop but I think it is fairly self-explanatory if you know how to build the stack interchange.
I would love to see a pic of this and if you publish it to the workshop, I'll definitely subscribe (and like, of course)
Have you seen the clover-stack? It might be similar
Funny thing, I had to drive through one of these this morning, and a few hours later you post this! I love this interchange by the way, it's so compact, fairly simple and has good throughput.
Your channel content just get better overtime. In my place, seeing this intersection is so common. But so hard to build one perfectly compact in CS. Thanks for the tutorial👍
You’re very welcome :)
Man, I've built this before using your guide and it turned out beautifully. This time my roads weren't aligned the same way yours was and I thought "Ah, I'll figure it out". I didn't figure it out. It looked great, but the roads didn't connect the same way. After I sloped the ramps, a sheer dropoff appeared. I used Move It to fix that. Easy enough. But then when I went to do the lane connectors in TMPE, some weren't even there and others were in weird places. The ones I could connect weren't right, either. I'll give it another go later, I think. It took a LONG time to get this thing to look right and then it wasn't functional at the end. But you don't know that until it's built. Live and learn. Next time I'm going to have my roads in order first.
Thanks for your channel but your interchange tutorials in particular have been valuable to me.
This is fantastic! It's great to see an interchange to use where space is an issue, and only one node! Great vid!
I think the reason I always come back to your vids, is my love for realism in cities: skylines. You make such smooth intersections, and I learn so much, thank you.
You’re very welcome :)
I am usually not a fan of these but I am impressed how smart and easy you make it look. Great job.
That node controller thing made me download the game again lol it's insane good. Good job, beautiful interchange as always.
Your creative interchanges are quite inspiring, thank you for putting up this content.
Have you considered doing deep dive analysis videos about them, especially using geographic constraints of similar real existing or prospective interchanges? I would find it interesting to detail the full life cycle of the interchange issues like construction, cost, efficiency, throughput, maintenance, deconstruction etc.
Interesting idea. i’m not sure i’m the one to do it, but i’m glad you think I could :)
@@YUMBL YUMBL and City Planner collab...?🤔
This video just helped me sort out an issue I've been having trying to build offramps from a sunken highway. Never thought about using a single node and shifting the roads!
Absolutely perfect timing. I am currently upgrading all of my original, super naïve "ridiculously tight diamonds which are also way too close together... seriously, no one needs to get on and off the highway every 20u" service interchanges (it's a bit of a mouthful, and the acronym is too long to type, but it's technically accurate). I was just working on making my own SPUIs based on your previous video, but this one is so much tighter and seems to have all the same features. I am definitely switching to this beauty.
The only difference from the former SPUI seems like the exiting right turns make a full 90 deg turn instead of a shallower 45 deg turn, but I actually prefer the full 90. In real life, when I am trying to merge at 45 with a yield I feel like I can never adequately see the merging on-coming traffic over my shoulder at 135 deg. Even with lane mathematics, in real life it still feels like a yield unless it's protected by an island or pillars or something, because humans are just generally really terrible at driving. So ya, this is tighter and feels safer, definitely a worthwhile upgrade.
Love the acronym 😂
This is art. You are an artist.
Thank you so much for this. I didn't use this as single point, but in a bypass intersection. It works amazing for me.
I played this game when it first came out and then about a year later my desktop died, replaced by a computer that didn't run the game very well so I stopped playing until now. It is really amazing to see it going strong and that modders continue to do such wonderful things.
Some clever stuff here. Looking forward to giving this a try. I have an inner-city interchange coming up that begs for a solution like this. Thanks, as always for the great content.
I love your videos, the way you talk and build is just so relaxing and nice :)
Much appreciated :)
Even with this video it was a challenge to complete it. I had to add quays to get rid of the blue color glitch in the tunnel area. But in the end, a very neat and compact intersection. Thanks!
Great job dude. You are an excellent teacher, and communicator. Peace
I love this. Would of loved to have seen it literally yesterday. I had a very tight junction and ended up having to take out several blocks to fit in what I needed, but now I can do it in a new build~
I've been using this interchange almost at all exits in my city after discovering it in workshop, impressive!!!
Another great tutorial Yumbl. Missing your Lets Play though. Love watching those.
I love your videos man keep up the great work. You have been a literal god when it comes to this game and it’s highway designs
Much appreciated :)
That's thinking out of the box. Love it! 👍
I tried making one of my own for an intersection I have in the middle of my city's downtown area, to cut the intersections from two to one, but I don't have access to a 5+3 road, just the game's 4+3, so my recreation didn't turn out nearly as nice. Didn't have any room for those center islands, and the game's 3 lane one way road textures don't mesh with the highway on my theme, but at least it did in fact increase traffic flow, I guess that's the main point. Thank you for the tutorial!
Wow, this is really what I needed! Sadly, I already spent a couple hours making and detailing the old version of the SPUI in my city with streets curved around it, so looks like that will be staying haha.
I love the SPUI, I already used it way back without most of the tool mods just fine road tool, road anarchy, move it and Traffic Manager, this intersection is on of the best, I always used it with inner city sunken highways. Using Node Controller and Intersection Marking Tool it's even better
São Paulo have this same intersections IRL. The look is so beauty
Nice! Another interchange. I already use two of yours extensively and was looking for this very type -- service road to highway.
11:45
"The cars will drive on the road I promise",lol
I know what I’m building later today! This is going to be so helpful around and in cities.
Brilliant, as usual. Thank you, thank you!
Beautiful as always!
Hope the 3 > 2 > 1 lane math for getting off the interchange works out.
IRL that is common
It does :)
Amazing work! Wow it looks good! Thanks for all the tricks.
This is almost nearly identicial to the exit ramps in my town (updated to this maybe10~15 years ago) and I wished I could replicate it in CS. Nicely done, thanks!
I dont even play this game anymore :) I like watching you making perfect interchanges. Great job
Thank you :)
The clips of your interchanges working perfectly at the end are never long enough. I need like, a good 30 minutes of just traffic.
Perhaps one day! My only fully cinematic video is of my city” rolling waters”.
Great one! Gonna try it right away!
I like it! Like you said, very compact and functional. :)
Thanks for your videos and your hard work, I learned so much from you!
I’m glad to hear it :)
I have one of those interchanges about 10mins of walking distance from my home (in the middle of a city, as you said), interesting to see how it works!
Just spent 2 hours building the SPUI from the 2021 version, finished intersection markings and everything, and immediately found this video
(Turn on move it → Range Select → Ctrl+B → REBUILD)
This one is much more cumbersome. The old design still holds up very well imo :)
I ended up having the old design up and running for a while before I tore it down and it did run well, but I still rebuilt it since I was looking for compactness and the new design look awesome :).
Btw, I was still running into huge traffic jams. I'm thinking it's because I wasn't setting up the timed traffic lights correctly. I can't seem to find the traffic light for SPUI episode anywhere, is it out yet? @@YUMBL
The light is:
Left turns
Other left turns
Straight through
Or
Left turns from the highway
Arterial straight and lefts
Opposing arterial straight and lefts
ahh ok, I'll give that a try. Also I found two issues when implementing this design in my city:
1. When the two arterial sides of the SPUI go immediately into two 3 way or 4 way crossings, the three traffic lights(2 crossings and 1 center) would need to set up a synced timed traffic light or else cars are going to pile up on highways. Setting up different phases and which way to pass in each is a huge hassle :(
2. When lanes finally merge/diverge onto/from highways, the highway node would be rather close(in your case 5u) to the split nodes. Which would cause my cars to slow down drastically for no reason at the nodes and speed up again
So I was thinking maybe make sure SPUIs dont go into crossings for issue 1(there might be a good solution to sync phases but I haven't figured out yet) and delete the 8 nodes(2 on each split)+node controller adjustment for issue 2? Just a thought
@@YUMBL
Hello! Remember me? You ended up in my recommended once again haha! By the way, happy new year, I wish you the best, and good luck for reaching 100K! :D
Happy New Year! :)
I guess a lot of time and effort went into working this all out, hope hair, humor and sanity prevailed. Thank you, Cheers. :)
Once I actually get back my computer (2 months and counting, ugh), I'll have to experiment with this design as an "offset" SPUI. I bet it would work spectacularly that way.
Some real genius in manipulating the central node here. I'll be borrowing this *shamelessly* for my next interchange build. :-)
Did you get your computer back
@@dracothegreat1950 Yes I did, far better than when it left! It just took four solid months to get it repaired.
@@ArchTeryx00 heck yeah have fun
@@dracothegreat1950 Considering that I now have 128 GB of ram and a 3080 Ti, yeah even a clunky thing like Skylines runs like a dream.
So satisfying watching these even tho I never played Skylines because it;s not free :) :(
Awesome stuff!
Sweet merciful Jesus Christ! THIS IS BEAUTIFUL! I'm delighted to see my beloved SPUI given the treatment she deserves. Props to you, Yumbl, you're a true artist of the asphalt.
Very nicely done!
Excellent! Thank you!
YUMBL, you absolute legend! I finally gave this a crack, using it to connect an arterial and a collector in a really busy industrial area. It was easier than I expected, looks fantastic, and flows like a dream. Thanks man!
I have one question: the SPUI section of the traffic lights video you linked doesn't address right turns, and I found it helped to break the lights out further, and set all the right turns to green on every step (since the rights all have their own lane). Have I missed/misunderstood something here?
Anyway, your builds are gorgeous, your tutorials are really easy to follow, and your content in general has really made me look differently at the built environments around me, which I did not expect. Love your work mate, keep it up!
You nailed it! The right turns are generally free flowing, so always green.
Nice! I was looking to do a more compact version of your SPUI, but this is even better. This reminds me of the intersection at MacLeod & Glenmore trails in Calgary. There's even a "u" turn on that intersection to service roads along the side of the hwy. I modified this for a compact hwy exit along a river where putting a trumpet just doesn't look right with a 3+3 collector heading to the interchange with hwy exit lanes and one entry lane on the river side of the interchange.
Lovely stuff! I miss Newmarket :(
This is awesome, thanks for sharing!
I`m using this trick for old-style dedicated side tramline (from the days when people used trains instead of trams)
Great videos 👍
If some dwv team or studio turned the traffic management minigame of Skylines into its own fully fledged game without the city builder part I would buy it straight away. Or maybe some insanely good modder will make levels with prebuilt cities with bad traffic flow and you get points for traffic flow percentage increase without using eminent domain.
Regardless, I'm obsessed with your bids great stuff!
Much appreciated! The traffic system is what keeps me coming back to cities :)
Very nice!
i love this build, when i throw these in the middle of my cities no amount of traffic ever clogs them up
It is allways so interessting what you are doing and it looks it is so easy, but.....i practice and ......and.....🤣🙋♂
Excellent
I wish trees are added outward bound of the highway on top. In my town, in Scotland, there is a highway intersect junction that very similar to this but instead of only having the white markers on the road and the side of the unusable ones, we actually have a brick wall with trees and grass for decoration.
Uggg! I just put *your* SPUI in my city yesterday! I could totally use this with the smaller footprint. LOL
Do it! Its in the workshop, link in description.
Maaaate, great work, just about to tackle this on my own and baaaam, you did it. Any chance you are uploading this to the steam workshop (havent finished it all yet, sorry if you mention it at the end). Hugs from Australia. NVM, just found the link in the comments and now i have to change my pants I am literally that happy. Thanks again : )🤘
Glad to help, Have fun! :)
Not a fan of a lot of North American city planning (you know, the car-centric ultra-wide roads, endless parking spaces, etc.), but the DD interchange is really clever.
Beautiful as always! i'll go get it from the workshop asap.
But, wouldnt it be...... simpler/easier to have 2 lanes on/off the highway instead of 3 and only do 1 lane each for Right, Left, and Straight on the arterial? Seems like 2 left-turn lanes just makes it needlessly complex.
Thanks! It depends on volume and directionality of traffic. I planned this for high volume in all directions, but the context of where its used is important.
Beautiful. How about a tunnel for the straight though traffic as an addition?
Vanilla overpass project would shine there then but the tunnel entrance would have to be quite far away in order for it to sink below the highway. If money isn't tight, for sure, more complexity would increase thoroughput. A stack can handle some 1000 vehicles while I'd expect a SPUI to sit at around 450-550. Where the SPUI shines is footprint and cost (and safety, but the game doesn't simulate crashes so it's all the same there)
I'd to see you do this but have the highway on top and the intersection on the ground. Reminds me of the intersection in Clearwater FL for US 19 and Gulf to Bay Blvd.
Awesome!
One challenge I'd like to see all these C:S UA-camrs do is solve road networks and transit in a more mountainous city, where you have to work with rolling hills and mountains as oppose to flat ground.
Id love to see a jug handle junctions too, we see those pretty often here in New Jersey. I've tried making one across a highway but because it was two separate junctions, it didn't work too well. Using this trick with node controller would eliminate that.
I think the jug handle best used on arterials
A tip: clicking the trashcan icon in Node Controller usually fixes problems like transition pieces where you don't want them or the opposite, where road type changes but there is no transition.
In retrospect it makes a lot of sense moving the right turns into a larger center node rather than building separate bridge pieces just for that purpose. What method do you use to get rid of the traffic lights poking up from below? I generally place nodes strategically and fiddle around with Node Controller.
I used network skins to remove the lights
I think that the '5 to 3 Merger" into the main freeway will be a problem because it includes a double merger (three lanes into one) onto the main freeway.
That little section is sure to bog down.
Love these tutorials, but I gotta ask. When are we gunna get a New Market video?
this is so good it's evil
SPUI are so good, devs should have made it placeable as an object you just connect roads to. I guess that's the biggest and best thing they could make right now.
on PC we can cope with mods, but console guys cry seeing how good this is.
With IMT, I wish I could get rid of all existing road markings for all roads (vanilla and modded) so I can mark them myself... Otherwise I love using IMT to get things to look more like what I'm used to locally
Crosswalks are removable, but I know a few people who rely entirely on unmarked roads. Theyre in the workshop :)
Hey Yumbl. First of all I want to thank you for your great videos!
Can you tell me which DLCs are your " favorites " and where I can get all your roads?
I'm unfortunately new to CS but would also like to build cool stuff. 😄
Hey! I like mass transit, snowfall, and after dark
@@YUMBL what can you say about new Airports, worth buying?
I dont own it
Any chance you'll do a version of this where the highway goes over instead of under?
so we need a interchange tutorial for cs 2 !
Tried to build this fkn thing for hours 😮💨 Ended up downloading it
My only gripe is the merging lanes before going onto the highway. It stops it being as free flowing as possible and could create traffic as you essential have 3 merging in 3 nodes.
Its flexible to however you want, but this is a realistic scenario. Merging down to one lane before getting on the highway is typical.
How do you time the traffic lights? I tried a 3 way light but when it got the left turns the cars were very cautious getting into the intersection and the light turned red with only a handfull having gone by. This is causing major backups and after 1:30 hours put into the intersection it would be a shame to have to redoit
I have two videos about setting up traffic lights.
Finally! Yumbl downloaded the resize it mod! 😂
Resize it? Still haven’t tried it
We have this thing in Edmonton yellowhead 82st it's same
You should add U-turms.
i'd like to see how you would do a SPUI with an elevated highway with the interchange below. We have a couple in my city and would like to see how you build yours in Cities Skylines
I find that when the nodes get too large, the left turners start and stop a lot as if the intersection was blocked. Yours are not doing that. Why not? Do you have them enter blocked intersections? Maybe a difference in the driving AI setting?
I have them entering blocked intersections on all sides, and also a 2 second red phase in between all cycles to let the intersection clear.
@@YUMBL Fantastic! This is super critical to get the magical traffic flow out of this structure.
@@YUMBL Do I get this right: it's three cycles for the flow + all red in between to avoid cars entering before others have left (straight-red-ON-red-OFF-red)? If so, that's as simple as clever! It takes the negative effect away from large nodes
Thats exactly it! :)
Could you please list the mods you used other than what was mainly used, like how the roads are darker, and how the grass slope is fully green, and also the road mods you used because I’d love to use those. Oh and most importantly the road measurements with units!
Precision engineering
Road options
Nature reserve temperate
Ultimate American roads
:)
While it certainly shows off the details, looking at it, I feel like it would be built with the intersection part on the ground and a simpler overpass.
Most of the ones ive used have the intersection over the highway, but either can work. It depends on existing infrastructure when its being built. If the highway is already elevated then ground intersection maKes sense
I should check this mod out. have you tried making any SPUIs that accommodate frontage roads and a 4 cycle signal for through traffic on them?
We have a few interchanges like that in my city where the freeway replaced a major road and my previous attempts to recreate it with just move-it and the usual traffic tools turned into a bit of a mess
i wish you showed how you made the markings
I have a few IMT videos. Check out the “stay in your lane” thumbnail.
Looks better than the classic method. But stop lines get very far
everyday yumbl's SPUI evolved
Now thats a beautiful built
But i would hate to drive that irl haha
Oh its very easy. I drove one for years without knowing what it looked like from above.
You could have put uturns on that big space though, ❤