Single-Point Urban Interchange Tutorial *SPUI* - Cities Skylines

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hey guys welcome back i'm yumble and we're gonna do another interchange um this is called a single point urban interchange and it's how i like to get cars off of a highway if you're in like a tight uh urban situation and you need to do a small interchange it might be similar size to a diamond but it has a much greater traffic flow so single point urban interchange you'll see i'll illustrate why it's a single point urban interchange in a minute but it's very good in tight spaces and it looks really nice actually when it's all said and done so i really want to i want to sink the highway for this one and i'd i'd compare this one to the partial cloverleaf that we did in last video it's similar it might be not quite as it might not move traffic quite as well but it's really good in tight spaces i think that's where it actually excels for this you're going to need a couple mods right there i've just used anarchy so you can see it there road anarchy you can toggle the node snapping to do what i've just done it's called fine road tools and fine road anarchy they work great together but i wanted to go 16 units out to the sides using precision engineering another mod in the steam workshop 16 units out from the center of the road this is important we're going to be working from the center on this one because that spot is where all of the left hand turns are going to converge which is great single point urban interchange we're creating the single point right now additionally i guess i can just select these two i want to i want to go negative 12 with the highway i want to go negative 12 meters because we're gonna we're gonna sink this highway that's what's gonna happen so there's our sunken portion that's uh that's our guideline for sinking the highway we're gonna go to object height with the um these two nodes it looks like it's the road on top it's not it was the the highway that i was selecting we've got those two nodes directly under this sunken down negative 12. um i'm also going to let's see how far apart are these i forget i forget how far apart these are but we're absolutely about to um slope these down and this just happened to work like perfectly the way that the the nodes on the highway worked out i didn't actually change anything about them let's get this back to normal so these are actually nice 12 units spaced they look a little bit that said 99 meters 97 meters they might be slightly off but it's it's okay it's going to look very very nice regardless so you know 96 meters whatever whatever 12 units is normally is fine 96 meters these might be slightly off 99 whatever they're close enough so a few segments sloping down um you know from the from the top to the bottom 25 units that looks nice you know that's it doesn't have to be perfect and i'm going to be designing the road using the two-lane one-way road if you saw the park low video the partial clover relief video from last week you know that i like designing with this type of road if you've seen any of my videos you know that i like designing in this in this road you kind of simulate the highway before you upgrade everything to the actual highway now this is a this is a normal four unit 32 meter spaced highway um this is standard spacing all the interchanges in the game that that come with the game if you go over to the interchanges you'll see that these are all like this is a cloverleaf same spacing it's hard to illustrate it that way you can see that it's it's the same spacing though if i were to delete some segments i could easily add this cloverleaf uh we're not doing that we're doing this custom because it feels good and it's fun and you can make like cool stuff and make it your own so i want to do the same spacing as this one over here so i'm looking for 32 meters and we're actually going to connect right to this center point here with an elevated road so you'll this is going to be weird for a little while because we're going to be using a lot of anarchy but it'll make sense soon we're going to do the same thing over here so 4 units away 32 meters straight up using the freeform road tool i don't know if i said that but the freeform road tool is is crucial freeform road tool four units away using the road guidelines click up above the road and then connect it to that center point and right now that center point is actually a grounded road so it's ripping the texture we're gonna fix that in just a minute though it's gonna look real nice uh four units 32 meters same on the other side these are all of our left hand turns we're putting in now you'll see what that means shortly like you'll see what that means in practical terms so here we go we're starting to look like something real something something legitimate legitimatish um there's a trick to this i'll show you the trick in a second but i'm going to connect these back to the road with grounded grounded bits here and we're just going to go right to these uh these nodes whatever node is over here this says 50 55 meters that's fine we're going to connect this one here i'm still using the freeform road tool and we're going to go 90 degrees the other direction and looking over here 53 yeah it's fine and these will be our highway connections for the for the duration these are the actual places that the highway connects to the to the road um these are all backwards they're the wrong type of road don't worry about it don't don't let it get to you we'll be fixing that up shortly this will also be a grounded road so we'll get these sorted out real quick and those are actually the correct direction oh they're not but here let's uh let's square everything off real quick and actually we we can now extend these roads is something i like to do so i'm just going to give it another 12 units let's let's uh assume that your highway is going to connect to something so to that end we'll just extend the highway the way that it'll be extended we're going to use the on-ramp here or the excuse me highway ramp grounded for parts of it everything is grounded on this except for these the center pieces all have to be elevated you'll see the method to the madness shortly these are backwards and of course i'll show you this thing running we'll actually connect it to the city and put some traffic to it so those are all the grounded roads now the elevated ones are right here so let's respect their elevation i've selected elevated in in fine road anarchy find road tools rather cool so we've got a lot of good stuff going on here except this center piece is still there's no uh there's no uh what's it called there's no pillar there there's nothing holding this up there should be a nice pillar if this were grounded there would be a nice pillar so let's let's make it happen i'm using a six lane road for this part we're going to end up elevating this six lane road but not before i'm actually going to delete half of this leave half of it intact delete half of it and i've found that six units is really really nice here six units elevated because it gets us from this um these trees are kind of my style for showing you so i found that this is about six units away the the top of this cliff here to the center six units if it doesn't look right i'll i'll adjust my math but for now six units or 45 nope 45 meters is not true six units or 48 meters is right where it actually won't affect the cliff at all if you know what i mean it'll it'll uh we won't have too much elevated bridges are expensive in real life we'll put it that way so you'd want to have as little bridge portion as possible as few bridges as few pillars and get it back to ground as soon as possible and that's what we've just done so let's let's ground this thing properly let's or finish this out there we go so there's a there's a grounded portion as you'd as you might expect and then the last second it'll turn into bridge and we're going to clean this up later it's not going to have crosswalks all over it forever we'll get it fixed if you don't fix this also it'll show this like weird crease in the road that we don't particularly want all right so now we're going to use this elevated road again symmetrically using this as a guide essentially using this as a 90 degree guide six units 48 meters perfect that's exactly what we need bloop bloop and this will be grounded we're gonna use the same road grounded and just kidding we're gonna flip it to the the bush road i don't know exactly why i just there's something about the the roads with trees on them they look a little bit nicer a little bit cleaner and now we've got it all the connections are made all of the um i'm going to unpause it and let it play there's nowhere for it to connect to yet so the cars aren't going to use it but you can see we've got plenty of clearance at negative 12 meters the depth of field is a little weird it's not focusing but negative 12 meters the road is dipping down at a at a pretty normal looking grade not too awkward it's coming back out and we're going under this comfortably is the thing you want it to look ideally you want it to look pretty nice by the end some of these roads are not facing the right direction so we're going to turn them the right way if you some of you probably noticed that you probably saw to do but i didn't so we're exiting here so you these need to be facing the same direction so each of their respective uh every ramp has a has a source and they all need to be facing the same direction basically so imagine you're exiting the highway here you want these roads to be facing away from you you know if you're getting on the highway going this direction these roads should be facing towards it and that serves our purpose and also i've talked about lane mathematics in the past i didn't i didn't invent it but i'll use it so we've got our lane math correction now too where our three-lane highway is now going down to two lanes it's going down to two because we're removing one and then for the through traffic they're going go and go in and back up to three because we've added our third lane back in so what i'm going to do i'm going to clean this up in a little while i do want to show you this real quick i want to show you how to use the lane connectors to make this make sense and make it work actually have i used the wrong oh lane mathematics again you got me again lane lane math what a fool i've been what a what a foolish foolish fool so there's a few different types of road that we might use in this situation but i want it to go down to four lanes and with that in mind if there's a regular four lane with no median i'd go for it i have all these modded roads all these assets regular four-lane road no median well no such luck we do have these trees here let's let's do the trees if it's not too weird looking so we're gonna upgrade that to that the elevated one and then the grounded one will be grounded weird that's okay we'll work with it it's gonna function all the same this part just needs to be a bridge because it is a bridge so it has to be elevated in order to have that nice looking uh the pillar in the middle and not a hole in the world and all that but the way that this works with traffic manager check it out is when you're coming on here's what i noticed that the lane math was off if you hit control s control s it'll connect all of your lanes real easy ready click over here control s well this one got a little crazy i'm not sure why let's delete that i've literally never seen this before ever so what i'm actually going to do is delete that and redraw that road assuming it was some sort of glitch i don't have a mod that does that so i don't think i did anything hey and we're back we're fine so if you do control s once again you'll get perfect lane connections assuming your math is good you can do it on the highways too but it's kind of redundant you know the highway pretty much automatically knows how to do this but ctrl s will do those perfect connections now the real action is the rest of this is pretty straightforward the center though is where all the craziness occurs so everything is left-hand turns is what we're looking at right now you might be saying what that's crazy everything is a left hand turn where are you going he's going to turn around at the end he's re-pathing so it's all left-hand turns there's no right-hand turn it doesn't exist any turn that's happening is a left-hand turn and it looks like this and any road that wants to go straight and right just goes straight across those are through our through streets so what you end up with is is two roads that go straight across two lanes rather that go straight across and two lanes that turn to the left so this is fully functional this is like ready to go it's a little weird the bridge transition is a little funky i'm going to see if i can't clean this up a little bit and connect it to some other parts of the city we have like a farm over here this is the city that i'm working on on stream but i'll probably disconnect this highway and recon and connect this one and we'll see how the traffic flows through this one um and actually we're going to get a good comparison between this kind of funny looking partial clover leaf kind of funny looking parklow and our single point urban interchange my money is on the park low it's my favorite it's my it's near and dear to my heart but this can be a very nice looking thing too so i'll check back check back with you in just a moment and we'll see how it looks welcome back everybody here we are about a whopping two hours later i want to say uh maybe one hour of that was was pure detailing and adjusting and then like the rest i was kind of hanging out on twitch um but you know how it goes cool so uh this is the result this is our single point urban interchange single point urban interchange yeah um the reason it's called a single point urban interchange is because all of the left turns have this light in the middle and they uh they all turn left at the light here that's that's all there is to it so the way that it the way that it works is oncoming traffic from the highway or incoming traffic from from this direction if they want to go straight through they can or if they want to go left onto this avenue here or this uh arterial road if they want to go left on it they can take a left there will be a light here it'll turn green at the same time as these guys light and they're allowed to come in if they want to go right they can turn right here and merge merge away so you're going just like i said before going from a six-lane road down to a four-lane road um i opted to do this all elevated because it looked a little weird but by the end of me doing what i was doing it looks a little funny when um when it was two separate like one elevated bit of road here so i said all right we'll just elevate the whole thing and the trees will kind of cover it and that worked out nicely i went pretty minimal with the line tool in the middle a couple little fillers and and the lefts are all highlighted there i thought it was cool and geometrical and i really don't know how these are marked in reality that that seems pretty close but not actually sure and of course we did chevrons on the exits with the intersection marking tool really handy thing also here's another one if you've been around recently you'll probably know this the node controller node controller lets you change the size of the of the corner it lets you change the the size of the node transition so without this it looks like this without node controller you can see this one looks all smooth and and like it connects well and then this one looks all sudden and it looks like ah suddenly they disappeared and suddenly these guys kind of veered to the right with node controller i opted for the number 26 oops that's intersection marking tool i opted for the number 26 smoothness i'm assuming that's some sort of meter count or unit count or something but 26 looked nice on all the sides so i did that over here i did it to the center i don't know if i i don't think i went all the way to 26 for the center but yeah if you want to get back on the highway you just take a right here if you want to go straight across you go straight across a lot of vehicles are coming from our farming i connected this to our farm so a lot of them are taking this left here you so you have to wait at the light these trucks will be allowed to go left at the same time as this lane going left which is not nearly as popular but here they go going left and yeah it's all it's all just set up in lights if it ever backs up to the intersection of course some cars may have to wait but the the way to overcome that would be to upgrade this to a two-lane exit to free up this side but it seems to clear every time so for the amount of traffic that we're currently producing and handling it it works pretty great uh what else i opted to curve this these sides as well if you remember initially this was a straight shot from here to here it was a straight road going across i opted to actually use the electrics road tool to subtract a node from the middle just like you can you can add a node you like using electrics road tool you can subtract a node and of course there's no node there so i got rid of the node and then i took move it and i curved it just so and the way that you know to curve a road this will come in handy if you haven't seen this if you've made it this far in the video you deserve a little a little reward this is that reward so if you go too far with move it the road will actually tear never mind with node controller it will not tear so i take it back i'm going to undo everything i just did usually the road will tear if you curve it too far so you just take it to the point that the texture tears and then move it back a little bit with node controller apparently that doesn't happen i've never noticed that because i did node controller last but yeah it's all set up looks nice with the chevrons and some trees and oh and i opted to do a key wall on the inside just kind of a retaining wall for the traffic that's going under here so there's not this big like dirt wall off on the side you know just kind of looks a little bit nicer this is i think this is an older one in the steam workshop the stone stone key but yeah it all worked out pretty nicely it's handling traffic i usually don't use a timed traffic light this time i opted to um but guys thank you for thank you for sitting through this one this is a single point urban interchange you can dress it up real pretty this will fit in with us in a dense city without taking up too much space and that's why they use it in in real life i've been yumble i stream on twitch at twitch twitch.tv slash humble tv feel free to check out the other videos and tutorials on on the youtube as well and also feel free to join the discord guys thank you so much for hanging out i will see you in the next stream or the next video
Info
Channel: YUMBLtv
Views: 27,688
Rating: 4.928297 out of 5
Keywords: City Skylines, Cities Skylines, Interchange, cloverleaf, vanilla, mods, highway, steam workshop, overpass, SPUI, Single Point, Urban Interchange
Id: hVGsuYhGg9g
Channel Id: undefined
Length: 19min 35sec (1175 seconds)
Published: Sat Oct 03 2020
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