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Posted: 26 Jun 2007 07:56
by Wile E. Coyote
DanMacK wrote:Here in North America we call 'em Cloverleafs, but this is I believe what you're talking about.
Yes, that's it! :D
zero1000 wrote:something like that?
Or even that?

Posted: 26 Jun 2007 11:30
by lifeblood
That highway has some of the oddest interchanges I've seen. It's a beautiful looking city, though.

Posted: 26 Jun 2007 12:40
by chipetke
Wile E. Coyote wrote: Or even that?
That road junction is impressing... But that railyard under the junction is quiet huge :shock: :o :D

Posted: 27 Jun 2007 07:19
by Wile E. Coyote
I quickly drew schemes for few more junction types. I think all 4-way junctions are covered now. For 3-way junction there are clasic trumpet, semi-butterfly and Y-junction (I'll provide pics if needed).
And maybe to split this junction discussion? It's maybe going OT...

Posted: 27 Jun 2007 07:32
by zero1000
look here (sorry it's in german): http://autobahnkreuze.hb80.de/home.php?

Posted: 27 Jun 2007 07:39
by Wile E. Coyote
What a nice source! :D
Never mind it's not in English, pictures say all. :)

Posted: 27 Jun 2007 07:51
by RK
But it's the US-Set...
The clover leaf is very common in Germany, because it's efficient and cheap (just one bridge). Other dispositions are mainly in bigger cities, which does not count much of the Autobahn-Network.
You won't find those overland Highways in the US. Most multi lane ways are inner city and show a lot of crazy dispositions due to lack of space.

Just my experience, based on images, films and games. :D

Posted: 27 Jun 2007 08:08
by zero1000
RK, you're right. but the discussion has already left the us road set topic. anyway, at the moment we cannot upset any good looking highway intersection in TTD.

Posted: 27 Jun 2007 09:10
by Wile E. Coyote
I think only classic cloverleaf is possible to make good in TTD. BTW, in Serbia are in use mainly 3rd and 4th intersections I drew.

Posted: 27 Jun 2007 09:43
by wallyweb
RK wrote:But it's the US-Set...
The clover leaf is very common in Germany, because it's efficient and cheap (just one bridge). Other dispositions are mainly in bigger cities, which does not count much of the Autobahn-Network.
You won't find those overland Highways in the US. Most multi lane ways are inner city and show a lot of crazy dispositions due to lack of space.

Just my experience, based on images, films and games. :D
Actually the US has a very extensive interstate highway system. There are several locations, away from urban areas, where two or more of those interstates intersect and the interchanges are appropriate to the situation. Major urban areas tend to have one or more ring roads built to interstate standards and these often give rise to some very interesting "spaghetti" junctions.
A prime motivator for this network is the population density, which is considerably lower than in Europe. A consequence of this is more reliance on intercity bus services than on passenger rail. Also, freight shipping relies heavily on trucks with rail being used more for larger shipments and bulk cargoes moved over long distances.

More information here

Posted: 27 Jun 2007 14:10
by lifeblood
Great discussion, but can a moderator please split the off-topic posts on interchanges?

Posted: 06 Jul 2007 00:24
by OzTrans
... North American Roads Set ...
You may have noticed, that the title of this topic has changed ... that is what we are going to call this set in the future.

Why 'North American ...' ? This set is designed for the geographical region of North America.

Why '... Roads Set' ? This set will become a total infrastructure replacement set for the Roads construction menu.

It will, too, replace the US Roads Set ...

HOTFIX : US Roads v0.86a [5 Jul 2007]

If you are using the US Roads Set v0.86, together with any version of the Canadian Trains Set (CanSet) AND any version of Narrow Gauge Rails (NGRails) you should upgrade to v0.86a of the US Roads Set to avoid nasty surprises. There is no new content, just a nasty bug fixed.

@krtaylor : please update the .GRFs on your website.

Posted: 06 Jul 2007 01:37
by lifeblood
Alright. Time for a "poll the audience" brainstorm session. Skidd's one-way markings are great for second generation roads, but we need one-way markings that will work with first generation roads - brick and dirt surfaces. OzTrans has suggested a sign, but it may be too small. Any ideas?

Posted: 06 Jul 2007 01:41
by krtaylor
OK, updated, please check the Readme for accuracy.

Posted: 06 Jul 2007 02:35
by wallyweb
lifeblood wrote:Alright. Time for a "poll the audience" brainstorm session. Skidd's one-way markings are great for second generation roads, but we need one-way markings that will work with first generation roads - brick and dirt surfaces. OzTrans has suggested a sign, but it may be too small. Any ideas?
I'm with the signs. You can't paint arrows on dirt in a manner that they stick around much after the first vehicle drives over them. Next, painting arrows on cobblestones (bricks) is tantamount to sacrilege. A sign by the side of the road would be most accurate although I don't know if they had one way roads back then (I'm not THAT old you know. :roll: ) but definitely they did not put paint on the roads, which begs another question ... will we need to paint arrows on the snowy roads too? :wink:

Posted: 06 Jul 2007 05:37
by OzTrans
krtaylor wrote:OK, updated, please check the Readme for accuracy.
Many thanks, ReadMe is ok.
wallyweb wrote:I'm with the signs. You can't paint arrows on dirt ... [and] ...will we need to paint arrows on the snowy roads too ...
If the player wants to have snowy one way roads, then yes we would need arrows on snow too. But this was my thinking exactly, who is going to paint those arrows after every snowfall or maintain them on dusty dirt roads.
lifeblood wrote: ... a sign [for one way dirt roads], but it may be too small ...
the signs on railway crossings look large enough to me.

I still favour a sign, but what about a road barrier half way across the road on the lane vehicles cannot enter and placed such that the 'pointy arrow end' is close to the road tile edge. If players place the 'arrows' carefully there should not be a problem with overtaking vehicles driving over the barriers. You only need 'arrows' near intersections to direct traffic.

Posted: 06 Jul 2007 11:10
by wallyweb
I may have a suggestion but before I propose it I need some information.

How are the arrows currently rendered on one way roads?
Are they a separate sprite with a transparent background?
or
Are they drawn right into the road surface such that a one way road surface with an arrow is all one sprite?
I suspect the former as, currently, the arrows can be made to disappear after the road tile is designated as one way and the road building tool is closed.

If this is the case then perhaps the arrow can be replaced by a "do-not-enter" sign which is a red circle with a red bar across it. The circle should appear to face the traffic that is to be barred from entering. The reverse side of the sign should be black or white with no graphics. This sign can be mounted on a post and displayed in game in much the same way as are the semaphore signals. It might be a good idea to have two such signs ... one on each side of the road. This way the road can be kept clear with no barriers and there would be no concerns about the sign being wiped out by "blowing snow", "drifting sand" or "speeding traffic". The signs might have to be drawn a bit larger than expected so as to display properly, but then this is TTDX we are talking about where proportions are often sacrificed for functionality.

Posted: 06 Jul 2007 11:22
by eis_os
The overlay (as in Loco) is not traffic side aware and is a overlay when building only.

Posted: 06 Jul 2007 11:54
by Dave
I always had the idea of drawing an overlay that made the side of the street look like parking spaces, or flowerbeds or extended sidewalks, etc.

Posted: 06 Jul 2007 12:15
by wallyweb
Here is my concept.
Pardon the artwork ... I must confess to not being an artist. :wink:
Note that because the signs are on both sides of the road, it is traffic side neutral and should fit in with eis_os' overlay concerns.