The filling of the unused lanes looks really good, but I would recommend making them filled with some kind of road markings instead and use traffic manager to allow only service vehicles like cop cars and ambulances, that way they get a priority lanes in the roundabout.
@@kennethsideas84 No, although many roundabouts here in Denmark (where many are quite small) have a curbside that makes the road larger, because lorries/semi's wouldn't be able to go around in them, else they'd tear up the grass and foliage on the outside of the road when going in and out of roundabouts. These curbside fields can be used by service vehicles (ambulances, police) if the roundabout is jam-packed with cars.
Great tutorial for some pretty advanced gameplay. I'd personally grown tired of roundabouts everywhere. This adds some variety, and they look cool. Giving the Vanilla Overpass Project a try. i had ignored it previously, as it looked pretty difficult to use. Please keep the tutorial-ish videos coming. They're great.
At some point, the roundabout isn't really being a roundabout anymore, since most people can take the pass overs... But, this can be great to relieve some pressure from a roundabout by at least having the busiest route have their own dedicated pass over.
Dude love left hand bypass. Though I think I'd modify it to have right hand turns break off and then connect straight through traffic to be straight thru. Kinda breaks it being a round about but biggest complaint with roundabouts are wasted motion and energy.
I was trying to achieve a median ramp the other day and I didn't realise that the vanilla overpass project does it so well. I will have to download the mod.
nice alternatives and thank you for showing the builds in action. It does help to understand how exactly these roundabouts work. For surr something to consider to bring my build to the next level!
I have done a custom one with 2 straight overpass (one over the roundabout and the other one with a tunnel) and slip lines to go to the right, and it works really good
The Target/Bullseye Roundabout is very similar to the Echelon Intersection, but Echelons have the perpendicular directions intersecting at two intersections while this is using the parallel directions at the roundabouts.
@@brunoglopes only have a PS4. Tried once on my friends Xbox but not being able to do all the stuff I see PC players do with mods made me quit pretty fast
Honestly the Target RAB was something I was trying to develope. I didn't know it had already been done. No such thing as an original thought. Now that I've seen it built and working, I do intend to build a few in my next city though.
I'm kind of at loss at the last roundabout... it's just kind of like a roundabout but with extra steps... why?? I could only see the point if there were straight through slip lanes coming out from the middle lane (being sunken into the ground because obviously you now have used up all the other levels) @26:10 - When the car comes from the "north" (topside) and wants to continue straight down, it has to take the elevated road up and then merge with cars coming from the left). IMHO a better alternative would have been to use a three level merger: cars want to go left, go into the left lane and up a ramp. Cars going straight through: go into the middle lane and down a ram to subterran level. Cars going Right: use the right lane and just turn right...
Half the traffic is on each roundabout, therefore the junction can handle double the traffic flow. But at that size you could probably do a compact stack junction!
It's for looks only. It eliminates one conflict point per side entering (well, it moves the merging conflict outside of the roundabout). But it's still only one lane per two exits. No need for three levels to go completely conflict free either. Just have one level deal with straight through and right turns, and the other level dedicated to left turns. That'll basically be a stack interchange disguised as a roundabout.
Does that vanilla overpass project also have tram tracks? Because I made a junction like that in my city and it looks neat but also very big and that'd be great if I could switch
I wonder whether we can use the overpass project roads also to create underpasses? I.e. what happens when we use the tunnel version instead of the elevated version? For this two-level roundabout, instead of blocking one lane off, I would just use that one (or at least the second segment of it) as a turn lane, so vehicles which want to turn right at the next exit can already go on the outer lane, the others stay in the inner lane.
@@Akruas I think he is referring to the traffic in the circle that is stopping in the circle to yield to the entering traffic, on the next to final timelapse. The settings do not seem to be correct. Example at 25:23, I think you already fixed it before the end.
Are you using only the Vanilla OverPass Project mod collection in this video? Is the node editor - or the complex road management tools shown in this video - included?
@@Akruas Thank you! What do you recommend to a CS beginner? I can't quite figure out the name of the tools you're using contained in your mod collection, specifically to assign lane paths, to draw road markings on the asphalt, and to fine tune the streets. I'm from Epic Store so downloading them would be a kind of an hassle, so I'd like to keep my mods as few as possible while giving me freedom to do what I need.
@@yosyp5905 I honestly recommend new players to just play vanilla and understand what the game is about, you'll quickly ask "can this feature be improved? can I do this with a mod maybe?" and then you can do a quick google search and find what you need and add it. Don't blindly go into mods just because some guy on YT uses mods.
When the cars have crossed the bridge - passed through the 1st section of the vanilla, and are trying to get from the 2nd to the final 3rd part - they hold their movement, to allow the traffic from the low side access in first, instead of just smoothly merging. What's the deal?
Maybe, I missed something in the final roundabout, but it seems to be overly complex for no reason. I thought you were trying to build an intersection where 2 roads crossed, but the final roundabout was built as if there were four roads crossing. 2 sets of parallel roads perpendicular to each other with one round about elevated.
@@namenamename390 You can't pick the circles on sides of networks and manipulate them as freely as in NC2. You can't make them go up or down and alter the angle separately. NCR sure has some nice features for roads, but roads are far from being the only use for it.
Settings from the NC don't always properly import over to NCR either on exisiting cities. I tried to upgrade to NCR and some the junctions (especially some vanilla overpass ones) totally broke
Wouldn't really have any benefit. The point is that there is one more circle to handle half the traffic, easier to merge into the circles then, more capacity for straight and left turns.
When I add the Small Overpass roads that are to be the Bridge, traffic lights are added, ones that I can't remove with the junction. Why do I get these? (edit: and yes, I do use the "VOP 2-way ones")
It's taken City Skylines so long.... but I'm starting to see glorious NAM mod stuff in City Skylines, instead of SC4RH... That overpass mod is one such thing.
When you were making the last one roundabout and told that this is two roundabouts on different levels I... didn't know what to think about it and couldn't imagine how it would work like. But when you finished I understood that there is no place to get lost - until I go to a roundabout I don't make any decisions. This if I will be on lower or upper roundabout isn't something dependent on me
You need both lanes and nodes between each of the entrances/exits. They should be able to changes lanes in between the roads like people do in real life. Dedicated entrances and then switch before next lane.
I'm afraid of compatibility with old NC which I used in my ongoing projects, don't feel like rebuilding old stuff just because I switched mods. Also new NC lacks some specific advanced features.
In case of the third roundabout, i belive it would be better to go right and straight at the upper and go left at the surface roundabout. Isn't it? So you don't have crossing lines.
The first one would be better suited both straight through paths being served, the second though lacks 2 of the turns and is kind of limited..(tho I guess could be used if one of the roads has more left turns than the other 🤷🏿♀️) the last one actually seems kind of interesting though, might give that one a try in a few areas
There's a traffic test map in the workshop. It's got eight highways feeding constant traffic into the centre so you can test different set ups. Don't remember what it's called though, sorry.
Such an ingenious solution for the junction of two North American stroads! (Long-distance roads lined with strip malls and highway oriented businesses) Much better than a traffic light.
You should use the continue into intersection setting on the roads entering the roundabout so they don't all stop before making the protected righthand turns.
@@Akruas At the end when the camera was just watching the double roundabout the cars coming to the top circle from the right were all stopping before making the right turn. The double roundabout looks great though.
@@jimmypockrus7725 Well those are the cars that are not taking the protected right lane, they merge to the inner lane of the circle and then turn immediately right, so they have to yield to cars in that inner lane. There's nothing we can do, the traffic is just stupid.
Funfact: if you will do a roundabout and then do four roundabouts from entries to the roundabout, then it will be useless, but at least some people will say that you made a magic roundabout
Because they don't need technical mods to work. So while the assets (roads) are bespoke workshop items, they won't break your city if a game update breaks a technical mod.
The vanilla overpass projects are some of the most useful roads out there IMO. I use them pretty much all over my cities
I gotta check those out next time I boot up the game; hope I remember, as well as remember what they're called 👀
The filling of the unused lanes looks really good, but I would recommend making them filled with some kind of road markings instead and use traffic manager to allow only service vehicles like cop cars and ambulances, that way they get a priority lanes in the roundabout.
I’ve never seen that in a real roundabout. Do you know of any?
@@kennethsideas84 No, although many roundabouts here in Denmark (where many are quite small) have a curbside that makes the road larger, because lorries/semi's wouldn't be able to go around in them, else they'd tear up the grass and foliage on the outside of the road when going in and out of roundabouts. These curbside fields can be used by service vehicles (ambulances, police) if the roundabout is jam-packed with cars.
Great tutorial for some pretty advanced gameplay. I'd personally grown tired of roundabouts everywhere. This adds some variety, and they look cool. Giving the Vanilla Overpass Project a try. i had ignored it previously, as it looked pretty difficult to use. Please keep the tutorial-ish videos coming. They're great.
At some point, the roundabout isn't really being a roundabout anymore, since most people can take the pass overs...
But, this can be great to relieve some pressure from a roundabout by at least having the busiest route have their own dedicated pass over.
Dude love left hand bypass. Though I think I'd modify it to have right hand turns break off and then connect straight through traffic to be straight thru. Kinda breaks it being a round about but biggest complaint with roundabouts are wasted motion and energy.
I was trying to achieve a median ramp the other day and I didn't realise that the vanilla overpass project does it so well. I will have to download the mod.
This video makes me want to pick up cities skylines again. The overpasses really needs to added natively in a dlc or in CS2
holy moly, that last round about is stunning. it has real world potential. great work.
I enjoy how compact it is and still dose the work of a major intersection, I can see some real world use with this.
The last one was amazing, the combination of all the unifiedui mods is the best thing that could have happen to that game.
nice alternatives and thank you for showing the builds in action. It does help to understand how exactly these roundabouts work. For surr something to consider to bring my build to the next level!
I have done a custom one with 2 straight overpass (one over the roundabout and the other one with a tunnel) and slip lines to go to the right, and it works really good
So the roundabout would only be used for left turns then
@@thetimelapseguy8 yes, this is the idea
The Target/Bullseye Roundabout is very similar to the Echelon Intersection, but Echelons have the perpendicular directions intersecting at two intersections while this is using the parallel directions at the roundabouts.
Have never played this game but your builds are so good here I am watching a tutorial
You should play it! It’s really good fun
@@brunoglopes only have a PS4. Tried once on my friends Xbox but not being able to do all the stuff I see PC players do with mods made me quit pretty fast
Honestly the Target RAB was something I was trying to develope. I didn't know it had already been done. No such thing as an original thought. Now that I've seen it built and working, I do intend to build a few in my next city though.
Not a bad thing though! Can also work on improving a design.
"Reft... left ... grr, Right" 24:09
Haha I love it :)
Damn, this is so big brain project, makes Cities Skylines looks like it's in another whole level
I'm kind of at loss at the last roundabout... it's just kind of like a roundabout but with extra steps... why?? I could only see the point if there were straight through slip lanes coming out from the middle lane (being sunken into the ground because obviously you now have used up all the other levels)
@26:10 - When the car comes from the "north" (topside) and wants to continue straight down, it has to take the elevated road up and then merge with cars coming from the left).
IMHO a better alternative would have been to use a three level merger: cars want to go left, go into the left lane and up a ramp. Cars going straight through: go into the middle lane and down a ram to subterran level. Cars going Right: use the right lane and just turn right...
Half the traffic is on each roundabout, therefore the junction can handle double the traffic flow.
But at that size you could probably do a compact stack junction!
It's for looks only.
It eliminates one conflict point per side entering (well, it moves the merging conflict outside of the roundabout). But it's still only one lane per two exits.
No need for three levels to go completely conflict free either.
Just have one level deal with straight through and right turns, and the other level dedicated to left turns.
That'll basically be a stack interchange disguised as a roundabout.
Thanks for the video, some great ideas there that I'm going to try in my own cities!
Does that vanilla overpass project also have tram tracks? Because I made a junction like that in my city and it looks neat but also very big and that'd be great if I could switch
I wonder whether we can use the overpass project roads also to create underpasses? I.e. what happens when we use the tunnel version instead of the elevated version?
For this two-level roundabout, instead of blocking one lane off, I would just use that one (or at least the second segment of it) as a turn lane, so vehicles which want to turn right at the next exit can already go on the outer lane, the others stay in the inner lane.
The logic behind the second one is quiet easy. It's just splitting up a roundabout into two roundabouts for the axis roads.
17:06 how did you rase roads that were already drawn? I have the tools just dont know how to do that function
Move It mod and by default page up or page down keys.
Why are cars on left turn stoping between segments? Bottom left on final time lapse. How to solve it?
They are yielding to traffic on the circle, that's how it should be
@@Akruas I think he is referring to the traffic in the circle that is stopping in the circle to yield to the entering traffic, on the next to final timelapse. The settings do not seem to be correct. Example at 25:23, I think you already fixed it before the end.
Are you using only the Vanilla OverPass Project mod collection in this video? Is the node editor - or the complex road management tools shown in this video - included?
Those are separate mods
@@Akruas Thank you! What do you recommend to a CS beginner? I can't quite figure out the name of the tools you're using contained in your mod collection, specifically to assign lane paths, to draw road markings on the asphalt, and to fine tune the streets.
I'm from Epic Store so downloading them would be a kind of an hassle, so I'd like to keep my mods as few as possible while giving me freedom to do what I need.
@@yosyp5905 I honestly recommend new players to just play vanilla and understand what the game is about, you'll quickly ask "can this feature be improved? can I do this with a mod maybe?" and then you can do a quick google search and find what you need and add it. Don't blindly go into mods just because some guy on YT uses mods.
When the cars have crossed the bridge - passed through the 1st section of the vanilla, and are trying to get from the 2nd to the final 3rd part - they hold their movement, to allow the traffic from the low side access in first, instead of just smoothly merging. What's the deal?
Could you use move it and sink the roads after your done? Or does the elevation have something to do with traffic
Try it and see
Maybe, I missed something in the final roundabout, but it seems to be overly complex for no reason. I thought you were trying to build an intersection where 2 roads crossed, but the final roundabout was built as if there were four roads crossing. 2 sets of parallel roads perpendicular to each other with one round about elevated.
Is this mod Vanilla (no DLC) compatible? I can't find the streets used in the very first beginning of the video. (2 lanes + 2 lanes)
These are the roads, yes they are compatible with the base game steamcommunity.com/workshop/filedetails/?id=2056021436
How do you make the filled concrete supports for elevated roads instead of pillars?
That's part of the Vanilla Overpass Project roads, it's done automatically.
By the way, why aren't you using Node Controller Renewal? You already have all other mods by MacSergey, so why not that as well?
Because it doesn't have the advanced stuff that I'm using all the time, even here.
@@Akruas can you give me a specific example? I can't think of anything NCR can't do that NC can off the top of my head
@@namenamename390 You can't pick the circles on sides of networks and manipulate them as freely as in NC2. You can't make them go up or down and alter the angle separately. NCR sure has some nice features for roads, but roads are far from being the only use for it.
Settings from the NC don't always properly import over to NCR either on exisiting cities. I tried to upgrade to NCR and some the junctions (especially some vanilla overpass ones) totally broke
@@Akruas ah ok, thanks
I am still a little hazy on the concept of the target one. Why isn't the second roundabout going the opposite direction?
Wouldn't really have any benefit. The point is that there is one more circle to handle half the traffic, easier to merge into the circles then, more capacity for straight and left turns.
What is the distance between the nodes?
Turboing a roundabout is the way I've gotten the most throughput. It's just lane connectors, really.
Great video. How do you get your streets to look black? Mine look medium light grey.
steamcommunity.com/sharedfiles/filedetails/?id=1959183067
When I add the Small Overpass roads that are to be the Bridge, traffic lights are added, ones that I can't remove with the junction. Why do I get these? (edit: and yes, I do use the "VOP 2-way ones")
use traffic manager to remove the traffic light
Hi, what mod do you use for example at minute 27.35 to make intersections between unjointed nodes? Thanks
Type the timestamp as 12:34 please.
@@Akruas thankyou!
Amazing roundabouts. can we get them in steam workshop?
It's taken City Skylines so long.... but I'm starting to see glorious NAM mod stuff in City Skylines, instead of SC4RH... That overpass mod is one such thing.
When you were making the last one roundabout and told that this is two roundabouts on different levels I... didn't know what to think about it and couldn't imagine how it would work like. But when you finished I understood that there is no place to get lost - until I go to a roundabout I don't make any decisions. This if I will be on lower or upper roundabout isn't something dependent on me
Exactly
do you have that third target roundabout in the workshop?
Hmmm seems the target roundabout might work better if they were different directions so 1 gets the left turns and 1 gets the right turns.
DUDE, how can you keep blowing my mind off??? 😄😂🤣
You need both lanes and nodes between each of the entrances/exits. They should be able to changes lanes in between the roads like people do in real life. Dedicated entrances and then switch before next lane.
instead of doing an overpass, can you tunnel underneath?
What are your opinions on new node controller you don't seem to be using it.
I'm afraid of compatibility with old NC which I used in my ongoing projects, don't feel like rebuilding old stuff just because I switched mods. Also new NC lacks some specific advanced features.
Ty sooo much! This is what I need in my city.
Which theme is this pls cause your roads are darker and the lines are white
In case of the third roundabout, i belive it would be better to go right and straight at the upper and go left at the surface roundabout. Isn't it?
So you don't have crossing lines.
What's the shortcut to set the elevated to all the same level?
You need to set it yourself in Move It settings.
Great tutorial. 👍🏾 Thx.
How to built a tunnel on road by this mod? Tks!
What mod?
The first one would be better suited both straight through paths being served, the second though lacks 2 of the turns and is kind of limited..(tho I guess could be used if one of the roads has more left turns than the other 🤷🏿♀️) the last one actually seems kind of interesting though, might give that one a try in a few areas
What kind of map setup does he use to generate traffic like this in an empty map??
There's a traffic test map in the workshop.
It's got eight highways feeding constant traffic into the centre so you can test different set ups.
Don't remember what it's called though, sorry.
How did you turn the white lines into pavement?
Intersection Marking Tools mod
@@Akruas mind sharing specific step(s), please?
@@rizkiramadhan9266 select pavement from the drop-down menu in fillers, its really not hard
@@Akruas okay, thank you very much
I can't get this to work for me. It just keeps raising the ground level, rather than being on pillers.
Hi
What is mod for elevation step please ?
steamcommunity.com/sharedfiles/filedetails/?id=1844442251
Very interesting, thank you !
Very late to the party, but amazing video thanks
What are the mods that you used here?
Move It, Fine Road Tool 2, TM:PE, Node Controller, Intersection Marking Tool, Network Multitool, Roundabout Builder
Nice tips and thanks for your videos and series ! So easy with mods and assets..im jealous on my PS4 😭
Where do you get overpasses?
steamcommunity.com/workshop/filedetails/?id=2182208524
Such an ingenious solution for the junction of two North American stroads! (Long-distance roads lined with strip malls and highway oriented businesses) Much better than a traffic light.
noob question guys why do his roads look like that (a bit different than mine) is he using a mod or sth ?
Different how? The color? Thats this steamcommunity.com/sharedfiles/filedetails/?id=1959183067
@@Akruas thanks man your tutorials are great you honestly deserve more subs
I donot like to use anarchy option for some reason thats why i dont use VOP.
Thank you for 60FPS
The Straight Bypass is actually reality in a Junction in Our Capital
Thanks!!!! Gonna try these in my game. Where are you from btw?? (My guess is Czech Republic haha 😏😏😏😏)
Woow justo lo que necesitaba
Very interesting!
You should use the continue into intersection setting on the roads entering the roundabout so they don't all stop before making the protected righthand turns.
They don't stop for right turns though
@@Akruas At the end when the camera was just watching the double roundabout the cars coming to the top circle from the right were all stopping before making the right turn. The double roundabout looks great though.
@@jimmypockrus7725 Well those are the cars that are not taking the protected right lane, they merge to the inner lane of the circle and then turn immediately right, so they have to yield to cars in that inner lane. There's nothing we can do, the traffic is just stupid.
why you discarded one lane and filled it with filler? thats exit lane. now you are using inner most lane for both exit and going straight.
They both come from one lane anyway, no point splitting it on the circle. It would only create more intersecting points.
I f the outer lane would have a higher max speed, I guess they wouldn't use the inner lane to make a quarter turn.
So satisfying
So nice!!!
Funfact: if you will do a roundabout and then do four roundabouts from entries to the roundabout, then it will be useless, but at least some people will say that you made a magic roundabout
magic roundabout is 7, not 4. that's why the multiple roundabouts work within it.
I hope you have a saved game of this and share to us :(
And next week the same for trains!
& put inside
1 ambulance 🚑
1 fire fighter truck🚒
1 police car 🚓
1 towing truck
on helipad 🚁
Is the game still crappy without mods? It's been a few years since I've played it
yes, without mod is bad
my game doesnt has all these feature .. . . 😐
Mods, check the link in the description.
TY
satisfying😍
yo i live next to a roundabout called the target roundabout
* akruas still uses NExt 2 *
*mega facepalm*
Yeah, I'll get rid of it.
Aint nobody got time for that.
Dinesh D'Souza!
I hope one day i will have a computer 😂 so i can be play cities skylines hope so 😢
a Mod that calls itself Vanilla..
It's not "how they look like" it's "what they look like". Common mistake among non native English speakers :)
ako je to možne že každeho čecha co hovory po anglicky hned viem identifikovat XD
This is not on ps4
Why is it called vanilla? Despite they are not vanilla.
Because they don't need technical mods to work.
So while the assets (roads) are bespoke workshop items, they won't break your city if a game update breaks a technical mod.
👍👍👍👍❤️❤️
Is that you pewdie?
Console tears are real
Crying with PS4...
# 3 has no way of going straight, nice joke
bla blaa blaaa
This mod glitches for no reason, every single time without fail. Worst mod ever with a cool idea.