Actually, it's a major clusterfuck. There's so many problems with this, almost everything needs to be re-engineered. First of all, a decent interchange has four way direction - including coming back in the opposite direction (a way to make up for an earlier mistake). To keep up the speed, thus the efficiency, the elevation needs to be less than 2% and turns with less than a radius of 600 m for 120 km/h. Number of lanes also need to be increased in the interchange to keep up the speed. To make it all economically viable there needs to be buildings, parking lots, shopping center, restaurants and hotels in each quadrant. This is best done with a roundabout to connect it all which second as an alternative for they who are confused or not sure where to go and need to circles a couple of times before they choose. An intersection like this needs a capacity of 50x the speed limit in km/h to avoid jams on a day when the highways are 90% utilized. Finally, all acceleration and de-acceleration lanes need to be at least 30 seconds which translates into 800 meters for a 120 km/h highway. An interchange basically needs 10x the size of the speed limit - for 120 km/h it means 1.2 square km. Anything less and you will produce jams and poor economy.
That is so great!! Also idea: instead of layering roads in -12; 0; 12; 24m, you could layer them at -18; -6; 6; 18m. It would me more... symmetrical? And you can use shorter ramps, if you don't have much space.
My idea exactly! If I'm right now you have 0 and -12 main roads connecting to the +12 and +24 overpasses. Using -24 instead of +24 would make the maximal height difference lower. Then bump up everything +6 and you have full symmetry!
It'd also be way more realistic. 12m is almost 40 ft tall. 24m is close to 80ft. That's absurd considering most bridges don't eclipse 25ft of clearance. Even if that's the surface of the road, it's only 5 feet or so thick. 10 max
Please don't skip the Interchange marking part. I would really love to watch that part. I love how you create all the details and explain. Please continue this series with Interchange marking part. Thank you. Really appreciate your work. Great content. I subscribed to see more great works & detailed designs.
Made my very first stack interchange following this guide, thank you. Was a bit tricky since my highways aren't perpendicular but still managed to do it haha.
The most useful part of this video is learning how to make a stack interchange. But the second most valuable is absolutely learning about the Home button shortcut.
This is awesome. I’ve just finished making my own version of this. Had to adapt a bit because the 2 freeways weren’t intersecting on a 90° angle, but it worked out perfectly! Thanks a lot buddy
I plopped Yumbl's stack yesterday. With minor changes to account for my traffic bias it's working great. Looks good with all the markings done. Thank you Yumbl!
Thank you for this video. Took me a long time to get it right because I'm playing on Xbox. Ended up having to have both highways underground because the pillars kept clashing with the highways. It works so much better than the roundabout I originally used and now my traffic is up to 92%
I keep coming back to these for reference and I just realized you have the perfect place to put support pillar now. The junctions where the right and left turn ramps meet on the corners of the "cross." It gets the concrete pillars out of the way of out of control cars.... Probably preferred in real life too.
My city (Albuquerque) has one of these that is pretty much the same in basic components, but it's at an angle and has more lanes, so it looks extremely large and complex. It's called "The Big I" by locals.
Those Albuquerque freeways are actually beautiful with the Mexicali trim--lots of orange and sky blue on the sides of the overpasses and retaining walls. Makes a typical concrete jungle city into something aesthetically pleasing!
@@YUMBL Elevation and tunneling both drive costs up, I am sure that the way both are constructed has a lot to do with original and ongoing maintenance. I try and keep everything ground level as much as possible so I think my 4 levels would look a lot different in the interests of keeping cost down, but the 2 main roads would be in the trench and directly on the surface for sure, . Then the left turn ramps would be on dirt as long as possible. I am sure there is a sweet spot with dirt ramps too.
@@YUMBL Yeah I saw all that evelvation and kind of wondered. The Pinavia just looses I saw Czardus suffer through doing his monster and decided that was not for me. I do try an keep in mind this is just a game too. There is no way the kind of landscaping done in game would ever get planted between fire, collision and whatever other hazzards. Including the pruners, have you ever hired the guys that do the big trees? good Gawd!
Actually this one only takes up less space in the plane/plain, but it needs a lot more space in the depth than a clover leaf. Basically you can build the whole clover leaf on ground level except for the center piece where the main directions cross, which is considerably less construction effort. Additionally, a clover leaf junction allows for going back in reverse, so you could easily come back to a junction you missed previuosly. Despite this, the stacked interchange might actually perform better, especially in the game environment.
Detailed guide. Thanks. Freeform works, curved road works too to get the big curved part. Maybe that will guarantee a 180 degrees. I usually go for +/-10m off ground, then 8m per stack, works most of the time.
Try doing this on console; it's much harder to do, we don't have any mods and far less vanilla options. To do what you did in the first 10 mins takes around 1 hr and when you know how to do it; around 30 mins. Still I love these videos because it really helps traffic flow👍
For measuring the 45°, I would demolish the highways in the center except for the little 4*4 square, go out 14u perpemdicular from all the corners so you get a #, then connect the ends, then with grid snapping on you draw the 2u road parallel to the ~20u road centered on it's ~10u node, demolish the ~20u road, draw another 2u road in it's place, demolish the other 2u road, done. This is gonna be 2m off compared to the method shown in the video, also certainly not as easy or quick, but you don't need any mods for it. My 2 cents. Great tutorial btw, I was always afraid of building a stack interchange. With thar 4 levels it's pretty intimidating. So thank you!
Great idea! I’m a big proponent of using roads as “scaffolding” to measure and mark positions in any situation. Always use a template for heights as well. With mods you can build the whole intersection flat and determine heights later. Thank you for watching :)
LA has the world's first stack Interchange, build in 1953 for the crossover of the SR-110 and the US-101. It's usually called "The Four-Level" in LA traffic broadcasting--though the type of interchange is named after one of its older nicknames, "The Stack." The turning lanes bow out a bit more before beginning the turn and pass closer together at the center, so it looks more like a flower from above than an iron cross, and actually has the straight-thrus on the top and lower-middle decks.
A modification would be to have the crossovers occur about halfway between the point where the right hand turns branch off and where the two highways cross. Doing that allows you to bring all 4 left turns to a single point where all 4 left turns can take place simultaneously and only have a 3 layer stack.
Wonderful idea! That is actually called a Turbine. Ot requires a compound curve which is much more difficult than a stack in my opinion, but they look amazing. Thanks for watching!
@@YUMBL Actually, what I was thinking is slightly different than a turbine. The 4 left turns come together at a third layer of the stack that is set up like a SPUI except the off ramps from the highways cross over the on ramps so that traffic flow at the SPUI is UK style. That allows all four left turns at the SPUI to take place simultaneously.
@@YUMBL not exactly a roundabout per se. Yes, all traffic is flowing in a counterclockwise direction. But picture a standard intersection in the UK where they drive on the left. Cars at that intersection can all make left hand turns at the same time with out crossing traffic. Now make the “intersection” larger so it isn’t a 90 degree turn. That’s basically what I had in mind as the middle layer between the at grade highway and the elevated one.
High marks for symmetry but the one suggestion I have is that you make the overhead ramps diverge a little farther away from the straight through routes. It's rare that they are that tight together, usually they'll curve out more before changing direction and crossing over head. That way you can fit more columns at more realistic spots.
The anxiety I get watching those sudden merges happening between two platoons of traffic up high on those flyovers..... Would definitely need two lanes coming down those ramps, but this is such a cool concept!
And I built one of these too! (Did your SPUI last night). Once again Yumbl thanks for the tutorial, I have thought long and hard about it and finally come to the conclusion that building roads is my favourite thing to do, and your tutorials have helped enormously. I don't think anyone else on TH-cam is doing these interchange tutorials as well as you sir. Might I make a humble request though - could you do a quick video on the Y interchange, joining three highways together? I really struggle with those! Thanks again for all your efforts, makes me at least a happy Cities player.
This is the nicest-looking, most compact stack I've ever seen. I'd put one in my city except we already have one and it intermixes local and express highways, effectively making it a 4-direction 8-way, if that makes sense. It's very wiggly and organic-looking, and I call it the Big Chungus because it's absolutely outrageous. Actually, I think tomorrow I should build a sanitized version of the Chungus in the editor (one that isn't trying to squeeze around historic city buildings). I could plop it into that interchange testing map and run all 8 highways through it. That would be fun to watch!
You are amazing. I learn so mutch and i need somthing witch helps me to calm down from work. Thank you so mutch i is a pleasure to watch, and try by my self.😃😃😃
The most ingenious interchange is like the Rte. 8 and I-84 interchange in Waterbury CT, where you have all four directions stacked each having their own level, thereby reducing the horizontal footprint!
I do this kind of interchange sometimes. So I know this is an old video but there is one more thing. The flyover sliproads may need lane mathematics when they merge. And then converge again before merging into the highway.
Historic Reference: The first of these, completed in 1949, is in Downtown Los Angeles, and is known as the 4-Level Interchange. Due to integration with surrounding topography, the layers are unusual: The bottom layer is the NE/SW interchanges, the next is the N-S through lanes, next is the NW/SE interchanges, and the top is the E-W through lanes.
You’re exactly right! About the efficiency, and node controller not being featured in the vid. Feels more like part of the detailing process, but some people would like to see that too. Thank you for watching!
Make space inbetween your main highways as they meet at the interchange so that your left hand turns can branch off the middle. This way left turning cars can stay in the left lane, cars continuing forward can stay in the center lane, and cars turning right can stay in the right lane. It gives the traffic better flow and is more logical.
I would recommend adding a short section of two-lane road at each merge, for lane mathematics sake. It'll help it flow a little more naturally. EDIT: seconds later, the very thing i said is recommended in the video, lol.
Very nice. Only issue is you have Level 1 crossing left at Level 4, creating a steeper incline than needed. I would make Level 1 left at Level 3. And Level 2 left at Level 4, to keep the inclines symmetrical in all directions.
Welcome to my mini-essay. Having the elevation difference at 12m is overkill. The interstate standards state that the minimum overpass clearance is 16ft (4.9m) [1], which is apparently only necessary due to national security concerns (for very tall military vehicles) [2]. Assuming that the base of a Cities: Skylines overpass is about 2m, that would make the actual minimum elevation difference 4.9m + 2m = 6.9m. Adding a bit for roundness and just in case, an 8m elevation difference is sensible. 12m is 1.5 times more than this. Having too high of an elevation difference introduces problems. Firstly, a taller overpass is more expensive, and requires longer slip lanes which are more expensive, but we can ignore the cost aspect for this analysis. The grade of the slip lanes is of more significance. The grade of the steepest slip lane as 8.57%, calculated by dividing the change in elevation (24m) by its horizontal length (35sq * 8m/sq = 280m). For context, on level terrain like in this situation, the interstate standards allow a maximum of 4% as the grade of the highway, up to 5% when in an urban area [1]. The subject is, however, a slip lane which has different specifications. The absolute maximum grade of a *compact* connector road is 10%, but the recommended maximum is 8% [3] (worded as "must not" vs. "should not"). If the slip lane in question was classified as compact, then it would be in violation of recommended guidelines. Compact grade-separated interchanges are distinguished from fully grade-separated interchanges by the condition that at least one of the roads is not free flowing [4], which is not the case here as a stack interchange is, by definition, free-flowing [5]. Furthermore, compact interchanges are not permitted on highways [3], making it clear that this situation must be fully grade-separated. For fully grade-separated interchanges, the maximum permitted grade for a slip lane is 6% [3], which is less than 8.57%, which means that your interchange is AGAINST SPECIFICATION and therefore must be PURGED IMMEDIATELY. 1: en.wikipedia.org/wiki/Interstate_Highway_standards 2: safety.fhwa.dot.gov/geometric/pubs/mitigationstrategies/chapter3/3_verticalclearance.cfm 3: www.standardsforhighways.co.uk/prod/attachments/871d6bff-0126-41b7-bf34-a05c7e74a52f 4: en.wikipedia.org/wiki/Grade_separation 5: en.wikipedia.org/wiki/Stack_interchange
I get what you want to say, but you are measuring from the low road to the bottom of the overpass. Cities skylines is not. The overpasses can be quite thick. Also this is an old video. I use 10m now.
@@YUMBL I really dig aesthetics of your Cloverleaf interchange, but I kinda like using diamond one in game due to its compactness, I tried to do your cloverleaf but it felt so huge 😅. I can't wait to see whats gonna be next on your schedule :D
@@YUMBL I tried your Clover on a new game in first plot of land, when I was done I almost had no space to zone anything... I was like... "Yup, that ain't gonna cut it 😅" Il defo check your workshop builds :)
A) A pillar with cantilevers right in the middle of the whole thing would look really good I think. B) I think it looks a lot better with the lefts as the top two layers, but them being in the middle is more realistic C) what's it called when the lefts exit from the left side and merge from the left? Detroit has quite a few of those.
For the people who wonder if this is possible on console: yes it is possible in this way. Just make sure one highway is underground and the other is on the ground so the pillars can be placed more easily
Nice one, though I'd really have taken the time to turn the lower ramps into two lane highways for completeness' sake. What makes the stack so cool is that it's basically conflict-free. Adding yields on every corner creates four major conflicts. Also, concerning visuals , I always use Network Skins to remove the lane arrows and streetlights on my highways for extra realism. It just looks weird to have a highway or intersection in the middle of nowhere lit up like a Christmas tree. It also removes the nuisance of lamp posts clipping through the ramp above. 😉
>Your GPS will notice I can already imagine a GPS AI downloading itself into a Boston Dynamics robot, grabbing a 2x4 while escaping from there and then going to the civil engineers home address.
Not bad, but I would have the ramps go a bit further from the main highway. You had the ramps nearly at the edge of the main highway. If the ramps were further, then it would be easier to fit in pillars for the ramps. The design you showed in the video would work best in a city where a larger interchange would be more expensive due to land acquisition costs.
So you are excellent at this stuff and I want to do exactly what you do. My interchange game is embarrassing. One thing, though. I wish you wouldn't do so much off screen and actually explain that process too, even if you feel like it is redundant. For instance, all the terraforming you did to get the highway to sink... that entire part was totally cut out and that is what I need to most. Please help!! Explain next time!!
This video needs an update please! Much more helpful tools at your disposal and with the added updates in the node controller and the painted lines! Oh yes I cannot wait to see it! :D
@@YUMBL you're real good at designing and building those in this game! don't take my comment as anything negative with what you're doing.. just reminded me of all the 1 lane flyovers i have been on and me thinking (as driving on them) how in the hell are they going to resurface these in 5 years without shutting down these connection points.. and what a mess that will be..
I was taking to a construction worker responsible for logistics. Its actually a nightmarish puzzle. Taking nature, traffic, laws, existing utilities etc into account. In cities i just have to draw roads. No problem at all, and welcome :)
"Please don't engineer a road, based on anything I'm saying" Aww, shucks, I was just about to go and build myself a stack interchange and the and of the road...
Would going underground help with the stack interchange to keep the height down? At least the crossing roads could have one go underground or in a valley to miss the other road, that would mean the cross over roads would only be two stacks above the 'ground level' since one would be in the 'basement'. This would, of course, raise the price a little and be an issue during any situations that allow flooding.
Edit: That was actually exactly what I needed to do, now it works fine. And That`s a really nice method, thank you for the helpful video! Hey Yumble! Great video. I do find myself with a little problem though. I use 2 lane ramps instead of 1 lane ramps and for some reason when I get to the part where I do the flyovers (8:08), the roads going over basically come together at the same spot. Any idea how I fix that? Do I have to build the guideline roads a little further apart maybe?
I worry about how the merging would work with the right hand turns, seems dangerous to have them merge at that angle, but you can always just change the lane math a bit and it would be fine.
Try this, make the straight roads 0 and +12, but make the normal level +6, then have the crossover at -12 and +24. From normal level each of those is 18 cross over and 6 straight roads. Disappearing some under would be cleaner. But the one at 0 is technically trenched.
That perfect Iron Cross stack interchange is the most Autobahn thing I've ever seen
1939 Germany: *Heavy Breathing *
It got that Iron Cross design
@@epimetheaus1214 if Germany won World War 2 Germany will spam this stack interchange
Actually, it's a major clusterfuck. There's so many problems with this, almost everything needs to be re-engineered. First of all, a decent interchange has four way direction - including coming back in the opposite direction (a way to make up for an earlier mistake). To keep up the speed, thus the efficiency, the elevation needs to be less than 2% and turns with less than a radius of 600 m for 120 km/h. Number of lanes also need to be increased in the interchange to keep up the speed. To make it all economically viable there needs to be buildings, parking lots, shopping center, restaurants and hotels in each quadrant. This is best done with a roundabout to connect it all which second as an alternative for they who are confused or not sure where to go and need to circles a couple of times before they choose. An intersection like this needs a capacity of 50x the speed limit in km/h to avoid jams on a day when the highways are 90% utilized. Finally, all acceleration and de-acceleration lanes need to be at least 30 seconds which translates into 800 meters for a 120 km/h highway. An interchange basically needs 10x the size of the speed limit - for 120 km/h it means 1.2 square km. Anything less and you will produce jams and poor economy.
Are you ok? 🤣
You're the Bob Ross of Cities Skylines. Happy little interchanges!
Thank you very much! 😉
He Certainly put a lot of happy trees in along the road!!!🤣🤣
Amen to that!
That is so great!!
Also idea: instead of layering roads in -12; 0; 12; 24m, you could layer them at -18; -6; 6; 18m. It would me more... symmetrical? And you can use shorter ramps, if you don't have much space.
My idea exactly!
If I'm right now you have 0 and -12 main roads connecting to the +12 and +24 overpasses. Using -24 instead of +24 would make the maximal height difference lower. Then bump up everything +6 and you have full symmetry!
It'd also be way more realistic. 12m is almost 40 ft tall. 24m is close to 80ft. That's absurd considering most bridges don't eclipse 25ft of clearance. Even if that's the surface of the road, it's only 5 feet or so thick. 10 max
Please don't skip the Interchange marking part. I would really love to watch that part. I love how you create all the details and explain. Please continue this series with Interchange marking part. Thank you. Really appreciate your work. Great content. I subscribed to see more great works & detailed designs.
+1 👍
Made my very first stack interchange following this guide, thank you. Was a bit tricky since my highways aren't perpendicular but still managed to do it haha.
Between you and Biffa I have learnt so much about this game - thank you. It has never occurred to me to use quay anarchy to make a wall like that!
The most useful part of this video is learning how to make a stack interchange. But the second most valuable is absolutely learning about the Home button shortcut.
This is awesome. I’ve just finished making my own version of this. Had to adapt a bit because the 2 freeways weren’t intersecting on a 90° angle, but it worked out perfectly! Thanks a lot buddy
If the highways aren’t 90 degrees I have a lot of trouble. The ramps are just so satisfying when everything’s even! Thanks for watching :)
I plopped Yumbl's stack yesterday. With minor changes to account for my traffic bias it's working great. Looks good with all the markings done. Thank you Yumbl!
Thank you for this video. Took me a long time to get it right because I'm playing on Xbox. Ended up having to have both highways underground because the pillars kept clashing with the highways. It works so much better than the roundabout I originally used and now my traffic is up to 92%
I keep coming back to these for reference and I just realized you have the perfect place to put support pillar now. The junctions where the right and left turn ramps meet on the corners of the "cross." It gets the concrete pillars out of the way of out of control cars.... Probably preferred in real life too.
My city (Albuquerque) has one of these that is pretty much the same in basic components, but it's at an angle and has more lanes, so it looks extremely large and complex. It's called "The Big I" by locals.
Sounds awesome, thanks for watching!
I have been through there and that intersection but the City is.... Beautiful even though it’s in the middle of New Mexico
Lol you think your interchanges are complex (laughs in Dallas mix masters and spaghetti stacks)
Those Albuquerque freeways are actually beautiful with the Mexicali trim--lots of orange and sky blue on the sides of the overpasses and retaining walls. Makes a typical concrete jungle city into something aesthetically pleasing!
The King of flow, nothing beats the 4 level. I like your "Iron Cross" style. Turbine and Panavia come close but they both take far more space.
Stack is always the best.
Stack is far more expensive than Turbine though, not that money is a factor in C:S
I bet they’re quite similar in cost. What would make the turbine cheaper?
@@YUMBL Elevation and tunneling both drive costs up, I am sure that the way both are constructed has a lot to do with original and ongoing maintenance. I try and keep everything ground level as much as possible so I think my 4 levels would look a lot different in the interests of keeping cost down, but the 2 main roads would be in the trench and directly on the surface for sure, . Then the left turn ramps would be on dirt as long as possible. I am sure there is a sweet spot with dirt ramps too.
@@YUMBL Yeah I saw all that evelvation and kind of wondered. The Pinavia just looses I saw Czardus suffer through doing his monster and decided that was not for me. I do try an keep in mind this is just a game too. There is no way the kind of landscaping done in game would ever get planted between fire, collision and whatever other hazzards. Including the pruners, have you ever hired the guys that do the big trees? good Gawd!
So amazing I honestly think I could attempt this. I'll have to watch a few times but you make this look doable. Thanks for your channel and your work.
You’re very welcome! :)
You can totally do it. I just used his video on the SPUI to help me build one of those.
Im just few months into the game... Never been able to build any intersection till now. I think it's about time to build something like this. Subbed 🤘
Have fun! :)
You're on the way to be a new Biffa. I really enjoy your videos and the way you explain and demonstrate things. Subscribed!
I really appreciate it :)
I must say that Biffa has nothing on this dude.
Wow its beautiful, and slim. Looks like it takes up less space than a clover, thus more buildings you can put around it.
Thank you! It’s not perfect, but it will work really well :)
Actually this one only takes up less space in the plane/plain, but it needs a lot more space in the depth than a clover leaf. Basically you can build the whole clover leaf on ground level except for the center piece where the main directions cross, which is considerably less construction effort. Additionally, a clover leaf junction allows for going back in reverse, so you could easily come back to a junction you missed previuosly. Despite this, the stacked interchange might actually perform better, especially in the game environment.
Detailed guide. Thanks. Freeform works, curved road works too to get the big curved part. Maybe that will guarantee a 180 degrees.
I usually go for +/-10m off ground, then 8m per stack, works most of the time.
10m is the magic over/underpass height for me as well. Thanks for watching!
Thank you, I've been just learning how they work and I've been using roundabouts everywhere and they suck with high volume output
Try doing this on console; it's much harder to do, we don't have any mods and far less vanilla options. To do what you did in the first 10 mins takes around 1 hr and when you know how to do it; around 30 mins. Still I love these videos because it really helps traffic flow👍
For measuring the 45°, I would demolish the highways in the center except for the little 4*4 square, go out 14u perpemdicular from all the corners so you get a #, then connect the ends, then with grid snapping on you draw the 2u road parallel to the ~20u road centered on it's ~10u node, demolish the ~20u road, draw another 2u road in it's place, demolish the other 2u road, done. This is gonna be 2m off compared to the method shown in the video, also certainly not as easy or quick, but you don't need any mods for it. My 2 cents.
Great tutorial btw, I was always afraid of building a stack interchange. With thar 4 levels it's pretty intimidating. So thank you!
Great idea! I’m a big proponent of using roads as “scaffolding” to measure and mark positions in any situation. Always use a template for heights as well. With mods you can build the whole intersection flat and determine heights later. Thank you for watching :)
Gorgeous looking interchange. Lovely touch with the red trees.
Yay, I am your 700th sub!
Also I really like this interchange. Not too big, not too small. Could we maybe have it as an intersection on the Workshop?
Yaaassss! 😂 Thank you!
I think this particular one is too big for interchange workshop template, but I’ll be adding more options to my workshop soon!
@@YUMBL Alright, thanks :)
Here it is! steamcommunity.com/sharedfiles/filedetails/?id=2426949140
@@YUMBL yes please upload all your creations if possible. They look stunning!
LA has the world's first stack Interchange, build in 1953 for the crossover of the SR-110 and the US-101. It's usually called "The Four-Level" in LA traffic broadcasting--though the type of interchange is named after one of its older nicknames, "The Stack." The turning lanes bow out a bit more before beginning the turn and pass closer together at the center, so it looks more like a flower from above than an iron cross, and actually has the straight-thrus on the top and lower-middle decks.
Really nice and compact interchange, thank you so much!! 👏
You’re very welcome! Have fun!
Watching your videos is making me spend too much time on interchanges! I'm just a noob; please have mercy on me! LoL
Interchanges are one of the best elements in building a city :)
A modification would be to have the crossovers occur about halfway between the point where the right hand turns branch off and where the two highways cross. Doing that allows you to bring all 4 left turns to a single point where all 4 left turns can take place simultaneously and only have a 3 layer stack.
Wonderful idea! That is actually called a Turbine. Ot requires a compound curve which is much more difficult than a stack in my opinion, but they look amazing. Thanks for watching!
@@YUMBL Actually, what I was thinking is slightly different than a turbine. The 4 left turns come together at a third layer of the stack that is set up like a SPUI except the off ramps from the highways cross over the on ramps so that traffic flow at the SPUI is UK style. That allows all four left turns at the SPUI to take place simultaneously.
I think i get it! Perhaps the four turns form a roundabout?
@@YUMBL not exactly a roundabout per se. Yes, all traffic is flowing in a counterclockwise direction. But picture a standard intersection in the UK where they drive on the left. Cars at that intersection can all make left hand turns at the same time with out crossing traffic.
Now make the “intersection” larger so it isn’t a 90 degree turn. That’s basically what I had in mind as the middle layer between the at grade highway and the elevated one.
I’ll have to work on it. What I imagine is something where all the cars make it to the top and then cant get out! :D
I love the random hotkeys and tips you throw out, they're incredibly helpful!
High marks for symmetry but the one suggestion I have is that you make the overhead ramps diverge a little farther away from the straight through routes. It's rare that they are that tight together, usually they'll curve out more before changing direction and crossing over head. That way you can fit more columns at more realistic spots.
Gonna call this "The Iron Cross Interchange"
The anxiety I get watching those sudden merges happening between two platoons of traffic up high on those flyovers..... Would definitely need two lanes coming down those ramps, but this is such a cool concept!
Your voice with no music is actually just so soothing tbh
I forgot I used to make vids with no music 😂
The stack interchange really is the king. No points of intersection, just perfect flow.
now imagine nyc with all cross intersections replaced with this because you want flow
Would still be an improvement.@@fabuxverchatura
And I built one of these too! (Did your SPUI last night). Once again Yumbl thanks for the tutorial, I have thought long and hard about it and finally come to the conclusion that building roads is my favourite thing to do, and your tutorials have helped enormously. I don't think anyone else on TH-cam is doing these interchange tutorials as well as you sir. Might I make a humble request though - could you do a quick video on the Y interchange, joining three highways together? I really struggle with those! Thanks again for all your efforts, makes me at least a happy Cities player.
thank you! I like a trumpet as the Y often feels messy for me
@@YUMBL Makes sense, trumpets were the only one I could do before your series! I'll stick to those
Height template - great idea, saves loads of time
Its good to have a plan. Thanks for watching!
This is the nicest-looking, most compact stack I've ever seen. I'd put one in my city except we already have one and it intermixes local and express highways, effectively making it a 4-direction 8-way, if that makes sense. It's very wiggly and organic-looking, and I call it the Big Chungus because it's absolutely outrageous. Actually, I think tomorrow I should build a sanitized version of the Chungus in the editor (one that isn't trying to squeeze around historic city buildings). I could plop it into that interchange testing map and run all 8 highways through it. That would be fun to watch!
new sub, first time commenter, love your work bud, just wanted to let you know you do a great job
Thanks a lot :)
You are amazing. I learn so mutch and i need somthing witch helps me to calm down from work. Thank you so mutch i is a pleasure to watch, and try by my self.😃😃😃
The most ingenious interchange is like the Rte. 8 and I-84 interchange in Waterbury CT, where you have all four directions stacked each having their own level, thereby reducing the horizontal footprint!
i love the fact that it has the iron cross in the middle of the intersection Triple H must be proud!
I do this kind of interchange sometimes. So I know this is an old video but there is one more thing. The flyover sliproads may need lane mathematics when they merge. And then converge again before merging into the highway.
Nice build however wish mods was in the title seeing as I’m a console player this build cannot be done without the use of mods but nice overall
It can be done without mods, it just won't be exactly the same and take a bit more fiddling around to get it right.
Super helpful tutorial, thanks for posting it!
Thanks for watching :)
Most beautiful interchange i have ever seen
"There's this mod called *Node Controller"*
I kinda laughed knowing how far the mod has come today.
Historic Reference: The first of these, completed in 1949, is in Downtown Los Angeles, and is known as the 4-Level Interchange. Due to integration with surrounding topography, the layers are unusual: The bottom layer is the NE/SW interchanges, the next is the N-S through lanes, next is the NW/SE interchanges, and the top is the E-W through lanes.
i was literally almost yelling at the screen when it sounded like he was done before adding right hand turns lmao
It's the most beautiful thing I have ever seen
Nice video! Looks easy and efficient. I was looking forward to showing Node Controller's smoothing of angles, but I think that didn't make the cut!
You’re exactly right! About the efficiency, and node controller not being featured in the vid. Feels more like part of the detailing process, but some people would like to see that too. Thank you for watching!
2:56 the dukes of hazard way of intersecting
Make space inbetween your main highways as they meet at the interchange so that your left hand turns can branch off the middle. This way left turning cars can stay in the left lane, cars continuing forward can stay in the center lane, and cars turning right can stay in the right lane. It gives the traffic better flow and is more logical.
I think that would yield equal flow in game
@@YUMBL Yes. In game.
I was stressing out over those darn right handers till you mentioned it lmao
Right turns? Not in my city!
Beautiful intersection
this video got me to play city skylines
I would recommend adding a short section of two-lane road at each merge, for lane mathematics sake. It'll help it flow a little more naturally.
EDIT: seconds later, the very thing i said is recommended in the video, lol.
IRL, I would hate driving on that, and would prefer the ground level right turn, but love the look of it in game.
Very nice. Only issue is you have Level 1 crossing left at Level 4, creating a steeper incline than needed. I would make Level 1 left at Level 3. And Level 2 left at Level 4, to keep the inclines symmetrical in all directions.
There's also the Connecticut stack interchange, where you build the entire thing but realize that you'll only use half of it
Welcome to my mini-essay.
Having the elevation difference at 12m is overkill. The interstate standards state that the minimum overpass clearance is 16ft (4.9m) [1], which is apparently only necessary due to national security concerns (for very tall military vehicles) [2]. Assuming that the base of a Cities: Skylines overpass is about 2m, that would make the actual minimum elevation difference 4.9m + 2m = 6.9m. Adding a bit for roundness and just in case, an 8m elevation difference is sensible. 12m is 1.5 times more than this.
Having too high of an elevation difference introduces problems. Firstly, a taller overpass is more expensive, and requires longer slip lanes which are more expensive, but we can ignore the cost aspect for this analysis. The grade of the slip lanes is of more significance. The grade of the steepest slip lane as 8.57%, calculated by dividing the change in elevation (24m) by its horizontal length (35sq * 8m/sq = 280m). For context, on level terrain like in this situation, the interstate standards allow a maximum of 4% as the grade of the highway, up to 5% when in an urban area [1]. The subject is, however, a slip lane which has different specifications. The absolute maximum grade of a *compact* connector road is 10%, but the recommended maximum is 8% [3] (worded as "must not" vs. "should not"). If the slip lane in question was classified as compact, then it would be in violation of recommended guidelines. Compact grade-separated interchanges are distinguished from fully grade-separated interchanges by the condition that at least one of the roads is not free flowing [4], which is not the case here as a stack interchange is, by definition, free-flowing [5]. Furthermore, compact interchanges are not permitted on highways [3], making it clear that this situation must be fully grade-separated. For fully grade-separated interchanges, the maximum permitted grade for a slip lane is 6% [3], which is less than 8.57%, which means that your interchange is AGAINST SPECIFICATION and therefore must be PURGED IMMEDIATELY.
1: en.wikipedia.org/wiki/Interstate_Highway_standards
2: safety.fhwa.dot.gov/geometric/pubs/mitigationstrategies/chapter3/3_verticalclearance.cfm
3: www.standardsforhighways.co.uk/prod/attachments/871d6bff-0126-41b7-bf34-a05c7e74a52f
4: en.wikipedia.org/wiki/Grade_separation
5: en.wikipedia.org/wiki/Stack_interchange
I'm sorry Yumbl I love your videos
I get what you want to say, but you are measuring from the low road to the bottom of the overpass. Cities skylines is not. The overpasses can be quite thick. Also this is an old video. I use 10m now.
Racoon City was looking for the perfect interchange and found it here
God that looks beautiful
Your interchanges look amazing
Thank you so much! I have a few more up my sleeve :)
@@YUMBL I really dig aesthetics of your Cloverleaf interchange, but I kinda like using diamond one in game due to its compactness, I tried to do your cloverleaf but it felt so huge 😅. I can't wait to see whats gonna be next on your schedule :D
The “single point partial cloverleaf” is huge. Use the “Partial cloverleaf (parclo)” in most situations! Both are in my steam workshop.
@@YUMBL I tried your Clover on a new game in first plot of land, when I was done I almost had no space to zone anything... I was like... "Yup, that ain't gonna cut it 😅"
Il defo check your workshop builds :)
There are two partial cloverleafs I do. The “perfect parclo” is the smaller of the two. I suspect you’re using the “single point parclo”.
Thank you this was very helpful. Keep up the good work
Thank you for watching!
THIS game looks a fuckton MORE easier to play compared TO SIM CITY. WOW.
:O
A) A pillar with cantilevers right in the middle of the whole thing would look really good I think.
B) I think it looks a lot better with the lefts as the top two layers, but them being in the middle is more realistic
C) what's it called when the lefts exit from the left side and merge from the left? Detroit has quite a few of those.
For the people who wonder if this is possible on console: yes it is possible in this way. Just make sure one highway is underground and the other is on the ground so the pillars can be placed more easily
Nice one, though I'd really have taken the time to turn the lower ramps into two lane highways for completeness' sake.
What makes the stack so cool is that it's basically conflict-free. Adding yields on every corner creates four major conflicts.
Also, concerning visuals , I always use Network Skins to remove the lane arrows and streetlights on my highways for extra realism. It just looks weird to have a highway or intersection in the middle of nowhere lit up like a Christmas tree. It also removes the nuisance of lamp posts clipping through the ramp above. 😉
>Your GPS will notice
I can already imagine a GPS AI downloading itself into a Boston Dynamics robot, grabbing a 2x4 while escaping from there and then going to the civil engineers home address.
that is cool!!!
you make it easy for my.
Thanks !!!
I’m glad you liked it!
best stack interchange ever made.
After the right turns it looks like a "Eisernes Kreuz"
Really cool! More of that please!
This is an amazing stack
Really smooth!
Thank you very much ;)
👏 GREAT tutorial, sir! Superb! 👏
Not bad, but I would have the ramps go a bit further from the main highway. You had the ramps nearly at the edge of the main highway. If the ramps were further, then it would be easier to fit in pillars for the ramps. The design you showed in the video would work best in a city where a larger interchange would be more expensive due to land acquisition costs.
So you are excellent at this stuff and I want to do exactly what you do. My interchange game is embarrassing. One thing, though. I wish you wouldn't do so much off screen and actually explain that process too, even if you feel like it is redundant. For instance, all the terraforming you did to get the highway to sink... that entire part was totally cut out and that is what I need to most. Please help!! Explain next time!!
Check my other interchange vids for the “sinking” portion. ;)
Awesome build
Much appreciated :)
I was really starting to worry there wouldn't be any right hand turns!
Can you make fancy stuff like this out of dirt and wooden roads? I love my dirt roads.
This video needs an update please! Much more helpful tools at your disposal and with the added updates in the node controller and the painted lines! Oh yes I cannot wait to see it! :D
I’ve made an updated stack video already :)
@@YUMBL Oh, nevermind then! Lol keep on building my friend! :D
There is a reason why ther is a 6-level stack in the center of Shanghai: it is dense, and it is safe.
1 lane fly overs... have fun when you need to repave those ;) i hated that about the old chicago highways.
Infrastructure maintenance is hell. Politicians love a good ribbon cutting, but “$300,000,000 for fix road” sounds less appealing.
@@YUMBL you're real good at designing and building those in this game! don't take my comment as anything negative with what you're doing..
just reminded me of all the 1 lane flyovers i have been on and me thinking (as driving on them) how in the hell are they going to resurface these in 5 years without shutting down these connection points.. and what a mess that will be..
I was taking to a construction worker responsible for logistics. Its actually a nightmarish puzzle. Taking nature, traffic, laws, existing utilities etc into account. In cities i just have to draw roads.
No problem at all, and welcome :)
Congrats, awesome video, you're really good
Thank you for watching! :)
"Please don't engineer a road, based on anything I'm saying"
Aww, shucks, I was just about to go and build myself a stack interchange and the and of the road...
tbf I was wondering about the right turns
I remembered just in time!
When the interchange looks better then any city I make..
😂
I love this and just built it myself. Only question is how do you get your roads that colour? Mine are a boring grey.
Would going underground help with the stack interchange to keep the height down? At least the crossing roads could have one go underground or in a valley to miss the other road, that would mean the cross over roads would only be two stacks above the 'ground level' since one would be in the 'basement'. This would, of course, raise the price a little and be an issue during any situations that allow flooding.
I prefer lowering the earth rather than tunneling, but yes. -15, -5, 5, 15 are good heights imo
it looks so good
you should put these in the workshop!
They are :)
@@YUMBL Nice! found them. I was looking under "yumbl" had to make it "yumbltv" to find it.
Great stuff. Biffa sent us your way.
Welcome in! :)
Brilliant looks amazing
Thank you very much!
Love these videos
Thank you :)
Edit: That was actually exactly what I needed to do, now it works fine. And That`s a really nice method, thank you for the helpful video!
Hey Yumble! Great video. I do find myself with a little problem though. I use 2 lane ramps instead of 1 lane ramps and for some reason when I get to the part where I do the flyovers (8:08), the roads going over basically come together at the same spot. Any idea how I fix that? Do I have to build the guideline roads a little further apart maybe?
Glad it worked
Imagine if BIFFA saw this, hold my tea! roundabout.
A stack is much better than a roundabout (for highways).
@@YUMBL try telling that to Biffa...😁
I worry about how the merging would work with the right hand turns, seems dangerous to have them merge at that angle, but you can always just change the lane math a bit and it would be fine.
I was wondering if this was an intersection meant for nascar drivers up until the end.
Nice video
The interchange is looks like more Anglican cross ✝️😂😂
Try this, make the straight roads 0 and +12, but make the normal level +6, then have the crossover at -12 and +24. From normal level each of those is 18 cross over and 6 straight roads. Disappearing some under would be cleaner. But the one at 0 is technically trenched.
I now would do it -15, -5, 5, 15
@@YUMBL yeah, but try one with ramps hidden underneath?
Oh, I like seeing traffic move, and tunnels are more expensive than overpasses IRL
@@YUMBL more like cut and cover.
So you kind of see it until it dives under the freeways.