One Node Inside Intersection Pack (4U4L Airport / DLC Ap Rds)

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Author: adon

Last revision: 19 Jun, 2022 at 05:38 UTC

File size: 3.1 MB

On Steam Workshop

Description:

English instructions (use DeepL & Google Translate)

This asset will be a multi-level intersection with Side roads Inside style.
It is made in 9 different combinations and uploaded together in the workshop.
The roads in the asset (some or all) use DLC Airports.
If you have not installed the DLC, you cannot use it and it will cause errors.


Road configuration

Type: Inside Ap4+H1+6 / Ap4+H1+4 / Ap4+H1+2 / Ap4+H1+Ap6 / Ap4+H1+Ap4 / Ap4+H1h+Ap6 / Ap4+H1h+Ap4 / Ap4+H3+Ap6 / Ap4+H3+Ap4
Additional road configuration: Ap = DLC Ap road / h = Highway(Added by mistake at the time of creation)
Type designations are the same as for the regular One Node series.
Check the screenshot for detailed road connections and combinations.



About this pack

Since it depends on the DLC, it is published in a pack.
This will be a multi-level intersection pack with Side roads Inside type, using DLC Ap roads.

Except for the Highway type, the branch / merge source is made of an 8U wide, 6-lane Airport roads.
This pack is based on the inner side roads and is grouped by 4U wide, 4-lane Airport roads.
It is almost the same as the 4-lane type, but the highway type converts the highway portion on the side road into 3-lane.


Brief Description

From this point onward, the explanation is common to the One Node series.

Variations are created based on overpass and underpass multi-level intersections.

Intersections and side roads are adjusted significantly with Node Controller Renewal to make these multi-level intersections reproducible in games.
Furthermore, the Intersection Marking Tool is used to mark intersections and surrounding roads.
Using Vanilla and DLC roads, we aim to create assets that can be easily handled without resorting to VOP assets or CSUR roads.

One drawback is that it is not a dedicated asset or Mod, so the roads at the intersections are long.
The size of the intersections is also limited due to the Node Controller Renewal specifications.
To the extent possible, we have made the shape and appearance so that it does not look out of place.


Required Mods

The Mod assumes the use of a Stable version (e.g. Normal version) and Each setting has been made.
If you have problems, please try the Beta version (e.g. Alpha version).

  1. Node Controller Renewal (NCR):
    • Each Node is changed and adjusted in NCR, such as the expansion of intersections and branches.
    • For those using the original NC, please note that it is not compatible with the NCR.
  2. Intersection Marking Tool (IMT):
    • Intersections and branches are marked with IMT.
    • Since these markings are Japanese style, please erase or modify them if unnecessary.
  3. TM:PE:
    • Since the intersection is large and 6-way, the use of signal control, etc. is strongly recommended.
    • Multiple entry of vehicles with intersection control and route designation with lane connections are also recommended.

Recommended Mods

This is a Mod that we recommend installing.
It improves the laying process and looks the same as the screenshot.

  1. Move it!:
    • Depending on the road at the time of installation, pillars placed on the lane will be removed.
    • Be careful not to mess with the wrong Node or Segment, as this will destroy the geometry.
  2. Zoning Adjuster:
    • It is recommended to disable the Zoning around the multi-level crossing.
    • Or, you may want to hide the unwanted Zoning by creating a Landscaping-tab sidewalk around it.
  3. Hide TM:PE crosswalks:
    • This Mod hides crosswalks and is used in TM:PE and NCR.
    • I recommend it for all assets, as it hides them (crosswalk markings and visual issues).
  4. Hide TM:PE Unconnected Tracks:
    • Match the appearance of branches with track (streetcars, etc.) to the lane connection settings in TM:PE.
    • This is recommended for some track-based assets, as they are used.
  5. Network Multi Tool:
    • Various modes allow for easy road connection and laying work.
    • It is possible to work without destroying asset markings or Node.
  6. Smart Intersection Builder:
    • It snaps together with pre-laid roads for easy parallel and right-angle connections.
    • Use with Fine Road Anarchy2.

Caution

Multiple questions were matched, the problems and solutions are summarized here.
If something is not right, please check.

  1. General Issues:
    • If you want to change to another road, the NCR or IMT settings are often broken.
    • Especially if the road width or number of lanes changes, expect the settings to be broken.
  2. Use in left-hand traffic (LHT)
    • In particular, IMT markings assume right-hand traffic (RHT).
    • Note that when used in left-hand traffic, the markings will be inverted.
  3. Roundabout Assets:
    • The intersection is converted to a roundabout, so it is not a Single-Node.
    • It is divided by a one-way road and the roundabout side is connected by Single-Node.
  4. Node Controller Renewal:
    • Although rare, the NCR type setting may change during installation.
    • It is simple to reinstall or try to match the settings from a normal asset.
  5. Intersection Marking Tool:
    • If they disappear, the markings can be duplicated and easily recovered.
    • If the road is changed and the lanes are similar, it may be possible to fix the problem with just an adjustment.
  6. TM:PE:
    • Version or Mod conflicts may cause errors during installation.
    • If an error occurs, the TM:PE settings may not be reflected in the asset.
  7. Fine Road Tool / Fine Road Anarchy:
    • If you are using an older version, it may not be placed correctly.
    • Use Klyte’s Fine Road Tool2 and Fine Road Anarchy2.
  8. Quay Anarchy:
    • If you have an asset with a quay placed and you get a water area error, please introduce it.
    • Basically, it should not be necessary, but the error may occur in some environments.

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Required DLC:

These DLC should be installed in order to use this item.


Cities: Skylines - Airports