Bridge over RB(kyoto)
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2015-04-27, 19:34
Post: #41
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RE: Bridge over RB(kyoto)
I already don't really like being cop on kyoto that much, if it gets a brige i will hate being a cop.
*Suspect driving in a infinite loop in AB* |
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2015-04-27, 19:34
Post: #42
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RE: Bridge over RB(kyoto)
(2015-04-27 19:20)Martynas Wrote:(2015-04-27 17:23)Dan Wrote:(2015-04-27 17:22)Type R Wrote: I just think we should remove the roundabout completely and that would solve everything. Well, they're annoying, but nothing that admins can't actively solve. It's not as if they're a continuous problem, anyway. A problem should be defined as something that is always a nuisance. There aren't any problems with the current layout. We're simply looking to improve it with 900+ new objects in the recent LFS update. |
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2015-04-27, 20:01
(This post was last modified: 2015-04-27 20:08 by kon4a.)
Post: #43
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RE: Bridge over RB(kyoto)
My layout is *kinda* done:
Testing results: I managed to get over the bridge on 120kmh, by bumping into walls and crashing in the RB wall (left side of the bridge). If you go down with caution on around 80, it's easy to control and brake before the RB. Getting on the bridge is slow due to the RBs, therefore no chance of jumping. You can get off the AB to the RB on the right at around 130-140kmh, might be dangerous, but if you don't brake before the RB, you crash and might even go oob. Everything else seems fine. Some more professional editing should be good to even out everything, but this seems like the most logical and reasonable way how to get a nice, straight AB. Some fixes and beautification should be done, but this concept works. Uses around 400 objects in this version, might go up to 450-500 with everything in place and making it all beautiful with all the columns, walls and other stuff. Might get less if eliminated some of the walls and optimized the layout, this is just a draft. Yes the fish shaped bottleneck is for making people brake before the RB (2015-04-27 19:34)Sadie Wrote: I already don't really like being cop on kyoto that much, if it gets a brige i will hate being a cop. If that's really an issue, I think it's always possible to make a "Toll plaza" or something else to make people slow down. |
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2015-04-27, 20:14
(This post was last modified: 2015-04-27 20:15 by Brad.)
Post: #44
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RE: Bridge over RB(kyoto)
I like the concept, but how would you go:
- Anti-clockwise on Autobahn, coming from in-field? or - Clockwise on Autobahn, coming from Arena? That's one of the main reasons I designed the bridge parallel with the Autobahn, because it still allows drivers the option to go in any direction with the roundabout underneath. |
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2015-04-27, 20:15
(This post was last modified: 2015-04-27 20:20 by kon4a.)
Post: #45
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RE: Bridge over RB(kyoto)
(2015-04-27 20:14)Brad Wrote: I like the concept, but how would you go: By using the bridge. You go through the RB over the bridge on join the AB form the RB on the other side of the bridge. And vice versa. Like this: The same for turning around in the junction to change direction for the AB. Takes a longer time, but is closer to how ot happens on the real life AB |
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2015-04-27, 20:15
Post: #46
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RE: Bridge over RB(kyoto)
Go across the bridge, do a u-turn in the roundabout and off you go
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2015-04-27, 20:18
Post: #47
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RE: Bridge over RB(kyoto)
Fair point
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2015-04-27, 20:21
(This post was last modified: 2015-04-27 20:25 by kon4a.)
Post: #48
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RE: Bridge over RB(kyoto)
Just edited my post to clarify what Brad asked.
My layout allows to go in any direction, just might take a little more time to drive the route, compared to one single roundabout on the AB. It just means more fun playing, imho |
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2015-04-27, 20:27
Post: #49
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RE: Bridge over RB(kyoto)
I'd suggest to Kill the roundabots and make two additional single lane bridges like at the other entrance to access other side autobahn
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2015-04-27, 20:30
(This post was last modified: 2015-04-27 20:32 by Brad.)
Post: #50
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RE: Bridge over RB(kyoto)
(2015-04-27 20:27)Barney Wrote: I'd suggest to Kill the roundabots and make two additional single lane bridges like at the other entrance to access other side autobahn But if you do that you need more bridges for the off-ramps of the Autobahn, e.g. to go from Autobahn anti-clockwise to infield. It gets very complex, fast. I did try that kind of design first of all: It looked a mess, though, and took up a huge chunk of objects. |
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2015-04-27, 20:39
Post: #51
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RE: Bridge over RB(kyoto)
Comin anticlockwise u would take the exit. Then decide right to arena or left over a additional small bridge wich leads onto the existing(green) route. Might try tomorrow to show it. Currently on mobile.
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2015-04-27, 21:12
(This post was last modified: 2015-04-27 21:19 by kon4a.)
Post: #52
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RE: Bridge over RB(kyoto)
If the idea is to ease the AB and get rid of the RBs, the only thing that come in mind are these:
The colverleaf: Would take a massive amount of objects and it quite impossible to do because ramps don't work well while being rotated - loads of bumps on the overpasses. I tried to make some nice junctions, but they all came out extremely messy, used tons of objects, and apparently it's impossible to make ascending turns as the ramps don't align that way (or I just don't know how to make it work) In my opinion now (not because I made a layout, lol) the Dogbone RB layout seems the most logical to keep the functionality of AB with an overpass and allowing people to go where they want with no direction limits. More complex junction Could be made, but it would need to be unrealistic low to fit all of the overpasses, and would cause confusion which way to go,, also making hard for cops to follow the suspects using mini-map (in case of loss of visual). Basically, anything with extra overpasses will become too complex to build too quickly. Plus the limit ability to manipulate the ramps makes it all too bulky and it's impossible to make it compact, as you can't make an ascending ramp while going in a turn... |
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2015-04-27, 23:42
(This post was last modified: 2015-04-28 01:20 by kon4a.)
Post: #53
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RE: Bridge over RB(kyoto)
I tried making some junctions, and it is quite possible to make it work. The thing that bothers me is the object count - the count you see is including the roundabout I haven't removed yet, but I haven't added any railings for the overpasses, si this might actually become the final count.
Looks a bit of a mess, but it can be done, if anyone really wants it. It still lacks one overpass from upper side of AB (in picture) to the right. I also made an option using the bridge as the AB, and apparently, this is the most compact version how to do it. Still uses loads of objects, but pulls it off a lot better than the "spaghetti" in the above version. Bridge as the AB + overpasses. The crossing road goes under the AB. |
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2015-04-28, 03:26
Post: #54
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RE: Bridge over RB(kyoto)
I think your first idea has potential, your second idea is over complicated.
Nice ideas though. We'll get right on this. |
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2015-04-28, 04:37
Post: #55
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RE: Bridge over RB(kyoto)
Pete say yes
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2015-04-28, 08:56
Post: #56
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RE: Bridge over RB(kyoto)
I love second idea , but its a bit mess. I prefer the other one..
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2015-04-28, 09:45
Post: #57
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RE: Bridge over RB(kyoto)
Hopefully something like the second idea.
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2015-04-28, 12:09
Post: #58
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RE: Bridge over RB(kyoto)
soo... i suck at this. still i think u get the idea and someone with skill could make this nicely. held simple, no narrow roundabouts, (almost) all directions from everywhere accessable.
still missing a tiny bridge infield to AB counterclockwise tho. two armcos need to be removed to get from AB clockwise, to the bride infield->arena. infield to arena is slightly below the other bridge. |
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2015-04-28, 12:15
Post: #59
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RE: Bridge over RB(kyoto)
It were good, but it need to more ways
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2015-04-28, 12:23
(This post was last modified: 2015-04-28 13:29 by Barney.)
Post: #60
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RE: Bridge over RB(kyoto)
Text. Its there to be read Its not finished. "Still missing"...
___________________________________________________ €: yellow is what i meant with two armcos removed. not sure about the cyan way from infield to AB counterclockwise, tad narrow, but can be done better i guess. just quickly put it to show the idea. |
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