A high-speed cloverturbine (rather than my earlier cloverstack) interchange. The difference is in the left-hand connectors: they’re ‘indirect’ rather than ‘semi-direct’.
Size: 234×234 cells laterally (including some very shallow splits and merges at the ends), 64/71 cells across the diagonal
Base cost: 126920 (zoinks!)
Upkeep: 1526 p/w
Max height: 15 meters
Fine Road Heights Mod
Usable without mods!
Part of my real life-sized interchange collection.
Check out the guide I created on making these kinds of real life-sized interchanges.
This is another large footprint-interchange, measuring 71 cells across diagonally from its widest part; through the loops and indirect left-hand connectors that is. Because there is comparatively little elevation change going on, both latter, ‘turbine’ ones are nicely flowing, sweeping in at 15 meters above the mainline freeway at the larger ones’ highest point.
Because of the 270° loops – which have got my ‘standard’ size of 8×8 @ 90° with transitioning curves starting 12 cells away, lots of extra space on the outsides is needed for the turbine connectors, and they’re a bit larger than the ones in my pure turbine interchange because of this.
As a result of this, the smaller semi-direct connector has a minimum radius of 29 cells, while the larger one has a whopping 33 cells Rmin! This means that they clock in at 65 km/h and 70 km/h design speed respectively. The outer connectors have large curve radiuses of 18 cells at the minimum; meeting at their 45° shorter ends (an 80 km/h design speed).
Moreover, they extend into 31-cell long transition curves for a design speed of 100 km/h, meaning that they’re built with silky smooth de- and acceleration from the mainline freeways in mind – something that cannot even be done on base game Highway Ramp-type roads!