Texas Discussion Thread

User avatar
oldmanclippy
Posts: 5300
Joined: 15 Jul 2020 02:23
Location: Twin Cities, Minnesota
Contact:

Re: Texas Discussion Thread

#1431 Post by oldmanclippy » 29 Jul 2021 15:58

I think it's feasible that we get part of TX-8 to get us from I-45 or I-69 to George Bush Intercontinental Airport. And maybe another segment south of I-10 to get to the industrial area east of the city.

Other than that, I think I-45, I-69, and I-10 should be plenty to keep the devs busy for Houston. Obviously it will depend on where they put the depots, but I think the airport is pretty likely to be at least one of them given that the only DLCs not to feature an airport as a depot were Idaho and Utah.
blog screenshot IRL maps: Greece | Nordic Horizons | see profile for link to Germany cities and Switzerland rework maps
prediction maps: Greece | ATS 2024-2025 DLCs
research map: Upper Midwest (work in progress)
User avatar
supersobes
Global moderator
Posts: 13714
Joined: 07 Dec 2016 21:53
Location: Northern Virginia, USA
Contact:

Re: Texas Discussion Thread

#1432 Post by supersobes » 29 Jul 2021 16:07

There is one stretch of highway that I think Houston absolutely needs, and thankfully, it's on one of the main two digit Interstates, so it's likely to be considered. The Katy Freeway, the part of I-10 between Houston and Katy, is the widest highway in the world. At it's widest point, it has 26 lanes, including the toll lanes and frontage roads. Now obviously, all 26 lanes don't need to be in the game, but I think there should still be a good number of lanes to at least portray the feeling of a ridiculously wide highway.

[ external image ]

[ external image ]

[ external image ]
User avatar
FrancescoMasci
Posts: 747
Joined: 10 Dec 2018 10:12
Location: Poughkeepsie, NY
Contact:

Re: Texas Discussion Thread

#1433 Post by FrancescoMasci » 29 Jul 2021 16:12

That would be nice to see. Maybe we can get some 10 lanes if some are just scenic and not drivable.
User avatar
supersobes
Global moderator
Posts: 13714
Joined: 07 Dec 2016 21:53
Location: Northern Virginia, USA
Contact:

Re: Texas Discussion Thread

#1434 Post by supersobes » 29 Jul 2021 16:16

That's what I was thinking too. Restrict the player to only the main thru lanes, but add the frontage roads and the toll lanes for decoration just to add the the scenery and make the highway feel wide and complex.
User avatar
harishw8r
Posts: 4094
Joined: 14 Mar 2020 05:52
Location: Moon
Contact:

Re: Texas Discussion Thread

#1435 Post by harishw8r » 29 Jul 2021 16:29

There has to be enough traffic too, to fill the space.
User avatar
Bedavd
Posts: 1651
Joined: 31 May 2018 15:09
Location: Michigan -> Washington

Re: Texas Discussion Thread

#1436 Post by Bedavd » 29 Jul 2021 16:31

Wonder if there would be a way to up the ai traffic spawn rate on those side roads too. Would hate to have 16-20 lanes with only 6 cars driving on it at 9am, including the player.

@harishw8r Same thought same time hahaha
Check out my Michigan research map!
Check out my ATS IRL map! -> Leave any feedback in my thread!
Kansas added! Up-to-date blog photo locations for upcoming states also included.
Tristman
Posts: 1536
Joined: 17 Mar 2021 20:15
Location: Pizza Hut

Re: Texas Discussion Thread

#1437 Post by Tristman » 29 Jul 2021 17:36

I think they already did something like this in Los Angeles in the base game. There is a road that connects the I-5 to the downtown area, and it has inaccessible lanes filled with traffic on both sides, to simulate the idea of a much wider and more crowded highway.
User avatar
flight50
Posts: 30042
Joined: 20 May 2017 03:33
Location: Dallas/Ft. Worth, Tx - USA

Re: Texas Discussion Thread

#1438 Post by flight50 » 29 Jul 2021 17:39

I think 4+2+2 for that portion of road works. So 4 lanes for both East and West for I-10. 2 lanes for hov East and West that is not accessible and then 2 lanes for service road East and West. Beyond that, its over kill. On the 2020 xmas stream, SCS wanted to increase AI interaction. It would be perfect if SCS can make ATS/ETS2 react like traffic mods. Traffic should be dependent on time of day. That is part of the AI overhaul I'd like to see. If modders can control traffic like that, why can't SCS.
russ99
Posts: 102
Joined: 01 Jun 2020 17:39

Re: Texas Discussion Thread

#1439 Post by russ99 » 29 Jul 2021 20:11

Did a speculative map. This is just guesses, no real info at this point. Probably more secondary roads that SCS will do, and a bit doubtful of Longview and Beaumont and the southern tip.

[ external image ]
User avatar
flight50
Posts: 30042
Joined: 20 May 2017 03:33
Location: Dallas/Ft. Worth, Tx - USA

Re: Texas Discussion Thread

#1440 Post by flight50 » 29 Jul 2021 20:21

We typically just use ads678's concept map for everything. Its well done, not to mention, he did the entire North American continent.
Post Reply

Return to “General discussion about the game”

Who is online

Users browsing this forum: alphastar003, DarkD92, Einstein_1977, simon.endt, Strnefyre and 14 guests