|The new CSUR the following features of the original CSUE/R:
- junctions: Perfectly creates ramps and lane transitions with unparalleled quality among road assets on the Workshop
- Multi-roadways: Creates roads with local-express (collector-distributor) lanes in one shot without having to build multiple roads in parallel
- Grade separation: Grade-separated overpasses or underpasses can be directly extended from the middle or the sides of a road without having to create an intersection
- Realistic models: Modeled after road infrastructure in the real world, making roads in Cities: Skylines more versatile and aesthetically pleasing.
- Sloped ramps: Ramps (forks and merges) can be built on a slope without the flat surface created by the node
- Fast shaping: All modular roads can be connected by a 180-degree angles, allowing for more efficient construction using the snapping function of Move It
- Continuous median: Supports continuous median in intersections with traffic lights turned off (TMPE is required to set traffic directions)
|The new CSUR adds the following new features compared with its predecessors or other roads on the Workshop:
- One-way modules: Allows for different interface (ramp, transition, and shift) modules on two ways of traffic, greatly increasing the diversity of road combinations
- Optimized tunnels: All road modules come with fully-rendered tunnel models and lane indication in the underground build view. Traffic is also displayed in tunnels.
- Bus rapid transit: Supports dedicated BRT lanes, stations, as well as regular bus stops
- Lane-based selection: A dedicated road selector UI was developed (CSUR Toolbox) for selecting CSUR modules on a lane-by-lane basis
- Resource optimization: Shared textures of all modules are loaded externally by CSUR Loader, significantly decreasing loading time and disk usage
- Traffic path optimization: traffic patches in CSUR Toolbox make the path of vehicles always consistent with the segment model. Compatible with TMPE.
- No DLC required: removed all DLC requirements
- Flexible crosswalks: larger roads (>=6DR) do not have built-in crosswalk textures, allowing for more flexible and realistic placement of crossings
- Automatic pillars: All road modules have built-in pillars in the elevated mode (CSUR Toolbox required), reducing the work to manually place pillars
- Automatic transition: Many types of two-way ground roads can be directly connected with automatically created transition models
- Policy toggling: The Bike Ban district policy can be used to toggle the appearance of roads. The policy toggles the sound barrier in the elevated mode and the solid lines between lanes in ground and tunnel modes.
- Curved shifts: Shift modules can be curved similar to those in CSUE and almost perfectly smooth.
- Thumbnail visualization: Also similar to CSUE, the lane connections in a CSUR module is visualized in the thumbnail icon
- Road variations: Multiple variations are available for some modules (e.g., w/sidewalk and bike lane, w/sidewalk only, and w/o sidewalk or bike lane), suiting diverse city building needs
- Easy retexturing: External textures allow for ease of customizing textures for CSUR roads
|Tons of features has brought about endless possibilities for road construction, yet the functionalities of CSUR also has to be limited by the game mechanics:
- Manual terrain adjustment is usually necessary because one-way modules do not affect terrain
- Forcing ground mode may be ineffective on uneven terrain because one-way modules do not affect terrain
- Decorative grasses on the ground have to be removed because most modules do not clip terrain
- When a two-way module is connected to one-way modules, small terrain clipping holes may exist and need to be patched by grass
- Road anarchy is almost always needed due to how modules are connected
- Non-centered road modules cannot create intersections with other roads
- Traffic lights are present when a two-way module is connected to one-way modules in the ground mode
- Pedestrian path is disconnected when a large road (>= 6DR) is solely connected to another large road, requiring adding an invisible sidewalk