Planeset [version 1.5.3 released 2006-10-24]

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Do you like the 'planespeed' switch?

Poll ended at 14 Aug 2003 16:11

Yes
5
21%
No, planes go to fast
10
42%
You should be able to set percentage
9
38%
 
Total votes: 24

DeletedUser21
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Post by DeletedUser21 »

ok, this planeset is great, I got it running on OTTD too and it's great, but I have a few minor problems; 1 = I've got no Zeppelins, and 2 = why do I get a concorde like plane in 1950 called 'B' two times?
But thats all, maybe these problems result when you try to play it on OTTD. :D

But keep up the good work, since the other planes are working fine and that makes it a great set!! :]
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Post by 459 »

krtaylor wrote:OK, this isn't comforting. 459, where are you?
I'm having work practice and I'm left bit too occupied :( . I don't have much time now, if someone posts some ready changes (coded new planes) that are quick to append I'll handle them.

I tried the Remix with latest 0.3.5 OpenTTD (it should have least problems with it) and noticed airplane-like behavior of choppers and some wrong names for planes. However, the GRF support has progressed since earlier versions. Those weirdly-named dummies shouldn't even appear elsewhere than in Toyland way after 2050. OpenTTD authors have been speaking about flaws in GRF support and they are there but I'm still pleased to see most of the planes right in it anyway :)
Last edited by 459 on 12 Jan 2005 17:08, edited 2 times in total.
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Post by krtaylor »

Maybe you don't have the most recent version?

Can you try it in normal TTD and see if it works properly? Then you'll know if it's a configuration problem, or an OTTD problem.

I wouldn't be totally surprised if it's an OTTD problem. The Zeppelins use the advanced-helicopters features of the Patch, which have been around for a long time but nobody ever used them until now. So maybe OTTD doesn't support that, since there was never any need to.
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Post by 459 »

krtaylor wrote:Maybe you don't have the most recent version?

Can you try it in normal TTD and see if it works properly? Then you'll know if it's a configuration problem, or an OTTD problem.

I wouldn't be totally surprised if it's an OTTD problem. The Zeppelins use the advanced-helicopters features of the Patch, which have been around for a long time but nobody ever used them until now. So maybe OTTD doesn't support that, since there was never any need to.
Contemporary posts, see my reply above.
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Post by krtaylor »

Glad you're still around anyway 459! Any idea when you'll have more time? It's just frustrating to be so close to finishing and not... quite.... there....

Who is working on the Osprey? Anyone?

Is the Antonov finished to your satisfaction?

Is anyone working on the Shorts?
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Post by 459 »

Osprey/Shorts: No idea.

Antonov: Somebody should code it in such way that it doesn't accept passengers. The GFX shading needs reworking but since the shape is fine, it is an easy fix as soon as somebody does it. The GFX as now is OK for beta. krtaylor, please update the An-124 image in progress page with the current version.

Maintenance costs: Somebody should try to code an example for me to replicate how it is possible to raise maintenance costs above the level they are now.

Plane load speeds&Purchase costs: Basics, no problems as soon as I've got time.

Zeppelin glitches&other bugs: I don't have time/interest to troubleshoot.
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Post by krtaylor »

459 wrote: Antonov: Somebody should code it in such way that it doesn't accept passengers.
Is this possible? Last I'd heard, it wasn't yet possible but it was planned to be done soon in an alpha. Any news?
459 wrote:The GFX shading needs reworking but since the shape is fine, it is an easy fix as soon as somebody does it.
OK, volunteers?
459 wrote:Maintenance costs: Somebody should try to code an example for me to replicate how it is possible to raise maintenance costs above the level they are now.
Patchman says it can be done. Oracle knows how to do it with trains, but I do not know if the planes use the same method - I'm pretty sure they don't. So that means we'd need an example direct from Patchman.
459 wrote:Zeppelin glitches&other bugs: I don't have time/interest to troubleshoot.
The only bug that I am aware of is the infinite-mail-capacity problem. I have also heard that this bug is not limited to zeppelins only. We'll need to fix it, and it's fairly important, but I understand if you're too busy to work on the set at all it'll have to wait until you can. It may have something to do with the advanced-helicopter code, in which case, it might be necessary for Patchman himself to have a look at it.

I'm told that someone has coded the Chinook. Can this be integrated in the set?
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Post by 459 »

krtaylor wrote: The only bug that I am aware of is the infinite-mail-capacity problem. I have also heard that this bug is not limited to zeppelins only. We'll need to fix it, and it's fairly important, but I understand if you're too busy to work on the set at all it'll have to wait until you can. It may have something to do with the advanced-helicopter code, in which case, it might be necessary for Patchman himself to have a look at it.

I'm told that someone has coded the Chinook. Can this be integrated in the set?
I don't have any idea why there is the infinite mail problem. The amount of carried mail for each plane is defined in only single parameter in NFO. And is this problem with only someone or everyone? What triggers it? Which vehicles are affected? Is it a TTDPatch problem or Planeset problem? Is the same problem visible for instance with my older Remix version w/o any advanced choppers?

Some time ago I did a test build with INCOMPLETE Chinook in the set. It ran but needs reworking. I'm waiting for the finished Chinook.
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Post by krtaylor »

459 wrote:I don't have any idea why there is the infinite mail problem.


I understand this, that's why I said it might need Patchman's assistance.
459 wrote:The amount of carried mail for each plane is defined in only single parameter in NFO.
Yes, I thought so, and I would imagine it works the same whether it's a helicopter or a normal plane, right?
459 wrote: And is this problem with only someone or everyone?
Not known, but it has been reported several times, and it is replicable by everyone who specifically tests for it. I've not heard of anyone looking for the problem who failed to find it. So I suspect it's with everyone.
459 wrote: What triggers it?
1. Purchase a zeppelin.
2. Give it a useful route between two city airports.
3. Set it to wait-until-full.

You will find that the Zeppelin has infinite mail capacity. When it's loaded, it will show in the cargo list the passenger load first (up to the proper limit for that zep), then the mail load (the proper limit), then ANOTHER line with MORE mail load, then yet another, and so on...
459 wrote: Which vehicles are affected?
Both zeppelins are known to be affected. I've heard reports that other aircraft are as well but not confirmed them. This behavior has not been observed in anything other than aircraft.
459 wrote: Is it a TTDPatch problem or Planeset problem?
Not known. It'll probably require Patchman's help to figure out the problem. It could be a Patch bug, or it could be that your coding doesn't work with some obscure feature of the aircraft Patch code.
459 wrote: Is the same problem visible for instance with my older Remix version w/o any advanced choppers?
It was never reported until the latest test release, including advanced helicopters.
459 wrote:Some time ago I did a test build with INCOMPLETE Chinook in the set. It ran but needs reworking. I'm waiting for the finished Chinook.
Oh. Who coded that, and have they released a new one?

One other thing I forgot to ask - I believe there is a parameter for the planes that denotes whether or not it's safe for them to land at small airports. When I made up the table for the set, I denoted a good many jet aircraft as being safe to use at small airports (because historically, they were.) That also makes good use of the fact that the small airports stay available. Did you code that parameter into the set yet?
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Post by krtaylor »

459, here's a thread about coding costs.

I don't know if it'll help you with the planes though, but it's worth a look.

http://www.tt-forums.net/viewtopic.php?p=238131#238131
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Post by DaleStan »

459 wrote:Antonov: Somebody should code it in such way that it doesn't accept passengers.
My version is coded like that, but the patch doesn't respect that setting yet. Maybe in a43.
459 wrote:Maintenance costs: Somebody should try to code an example for me to replicate how it is possible to raise maintenance costs above the level they are now.
If I'm reading the wiki correctly, these Action 0s:

Code: Select all

* 7	 00 08 01 01 11 08 ??
* 7	 00 08 01 01 2D 08 ??
will adjust purchase prices and running costs (respectively) for airplanes.
Replace ?? with 09 to double the costs, 0A to quadruple, 0B to multiply by 8, 0C to multiply by 16, &c. 08 leaves it as is, 07 halves, &c. I tested the second one (2D), but not the first one (11).

Also in the coding department, some of your pseudosprites are longer than necessary, and as a result NFORenum has a conniption fit.
krtaylor wrote:
459 wrote:The amount of carried mail for each plane is defined in only single parameter in NFO.
Yes, I thought so, and I would imagine it works the same whether it's a helicopter or a normal plane, right?
Correct.
krtaylor wrote:
459 wrote: And is this problem with only someone or everyone?
Not known, but it has been reported several times, and it is replicable by everyone who specifically tests for it. I've not heard of anyone looking for the problem who failed to find it. So I suspect it's with everyone.
<snip>
Both zeppelins are known to be affected. I've heard reports that other aircraft are as well but not confirmed them. This behavior has not been observed in anything other than aircraft.
I can confirm that the Zeps have this problem, but I could not reproduce it for the Chinook, which makes me think it might have something to do with making choppers out of things that aren't supposed to be choppers. Bug report issued. Can anyone who has observed this bug with other aircraft please post exactly which one, and preferably a savegame as well?

I would be very suprised to see this bug in any other vehicle type, just because of how TTD handles aircraft as opposed to everything else.
krtaylor wrote:
459 wrote:Some time ago I did a test build with INCOMPLETE Chinook in the set. It ran but needs reworking. I'm waiting for the finished Chinook.
Who coded that, and have they released a new one?
I coded it, but Spaceball (the artist) seems to have disappeared. The rotors I have are not very good. If you want a CC-only version of the Chinook, with the current rotors, I can whip one up pretty quickly.
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Post by krtaylor »

Now this is very frustrating.

Can a mod change the title of this thread to say "95% done but we need help to finish"?
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Post by 459 »

While playing around with choppers, I didn't encounter the mail bug in any other vehicle than with Zeppelins. The basic choppers worked fine in that aspect. The guy who made the Zeps should try to troubleshoot, I didn't do them ;)

Anyway, here's the Planeset BETA 25/Jan/05. Hope people get more interested. I coded the S-58 and lowered load/unload speeds for Zeppelins. Nothing else done. It doesn't fix the mail bug and I still don't know whether it's a game or patch problem...

Please report any bugs/anomalities other than the Zeppelin full load problem. I had it myself too with Alpha41.
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Post by krtaylor »

Who did code the Zeppelins? Was it DaleStan?
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Post by Patchman »

I'm pretty sure the mail bug is a patch problem, so don't spend time trying to fix it until I have had a look.
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Post by krtaylor »

OK, thanks!

So, what does that leave? The Osprey and the Shorts, yes, and the rotors for the Chinook, right? Anything else? I haven't tried this newly posted file yet, does it have pricing included?

BTW, is it possible to have different pricing for the planes dependent on whether the fater airplanes is on or not?
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Post by Patchman »

krtaylor wrote:BTW, is it possible to have different pricing for the planes dependent on whether the fater airplanes is on or not?
Yes (action 7 var. 85 bit 4F). It's probably easiest to simply adjust the plane cost and running cost base globally in that case, instead of each individual cost factor.
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Post by DaleStan »

krtaylor wrote:BTW, is it possible to have different pricing for the planes dependent on whether the fater airplanes is on or not?
Yes. It's possible to have different EVERYTHING (price, speed, graphics, &c.) depending on most (if not all) switches. (I guess I type too slowly. Patchman beat me to it.)

459, did you want a GRF for the Ruslan, or did you want to wait until the graphics are finished?
Last edited by DaleStan on 26 Jan 2005 00:39, edited 1 time in total.
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Post by krtaylor »

Aha. 459, if you can, I would say that the prices for the aircraft ought to be altered in direct proportion to the change of the aircraft speeds, dependent on the planespeed setting. This way the set will not skew the game too much either way.
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Post by 459 »

DaleStan: You are free to do the Ruslan coding (no pax option but 150ton/300crate cargo option) and put it here when finished. The sprite can be tweaked later.

krtaylor: The aircraft purchase pricing should be good now, it shouldn't need modifications. What's wrong with them? Those running costs are another thing, they need to be raised somehow (because they are way too low anyway) to nerf the planes. Somebody should implement a demonstration with higher-than-usual running costs.
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