Six New Airports - Released
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Yes, it approaches at a diagonal, and only the one that gets landing permission turns in for the approach. The others continue their path.Vloris wrote:Is this done on purpose?
Holding patterns can be more complex, but it requires more coding in the state machine. This worked, so I didnt fix it.
Re: Queuing patch: No idea.
Re: modifying availability dates: these are easy to find, and a simple patch can change them. I have not set them as configurable items, but that can come in the new versions coming later.
Re: District airport. Not my best design. I have some better ones, that should be coming soon.
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- A new airport :)
- Tonninghall Transport, 23rd Sep 2004 #1.png (28.04 KiB) Viewed 4892 times
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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- Digitalfox
- Chief Executive
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No. I wanted it there for the aircraft to travel around. It stays
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What? You can't have anything tall near the runways; it's simply not safe.[0] The only thing that leaves is helipads, and you don't want those any too close to the runways either.
[0] On that subject, any chance of relocating the transmission tower? Not that I'm sure where it should go instead. The best I can get is one tile in the -X direction.
[0] On that subject, any chance of relocating the transmission tower? Not that I'm sure where it should go instead. The best I can get is one tile in the -X direction.
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Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
No. Runways have clear spaces of grass. If anything, there isnt enough grass around this airport. It stays. Last word.
The radar is usually placed further away from the buildings (or high up on top of them), so that it has a clear line of sight on the approaches.
Dalestan: As for antenna - where would you suggest? Those two runways are the outbound only runways, so the antenna is never in the flightpath - if that makes a difference.
The radar is usually placed further away from the buildings (or high up on top of them), so that it has a clear line of sight on the approaches.
Dalestan: As for antenna - where would you suggest? Those two runways are the outbound only runways, so the antenna is never in the flightpath - if that makes a difference.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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- Born Acorn
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As I said, the best I could come up with is one tile in the minus X direction (toward the hangar), but that's not much improved when it comes to keeping it out of the (nonexistent) +Y landing/-Y takeoff paths.richk67 wrote:Dalestan: As for antenna - where would you suggest? Those two runways are the outbound only runways, so the antenna is never in the flightpath - if that makes a difference.
Moving it by <-2,-1> or <-3, -1> would be be better, but has the side effect of making the airport even more irregular.
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No. I used to work with radars - that would a) fry the living daylights out of the people in the hangar, and b) create an enormous blindspot. This airport is pretty much complete.
As for the antenna - Im not a great fan of the graphic. Maybe I'll just lose it entirely. But the radar is right. It stays.
The grass may get rounded, but that requires extra graphics loading into airports.grf, which Im reluctant to do when things are likely to make it obsolete anyway.
As for the antenna - Im not a great fan of the graphic. Maybe I'll just lose it entirely. But the radar is right. It stays.
The grass may get rounded, but that requires extra graphics loading into airports.grf, which Im reluctant to do when things are likely to make it obsolete anyway.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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- athanasios
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I suggest some nice grass without grid lines. The grid line looks very ugly there. Also curve the corners there; they are very sharp and not realistic.Born Acorn wrote:Every square not used as a taxiway should be grass...
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Well, not necessarily... Yes, they can cause damage within a close radius and without protection but they are normally situated further from people/aircraft or raised so that the lobes are above the level of people/aircraft. You would get a blindspot behind the hangar and that is probably the best place for an approach aerial to get the most accuracy.richk67 wrote:No. I used to work with radars - that would a) fry the living daylights out of the people in the hangar, and b) create an enormous blindspot. This airport is pretty much complete.
Also, if you want something at the end of the runway, maybe a localiser aerial for an ILS system?
(By the way, the radar at my work (the one I use every day) is situated right next to the runway. We also have a Ground Movement Radar situated right above our heads too. )
Yeah, I was simplifying it. If the radar was that close to a building, then it would have a blanking sector applied that automatically cut the beam as it swept around. Given the power that can still be in the lobes, I still wouldnt want to be in the path frequently.
Of course, if it was a planar array radar, you could just use beam-stearing to move the beam off-axis. However, it would still be a thumping great big blindspot.
One little funny occasion we had - a test radar had been set up, and we had assumed that since there were no buildings within 300yds, it was ok to transmit without raising the beam angle. 15 minutes later we get an inquiry from the police as to whether we are running any tests, since all the till alarms at the local supermarket have gone off!
Of course, if it was a planar array radar, you could just use beam-stearing to move the beam off-axis. However, it would still be a thumping great big blindspot.
One little funny occasion we had - a test radar had been set up, and we had assumed that since there were no buildings within 300yds, it was ok to transmit without raising the beam angle. 15 minutes later we get an inquiry from the police as to whether we are running any tests, since all the till alarms at the local supermarket have gone off!
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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- Engineer
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okay, I feel like an idiot, I cant work out how to install this patch, I've moved the .patch and the .grf into the /data folder, but I cant get them to work. I tried renaming airports_173.grf to airports.grf (replacing the old one) but then the game didnt boot correctly (it said I didnt have airports.grf)
Can somebody help me?
Can somebody help me?
- RainierWatcher
- Traffic Manager
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- Joined: 14 Jan 2007 15:10
- Location: West Norfolk, England
These airports are already in the game, both in 0.5.0+ and in nightlies. The newer real life airports are not released yet. I think thats what you want anyway.
The district ones are not, but I don't know if they would work anyway, the game might be confused by having both the trunk ones and the extra ones.
The district ones are not, but I don't know if they would work anyway, the game might be confused by having both the trunk ones and the extra ones.
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