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Huge Airports

Posted: 08 Oct 2011 18:51
by Karn
Hello everyone,

this patch includes 2 additional airports called "Intercontinental 2" and "Circle"( If you don't like my names, you can post which you like and if I'll think your is/are better, I can change them :P ).

Installation: After applying patch and compilation, copy one of the grf from ha_grfs folder into your newgrf folder(if are you using original graphic, copy huge_airports_original, if are you using opengfx, copy opengfx... or just both of them :D ) and in game, add it to your active grfs.

If you'd like to play with opengfx+ airports, give bigger priority to huge airports newgrf!

BE SURE, YOU ALWAYS USE ONE OF THOSE NEWGRFS, OTHERWISE GAME WILL CRASH, WHEN YOU BUILD CIRCLE AIRPORT.

latest patch file: https://www.tt-forums.net/download/file.php?id=154136
latest NewGRF files: https://www.tt-forums.net/download/file.php?id=154137

Changes:
v6: Updated against r23729.
v5: Added compatibility with opengfx+ airports, little code changes
v4: Added helicopter support for Circle airport. Added airport previews of both of airports. Fixed desync bug caused by non-saveload of 2 new variables.
v3: No longer need changed openttd.grf, now are 2 new airport tiles (used on Circle airport) via NewGRF, so it's OpenGFX fully compatible
v2: Added helicopter support for Intercontinental 2 airport. Upgraded moving scheme for Circle airport.

Image

Sorry for my bad english.

Re: Huge Airports

Posted: 08 Oct 2011 19:21
by buckethead
God bless you!

Re: Huge Airports

Posted: 08 Oct 2011 21:03
by Muzzly
Nice !!! :)

Re: Huge Airports

Posted: 09 Oct 2011 11:02
by SwissFan91
I don't suppose you could make one where the terminals are on the outside? I have always wondered how the passengers get to the terminals.

Re: Huge Airports

Posted: 10 Oct 2011 05:55
by Transportman
SwissFan91 wrote:I don't suppose you could make one where the terminals are on the outside? I have always wondered how the passengers get to the terminals.
Tunnels? Magic?

Re: Huge Airports

Posted: 10 Oct 2011 06:25
by Korenn
the same way they get to the bus stops, docks and train stations - they jump.

what are the noise levels on those massive things? and have you measured throughput?

Re: Huge Airports

Posted: 10 Oct 2011 19:50
by Zuu
If you force aircrafts to service at each time they land at an airport (using orders), I think the depots on the circle airport may become bottlenecks as there is some 3-4 tiles long dual-direction single lane. At least if it is coded that only one aircraft can exist on this block at a time and it can't be operated so that eg. 3 aircrafts can go close together in one direction to the hangar and then the lane shifts direction and some aircrafts go in the other direction.

Re: Huge Airports

Posted: 10 Oct 2011 21:21
by kamnet
Zuu wrote:If you force aircrafts to service at each time they land at an airport (using orders), I think the depots on the circle airport may become bottlenecks as there is some 3-4 tiles long dual-direction single lane. At least if it is coded that only one aircraft can exist on this block at a time and it can't be operated so that eg. 3 aircrafts can go close together in one direction to the hangar and then the lane shifts direction and some aircrafts go in the other direction.
Agreed, it would be better to put them at the outer edges, nearer to the runways.

Re: Huge Airports

Posted: 10 Oct 2011 22:53
by Karn
Korenn wrote:what are the noise levels on those massive things?
Intercontinental 2 - 30, Circle - 50.
Korenn wrote:and have you measured throughput?
I tested how many International airports (because they are the most stable and have almost same throughput as Intercontinental) they can beat (without loading passengers, - just enter and leave terminals). Intercontinental 2 was equal to 2 International airports and Circle was something between 3-4 International airports. I did same test, but between two Circle airports with very short distance. They could handle around 35 aircrafts. In the game, which I'm playing now, I'm using Circle airport as a central intersection for 100 aircrafts(it's really nice with YACD :D ) and it's still not overloaded.
kamnet wrote:
Zuu wrote:If you force aircrafts to service at each time they land at an airport (using orders), I think the depots on the circle airport may become bottlenecks as there is some 3-4 tiles long dual-direction single lane. At least if it is coded that only one aircraft can exist on this block at a time and it can't be operated so that eg. 3 aircrafts can go close together in one direction to the hangar and then the lane shifts direction and some aircrafts go in the other direction.
Agreed, it would be better to put them at the outer edges, nearer to the runways.
I think, that should be easier implement go to next hangar, if taxiway outside hangar is full, than remake airport moving scheme, so I'll try next hangar first...

Re: Huge Airports

Posted: 10 Oct 2011 23:25
by Eddi
it might make more sense to put the hangars on the outside, in the triangular section at each corner. turn the current hangar entrances into loading bays instead.

Re: Huge Airports

Posted: 22 Nov 2011 14:54
by Karn
After some bug-fixes and adding of basic features, I think, I can release (I hope) stable (compiled) release. Don't forget (in title screen->NewGRF Settings) to add one of the huge airports newgrf(depends, which graphic set you are using) into your active newgrf list. Otherwise game will crash, when you build Circle airport.

Edit: Attached (source) of patch and grf to this post

Re: Huge Airports

Posted: 22 Nov 2011 15:49
by jucheng
Hi there,

Thanks for fine-tuning this development. Just wondering if you are able to compile a version that can run on 64-bit win7?

Thanks in advance, and apologies for the inconvenience caused.

Regards,
jucheng

Re: Huge Airports

Posted: 22 Nov 2011 16:14
by Karn
This version should work on 64-bit win7. I tested it on 64-bit win XP and 7 and everything was working fine. If there is any error message, just post it here...

Re: Huge Airports

Posted: 22 Nov 2011 16:37
by jucheng
ah yes...so it is...

fault was with me, didn't copy over the whole language folder. done so now, and working out fine.

thanks again for the development and the compilation :D

cheers,
jucheng

Re: Huge Airports

Posted: 06 Dec 2011 22:13
by Karn
After some changes in nightly, I decided that is time to release new version of patch. In trunk is again raised version of saveload, so new patch (again) breaks backwards compatibility. Also new version of newgrf is needed.

Re: Huge Airports

Posted: 14 Dec 2011 04:55
by edk256
When is this getting put in the trunk? The Circle Airport is the hub I need for my cargo destination games, as opposed to stringing together several airports with hundreds of buses between them. :P

Re: Huge Airports

Posted: 14 Dec 2011 06:41
by planetmaker
edk256 wrote:When is this getting put in the trunk?
It won't in this way.

You can in trunk already define via NewGRF arbitrary airport tile layouts. What is lacking is the definition of arbitrary plane movement patters on these kind of airports via NewGRF. An implementation of the latter would be required and is the desired path.

Re: Huge Airports

Posted: 03 Jan 2012 17:00
by Karn
Updated to r23729.
NewGRF files change(s): Removed ugly animated pixels from airports previews.

Re: Huge Airports

Posted: 09 Feb 2012 14:32
by THE_JUDGE
ha_grfs_v3.rar downed, add in my active grf list.... but nothing....
Only the ones i always had are shown....

Re: Huge Airports

Posted: 09 Feb 2012 15:58
by bremerjoe
You will need to properly apply the patch. Not as easy to use as a NewGRF.
See: http://www.tt-forums.net/viewtopic.php?f=33&t=21678