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

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krtaylor
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Post by krtaylor »

Here's a thought. Is it possible to adjust the speed, not as a percentage, nor as an on/off switch, but via a (non-adjustable) logarithmic curve?

By which I mean:
You start with the aircraft speeds being real speeds (that is, not the way they are unPatched).

Then you decrease their speeds on a sliding scale, decreasing them by a larger percentage the faster they go. So the prop planes would go maybe 25% slower (which would still be like 50% faster than they go unPatched); the jets would go maybe 50% slower (faster than the props, but not be as much), and the Concorde would go 75% slower (or, slightly faster or about the same as it is unPatched).

Of course, the real solution would be to make the map 10x larger and keep the same number of industries and cities, but we've been through that... You Can't.
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Post by George »

Dinges wrote:ask george, he will have the same :!:
What do you mean?
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Post by Dinges »

George wrote:
Dinges wrote:ask george, he will have the same :!:
What do you mean?
running cost base has got only one value for planes, RV's, ships
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Post by George »

Dinges wrote:
George wrote:
Dinges wrote:ask george, he will have the same :!:
What do you mean?
running cost base has got only one value for planes, RV's, ships
yes, that's true. But let us ask Josef to make it possible to change the base with grf file.
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Post by Prof. Frink »

I feel it should make the planes run 2x normal speed, (0.5x PlaneSpeed)
But divide all the displays of the plane speed by 2,
So the given value is correct but they don't go too fast.
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Post by eis_os »

What do you want?
Making planeset? Coversation about planespeed switch :?:
New suggestions?

-edit-
OK I got the answer :)
Last edited by eis_os on 12 Aug 2003 20:04, edited 1 time in total.
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Post by Dinges »

all, ask people for their opinion and giving you guys a suggestion, also for making a planeset
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Post by troopper5 »

Frink's sugestion is quite good, if it is possible...
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Post by way2good »

Have the all plane boxes been used? :?
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Post by Dinges »

way2good wrote:Have the all plane boxes been used? :?
Plane Boxes?
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Post by way2good »

Blocks or whatever (or is it possible to bring as many planes to the set as you dare, or is the limit already reached)
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Post by Dinges »

way2good wrote:Blocks or whatever (or is it possible to bring as many planes to the set as you dare, or is the limit already reached)
no, there are 42 planes available...
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Post by krtaylor »

All the environments use the same planes, right? That's why there's only 42 of them, including helicopters? Is this a code limitation so you cannot add any more? It seems like an odd number to be a code limitation.
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Post by Dinges »

krtaylor wrote:All the environments use the same planes, right? That's why there's only 42 of them, including helicopters? Is this a code limitation so you cannot add any more? It seems like an odd number to be a code limitation.
hmm, just like there are only 11 ships to make :?:

Only the toyland uses other planes, and there are only 5 off them in toyland + 1 helicopter...
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Post by krtaylor »

I know we can use "slots" that were originally used by other environments, so in any given environment you can use the total number of slots that are in use by all environments combined. That's the way MB did that huge DB set I think. So, that would mean that, for a complete planeset, you could use 42 + the 6 in Toyland = 48. Actually, that's probably about enough, it would be one new vehicle every 2 or 3 years on average, which seems sufficient.

If it is possible to explain, I'd be curious as to what the limiting factor is. For instance, I understand the limit in how many different types of track there can be - it's a two-binary-digit switch meaning there are only 4 possible positions, one of which is "none", thus leaving 3 possible track types. That makes programming sense to me. I'm not sure I understand what causes the "slot" limit. Do you know?
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Post by way2good »

Is planeset slots full?
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Post by Dinges »

krtaylor wrote:I know we can use "slots" that were originally used by other environments, so in any given environment you can use the total number of slots that are in use by all environments combined. That's the way MB did that huge DB set I think. So, that would mean that, for a complete planeset, you could use 42 + the 6 in Toyland = 48. Actually, that's probably about enough, it would be one new vehicle every 2 or 3 years on average, which seems sufficient.
No, the toyland are allready counted in the 42

I can, however, make certain planes unavailable in some climates to place more planes in a set, or make some planes selectable by parameters, but this is a bad idea if people exchange games...
If it is possible to explain, I'd be curious as to what the limiting factor is. For instance, I understand the limit in how many different types of track there can be - it's a two-binary-digit switch meaning there are only 4 possible positions, one of which is "none", thus leaving 3 possible track types. That makes programming sense to me. I'm not sure I understand what causes the "slot" limit. Do you know?
No, you should ask Josef for this, maybe eis_os knows it.
Last edited by Dinges on 13 Aug 2003 18:27, edited 1 time in total.
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Post by krtaylor »

Hmm. So 42 is all there currently are. That's plenty for most common commercial jets, but not if you are going to include old stuff (Junkers, DC-3), new helicopter-like things (Osprey, Zeppelins, etc), Russian planes (Ilyushins, Antonov, etc.) to say nothing of dreaming up futuristic stuff.

I would like to understand why the limit is the way it is and isn't movable. I don't want to pester any of the Patch crew for it, but if someone reads this, and knows the answer, and doesn't mind explaining, I'd be grateful... :wink:
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Post by Dinges »

hmmm, Can Josef make more sprites then 12000 :?:

I have calculated ammount off sprites it will take

1. 8 sprites for every plane flying
2. 8 sprites for every plane loading (they will have stairs next to them, etc...)
3. 10 psuedo-sprites for information about plane (stats, name etc.)
4. approx 4 sprites for goodies every plane.

hmm, 8+8+10+4 = 30 * 42 = 1260, and I'm not done yet, it will probably even more...
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Post by SHADOW-XIII »

he even not done more than 8192 yet ... and he only started working to handle 11488 sprites .... I do not think more will be so easy to do
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