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PostPosted: Tue Mar 29, 2016 6:48 am 
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Juanjo wrote:
I like the ideas in this thread. I would also add "airtypes". So you can have airport versions in gravel, asphalt or water versions. Each airtype can have a minimum length for its runways and other specs. Also, you can later decide aircraft compatibility with airport types.
I started doing some work to code it but I only work on it during summer.
I converted old airports (layouts) to the new system. In the end, movement of aircraft in old airports and modular ones will be controlled via a new pathfinder. You can also build an old layout and then modify it.
It is something much of us would like to see in OpenTTD, but remember there are people who prefer finite state machines.


Looks real nice, i havent managed to start any code yet as im away on Holiday at present, but from the screenshots that looks like a great start. Is it stable? Can you upload a copy of the diff/win32 build?

Looking at the screenshot though I can see we need to add a transparency layer for those track sections ;)

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PostPosted: Tue Mar 29, 2016 2:48 pm 
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You can find the code here. It is not stable and I didn't work on the graphics, as I am still working with the aircraft controller.


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PostPosted: Tue Mar 29, 2016 3:10 pm 
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Juanjo wrote:
You can find the code here. It is not stable and I didn't work on the graphics, as I am still working with the aircraft controller.


Jusging by your commit history you came up with this idea aready sometime last year. Funny how two unconnected minds come up with the same concept.

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PostPosted: Sun Sep 03, 2017 3:27 pm 
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Juanjo wrote:
You can find the code here. It is not stable and I didn't work on the graphics, as I am still working with the aircraft controller.



Did you ever make any more progress with your patch?

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PostPosted: Sun Sep 10, 2017 11:38 pm 
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Leanden wrote:
Did you ever make any more progress with your patch?

Yes, but at a very slow pace. I know what is yet to be done, but I just have little time to work on it.


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PostPosted: Mon Sep 11, 2017 1:14 am 
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Nice to hear its still a work in progress :)

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PostPosted: Sun May 13, 2018 3:09 pm 
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Juanjo wrote:
I like the ideas in this thread. I would also add "airtypes". So you can have airport versions in gravel, asphalt or water versions. Each airtype can have a minimum length for its runways and other specs. Also, you can later decide aircraft compatibility with airport types.
I started doing some work to code it but I only work on it during summer.
I converted old airports (layouts) to the new system. In the end, movement of aircraft in old airports and modular ones will be controlled via a new pathfinder. You can also build an old layout and then modify it.
It is something much of us would like to see in OpenTTD, but remember there are people who prefer finite state machines.


I truly hope that you are still working on this, as it seems to be the exact thing I've always wanted.

I have downloaded and compiled the code you posted, but I don't see any difference except the version saying 'norev000'


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PostPosted: Sun May 13, 2018 8:30 pm 
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DerekCZ wrote:
I truly hope that you are still working on this, as it seems to be the exact thing I've always wanted.

I have downloaded and compiled the code you posted, but I don't see any difference except the version saying 'norev000'


I will work on it this summer. I have no time for it right now.
In case you want to try what I have done so far, look for a branch named air-*, compile it and look for the setting allowing airports built tile by tile.


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PostPosted: Tue May 15, 2018 7:08 am 
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Juanjo wrote:
will work on it this summer. I have no time for it right now.
In case you want to try what I have done so far, look for a branch named air-*, compile it and look for the setting allowing airports built tile by tile.


Oh yes, I've compiled air-15 and now it works. And it's even better than what I saw from the videos!
You really did a good job and I wish you the best of luck in further development. I will be looking ahead for any updates!


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