larger airport and some new features.
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- webfreakz.nl
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I like the one of Belugas better because I think it can handle more capacity... but that one need expanding (1 tile) in the direction the runways are facing (W/E), then it will be able to service 1 aircraft landing at the airport and taxiing to the 'loading-point' and it will be able to service 1 aircraft taking off
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- belugas
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I like that too!
Advantage : you have two more dockings then on mine. Nice
What is that tunnel on west side? Yuo're planning on adding a bus station to the airport? That looks intriguing...
Which runways are for landing and takeoff?
Advantage : you have two more dockings then on mine. Nice
What is that tunnel on west side? Yuo're planning on adding a bus station to the airport? That looks intriguing...
Which runways are for landing and takeoff?
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
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Music from the Bloody Time Zones
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
- belugas
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Yeah, with the help of a bus station on the sideYoeri wrote:And the road is just to make it look a bit better... because people should be able to get to the airport itself, don't they?
To think of it, it would be awesome to have a bus station linked to an airport...
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
If you stick a bit more space between the runways in Yoeri's design you could convievably get all four runways to be used at once. It's probably the best design that doesn't look REALLY different from the airports we're used to.
But adding ONE extra airport won't solve congestion, even if it serves 4 times the passangers of the international (which is an optimistic assumption... but it will probably be AT LEAST twice as good) this just means that it will take 4 times longer for the airport to get overcongested. At which point you'll be stuck agian.
The only TRUE solution is customizable airports.
By the way... to everyone who complains about airports in the middle of cities being unrealistic:
Don't put them there. Instead place them outside of the city and make busses and trains transfer cargo.
Actually... this might be a way to fix congestion too:
You'd run bus, train transfers into the airport until the airport is at capacity. At that point you stop running any new traffic to the airport, and route it to other destinations instead. You COULD even set up a second airport and transfer cargo to the that airport instead. I think I'm gonna try this in my next game.
But adding ONE extra airport won't solve congestion, even if it serves 4 times the passangers of the international (which is an optimistic assumption... but it will probably be AT LEAST twice as good) this just means that it will take 4 times longer for the airport to get overcongested. At which point you'll be stuck agian.
The only TRUE solution is customizable airports.
By the way... to everyone who complains about airports in the middle of cities being unrealistic:
Don't put them there. Instead place them outside of the city and make busses and trains transfer cargo.
Actually... this might be a way to fix congestion too:
You'd run bus, train transfers into the airport until the airport is at capacity. At that point you stop running any new traffic to the airport, and route it to other destinations instead. You COULD even set up a second airport and transfer cargo to the that airport instead. I think I'm gonna try this in my next game.
- webfreakz.nl
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404 page not found?MeusH wrote:Yoeri: please update your picture with depots, heliports, also mark where planes land and where planes take off. Take a look at this and start designing airports!
# Programming is like sex, one mistake and you have to support it for the rest of your life. (Michael Sinz)
- belugas
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hem..... Is it me or is that link not exactly a vaild oneMeusH wrote:Yoeri: please update your picture with depots, heliports, also mark where planes land and where planes take off. Take a look at this and start designing airports!
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
O'Hare
I took a look at the airport O'Hare in Chicago, which made me think: Why not having the runways crossing each other and have more room for taxiing airplanes (so that you can have more planes landed at the airport)?
Having runways crossing each other might cause a problem: When an airplane starts/lands on one of them both runways will be blocked. Would it be possible to make each airplane calculate when to start and land without crashing into each other? If so, it would be a nice little flow of airplanes.
It is possible to have the airport formed like something else than a square, isn't it?
One more thing that could speed up it all would be to make small airplanes use mabe only half of the runway and then taxi away to the terminals so that another plane can start/land.
About the terminals: On real international airports the terminals can handle far more planes than 6. Maybe it's an idea to add these "terminal arms" (picture).
I don't mean to have an airport so complex like O'Hare, but I like the idea of thinking in some new different ways.
I found a website with different airport photos taken from above, if someone wants to get more ideas:
http://www.landrum-brown.com/page.asp?id=108
Having runways crossing each other might cause a problem: When an airplane starts/lands on one of them both runways will be blocked. Would it be possible to make each airplane calculate when to start and land without crashing into each other? If so, it would be a nice little flow of airplanes.
It is possible to have the airport formed like something else than a square, isn't it?
One more thing that could speed up it all would be to make small airplanes use mabe only half of the runway and then taxi away to the terminals so that another plane can start/land.
About the terminals: On real international airports the terminals can handle far more planes than 6. Maybe it's an idea to add these "terminal arms" (picture).
I don't mean to have an airport so complex like O'Hare, but I like the idea of thinking in some new different ways.
I found a website with different airport photos taken from above, if someone wants to get more ideas:
http://www.landrum-brown.com/page.asp?id=108
- Attachments
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- I marked the runways black and the taxiways yellow.
- Marked.jpg (190.47 KiB) Viewed 3464 times
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- O'Hare Airport
- O'Hare-Airport.jpg (56.64 KiB) Viewed 3462 times
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- the "terminal arms" I'm talking about...
- arms.jpg (148.87 KiB) Viewed 3442 times
Yeah, right.
That's why the 404 page says "Apache Server at darkvater.openttd.org Port 80"
That site is decidedly not down.
I think you need a refresher on what happens when a site is down.
That's why the 404 page says "Apache Server at darkvater.openttd.org Port 80"
That site is decidedly not down.
I think you need a refresher on what happens when a site is down.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
I made a more detailed version of my airport, and I am really interested in making some real graphics for OTTD. The airport I draw was still made in paint, but if many of you like it, I might start making some real graphics.MeusH wrote:Yoeri: please update your picture with depots, heliports, also mark where planes land and where planes take off. Take a look at this and start designing airports!
btw....forgot the heliports again...
- Attachments
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- airport.PNG (16.24 KiB) Viewed 3384 times
*rummange*rummage*
Try this link. For me, at least, it works better than the darkvater.openttd.org one.
Try this link. For me, at least, it works better than the darkvater.openttd.org one.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
- belugas
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Thanks DaleStan. For once you're usefull
That is the last piece I need.
I started to look at the feasability to add new airport types.
So far so good, but there are two major things on which I stumble:
1) 6 terminals is a limit. If I want to set some more, should I INSERT the new values on the different arrays/enum or ADD them at htne bottom?
2) There is only one entry point specified, meaning only one landing runway. IF I want to add more then one, I have two choices :
a) keep that entry point as it is, but add a method for checking if it is buzy. Is so, check for another possiblity.
b) add physically on the airport structure OR a linked list of entries OR an array.
Any suggestions?
That is the last piece I need.
I started to look at the feasability to add new airport types.
So far so good, but there are two major things on which I stumble:
1) 6 terminals is a limit. If I want to set some more, should I INSERT the new values on the different arrays/enum or ADD them at htne bottom?
2) There is only one entry point specified, meaning only one landing runway. IF I want to add more then one, I have two choices :
a) keep that entry point as it is, but add a method for checking if it is buzy. Is so, check for another possiblity.
b) add physically on the airport structure OR a linked list of entries OR an array.
Any suggestions?
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
- belugas
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- Joined: 05 Apr 2005 01:48
- Location: Deep down the deepest blue
- Contact:
AS well as the depots...Yoeri wrote:btw....forgot the heliports again...
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
Another example
Made a different model as an answer to Yoeri's idea. I'm stuck with the idea of having crossing runways. In reality crossing runways are common.
The bad thing with this airport is that it needs a lot of squares. But thats like in reality too, isn't it?
5 runways
6 Helipads
5 depots
14 loading spots
too many loading spots?
I forgot to paint the taxiway to some runways, but maybe you can figure out where they should be?
The bad thing with this airport is that it needs a lot of squares. But thats like in reality too, isn't it?
5 runways
6 Helipads
5 depots
14 loading spots
too many loading spots?
I forgot to paint the taxiway to some runways, but maybe you can figure out where they should be?
- Attachments
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- Small picture.
- Version 1.jpg (108.25 KiB) Viewed 3320 times
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- Bigger picture of another airport model
- version 1 stor.jpg (233.01 KiB) Viewed 607 times
- belugas
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Re: Another example
That is why I preferred to get parallel runways.Xilef wrote:The bad thing with this airport is that it needs a lot of squares. But thats like in reality too, isn't it?
It is not exactly as in the real world, but when you look at trainstations and the way they are connected with rail newtwork, would you say it is realistic?
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
Unfortunatley for us there arn't A LOT of people with the time or skill to implement custom airports, I looked into it a little while ago but soon decided that it was way out of my league So until someone does decide to give it a bash I will settle for bigger and better airport designs.mega rail wrote:how ever big you make a "FIXED" airport it will always be to small.
custom airports would add a lot to the game a challenge to build a good airport in the space you have. much like junction/station building for trains.
I cant put a signature here, I dropped my pen
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