Aircraft, Airports & Pathfinders Reimagined

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Leanden
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Re: Aircraft, Airports & Pathfinders Reimagined

Post by Leanden » 29 Mar 2016 06:48

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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Re: Aircraft, Airports & Pathfinders Reimagined

Post by Juanjo » 29 Mar 2016 14:48

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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Re: Aircraft, Airports & Pathfinders Reimagined

Post by Leanden » 29 Mar 2016 15:10

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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Re: Aircraft, Airports & Pathfinders Reimagined

Post by Leanden » 03 Sep 2017 15:27

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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Re: Aircraft, Airports & Pathfinders Reimagined

Post by Juanjo » 10 Sep 2017 23:38

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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Re: Aircraft, Airports & Pathfinders Reimagined

Post by Leanden » 11 Sep 2017 01:14

Nice to hear its still a work in progress :)
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Re: Aircraft, Airports & Pathfinders Reimagined

Post by DerekCZ » 13 May 2018 15:09

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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Re: Aircraft, Airports & Pathfinders Reimagined

Post by Juanjo » 13 May 2018 20:30

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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Re: Aircraft, Airports & Pathfinders Reimagined

Post by DerekCZ » 15 May 2018 07:08

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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Re: Aircraft, Airports & Pathfinders Reimagined

Post by yodasws » 25 Sep 2018 16:34

Leanden wrote: As this will be calculation based rather than simulation based, the aircraft will know before taking off and before landing whether the runway will accomodate that plane.

You should be unable to issue an order to fly to an unsuitable airport and if the runway is shortened midflight the plane will treat the order as if the airport had been destroyed.
Leanden wrote:Im considering an acceleration model based on power and weight where planes must reach a certain velocity before take-off and therefore larger planes would require longer runways, although whether this would provide too much of a challenge for the player is really a question. And if a plane fails to take off whether the penalty of losing your plane becomes a negative point against gameplay.
I would suggest not letting the user set or change the runway at all. Just forget all this complicated mess.

The game already places every airplane in one of two categories: small or large.

So, only let the user select one of two runways to place: a short runway for small airplanes and a long runway for both large and small airplanes. Like with the current airports, if the user needs to extend a runway, he needs to demolish it and build the long runway in its place.

This will be so much easier to code and will be perfectly acceptable to most every player.

You know the old saying: Keep It Simple Stupid

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Re: Aircraft, Airports & Pathfinders Reimagined

Post by trainman1432 » 25 Sep 2018 17:32

Hey, speaking of terminal buildings... shouldn't we have that be the only things that have a catchment area since you can't really travel across a runway?
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Re: Aircraft, Airports & Pathfinders Reimagined

Post by Leanden » 25 Sep 2018 21:55

trainman1432 wrote:Hey, speaking of terminal buildings... shouldn't we have that be the only things that have a catchment area since you can't really travel across a runway?
If you wanted to be really closer to reality and add a strategic challenge you could significantly reduce the catchment area of those buildings to force feeder services. Perhaps as a difficulty option?
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Re: Aircraft, Airports & Pathfinders Reimagined

Post by yodasws » 26 Sep 2018 19:58

Leanden wrote:If you wanted to be really closer to reality and add a strategic challenge you could significantly reduce the catchment area of those buildings to force feeder services. Perhaps as a difficulty option?
Airport catchment area set to 0. That should be default in OpenTTD ✌

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Re: Aircraft, Airports & Pathfinders Reimagined

Post by Eddi » 26 Sep 2018 20:28

except that's not how catchment area of a station works... if you add anything like a bus or train station to it, it's back to "normal", as only the largest radius of any station tile is considered for the whole station.
You might not exactly be interested in Ferion, but if you are, have fun :)

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Re: Aircraft, Airports & Pathfinders Reimagined

Post by yodasws » 26 Sep 2018 20:36

Eddi wrote:except that's not how catchment area of a station works... if you add anything like a bus or train station to it, it's back to "normal", as only the largest radius of any station tile is considered for the whole station.
Yeah, that's fine by me since the people are walking to the bus stop and then into the terminal building. People can't just walk from home straight to the airport! That doesn't make any sense…

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