NewGRF (Air)ports - general discussion
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Re: NewGRF (Air)ports - general discussion
There is also the power issue to consider. At takeoff full power is used, and so the aircraft can use that to power themselves through problems. However, on landing, the power is cut back and so the aircraft is more vulnerable to atmospherics (micro-bursts, etc), and cannot just push through the problem as it would compromise landing speed.
Takeoff is most vulnerable to power loss; landing is more vulnerable to weather and structural failures. OTOH, the worst air disaster in terms of lives lost was while taxiing (Tenerife).
From the NTSB reports Ive read - and they are fascinating reading - running out of fuel is incredibly rare as a crash fault. The saddest disaster I read about - which shows how delicate things can be - was one where a maintenance engineer left a 1 inch piece of protective tape over a piezzo sensor, and the aircraft instruments then went totally haywire. They could not tell how high or fast they were going, and in the end crashed into the sea. (Peru I think??)
What I program into OTTD I dont know yet - maybe some landing short, some landing overshoots, some power-loss on takeoff, and some mid-air failures. I dont think I would be able to engineer mid-air collisions.
Takeoff is most vulnerable to power loss; landing is more vulnerable to weather and structural failures. OTOH, the worst air disaster in terms of lives lost was while taxiing (Tenerife).
From the NTSB reports Ive read - and they are fascinating reading - running out of fuel is incredibly rare as a crash fault. The saddest disaster I read about - which shows how delicate things can be - was one where a maintenance engineer left a 1 inch piece of protective tape over a piezzo sensor, and the aircraft instruments then went totally haywire. They could not tell how high or fast they were going, and in the end crashed into the sea. (Peru I think??)
What I program into OTTD I dont know yet - maybe some landing short, some landing overshoots, some power-loss on takeoff, and some mid-air failures. I dont think I would be able to engineer mid-air collisions.
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Re: NewGRF (Air)ports - general discussion
DaleStan wrote:... takeoff ...
(Graphics by http://www.asf.org)Bilbo wrote:... landing ...
[edit]
No, that was a 757 of Birgen Air, flying from Santo Domingo (Dominican Republic) to Berlin in february 1996.richk67 wrote:The saddest disaster I read about - which shows how delicate things can be - was one where a maintenance engineer left a 1 inch piece of protective tape over a piezzo sensor, and the aircraft instruments then went totally haywire. They could not tell how high or fast they were going, and in the end crashed into the sea. (Peru I think??)
See http://www.rvs.uni-bielefeld.de/publica ... enAir.html
For those of you interested, here´s the CVR transcript.
[/edit]
regards
Michael
Last edited by michael blunck on 13 Dec 2007 10:36, edited 2 times in total.
Re: NewGRF (Air)ports - general discussion
Fascinating - thanks for the info.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Re: NewGRF (Air)ports - general discussion
Actually there were two planes involved in Tenerife disaster and while one was really taxiing, second one attempted take off without clearance. And the cause was human error - which is something that might be interesting to have in the game, but may be a bit difficult?richk67 wrote: Takeoff is most vulnerable to power loss; landing is more vulnerable to weather and structural failures. OTOH, the worst air disaster in terms of lives lost was while taxiing (Tenerife).
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Re: NewGRF (Air)ports - general discussion
Yeah, the CVR of this accident is a must-read:Vikthor wrote: Actually there were two planes involved in Tenerife disaster and while one was really taxiing, second one attempted take off without clearance. And the cause was human error - which is something that might be interesting to have in the game, but may be a bit difficult?
http://aviation-safety.net/investigatio ... kl4805.php
regards
Michel
Re: NewGRF (Air)ports - general discussion
Yup, I didnt say that there were 2 aircraft involved, just that it was a taxiing accident. KLM wanted to send its best pilot to help the investigation - until they discovered he was the pilot involved - and generally regarded as being principally at fault for the accident by proceeding down the runway before PanAm was stated as clear by the tower.
I dont think I can easily program in collisions - the whole system is now geared to automatically lock sectors to one aircraft only. Effectively its Path-Based Movement for airports.
I dont think I can easily program in collisions - the whole system is now geared to automatically lock sectors to one aircraft only. Effectively its Path-Based Movement for airports.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Re: NewGRF (Air)ports - general discussion
Hmm .. so there are less accidents in total during takeoff than during landing, but more fatal accidents. So if acident happen during takeoff, it is more likely to end up badly (well, losing power and end of runway is bad - you can no longer lift off and there is not enough space to brake)
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: NewGRF (Air)ports - general discussion
As Dalestan pointed out, its more fuel than anything. Depending on the emergency, it is normal to dump as much fuel as possible before a landing to minimise fire risks. At takeoff, it is rare to have either the time or the location to dump fuel safely, so crashes post takeoff would tend to have worse fires.
An incredible landing accident after a major inflight systems failure, was the Sioux City crash. The aircraft lost all hydraulics and could only turn in one direction. It touched down at Sioux City (49/50 simulator pilots never made it that far!), but the wing dug in. It barrel rolled, split apart, big fireball, etc. However... and if you see the film of the landing you'll be amazed... nearly 50% of the passengers survived.
An incredible landing accident after a major inflight systems failure, was the Sioux City crash. The aircraft lost all hydraulics and could only turn in one direction. It touched down at Sioux City (49/50 simulator pilots never made it that far!), but the wing dug in. It barrel rolled, split apart, big fireball, etc. However... and if you see the film of the landing you'll be amazed... nearly 50% of the passengers survived.
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Re: NewGRF (Air)ports - general discussion
I suspect MB's statistics are for general aviation aircraft rather than airliners, but it seems to be a similar story; according to Boeing, over 50% of airliner accidents happen on landing or approach, compared to about 20% on takeoff or climb. However, the fatality rate is much higher for takeoff accidents.
It wouldn't actually change the gameplay, but would it be possible to change the crash message so the fatality rate isn't always 100%?
It wouldn't actually change the gameplay, but would it be possible to change the crash message so the fatality rate isn't always 100%?
Re: NewGRF (Air)ports - general discussion
May be worth some patch, though it is basically just an eye candy :)
With trains it is similar - when they collide head-on, both going 200km/h it is no wonder everybody on train is dead, but when train going 20 km/h catches up train going 15 km/h from behind, such fatality rate is rather surprising.
With trains it is similar - when they collide head-on, both going 200km/h it is no wonder everybody on train is dead, but when train going 20 km/h catches up train going 15 km/h from behind, such fatality rate is rather surprising.
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: NewGRF (Air)ports - general discussion
the link to the main thread donsn't work for me.
it says "firefox dosn't know the protocol svn"
it says "firefox dosn't know the protocol svn"
Re: NewGRF (Air)ports - general discussion
It's the link to the source code. Not to a forum thread.Slye_Fox wrote:the link to the main thread donsn't work for me.
it says "firefox dosn't know the protocol svn"
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Re: NewGRF (Air)ports - general discussion
Where can i get this then?
The zip only has a readme in it.
The zip only has a readme in it.
Re: NewGRF (Air)ports - general discussion
Read first line of first post...
"This is the main thread for the NewGRF (Air)ports branch: svn://svn.openttd.org/branches/NewGRF_ports".
Check out the repository, and then compile it.
"This is the main thread for the NewGRF (Air)ports branch: svn://svn.openttd.org/branches/NewGRF_ports".
Check out the repository, and then compile it.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Re: NewGRF (Air)ports - general discussion
Read the development part of the OpenTTD wiki for instructions on checking out a copy of the source code. You would also need a compiler to compile it. If you cant do that, then this really isnt for you. There are no pre-built versions available, since it is in development (like the nightly, but without the regular builds).
It is worth learning how to download a nightly, or a development area like NewGRF_ports, and compile it. It will open up a whole new world of cutting edge developments. (Note that cutting edges can cause bleeding... )
It is worth learning how to download a nightly, or a development area like NewGRF_ports, and compile it. It will open up a whole new world of cutting edge developments. (Note that cutting edges can cause bleeding... )
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Re: NewGRF (Air)ports - general discussion
Dam.
Can't do that.
Don't know C (or ANY language simaler to it)
Can't do that.
Don't know C (or ANY language simaler to it)
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Re: NewGRF (Air)ports - general discussion
Re: NewGRF (Air)ports - general discussion
Yup. I was new to all this 2 years ago, and it was easy enough to read through the instructions, download TortoiseSVN and cygwin, and I had compiled my first own copy in about 2 hours.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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