Moderator: OpenTTD Developers
this patch includes 2 additional airports called "Intercontinental 2" and "Circle"( If you don't like my names, you can post which you like and if I'll think your is/are better, I can change them ).
Installation: After applying patch and compilation, copy one of the grf from ha_grfs folder into your newgrf folder(if are you using original graphic, copy huge_airports_original, if are you using opengfx, copy opengfx... or just both of them ) and in game, add it to your active grfs.
If you'd like to play with opengfx+ airports, give bigger priority to huge airports newgrf!
BE SURE, YOU ALWAYS USE ONE OF THOSE NEWGRFS, OTHERWISE GAME WILL CRASH, WHEN YOU BUILD CIRCLE AIRPORT.
latest patch file: https://www.tt-forums.net/download/file.php?id=154136
latest NewGRF files: https://www.tt-forums.net/download/file.php?id=154137
v6: Updated against r23729.
v5: Added compatibility with opengfx+ airports, little code changes
v4: Added helicopter support for Circle airport. Added airport previews of both of airports. Fixed desync bug caused by non-saveload of 2 new variables.
v3: No longer need changed openttd.grf, now are 2 new airport tiles (used on Circle airport) via NewGRF, so it's OpenGFX fully compatible
v2: Added helicopter support for Intercontinental 2 airport. Upgraded moving scheme for Circle airport.
Sorry for my bad english.
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what are the noise levels on those massive things? and have you measured throughput?
Agreed, it would be better to put them at the outer edges, nearer to the runways.Zuu wrote:If you force aircrafts to service at each time they land at an airport (using orders), I think the depots on the circle airport may become bottlenecks as there is some 3-4 tiles long dual-direction single lane. At least if it is coded that only one aircraft can exist on this block at a time and it can't be operated so that eg. 3 aircrafts can go close together in one direction to the hangar and then the lane shifts direction and some aircrafts go in the other direction.
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Intercontinental 2 - 30, Circle - 50.Korenn wrote:what are the noise levels on those massive things?
I tested how many International airports (because they are the most stable and have almost same throughput as Intercontinental) they can beat (without loading passengers, - just enter and leave terminals). Intercontinental 2 was equal to 2 International airports and Circle was something between 3-4 International airports. I did same test, but between two Circle airports with very short distance. They could handle around 35 aircrafts. In the game, which I'm playing now, I'm using Circle airport as a central intersection for 100 aircrafts(it's really nice with YACD ) and it's still not overloaded.Korenn wrote:and have you measured throughput?
I think, that should be easier implement go to next hangar, if taxiway outside hangar is full, than remake airport moving scheme, so I'll try next hangar first...kamnet wrote:Agreed, it would be better to put them at the outer edges, nearer to the runways.Zuu wrote:If you force aircrafts to service at each time they land at an airport (using orders), I think the depots on the circle airport may become bottlenecks as there is some 3-4 tiles long dual-direction single lane. At least if it is coded that only one aircraft can exist on this block at a time and it can't be operated so that eg. 3 aircrafts can go close together in one direction to the hangar and then the lane shifts direction and some aircrafts go in the other direction.
Edit: Attached (source) of patch and grf to this post
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- newgrfs with source
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It won't in this way.edk256 wrote:When is this getting put in the trunk?
You can in trunk already define via NewGRF arbitrary airport tile layouts. What is lacking is the definition of arbitrary plane movement patters on these kind of airports via NewGRF. An implementation of the latter would be required and is the desired path.
There are many simple yet important tasks like translations, investigating facts and details and many other that need work and if you help a bit then the experienced developers can focus more on making OTTD even more awesome!
OTTD = Awesomeness created by a whole lot of volunteers, be one of them if you like the game!
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