New Airports?

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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WWTBAM
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Post by WWTBAM »

the ones circled in red.
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RSpeed tycoonfreak
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Post by RSpeed tycoonfreak »

well I think I'll have to make my own wherehouses then,
I also have to work on the depots but I can fix that so they fit better to the rest of the airport I hope.
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Post by RSpeed tycoonfreak »

Here is my improved milenium airport.
I changed the wherehouses so I hope I don't get in trouble with Sanchimaru.
And I made some new brown depot's.
And last time I forgot to make a airtraffic control tower what, in real life each airport needs.

I'm only not satisfied yet with the wherehouses and the depots.
In my oppinion they don't fit with the rest of the airport.
I'll still trying using diffrent colours to improve it.
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millenium airport2improved+ sprites.PNG
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Post by Darkvater »

richk67 wrote:The movement has 2 known bugs, that I will probably need Darkvater's help with.

1) Aircraft leave the hangar, and if the taxiway opposite the terminal pads is occupied, stop. However, the aircraft on the taxiway just roll straight over the waiting hangar-aircraft - either to go to the hangar, or out to the OUT_WAY. Also, more than one aircraft can exit the hangar, and sit waiting in this condition.

2) Helicopters that have moved along the ground to the hangar, on return to their helipads, dont take up the normal 0-facing position, and overhang the taxiway. Just looks odd, but not as bad as 1).
Same goes for you as what I told cybersam (although I get his questions through PM, but perhaps out in the public might be better as everyone can learn from it).
Attach your graphs and moving schemes. With this I mean
http://darkvater.openttd.org/airports/Metropolitan.png
http://darkvater.openttd.org/airports/M ... _block.png
and
http://darkvater.openttd.org/airports/M ... achine.png
pictures. Either merged into one picture, just clear. Then I can see visually what you want to do and check the state-machine against that. It'll also help you or anyone designing an airport to have this, so it's not a bad idea to make it in any case.

I have a few comments:
1. When I try to build it I get a country-airport, so can't actually test it
2. You control the facing with the AMED_EXACTPOS flag and the number after that. I always forget which number is which direction so you have to experiment with 0-7 :)
3.

Code: Select all

	{ 0,HANGAR,NOTHING_block,2}, {0,255,HANGAR2_AREA_block,0}, {0,HELITAKEOFF,HELIPAD2_block,2}, {0,0,0,2},
What is a terminal group doing there? There is only one group of three terminals. Even if there were more as you suggest, the checking of group two is missing. Doing a check for HELIPAD2_block is also kinda useless because it is a terminal and is set by the chopper the moment it leaves the hangar. The check should be done automatically.
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Post by richk67 »

Thanks for the info DV. I solved most of the problems fairly easily - just needed a fresh look next day.

Here is the working version. Ive thrown 15 planes at this, with no locks, strange quirks, etc. Ive tried stopping aircraft at various places, and it seems to restart ok, and fills empty spaces sensibly.

I use RUNWAY_IN, RUNWAY_OUT, and RUNWAY_IN_OUT in various places. Bottom line is only 2 aircraft can land and not get past the control tower, but these do not block aircraft leaving. All attempts to land at this point are blocked, so it seems to be OK that way.

Sorting the heli positions was simple in the end. I just wasnt thinking straight!

So here it is... the Commuter Airport. Available 1983, small airport category (for crashes).
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Commuter airport in action.
Commuter airport in action.
Slinnwell Transport, 19th Oct 1984.png (62.96 KiB) Viewed 4810 times
commuter_airport.patch
Commuter Airport patch
(18.74 KiB) Downloaded 225 times
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Post by Born Acorn »

It would be nice if this could be merged, possibly with a slight Airport GUI change to allow more airport types. Such a small airport as this will be excellent for small towns, and quite handy overall.
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Post by richk67 »

Born Acorn wrote:It would be nice if this could be merged, possibly with a slight Airport GUI change to allow more airport types. Such a small airport as this will be excellent for small towns, and quite handy overall.
WooHOO!!! :lol: You mean this may make trunk??? :shock: Wowzers!

I'd seriously expect tons of testing on it, but then that is best done by all the nightly users.

Some time this week I will work on the Continental Airport (4 runways, 9 terminals), but that requires a lot more coding. I will need to extend Terminal support to more than 6, and I would probably increase Helipad support similarly (for future designs). The design for the ConAir is included in the Commuter patch, but disabled by comments. The graphics support for it is included in table/station_land.c though. (lots of fencework)
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Post by Born Acorn »

richk67, I think it would be nice if it could go into the trunk, and it probably would be able to if the coding is clean, and up to the OpenTTD coding standards.

But, hear my idea out. Back in the day, lucaspiller thought it would be cool to have "helidepots", ie a heliport with a depot. So he coded, and I drew some graphics. Now, the graphics aren't needed, but here is how far he got with coding them before giving up due to basic hardness.

Image

Would it be possible to make these? (dedicated, and realistic heliports)
Image
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Post by Darkvater »

richk67 wrote:Thanks for the info DV. I solved most of the problems fairly easily - just needed a fresh look next day.

So here it is... the Commuter Airport. Available 1983, small airport category (for crashes).
Good to hear that :). Now all that's needed is code to make it easier to add airports to the game. Anyone up for some newgrf magic with action13? :)

Things that are needed:
1. format of action13. This includes encoding of movement, positions, graphics and some other minor things (year of availability, etc.)
2. integration of this into OpenTTD
3. parser of HRC (human readable code) into NFO since I am pretty sure nobody wants to code it in hex.
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Post by richk67 »

Born Acorn wrote:richk67, I think it would be nice if it could go into the trunk, and it probably would be able to if the coding is clean, and up to the OpenTTD coding standards.
Nothing really coded for my airport. Effectively its all data, even the finite state machine - I just fed it new parameters to work with. Only code changes were to add the button in the gui, add AT_COMMUTER in the relevant places - thats about it.
Born Acorn wrote:But, hear my idea out. Back in the day, lucaspiller thought it would be cool to have "helidepots", ie a heliport with a depot. So he coded, and I drew some graphics. Now, the graphics aren't needed, but here is how far he got with coding them before giving up due to basic hardness.

Would it be possible to make these? (dedicated, and realistic heliports)
Yeah, I remember those. The single helipad ones are simple - you can reuse the code for the helipad on say the City airport. You could also easily have twin helipads. The triples are harder as the current maximum is 2 pads. But, if this were increased to say 6 pads, then this would help development of other airport configs.

I'll have a go at creating one of the singles, and perhaps make a double of my own.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Post by richk67 »

richk67 wrote:I'll have a go at creating one of the singles, and perhaps make a double of my own.
OK... first go on the graphic; Ive reused control tower 85, as Im not sure where the graphic is for the small office lucaspiller used. Is it preferable to have something similar to lucaspiller, or shall I just continue with this as-is, and update if a new graphic becomes available?
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New helidepot. (I reused gui for current heliport, but will give it a dedicated button later.)
New helidepot. (I reused gui for current heliport, but will give it a dedicated button later.)
Slunton Transport, 17th Jan 1982.png (72.59 KiB) Viewed 4772 times
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Post by Born Acorn »

hmm. I made the graphics for that heliport, but I think a small office would be better, it is only a small heliport after all.

May I suggest sprite 2095 from tg1r.grf?
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Post by richk67 »

Born Acorn wrote:hmm. I made the graphics for that heliport, but I think a small office would be better, it is only a small heliport after all.

May I suggest sprite 2095 from tg1r.grf?
You can suggest it..... and its done!

Ive coded it up as well. Nice feature is that if the pad is occupied, other helis land and go to the depot. Once pad is clear, they exit depot, taxi to pad and continue.

Only bug atm that I can see, (or rather not hear), is that the takeoff sound for both Commuter and Helidepot has gone awol.

BTW lots of nasty code in aircraft_cmd.c assuming that if an airport has no terminals, then it has no depots. So its testing the wrong var, and now gets the wrong result. :(
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new_airports.patch
New airports - commuter and helidepot
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New helidepot
New helidepot
Dedingworth Transport, 2nd Sep 1987.png (109.69 KiB) Viewed 5030 times
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
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Post by Darkvater »

I've split this topic into OpenTTD Development > [NewGRF] New Airports

As the newgrf specs etc are more appropiate there.
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