What he really needs is to download the source code (using SVN), and apply the patch to the source code (I use TortoiseSVN for both), and then recompile.
Im trying to get this patch accepted into trunk, as it is fundamentally data rather than big code changes.
What he really needs is to download the source code (using SVN), and apply the patch to the source code (I use TortoiseSVN for both), and then recompile.
The source is on the page I linked to, without the need to install any SVN client. If the source is in an SVN controlled directory, make changes your version if you patch it. That's nice sometimes, but bleeding annoying at others.
Is it too much trouble to put fence around all airports? Some parts look incomplete without it.
OTTDCoop NewGRF Pack|Different sets of GRFs for TTDPatch (some of them work in OTTD) - 1|- 2|GRF sets for OTTD|OTTD nightly
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
gkirilov wrote:Is it too much trouble to put fence around all airports? Some parts look incomplete without it.
Is it difficult? No. Is it a pain in the neck to do? Yup I got most of them, but there is an argument for leaving the ends of runways open (as in original OTTD), but certainly, I can see that the antenna in the District W-E needs the correct fence on the north. Whether I add the ones for the buildings, it just means a lot of extra sprite combinations being added to station_land.h.
I just played a game with the new airports, and I have to say very nice. The Intercontinental works splendid with lots of aircraft, whereas the District is ideal for building in less developed areas, 'cause its catchment area spans a large extent in one direction.
In my opinion, what's missing is an City-class airport. The original City airport is vastly inefficient with its single way to the only three gates. At least in the earlier game parts, the one runway would have been enough, if only the ground movement wasn't so inefficient. An ideal new replacement airport would be something like the Commuter, only a bit bigger and with a long runway, which should be possible in the space of the City airport.
But still, good work, I'm hoping it'll get included into trunk soon.
I want this to be in the main OTTD (nightly maybe soon?)
This is the essence of TT - variety, choice! More = better.
Rick67, I agree completely with MeusH - you rock the project
Thanks - I mainly did it for myself, and for the challenge. This will be part of the Integrated Nightly, which is now getting some recognition, and the airports should make 0.5.0 hopefully.
I might have found a bug, but I'm not certain, as I was playing with the planeset patch as well. I'll try to dig a bit deeper to find out who's at fault here.
So well, here's the bug: I ran some helicopters between two Intercontinental airports when one of them broke. As it landed and touched the ground, it did kind of freeze. It just sat there on the spot with unmovable smoke clouds. Stopping the heli and starting again fixed it.
I might have found a bug, but I'm not certain, as I was playing with the planeset patch as well. I'll try to dig a bit deeper to find out who's at fault here.
So well, here's the bug: I ran some helicopters between two Intercontinental airports when one of them broke. As it landed and touched the ground, it did kind of freeze. It just sat there on the spot with unmovable smoke clouds. Stopping the heli and starting again fixed it.
-- Michael Lutz
Thats an odd one! Its possible that it broke and got the "go to hangar" command as it landed, but the state change didnt get picked up. I probably need to change the state machine on the helipad. BTW do you remember which helipad it was? The nearest one, or the one further away?
Got another question for you: I was testing the plane queuing patch together with the new airports. It makes the aircraft land one by one in the sequence of arrival. On airports with more than one landing runway (i.e. Intercontinetal), it's vastly inefficent as aircrafts often make another waiting round even if they have a clear runway because the plane in front hasn't finished landing.
I've though about solutions for that and a very good way would be to separate arriving aircrafts into two waiting loops each for one runway, and maintaining two separate aircraft queues. As I have almost zero knowledge about airport handling, I have no clue it it's actually possible to set the landing runway in advance.
I hope my description was clear enough to understand
Michi_cc wrote:Got another question for you: I was testing the plane queuing patch together with the new airports. It makes the aircraft land one by one in the sequence of arrival. On airports with more than one landing runway (i.e. Intercontinetal), it's vastly inefficent as aircrafts often make another waiting round even if they have a clear runway because the plane in front hasn't finished landing.
Ive thought about including the queueing patch in the Mini IN, but I suspected my new airports might not like it! I think I will have to bounce that one back to the queueing patch author. (I cant remember who it is tho!)
Michi_cc wrote:Got another question for you: I was testing the plane queuing patch together with the new airports. It makes the aircraft land one by one in the sequence of arrival. On airports with more than one landing runway (i.e. Intercontinetal), it's vastly inefficent as aircrafts often make another waiting round even if they have a clear runway because the plane in front hasn't finished landing.
I've though about solutions for that and a very good way would be to separate arriving aircrafts into two waiting loops each for one runway, and maintaining two separate aircraft queues. As I have almost zero knowledge about airport handling, I have no clue it it's actually possible to set the landing runway in advance.
I hope my description was clear enough to understand
-- Michael Lutz
I used the planespeed patch with the first release of 3 new airports, and plane were queueing & using both runway to land...
(hope my english is understandable too... )
with 2 separate queue you can end with a landing runway clear and a queue on the other if some landing are delayed.
What he really needs is to download the source code (using SVN), and apply the patch to the source code (I use TortoiseSVN for both), and then recompile.
Im trying to get this patch accepted into trunk, as it is fundamentally data rather than big code changes.
Any idea when you will update de patch to the current svn version? I've downloaded the patch and applied it, but it is no longer valid again the current svn.
Thus it won't work
habell wrote:Any idea when you will update de patch to the current svn version? I've downloaded the patch and applied it, but it is no longer valid again the current svn.
Thus it won't work
True, Ive not uploaded an update for a while. Ive kept it current tho, so shouldnt be a problem. Check back on the original post. I'll update soon.