
But richk67 are you abandoning, the idea of other orientations for all aiports??
I thought that was one of the big ideas, that's why there were arrows for all sides, N W E S ..

Keep the good work

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TYVMDigitalfox wrote:Nice work richk67![]()
No, far from it. But its the priorities of things. Basic first thing is to get it loading old games, with all current state machines in and working.But richk67 are you abandoning, the idea of other orientations for all aiports??
I thought that was one of the big ideas, that's why there were arrows for all sides, N W E S ..
Let me remind about this topicDaleStan wrote:Wallyweb just set a nasty thought in my brain. For truck stations, it'll probably be necessary to be able to sort trucks by length and/or number of articulations. Does the FSM spec allow for this? It would also be desirable to make some trucks reverse into their loading bays. George's doubly articulated buses may also need some special handling.
Didnt even know that one existed. Lorry support is quite a long way off yet. Ive got to finish the airports to my satisfaction, then turn the system generic. After that I want to produce some seaports, and crack the complexities of that, and only after that will I look at road vehicles.George wrote:Let me remind about this topicDaleStan wrote:Wallyweb just set a nasty thought in my brain. For truck stations, it'll probably be necessary to be able to sort trucks by length and/or number of articulations. Does the FSM spec allow for this? It would also be desirable to make some trucks reverse into their loading bays. George's doubly articulated buses may also need some special handling.
http://www.tt-forums.net/viewtopic.php?f=32&t=11067
I just wanted to remind some points that were discussed before about routes.richk67 wrote:Didnt even know that one existed. Lorry support is quite a long way off yet. Ive got to finish the airports to my satisfaction, then turn the system generic. After that I want to produce some seaports, and crack the complexities of that, and only after that will I look at road vehicles. Could be months Im afraid.George wrote:Let me remind about this topicDaleStan wrote:Wallyweb just set a nasty thought in my brain. For truck stations, it'll probably be necessary to be able to sort trucks by length and/or number of articulations. Does the FSM spec allow for this? It would also be desirable to make some trucks reverse into their loading bays. George's doubly articulated buses may also need some special handling.
http://www.tt-forums.net/viewtopic.php?f=32&t=11067
Its a good looking bus station design, and may be a suitable test for the project later. I'll look at it more then. Thanks for the info.George wrote:I just wanted to remind some points that were discussed before about routes.
I just had an idea about how to achieve in game modularity without having to use a fancy editor:
use construction blocks like runway+taxiway of different lengths and terminal areas with their own state machines and interface them at certain points.
This way the user could "design" its own airport without the trouble of having to code it from scratch.
Each block might only have one entrance and one exit point to interface with another block and you might have to build connectors (taxiways without intersections) to interface them.
And this idea has already been posted and rejected in this thread too.Aydan wrote:I already posted this idea ...
richk67 wrote:I have just uploaded the airportsextended.grf
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