Hello all, I am new to this OTTD and I have searched but i have not found this idea anywhere so forgive me if it has been posted before
Anywhase, when i play OTTD, i build a pretty large, 4 runway intercontinental airport. Then the city grows and grows and before you know it, all of the airplanes are having to circle around the airport to wait for a free landing strip. My idea is that you could add more landing strips and more transfer stations to an airport or even just allow people to combine two airports.
ekafor wrote:Hello all, I am new to this OTTD and I have searched but i have not found this idea anywhere so forgive me if it has been posted before
Anywhase, when i play OTTD, i build a pretty large, 4 runway intercontinental airport. Then the city grows and grows and before you know it, all of the airplanes are having to circle around the airport to wait for a free landing strip. My idea is that you could add more landing strips and more transfer stations to an airport or even just allow people to combine two airports.
Im not trying to be negative but i dont understand how this airport shown is any better than the intercontinental airport, its just layed out different. Is it just ment to be eye candy?
Ive no info on how well that one performs, but if you follow the link in my .sig to NewGRF_ports, you will find pictures of the (working) San Francisco airport from my realworldairports.grf. This (although it only has 4 runways) has massively more throughput than the Intercontinental. About 60-80% better. I also have a 3 runway design (Munich) that I havent finished coding, but that has about 250% the capacity of the Intercontinental with 1 runway less.
Its all down to how efficient the taxi movements are.
Given that the Rome airport shown has 3 inbound runways, and only 1 outbound, I think it would clog up very rapidly on extreme loads.
(Incidentally, my 2 runway LaGuardia design uses only 26 tiles (compared to Large airport 36), and yet has about the capacity of an International - 49 tiles. Its all down to efficient design.)
Nope, not modular airports. This is a way to design and build complete airports - but like ECS NewIndustries, it is a complete package, not pick-and-mix bits.
Only if you download and compile the NewGRF_ports svn branch. There are 4 airport .grfs available:
airportsbasic.grf: Small, Large, Heliport in traditional style graphics. (mandatory - autoloaded)
airportsextended.grf: Commuter, Metropolitan, International, Intercontinental, Helistation, Helidepot, in new graphics. (autoloads)
realworldairports.grf: LaGuardia, New York; San Francisco, California; Munich, Germany. (Munich doesnt work yet)
seaplaneairport.grf: Adds a seaplane airport - version of small airport, but needs placing on water+part shore. No restrictions on planes that can land there at the moment, as I havent yet defined the attribute for "Im a seaplane".
If you load an old game, it autoloads basic and extended, although you can unload them or replace them. Any aircraft on the tarmac, or in flight, at an airport when you load an old game, get "bounced" to the airport flight entrance. Its the only way to ensure all the bit states are in the correct order.
This will be added to trunk in the next few months... or should be.
Daz wrote:Im not trying to be negative but i dont understand how this airport shown is any better than the intercontinental airport, its just layed out different. Is it just ment to be eye candy?
yes this one is not what you're looking for, it has a traffic capacity between metropolitain and international.
which is fine to me 'cause it came early in the game (1973)
richk67 wrote:...seaplaneairport.grf: Adds a seaplane airport - version of small airport, but needs placing on water+part shore. No restrictions on planes that can land there at the moment, as I havent yet defined the attribute for "Im a seaplane".
richk67 wrote:...seaplaneairport.grf: Adds a seaplane airport - version of small airport, but needs placing on water+part shore. No restrictions on planes that can land there at the moment, as I havent yet defined the attribute for "Im a seaplane".
How to code planes for this airport
Help please!
Hi. Yes, I havent announced the requirements yet, but its pretty simple:
Action0Planes: Prop 0x17 Misc flags
Bit 2 = 1: can land on water
Bit 3 = 1: can ONLY land on water (ie. not available for land airports at all). Requires bit 2 to be set.
richk67 wrote:Action0Planes: Prop 0x17 Misc flags
Bit 2 = 1: can land on water
Bit 3 = 1: can ONLY land on water (ie. not available for land airports at all). Requires bit 2 to be set.
Bit 2 = 4
Bit 3 = 8
So add them together to give the value you want for prop 17: 4 + 8 = C
Its just built in to the height change processing in the NewGRF_ports branch. No activation is needed.
What it does is that if your next position in the state machine is 120 X-coords away, and 24 height lower, it will drop 1 in height every 5 X-coords. (X-coords - I cant think of a word for the distance units used in the state machine. Its probably pixels - but anyway, its 16 per tile.) The original state machine would drop the 24 at 1 in 1 over the first 24 X-coords, and then fly level for 96. Mine is prettier
It looks great for landing approaches... nice gentle angled glide slope, rather than dropping out the sky at 45 degrees!