I believe somewhere in this thread it says Build OTTD wont work or wont give you what compiling with a compiler will.7of9 wrote:or use buildottd
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Thanks to cirdan, zutty, CARST, Belugas for some useful ideas input in their respective threads/PMs.
Hmmm... if you were here now (I'm in the tower) at 04:15 you would find it rather easy to simulate the 1 plane I've spoken to in 2 hours...richk67 wrote:...Ideas:
Gatwick - long thin with single ultra high capacity runway, multiple landings in progress, etc. Lets see whether I can simulate BenK's normal daily routine.
The idea of 'HIRO' (High Intensity Runway Operations) working on TTD would be a nice touch to the airports. The 2 landing is a nice idea, although not exactly at once! Getting them as close as possible on approach would be good, so that as the first vacates, the second lands. It would also be good to have aircraft lining up on the runway whilst the lander was rolling out and vacating. This functionality would also produce a good Heathrow model too with 2x single-mode runways where each runway is going at maximum capacity.
As mentioned before, anything I can do to help with information or graphics, please do let me know.
Is there any playable copies at the monet in grf form?
Also is there any more screen shots?
For the Zepplin station is it a large circle with a "helipad" in the centre. Ive seen pictures of the landing fields and the blimps would come in and circle around to a tower in the centre and then drop their morring ropes and then be pulled down and secured. They also had really large hangers, probably the length of two or three hangers within the game.
Also as a nice eye candy graphic, the Empire state building could be a zepplin station for inside a city as the top of the tower was designed to more zepplins.
Also the "wonderful" new terminal 5 at heathrow could be an interesting design for an airport all on its own, with the extra taxi space and 3 terminal buildings.
Thanks for your time and i hope some of my ideas help. I could never help as even the Urban Renewal tool on sim city 2 was to hard for me. I could drew it all by hand, but on computer id be clueless.
Is there any chance to get the NewGRF_ports branch resynced with trunk? I'd like to use the new airports in a more recent version to apply some patches like infrastructure sharing and YAPP. I already tried to sync my working copy of the branch but I failed because of lots of merge conflicts and my lack of C/C++ knowledge.
Maybe sometime early June.
NewGRF_ports now synced to r13144. Will bring it up to trunk/HEAD shortly.
The update includes the multiple vehicle grf loading feature. This should now allow the seaplanes to be added as a supplemental grf, not losing any existing aircraft. It certainly loads Grigory's Be200, but I havent checked if it replaces the old aircraft.
: Now updated to sync to r13280. Includes noise values for airports to work with the new trunk feature.
Are you able to give a rough guesstimate on the completion percentage of newgrf_ports?
[and for the long answer] Noooooo.
The core basics work, but there needs to be a considerable amount of unification between the NewStations code and the NewGRF_ports code. Historically I duplicated much of it to a) avoid screwing up the working newstations code when at the time I didnt know what it did, and b) it made more sense to me to have parallel code since NewGRF_ports are not NewStations - in NFO, they only share a small minority of functions.
Sooo... I have a plan to completely rework the newstations code, to oo-ify it, such that there is a common shared core of functions, and then the Stations get their rail-related additions, and my NewGRF_ports get their specialist bits. But this is a major piece of coding, and I have no assurance that any effort spent on it will not simply be discarded as "unsuitable" in spite of requests that a *plan* is agreed to first. I have no problems doing the work, but am somewhat unwilling to do wasted work. I have too little free time to waste probably 1 man week coding for no end purpose.
Anyone would think this is all being hacked together....
I might as wel just keep track of the topic(s)
This thread has more info.
You may notice that the runways are split into 3 layers (tarmac, tarmac edge shaddow, sign-posting and lights). There is a reason for... These will be placed over each other, so that we've got climate dependant airports. At first draw the ground, then overlay the tarmac, then soften the border with the shaddow and at least add the sign-posting and the lights.
-- complete Radar tower
-- complete windsock
-- a few gateway angels
-- remaining angles of the original big airport tarmac
-- complete small airport in two angles (See attachments)
(the roofs of the small airport buildings except the hangar are drawn by LordAzamath) -- big airport buildings except the previous mentioned in 4 angles with additional towers and terminals (See attachments) -- numbers for runways in 4 angles
-- tarmac in 3 angles (yes diagonal ones ) except the previous mentioned
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Once loaded, there should be no functional difference with the basic airports (small, large, heliport). The extended airports use new graphics, and the commuter airport and helidepot can be placed in different orientations.
In the SVN download, there is seaplaneport.grf, which you can add via the normal NewGRF screen. This gives you a seaplane airport that must be part built on land and water - the highlight shows the land shape you need. The seaplane airport is very quiet (the noisy landings happen away from shore), and has the same noise level as a heliport.
However, to use the seaplane airport, you need a seaplane. Grigory1 has created a Be214(??) which works well. Other seaplanes may come along later.
I have withdrawn the realworldairports.grf, as it is incomplete, and I dont have the time to fix it at the moment.
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