Huge Airports
Moderator: OpenTTD Developers
Huge Airports
Hello everyone,
this patch includes 2 additional airports called "Intercontinental 2" and "Circle"( If you don't like my names, you can post which you like and if I'll think your is/are better, I can change them ).
Installation: After applying patch and compilation, copy one of the grf from ha_grfs folder into your newgrf folder(if are you using original graphic, copy huge_airports_original, if are you using opengfx, copy opengfx... or just both of them ) and in game, add it to your active grfs.
If you'd like to play with opengfx+ airports, give bigger priority to huge airports newgrf!
BE SURE, YOU ALWAYS USE ONE OF THOSE NEWGRFS, OTHERWISE GAME WILL CRASH, WHEN YOU BUILD CIRCLE AIRPORT.
latest patch file: https://www.tt-forums.net/download/file.php?id=154136
latest NewGRF files: https://www.tt-forums.net/download/file.php?id=154137
Changes:
v6: Updated against r23729.
v5: Added compatibility with opengfx+ airports, little code changes
v4: Added helicopter support for Circle airport. Added airport previews of both of airports. Fixed desync bug caused by non-saveload of 2 new variables.
v3: No longer need changed openttd.grf, now are 2 new airport tiles (used on Circle airport) via NewGRF, so it's OpenGFX fully compatible
v2: Added helicopter support for Intercontinental 2 airport. Upgraded moving scheme for Circle airport.
Sorry for my bad english.
this patch includes 2 additional airports called "Intercontinental 2" and "Circle"( If you don't like my names, you can post which you like and if I'll think your is/are better, I can change them ).
Installation: After applying patch and compilation, copy one of the grf from ha_grfs folder into your newgrf folder(if are you using original graphic, copy huge_airports_original, if are you using opengfx, copy opengfx... or just both of them ) and in game, add it to your active grfs.
If you'd like to play with opengfx+ airports, give bigger priority to huge airports newgrf!
BE SURE, YOU ALWAYS USE ONE OF THOSE NEWGRFS, OTHERWISE GAME WILL CRASH, WHEN YOU BUILD CIRCLE AIRPORT.
latest patch file: https://www.tt-forums.net/download/file.php?id=154136
latest NewGRF files: https://www.tt-forums.net/download/file.php?id=154137
Changes:
v6: Updated against r23729.
v5: Added compatibility with opengfx+ airports, little code changes
v4: Added helicopter support for Circle airport. Added airport previews of both of airports. Fixed desync bug caused by non-saveload of 2 new variables.
v3: No longer need changed openttd.grf, now are 2 new airport tiles (used on Circle airport) via NewGRF, so it's OpenGFX fully compatible
v2: Added helicopter support for Intercontinental 2 airport. Upgraded moving scheme for Circle airport.
Sorry for my bad english.
- Attachments
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- airports.png
- (334.01 KiB) Downloaded 3 times
Last edited by Karn on 03 Jan 2012 17:08, edited 7 times in total.
Re: Huge Airports
Nice !!!
- SwissFan91
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Re: Huge Airports
I don't suppose you could make one where the terminals are on the outside? I have always wondered how the passengers get to the terminals.
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- Tycoon
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Re: Huge Airports
Tunnels? Magic?SwissFan91 wrote:I don't suppose you could make one where the terminals are on the outside? I have always wondered how the passengers get to the terminals.
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
Re: Huge Airports
the same way they get to the bus stops, docks and train stations - they jump.
what are the noise levels on those massive things? and have you measured throughput?
what are the noise levels on those massive things? and have you measured throughput?
Creator of the Openttd Challenge Spinoff, Town Demand patch
After action reports: The path to riches, A dream of skyscrapers
After action reports: The path to riches, A dream of skyscrapers
Re: Huge Airports
If you force aircrafts to service at each time they land at an airport (using orders), I think the depots on the circle airport may become bottlenecks as there is some 3-4 tiles long dual-direction single lane. At least if it is coded that only one aircraft can exist on this block at a time and it can't be operated so that eg. 3 aircrafts can go close together in one direction to the hangar and then the lane shifts direction and some aircrafts go in the other direction.
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
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Re: Huge Airports
Agreed, it would be better to put them at the outer edges, nearer to the runways.Zuu wrote:If you force aircrafts to service at each time they land at an airport (using orders), I think the depots on the circle airport may become bottlenecks as there is some 3-4 tiles long dual-direction single lane. At least if it is coded that only one aircraft can exist on this block at a time and it can't be operated so that eg. 3 aircrafts can go close together in one direction to the hangar and then the lane shifts direction and some aircrafts go in the other direction.
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Re: Huge Airports
Intercontinental 2 - 30, Circle - 50.Korenn wrote:what are the noise levels on those massive things?
I tested how many International airports (because they are the most stable and have almost same throughput as Intercontinental) they can beat (without loading passengers, - just enter and leave terminals). Intercontinental 2 was equal to 2 International airports and Circle was something between 3-4 International airports. I did same test, but between two Circle airports with very short distance. They could handle around 35 aircrafts. In the game, which I'm playing now, I'm using Circle airport as a central intersection for 100 aircrafts(it's really nice with YACD ) and it's still not overloaded.Korenn wrote:and have you measured throughput?
I think, that should be easier implement go to next hangar, if taxiway outside hangar is full, than remake airport moving scheme, so I'll try next hangar first...kamnet wrote:Agreed, it would be better to put them at the outer edges, nearer to the runways.Zuu wrote:If you force aircrafts to service at each time they land at an airport (using orders), I think the depots on the circle airport may become bottlenecks as there is some 3-4 tiles long dual-direction single lane. At least if it is coded that only one aircraft can exist on this block at a time and it can't be operated so that eg. 3 aircrafts can go close together in one direction to the hangar and then the lane shifts direction and some aircrafts go in the other direction.
Re: Huge Airports
it might make more sense to put the hangars on the outside, in the triangular section at each corner. turn the current hangar entrances into loading bays instead.
Re: Huge Airports
After some bug-fixes and adding of basic features, I think, I can release (I hope) stable (compiled) release. Don't forget (in title screen->NewGRF Settings) to add one of the huge airports newgrf(depends, which graphic set you are using) into your active newgrf list. Otherwise game will crash, when you build Circle airport.
Edit: Attached (source) of patch and grf to this post
Edit: Attached (source) of patch and grf to this post
- Attachments
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- openttd_win32_r23289_ha_v4_with_grfs.rar
- (4.91 MiB) Downloaded 1219 times
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- ha_grfs.rar
- newgrfs with source
- (94.85 KiB) Downloaded 590 times
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- openttd-r23289-ha_v4.patch
- (141.43 KiB) Downloaded 653 times
Last edited by Karn on 06 Dec 2011 21:40, edited 1 time in total.
Re: Huge Airports
Hi there,
Thanks for fine-tuning this development. Just wondering if you are able to compile a version that can run on 64-bit win7?
Thanks in advance, and apologies for the inconvenience caused.
Regards,
jucheng
Thanks for fine-tuning this development. Just wondering if you are able to compile a version that can run on 64-bit win7?
Thanks in advance, and apologies for the inconvenience caused.
Regards,
jucheng
Re: Huge Airports
This version should work on 64-bit win7. I tested it on 64-bit win XP and 7 and everything was working fine. If there is any error message, just post it here...
Re: Huge Airports
ah yes...so it is...
fault was with me, didn't copy over the whole language folder. done so now, and working out fine.
thanks again for the development and the compilation
cheers,
jucheng
fault was with me, didn't copy over the whole language folder. done so now, and working out fine.
thanks again for the development and the compilation
cheers,
jucheng
Re: Huge Airports
After some changes in nightly, I decided that is time to release new version of patch. In trunk is again raised version of saveload, so new patch (again) breaks backwards compatibility. Also new version of newgrf is needed.
- Attachments
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- openttd-r23437-ha_v5.patch
- (145.48 KiB) Downloaded 401 times
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- ha_grfs_v2.rar
- (88.2 KiB) Downloaded 417 times
Re: Huge Airports
When is this getting put in the trunk? The Circle Airport is the hub I need for my cargo destination games, as opposed to stringing together several airports with hundreds of buses between them.
- planetmaker
- OpenTTD Developer
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Re: Huge Airports
It won't in this way.edk256 wrote:When is this getting put in the trunk?
You can in trunk already define via NewGRF arbitrary airport tile layouts. What is lacking is the definition of arbitrary plane movement patters on these kind of airports via NewGRF. An implementation of the latter would be required and is the desired path.
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Re: Huge Airports
Updated to r23729.
NewGRF files change(s): Removed ugly animated pixels from airports previews.
NewGRF files change(s): Removed ugly animated pixels from airports previews.
- Attachments
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- openttd-r23729-ha_v6.patch
- (146.38 KiB) Downloaded 2789 times
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- ha_grfs_v3.rar
- (90.09 KiB) Downloaded 3783 times
Re: Huge Airports
ha_grfs_v3.rar downed, add in my active grf list.... but nothing....
Only the ones i always had are shown....
Only the ones i always had are shown....
Re: Huge Airports
You will need to properly apply the patch. Not as easy to use as a NewGRF.
See: http://www.tt-forums.net/viewtopic.php?f=33&t=21678
See: http://www.tt-forums.net/viewtopic.php?f=33&t=21678
Everybody can contribute to OTTD! It does not require you to be an IT specialist or designer. And it does not take days or weeks of your time either.
There are many simple yet important tasks like translations, investigating facts and details and many other that need work and if you help a bit then the experienced developers can focus more on making OTTD even more awesome!
OTTD = Awesomeness created by a whole lot of volunteers, be one of them if you like the game!
There are many simple yet important tasks like translations, investigating facts and details and many other that need work and if you help a bit then the experienced developers can focus more on making OTTD even more awesome!
OTTD = Awesomeness created by a whole lot of volunteers, be one of them if you like the game!
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