Asked for many times, yes. The Antonovs are a) too obvious and boring a choice, b) not really filling any new niche (especially now we have the Il-76 and the 747-8), and c) not produced or used widely enough to meet the set criteria. Or, to put it more succinctly:Digitalfox wrote:Antonov An-124![]()
Antonov An-225![]()
Aviators Aircraft Set (av8) v2.2 25/02/2013
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Re: Aviators Aircraft Set (av8) v2.0 20/10/11
- Digitalfox
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Re: Aviators Aircraft Set (av8) v2.0 20/10/11
PikkaBird wrote:Asked for many times, yes. The Antonovs are a) too obvious and boring a choice, b) not really filling any new niche (especially now we have the Il-76 and the 747-8), and c) not produced or used widely enough to meet the set criteria. Or, to put it more succinctly:Digitalfox wrote:Antonov An-124![]()
Antonov An-225![]()
Nooooooooooooo!!!!





Re: Aviators Aircraft Set (av8) v2.0 20/10/11
wouldn't a antonov-225 be an amazing addition to the av8-set?
as an superlative for the 747???
then you can use the biggest airplanes in the world (a380 and antonov-225)
you should make it refittable to all cargos except passengers of course
then could really start transporting goods in the air!
as an superlative for the 747???
then you can use the biggest airplanes in the world (a380 and antonov-225)
you should make it refittable to all cargos except passengers of course
then could really start transporting goods in the air!
recently aquired the FCE
Re: Aviators Aircraft Set (av8) v2.0 20/10/11
See Pikka's response 2 posts up.
If you want, you can draw and code it.
If you want, you can draw and code it.
Something goes here, hell if I know.
- NekoMaster
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Re: Aviators Aircraft Set (av8) v2.0 20/10/11
I think it might be a little hard to draw a proper An-225 because of its size in real life, the thing is freaking huge! It would be hard to capture that monstrosity in a limited size sprite without clipping


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Re: Aviators Aircraft Set (av8) v2.0 20/10/11
Clipping is fine, IMO. I have a Hindenburg sprite for a grf in development that is 160x33 px in the horizontal view, which is absurdly large compared to other aircraft sprites, but hey, the Hindenburg is absurdly large! Since Pikka seems disinclined to make an An-124, maybe I'll take a whack at it...NekoMaster wrote:I think it might be a little hard to draw a proper An-225 because of its size in real life, the thing is freaking huge! It would be hard to capture that monstrosity in a limited size sprite without clipping

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Re: Aviators Aircraft Set (av8) v2.0 20/10/11
Ah, so it does.Emperor Jake wrote:The Russian Planeset already contains both An-124 and An-225

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Re: Aviators Aircraft Set (av8) v2.0 20/10/11
Neat! 1.2 is going to be favorite OTTD release ever, by a large margin.Michi_cc wrote:http://newgrf-specs.tt-wiki.net/index.p ... oldid=2868

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Re: Aviators Aircraft Set (av8) v2.0 20/10/11
Hi Pikka,
Don't know if this has been asked before, but would it be possible for a Passenger Version of the Ilyushin Il-76. If you have already been asked this, sorry about repeating it.
Don't know if this has been asked before, but would it be possible for a Passenger Version of the Ilyushin Il-76. If you have already been asked this, sorry about repeating it.
Re: Aviators Aircraft Set (av8) v2.0 20/10/11
This set is awesome.
Even adding to the awesome would be a 32bpp version.
Fantastic job!
Even adding to the awesome would be a 32bpp version.
Fantastic job!
-Buggi
Programmer and TTD fan...
Programmer and TTD fan...
Re: Aviators Aircraft Set (av8) v2.0 20/10/11
The problem with this is that neither the reasons why the Il-76 isn't often used as a passenger plane, nor the reasons why one might want to use the Il-76 as a passenger plane, are representable in TTD. Keeping the Il-76 (and the Hercules) freight-only distinguishes them from the other aircraft in the set.A321Pilot wrote:Hi Pikka,
Don't know if this has been asked before, but would it be possible for a Passenger Version of the Ilyushin Il-76. If you have already been asked this, sorry about repeating it.
Re: Aviators Aircraft Set (av8) v2.0 20/10/11
Buggi wrote:Even adding to the awesome would be a 32bpp version.

I have no interest in providing 32bpp or extra zoom sprites for my GRFs, and although av8 is rendered from 3d models, those models were created for the purpose of rendering low-resolution sprites and are not suitable for the 32bpp project.
Re: Aviators Aircraft Set (av8) v2.0 20/10/11
First of thank you for an awesome plane set!
I do have one request (or rather a question) though, if there is any way to disable the fact that all passenger planes also always carry mail? I generally can't be bothered to transport it, and having it pile up in those stations (usually hubs) connected to an airport just kills the station rating. Maybe there is an elegant way I can work around it and I just haven't found it yet? I don't want to move the airport too far from the station, as it would kill the actual time advantage if passengers have to take a bus or two, then the airport feeder train and after the flight the same again to reach the desired house. It might be worth mentioning that I always play with either CargoDist or YACD. Also the cities usually grow enough over time to eventually reach the airport, including mail
Could there be a parameter when loading the NewGRF disabling all 'additional' mail capacities? Of course explicitly refitting for mail should be possible as normal, but some way to disable of the additional mail capacities would be greatly appreciated.
I do have one request (or rather a question) though, if there is any way to disable the fact that all passenger planes also always carry mail? I generally can't be bothered to transport it, and having it pile up in those stations (usually hubs) connected to an airport just kills the station rating. Maybe there is an elegant way I can work around it and I just haven't found it yet? I don't want to move the airport too far from the station, as it would kill the actual time advantage if passengers have to take a bus or two, then the airport feeder train and after the flight the same again to reach the desired house. It might be worth mentioning that I always play with either CargoDist or YACD. Also the cities usually grow enough over time to eventually reach the airport, including mail
Could there be a parameter when loading the NewGRF disabling all 'additional' mail capacities? Of course explicitly refitting for mail should be possible as normal, but some way to disable of the additional mail capacities would be greatly appreciated.
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Re: Aviators Aircraft Set (av8) v2.0 20/10/11
I think refitting the plane to passengers should do the trickI do have one request (or rather a question) though, if there is any way to disable the fact that all passenger planes also always carry mail?
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Re: Aviators Aircraft Set (av8) v2.0 20/10/11
That just puts it back to the default refit with passenger and mail.Bob_Mackenzie wrote:I think refitting the plane to passengers should do the trickI do have one request (or rather a question) though, if there is any way to disable the fact that all passenger planes also always carry mail?
Its probably a good idea to keep mail in because that can earn a few extra dollars if transported quickly enough.


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Re: Aviators Aircraft Set (av8) v2.0 20/10/11
Yes that part is true, but it removes flexibility. Maybe I need to provide a bit of context for this to become clear.NekoMaster wrote:Its probably a good idea to keep mail in because that can earn a few extra dollars if transported quickly enough.
As I said I'm using either CargoDist or YACD. At least with cargodist (and to a smaller degree with YACD) it's unfeasible to join two separate parts of the network with just planes. The connection will be hopelessly overloaded. So plane based connections can pretty much only be used to join distant towns (or very small groups of towns, for example over mountains) or to provide a sort of express service for slower train routes. This reduces passenger load on the trains somewhat as the faster (or rather shorter routes in terms of stops) planes will be preferred. This has the added effect that planes are the only link for mail, so while the majority of the passengers is transported by train, all mail has to go in planes. I don't want to run trains for mail, I usually have barely enough capacity to transport the passengers as it is, let alone add trains for mail. The second issue is that if I reach newer ages where exceedingly fast trains are available (maglev and the like) and I decide to drop the planes because the added value is no longer worth the effort/running costs/... I can't do that, as then the station rating will drop to basically 0 as mail isn't transported anymore.
There are a few more (similar) problems with the fact that the mail starts piling up and can't ever be stopped. Like using planes for a route where only one end accepts mail (like transporting tourists to a Tourist Center from ECS). Then the mail starts piling up without having any place to go.
I just want to avoid all this in the first place, hence the question if a simple switch can be provided removing the mail capacity either globally or by having a 'fitting' without mail (but the same passenger capacity). It it would be a lot of work this obviously isn't an option, but if it can be done with relative ease I'd very much appreciate it!

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Re: Aviators Aircraft Set (av8) v2.0 20/10/11
Though I am neither a specialist on CargoDist, nor YACD, nor Tourists/ECS I can make three simple suggestions:Creat wrote:Yes that part is true, but it removes flexibility. Maybe I need to provide a bit of context for this to become clear.NekoMaster wrote:Its probably a good idea to keep mail in because that can earn a few extra dollars if transported quickly enough.
As I said I'm using either CargoDist or YACD. At least with cargodist (and to a smaller degree with YACD) it's unfeasible to join two separate parts of the network with just planes. The connection will be hopelessly overloaded. So plane based connections can pretty much only be used to join distant towns (or very small groups of towns, for example over mountains) or to provide a sort of express service for slower train routes. This reduces passenger load on the trains somewhat as the faster (or rather shorter routes in terms of stops) planes will be preferred. This has the added effect that planes are the only link for mail, so while the majority of the passengers is transported by train, all mail has to go in planes. I don't want to run trains for mail, I usually have barely enough capacity to transport the passengers as it is, let alone add trains for mail. The second issue is that if I reach newer ages where exceedingly fast trains are available (maglev and the like) and I decide to drop the planes because the added value is no longer worth the effort/running costs/... I can't do that, as then the station rating will drop to basically 0 as mail isn't transported anymore.
There are a few more (similar) problems with the fact that the mail starts piling up and can't ever be stopped. Like using planes for a route where only one end accepts mail (like transporting tourists to a Tourist Center from ECS). Then the mail starts piling up without having any place to go.
I just want to avoid all this in the first place, hence the question if a simple switch can be provided removing the mail capacity either globally or by having a 'fitting' without mail (but the same passenger capacity). It it would be a lot of work this obviously isn't an option, but if it can be done with relative ease I'd very much appreciate it!
a) use cargo only planes (refit!) to fly the mail into another airport (maybe create a mail-hub where you only unlaod the mail)
b) plainly add one or two mail carts to your PAX trains (erase PAX carts to level the train length or extend stations)
c) use North American City Set. This set massively increases the rate of passenger production per building and in the same time massively reduces the produced mail per building. Having an intercontinental Airport in the MIDDLE of a 440.000 Citizen town (with bus stops as satelitization) makes me have a plenty rate of passengers but I also have plenty of cargo space in my aircraft that is free. Besides this capacity being unused I see nearly no disadvantages.
The city size named is only supposed to show the limitation of mail, towns will of course be smaller as well, dependent on growth-rate settings.
kind regards
Jona L.

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Disclaimer:
Every text/s/comment/s I write are and remain my own intellectual property/ies and are not to be used or reproduced (exception: quotings in replies or quotings while giving full credit). I do not speak for any group, institution, parties or government I am/was/may be part of if not otherly marked. If you or a group, institution, party or government you are part of feel/s insulted or offended by (one of) my texts I apologize in all forms and kindly ask you to inform me via a private message in order to give me a chance to change/remove the specific parts.
Re: Aviators Aircraft Set (av8) v2.0 20/10/11
Spammed Every thread? I think not. I just like the extra new-ness of vehicles with detail.
So I just wish the _really_ good sets out there had the option. :/ And this set is one of the _really_ good ones.
On another note, my games always go well into the 2100's, and I've discovered that cargo is hard to haul via air in those late years. Particularly my dependance on the 747 for freight like the ECS vehicles as none of the airbus models or futuristic models carry them.
I rely on air to deposit vehicles at all the mines I service, helps lower the number of rail lines I have to keep track of. Aside from the cargo issue I'm thoroughly enjoying the set.

On another note, my games always go well into the 2100's, and I've discovered that cargo is hard to haul via air in those late years. Particularly my dependance on the 747 for freight like the ECS vehicles as none of the airbus models or futuristic models carry them.
I rely on air to deposit vehicles at all the mines I service, helps lower the number of rail lines I have to keep track of. Aside from the cargo issue I'm thoroughly enjoying the set.
-Buggi
Programmer and TTD fan...
Programmer and TTD fan...
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