Page 75 of 147
Posted: 03 Mar 2005 11:41
by Aydan
Here's the new Osprey Graphics with new rotors and center markers.
Posted: 04 Mar 2005 07:41
by DaleStan
The rotors are much better, but compare the three N-bound views (attached at 4x).
If I rotate the nacelles, the paint jobs on both sides change, the tail changes in various ways (among other things, the horizontal portion is 50% wider when the nacelles are diagonal), and length of the nose changes. I think the wings flap too.
I realize I may seem picky here, but this is a matter of several percent of the sprite.
If you don't mind, I'll mix and match the parts of the bodies I like best, so they are consistent.
I'm afraid the center-of-sprite indicators, while a nice idea, don't help. Because the aircraft rotates around the offset point, it must always be at the same part of the aircraft, which is not necessarily the same part of the sprite. OTOH, they won't cause problems, so leave them in or take them out, as you please.
Posted: 04 Mar 2005 12:06
by Aydan
the jitter probably comes from rendering. I'll see what i can do about that.
When you tell me where you want the offset point i'll place markers there.
the Markers should be at the center of the aircraft though
Posted: 04 Mar 2005 13:39
by Aydan
I reduced the jitter by placing the views pixel exact and reduced alpha blending for the propellers. the size might have changed somewhat.
vertical spacing is 32 pixels.
Bye
Aydan
Posted: 04 Mar 2005 17:25
by Aydan
here's an osprey version with tiles as reference. Changed the livery to red to better see it.
Posted: 05 Mar 2005 03:21
by DaleStan
Thank you for the version with body silhouettes in the rotor sprites; I was pretty sure you were right, but having the silhouettes makes it very obvious that the holes are where they belong.
I was trying to set the offset point to be the pixel at the center back of the wings, but it's set relative to the upper left corner of the sprite, so I'm not sure how much help it would be to have that pixel in any particular location.
I hate it when I do this. I complained about something, you accomodated, and now, to reward you for accomodating, I'm going to complain some more: I prefer the your previous renders; the symetrical ones with pixel jitter.
I'm off to remove the jitter and code, using the sprites from the top of this page.
Posted: 05 Mar 2005 20:42
by Aydan
By upper left corner of the sprite you mean what point exactly?
You could alway use the tiles for reference.
The sprite spacing is the same for all rows.
Posted: 06 Mar 2005 09:53
by DaleStan
It's a post from DaleStan with three attachments. Those of you who have been around a while probably have a pretty good idea what that means.
For those of you who don't, or want it spelled out anyway, I have coded the Osprey.
The acceleration is intentionally set very low, to show off the diagonal nacelles during "low-speed" flight.
The NFO has cursory comments; feel free to ask for better ones.
The nacelles are supposed to work as follows:
- Nacelles vertical for take-off, landing, in the purchase list and hangar, and whenever it is waiting at the gate
- Nacelles diagonal for taxiing and low-speed (<240 mph) flight
- Nacelles horizontal for cruising-speed flight
Known bugs:
- The nacelles refuse to return to vertical at a gate, although the rotors sometimes do (specifically: when the aircraft details window is open). The aircraft-details window updates properly.
- Some water-magic-blue pixels have snuck into the sprites.
Posted: 06 Mar 2005 10:02
by Prof. Frink
-wow-
Those rotors...
I am *going* to have some of these in my next game
Posted: 06 Mar 2005 22:51
by Aydan
I really like how the osprey works. Now I'll just have to fix the livery
Slight problem
Posted: 08 Mar 2005 12:58
by Monty
I use the planeset with great satisfaction, though I encountered a slight problem. Sometimes planes do get stuck on airports/heliports, they do not go to the next station unless I force them to do, and then they get stuck again.
Is this a common problem or I do something wrong.
Re: Slight problem
Posted: 08 Mar 2005 23:17
by DaleStan
Monty wrote:Sometimes planes do get stuck on airports/heliports, they do not go to the next station unless I force them to do, and then they get stuck again.
Which planes? What do you mean by "stuck"? What do you mean by "force"? Which TTDPatch version? ("latest" is not a version number.)
Is it similar to
this problem? If so, please post a savegame there.
Clarification
Posted: 09 Mar 2005 10:29
by Monty
I use 2.0.1. alpha 42 version. The problem is not the same as in the other thread, though I encountered that one as well (with the AI's Zeppelins getting stuck on small airports).
In my case a plane or a helicopter lands on a heliport/airport and it goes to load/unload and remains in that position foreever, until I notice it and open it's go to menu and click "skip". But on it's next station it starts again.
I also noticed that the do load passangers but not mail, although there is plenty of mail at the station and they are not set to full load or to unload.
I don't remember which planes were these exactly as I simply sent them to hangar and sold them (if I replace it immediately the problem remains

).
Unfortunately I can not send a saved game as I already deleted it, but if it happens again I'll save one with that problem.
Posted: 09 Mar 2005 13:05
by Patchman
You should always try the latest alpha version version reporting a bug. I'm pretty sure this is the same bug as has been reported before, and which was fixed in a43.
Posted: 09 Mar 2005 17:08
by SuperTycoon
or it could be that they are set to full load, and there isn't any mail/passengers for them to pick up. Imagine a 600-seater airbus at a tiny rural airport, it'd take a while to fill. Alternatively there might not be any houses in the catchment area
Posted: 11 Mar 2005 02:51
by DaleStan
In a different thread, krtaylor wrote:DaleStan wrote:[However, the only things that commonly carry more than 255 units are airplanes and they don't usually have different loading states, so the point is pretty moot.
Wait a minute.... I've actually thought about this a bit for the Planeset. If we can detect whether the plane is at a large or a small airport, then we could have the door open and stairs appear next to it; or, for the cargo aircraft, show the nose open. Or some such.
I guess I should have said "multiple loading states". Unfortunately, as far as I can tell, there is no reliable way to detect what type of airport the airplane is using. (We can tell the difference between heliports and airports.) We could do an ugly hack based on the direction the plane is facing. Byte 63 might contain useful information, but I don't see how it could be used.
Posted: 11 Mar 2005 03:24
by Patchman
If you're serious about this, let me know and I can easily provide a 40+x variable for this. Or anything else you'd like

Posted: 11 Mar 2005 03:40
by krtaylor
I think it would really add to things.
Posted: 11 Mar 2005 09:44
by Arathorn
But how often do you use planes for cargo? I personally find airports too large for that.
Posted: 11 Mar 2005 10:15
by DaleStan
OK, here's a new Osprey:
- CC livery
- No more blue in the rotors
- Now has nacelles horizontal in purchase list/hangar
- Nacelles still misbehave (see previous post) (patch bug)
@krtaylor: What's still on the todo before the first official release of the the company-colored PlaneSet?
I can come up with:
- Fixed livery for Ruslan and Shorts 330
- Code for Shorts 330 (is 459 going to do this?)
- Fix whatever is wrong with the 747-400.
- Loaded states for the Chinook (?)
(Attachments removed--included in latest Planeset)