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Posted: 06 Jun 2005 01:59
by krtaylor
1. I agree, the purchase and running costs are the important thing from the point of view of gameplay, and if you can do some research and make suggestions for this Planeset in that regard, it would be greatly appreciated.

2. Having another airport would indeed help, and in fact a larger airport is currently under research. In effect, though, the Planeset would already give you one, because it includes a usable range of VTOL transport all through, so the heliport at last becomes useful.

3. Right now the Patch doesn't offer the ability to change the airport graphics except globally, but it will, so go ahead and draw time-based variants. I'd suggest at least the following:

- Zeppelin mooring mast (early heliport)
- Paved small airport
- Modern regional (small) airport
- Pre-jetway large airport (1950s)
- 1960/70 large airport
- White steel and glass 1990s large airport

I'm sure you've got ideas of your own.

Posted: 06 Jun 2005 19:26
by PikkaBird
krtaylor wrote:1. I agree, the purchase and running costs are the important thing from the point of view of gameplay, and if you can do some research and make suggestions for this Planeset in that regard, it would be greatly appreciated.
Well, IMO no aircraft should be profitable unless it has large loads and fast turn-around times. The larger and faster aircraft should only be profitable on longer routes.

As for airport expansions, I've attached my ideas below. the 3x4 grid is the current small airport. The 4x4 is how I'd like to see the small airport reworked, with an extra square for a taxiway and allowing one aircraft taxiing while another lands (helicopters would use the runway; to avoid traffic jams they'd either land at the top and take off from the bottom, or land at the bottom then taxi up the runway before turning off). The 5x4 is the medium airport, with the same basic layout as the small but with a longer runway, and a seperate landing/loading space for helicopters (if this proves feasable to code).

Posted: 06 Jun 2005 21:44
by krtaylor
There's a project in a separate thread, you can take a look and see how it's going.

Posted: 07 Jun 2005 09:28
by PikkaBird
Cool.. link? ;)

Posted: 07 Jun 2005 14:15
by krtaylor

Posted: 07 Jun 2005 18:16
by 459
Progress seems to be steadily stagnant as we anticipated 8)

I think that Patchman said something like "Possible but will need A LOT of work" about the overall difficulty level of implementing these new airports into the Patch. OpenTTD has modified airports.

Posted: 07 Jun 2005 18:18
by krtaylor
Well, it was 0%, now it's 3%... maybe time to give it a bump?

Let's make sure we don't fall into the same trap... :wink:

Posted: 08 Jun 2005 02:05
by Spaceball
What is about the different liveries. Are they still to be implemented? I'd love to recolor some aircrafts.

cu, Spaceball

Posted: 08 Jun 2005 02:08
by krtaylor
They'll get implemented if / as they get drawn, so if you want to draw some, by all means!

Posted: 09 Jun 2005 02:17
by Spaceball
Okay I started with a redraw of the 727ea into a 727dhl. After that I made a B757 in the actual DHL Worldnet Livery. I had some time so I've redrawn the DC3 into Atlantic Air Cargo Livery

cu, Spaceball

Posted: 09 Jun 2005 04:41
by 459
Those cargo liveries look just fine. Can't wait for you to draw UPS DC-8 :) I believe we should have both pax and cargo liveries for the livery version.

Posted: 09 Jun 2005 06:23
by Spaceball
@459

I would say that the best solution would be two sets. One with different liveries and one for those who really can resist the Liveries.

cu, Spaceball

Posted: 09 Jun 2005 08:24
by BeSt-Com
can anybody help me please??? what did i wrong??
I coded the cargolifter as a helicopter, but i don't want him to fly with a 'rotor' (near the rear end of the Cargolifter ....)

Image

Posted: 09 Jun 2005 08:31
by Szappy
BeSt-Com wrote:can anybody help me please??? what did i wrong??
I coded the cargolifter as a helicopter, but i don't want him to fly with a 'rotor' (near the rear end of the Cargolifter ....)
You have to override the rotors with empty sprites.

Posted: 09 Jun 2005 08:46
by BeSt-Com
are rotors now 'standart' when i'm coding helis??

Posted: 09 Jun 2005 14:33
by Patchman
"Now"? Helis always have rotors. To get rid of them you need to code a livery override with empty sprites, which makes them invisible (but technically, it still has a rotor even then).

Posted: 10 Jun 2005 01:17
by Spaceball
I make two different Cargo Liveries for the DC-6. One for the Temperate climate and one for the artic climate.

Posted: 10 Jun 2005 01:17
by Spaceball
I make two different Cargo Liveries for the DC-6. One for the Temperate climate and one for the artic climate.

Posted: 10 Jun 2005 02:37
by krtaylor
Wow, you're really churning them out! That's great!

How's the coding coming, 459? Any hope of a public release?

Posted: 10 Jun 2005 03:33
by DaleStan
Great. Lots of new sprites, and I'm essentially out of commission until early July.

@459: In about a week, assuming the 1:1.5:2:2.5 price scale is OK, I can PM you the exe that takes a Planeset NFO (in the 3/May/05 format -- each action 0 with stats for one aircraft; no special considerations for planespeed) and produces a planespeed-aware NFO. It currently accepts planespeed off, instead of outputting the do-not-load-if-planespeed-off code, but fixing that manually will be easy. The output is far from optimized; if you want, I'll see if I can get it to put the planespeed 1-3 prices in only 3 action 0s. Although I can get the current version to you in about a week, any updates will probably have to wait until July.