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Posted: 05 Jul 2005 08:56
by dodo
is there a site (or something else) where I can find the to do and done planes of this set. (or is it all in this topic :oops: )

Posted: 05 Jul 2005 09:19
by SHADOW-XIII
downloads are in this topic and ttdgraphics.cjb.net

Posted: 05 Jul 2005 10:03
by krtaylor
There will be a website if/when the set is finished and released.

Posted: 05 Jul 2005 11:31
by dodo
So everything is in this forum now, and I won't be able to help then will I?

Posted: 05 Jul 2005 21:03
by Grigory1
Has a little increased the size that was in real scale in relation to other planes.
I ask to estimate :)

Posted: 05 Jul 2005 21:08
by Spaceball

Posted: 06 Jul 2005 04:21
by DaleStan
krtaylor wrote:I think the Shorts wanted some adjustment, but that was a rendered plane and probably wanted a re-rendering.
The Shorts has been in CC for some time now, but may want re-shading.

Posted: 06 Jul 2005 05:21
by George
Grigory1 wrote:Has a little increased the size that was in real scale in relation to other planes. I ask to estimate :)
I think that the text A380 on the tail requires more colours to make text more recognizable. For now it has only white colours. If you'd add same gray or blue pixels instead of white, it would look better

Posted: 06 Jul 2005 21:09
by Spaceball
We can make the A380 in Lufthansa Livery.

Image

cu, Spaceball

Posted: 06 Jul 2005 22:50
by Grigory1
A380 in Lufthansa Livery

Posted: 01 Aug 2005 13:09
by krtaylor
Is this set dead?

If so, why? It's all but finished. Why can't we get it over the hump and release it?

:cry:

Posted: 01 Aug 2005 17:27
by DaleStan
I think part of our problem is that 459 seems to have vanished. (last post June 20, 2005)

If there are no objections, I'll run the NFO through my running-cost generator, add that do-not-load-if-planespeed-off code, and propose we release that as 0.80.

EDIT: AARGH! Version numbering problems! 459 released his as "Planeset 1.0 BETA for Windows". (Also potential newcargos awareness problems.)

Posted: 01 Aug 2005 20:35
by krtaylor
Just reset the number as 1.1, or something.

I have no idea how to code them so newcargos will work, but I imagine you can get advice from the coders.

So, you will be able to generate one file with everything in it, the complete set of all the aircraft in the list, with all the available liveries? Great!

Posted: 02 Aug 2005 04:29
by 459
Well, I haven't vanished... I've just been too busy with my combination of work and other things to give any attention. However, starting from next week I'm having a three-week holiday which can be used to sort things out and to release the final version.

The version 1.0 BETA will be renamed 1.0 Final upon release.

However, I need a list of changes that are needed to complete the set. Just to get the idea what to do.

Posted: 02 Aug 2005 04:30
by 459
Running costs: DaleStan please tell me how you are going to implement them.

Posted: 02 Aug 2005 05:49
by DaleStan
I implement the running costs by running the Planeset NFO through a massively hacked up version of NFORenum, which reads the action 0s and writes new action 7s and 0s to set the running costs according to the planespeed setting. Currently, planespeed 4 => double the original costs, and planespeed 1..3 are set to 1/2.5, 1.5/2.5, and 2/2.5 of planespeed 4 costs, respectively.
I need to beautify the output, and should probably strengthen the algorithm too; the algorithm is currently rather stupid, and will break royally if you run the same NFO through it twice. Once I clean it up (and add those do-not-load-if-planespeed-off sprites), I can send it your direction, if you want.

Once the running costs are finalized, I think the next step is the OL sprites.

Posted: 02 Aug 2005 12:08
by krtaylor
The final set needs to have any additional liveries integrated that aren't already. I think also we got a new improved version of the Shorts.

I am not sure if the various test GRFs for weird planes (Osprey, etc.) got integrated.

Did the Zeppelin loading bug get fixed?

Apparently there's an issue with new-cargos that needs to be adjusted.

The running costs needed also to change with the planespeed setting so the planes don't become category killers.

Was there a way to speed up the planes while they are on the ground?

Posted: 02 Aug 2005 13:37
by 459
DaleStan, have I understood correctly:

Is Planespeed 1 planes flying at same speed as with Planespeed off? Have I understood correctly that running cost 1/2.5 means that for Planespeed 1 the running cost is (1/2.5)*2=0.8 times of the Planespeed off cost?

I'm very interested because this might be a good way to raise the plane running costs, even for the default speed. Currently the running costs are PROPORTIONALLY just fine but need a higher multiplier that raises running costs for all planes at the same time, even at the default speed. If Planespeed 1 equals same speed as Planespeed off we can just advise people to use Planespeed 1 if they want original speed but more balanced running costs.

Finding good multipliers will need some playtesting. I suggest the following:

1. I add the missing Shorts into the set (where's the GFX BTW?) and tweak all values for all planes. That set will be released as beta version.
2. DaleStan adds the speed-dependant running costs and sends that version to me.
3. I playtest that version and try to find out balanced speed-dependant running cost multipliers. If I'm able to do the modifications myself to the DaleStan's modified code, I'll do them. Otherwise, DaleStan does them.
4. Final version will be released before the end of month. It'll be CC only but we can do the livery version later.

Anything to say?

Posted: 02 Aug 2005 15:37
by DaleStan
459 wrote:Is Planespeed 1 planes flying at same speed as with Planespeed off?
Except that the speed-up-when-broken-down-bug is fixed.
459 wrote:Have I understood correctly that running cost 1/2.5 means that for Planespeed 1 the running cost is (1/2.5)*2=0.8 times of the Planespeed off cost?
0.8 times the *current* running costs. The current costs disappear and are never heard from again. (planespeed off gets no prices, as I don't intend to allow this set to be loaded with planespeed off.)
459 wrote:1. I add the missing Shorts into the set (where's the GFX BTW?)
here.
459 wrote:2. DaleStan adds the speed-dependant running costs and sends that version to me.
I'll add switch checks (newplanes on, &c.) and a patch version check too.
459 wrote:3. I playtest that version and try to find out balanced speed-dependant running cost multipliers. If I'm able to do the modifications myself to the DaleStan's modified code, I'll do them. Otherwise, DaleStan does them.
I'll send you the running cost exe too, so you can rebalance to your heart's content.

Posted: 02 Aug 2005 19:44
by 459
Phase 1 is here. D/L it below.

-I reshaded and modified Aydan's latest rendered version of the Shorts 330 and coded it. It's now in the set. Now all planes are in the set and they seem to work correctly.
-I tweaked some plane running parameters and now they should be fine. For instance, the 757 can be safely operated from small airports. Prices for old prop planes were slightly dropped.
-Special cargo capacities haven't been coded...

So it's DaleStan's turn to do some running cost magic. D/L the set and post it here when you've finished. Then I'll prepare things for releaseworthiness.