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Posted: 23 Sep 2005 23:46
by Grigory1
Thanks, krtaylor :D

Posted: 24 Sep 2005 03:36
by RPharazon
It DOES look awesome.
And it'd serve a good purpouse for goods transporting.
I'm getting tired of using the A380 as a freighter where there is a MUCH better option available.

Posted: 24 Sep 2005 09:41
by 459
krtaylor wrote:Awesome! I really wish there were some way to get it into the main GRF file.
Was it possible to alter plane parameters somehow by refitting? I could imagine a technology test with An-124 that can be "refitted" as An-225.

Posted: 24 Sep 2005 10:08
by Grigory1
Working costs An225 = An124+50%

Posted: 24 Sep 2005 13:12
by krtaylor
I don't think that can be done, but I'd love to be proven wrong.

Posted: 29 Sep 2005 10:55
by Paasky
I'm not really into drawing stuff, so I could render the few models I've done and then fix them a bit (as there are only 4 directions) manually.

http://www.tt-forums.net/viewtopic.php?t=15532
I've done 6 models, and their previews are there if you scroll down.
I stopped making those because every image had that blue stuff on the edges, created by the anti-aliasing. But for TTD manual replacement of textures isnt too much work (there are 64 directions and 2 different angles, making 128 images alltogether)

Posted: 30 Sep 2005 18:05
by sfrankland
I am not sure if this has been addressed but why does the An-124 only carry 300 units of goods yet the smaller 747's can carry over 300 units. I figured that the An-124 being a true cargo plane would have a larger cargo carrying ability.

Posted: 30 Sep 2005 21:28
by Grigory1
Be real should:

An-124 --300 units of goods
A380-F --300 units of goods
Boeing 747 --240 units of goods
An-225 --500 units of goods


Promised to correct in 1.1

Posted: 11 Oct 2005 08:34
by zero1000
459 wrote: Was it possible to alter plane parameters somehow by refitting? I could imagine a technology test with An-124 that can be "refitted" as An-225.
news about that?

Posted: 11 Oct 2005 09:07
by Grigory1
DaleStan wrote:It does. Each cargo and each refit livery can have its own capacity, via callback 15.
DaleStan, for the plane I use such code:

59 * 9 02 03 00 01 01 00 00 00 00
60 * 9 02 03 01 01 01 01 00 01 00
61 * 9 02 03 02 01 01 02 00 02 00
62 * 9 02 03 03 01 01 03 00 03 00
63 * 9 02 03 04 01 01 04 00 04 00
64 * 9 02 03 05 01 01 05 00 05 00
65 * 9 02 03 06 01 01 06 00 06 00
66 * 26 02 03 10 82 F2 00 FF 04 00 00 00 00 01 00 01 01 02 00 02 02
03 00 03 03 04 00
67 * 14 02 03 11 82 F2 00 FF 01 05 00 00 00 06 00
68 * 14 02 03 12 82 B9 00 FF 01 10 00 00 00 11 00
69 * 30 02 03 13 82 F2 00 FF 05 00 FF 00 00 01 FF 01 01 02 FF 02 02 03 FF 03 03 04 FF 04 04 FF FF
70 * 18 02 03 14 82 F2 00 FF 02 05 FF 00 00 06 FF 01 01 FF FF
71 * 14 02 03 15 82 B9 00 FF 01 13 00 00 00 14 00
72 * 14 02 03 16 82 0C 00 FF 01 15 00 19 19 12 00
73 * 7 03 03 01 09 00 16 00

As it to change to apply callback 15 to change of capacity? :?:

Posted: 11 Oct 2005 17:15
by DaleStan
In sprite 72, you need to add a check for var 0C == 15 , and then add sprites that check variables B9 and/or F2. (see my A300.)

Posted: 11 Oct 2005 22:26
by Grigory1
DaleStan, unfortunately I could not add correctly :oops:

71 * 14 02 03 15 82 B9 00 FF 01 13 00 00 00 14 00
72 * 22 02 03 16 81 B9 00 FF 03 00 00 00 00 FA 80 02 02 FA 80 05 05 96 80
73 * 24 02 03 17 82 0C 00 FF 01 15 00 19 19 12 00 (0C 00 FF 01 16 00 15 15 00 00)
74 * 7 03 03 01 09 00 17 00
....
76 * 47 00 03 ........... 14 20 (08)

Does not work :(

Posted: 12 Oct 2005 03:02
by DaleStan
Sprite 73 is valid, but doesn't do what you want it to do.
You need to increase <nvar>, and then add just a <set-id> <lowrange> <highrange> triple:

73 * 24 02 03 17 82 0C 00 FF 02 15 00 19 19 12 00 16 00 15 15 12 00

Also, did you remember to increase <num-props> in sprite 76? (NFORenum will be able to tell you if you have it right.)

Posted: 12 Oct 2005 12:02
by Grigory1
It is code:

66 * 26 02 03 10 82 F2 00 FF 04 00 00 00 00 01 00 01 01 02 00 02 02 03 00 03 03 04 00
67 * 14 02 03 11 82 F2 00 FF 01 05 00 00 00 06 00
68 * 14 02 03 12 82 B9 00 FF 01 10 00 00 00 11 00
69 * 30 02 03 13 82 F2 00 FF 05 00 FF 00 00 01 FF 01 01 02 FF 02 02 03 FF 03 03 04 FF 04 04 FF FF
70 * 18 02 03 14 82 F2 00 FF 02 05 FF 00 00 06 FF 01 01 FF FF
71 * 14 02 03 15 82 B9 00 FF 01 13 00 00 00 14 00
72 * 22 02 03 16 82 B9 00 FF 03 00 00 00 00 FA 80 02 02 FA 80 05 05 96 80
73 * 20 02 03 17 82 0C 00 FF 02 15 00 19 19 12 00 16 00 15 15 12 00
74 * 7 03 03 01 09 00 17 00
...
76 * 47 00 03 12 01 09 00 0B 7C 02 1D 03 19 04 FF 06 07 07 28 08 FF 09 02 0A 01 0B 69 0C 47 0D 07 0E F5
0F 2B 02 11 78 12 07 13 FF FF FF 1F 14 20 08

Message: invalid sprite #73 :?: :(

Posted: 12 Oct 2005 19:40
by DaleStan
I messed it up, didn't I? Pull the first "12 00".

Posted: 12 Oct 2005 22:20
by Grigory1
callback 15 and callback 19 work separately and together do not work. :(

I think, that a problem in Sprite 76:
76 * 47 00 03 12 01 09 00 0B 7C 02 1D 03 19 04 FF 06 07 07 28 08 FF 09 02 0A 01 0B 69 0C 47 0D 07 0E F5
0F 2B 02 11 78 12 07 13 FF FF FF 1F 14 20 08 :?:

Posted: 13 Oct 2005 02:14
by DaleStan
Prop 14 only takes a single byte. If you want to use both callback 15 and 19, you have to set both bits 3 and 5 in that byte, instead of having 2 bytes, one with bit 3 set and the other with bit 5 set.

(So, set "14 28")

Posted: 13 Oct 2005 02:53
by coalroads artist
I ahve to say this planeset has come a long way since i last downloaded it.I love the osprey :shock: and the 747.Any chance of zepplins having rotor animation (please ignore if very old question).

Posted: 13 Oct 2005 03:11
by DaleStan
Rotor animation for the Zeps? I'm not sure I understand what you want animated; the engine pods are all of 2 pixels each; it's rather hard to animate that.

Posted: 13 Oct 2005 09:14
by Grigory1
Thanks, DaleStan! :D :D :D