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Posted: 05 Feb 2006 07:31
by DaleStan
That shouldn't be happening. Patch version? Does it happen in a new game too?
Posted: 09 Feb 2006 09:29
by 459
I haven't heard much of "newcargos". I actually didn't think that GRF files need tweaking because of it, I was expecting that cargo capacities for new cargos would've been calculated based on existing figures and separate input hadn't been obligatory.
For me, a class named "Tourists" doesn't make much sense for low-amount high-revenue passengers when compared to "Businessmen" or something alike. Especially regarding Planeset. Anyone else who has ever been aboard B757-200 with 238 seats knows the drill.
I have calculated the current pax figures so, that if there are two classes, the total number of pax stays the same. However, the proportion of seats for premium passengers isn't indicated anywhere but I could get some numbers easily as soon as someone labels the "Tourists" something else.

Posted: 09 Feb 2006 10:44
by George
459 wrote:However, the proportion of seats for premium passengers isn't indicated anywhere but I could get some numbers easily as soon as someone labels the "Tourists" something else.

Suggestions?
Posted: 09 Feb 2006 13:59
by 459
http://www.airbus.com/en/aircraftfamili ... ayout.html gives information for A340-600, just for reference.
Thus far I've calculated all pax capacities for all planes in a way planemakers' default layouts suggest for 2-class config. There are deviations to direction or another but none of my figures aren't that far off.
A good approximate in this case would be 40 premium 380 normal for A346. For A320 it would be 15/135. For B772 it would be 40/300. In other words, the proportion is approximately 10-15% for premium passengers. If this causes gameplay imbalances with this new model, I'll just recalculate them with more premium seats and less total seats.
Posted: 09 Feb 2006 14:24
by George
459 wrote:In other words, the proportion is approximately 10-15% for premium passengers. If this causes gameplay imbalances with this new model, I'll just recalculate them with more premium seats and less total seats.
I think that paying -15% of capacity for +250% income for a trip causes big imbalance. For buses I use -35% capacity and +200% cost, and even then the tourists buses make more money, than regular buses.
Posted: 09 Feb 2006 20:34
by DaleStan
459 wrote:I haven't heard much of "newcargos". I actually didn't think that GRF files need tweaking because of it
It's not much work; just adding props 18 and 19 (so planes have the appropriate refittablility) and possibly adding a callback 15. (I did, though; the default settings do not respect cargo weights, and weight is usually the limiting factor for planes. Unfortunately, we can't (yet?) refit the two compartments to seperate cargos, except for the default pax/mail.
Any one want a playtest version? I'm afraid I haven't played enough TTD recently to have any idea whether the new refit-capacity and early-retirement settings are good, bad, or ugly.
I might need to add a load amount callback too, so that the heavier cargos don't load so much faster than the lighter ones.
I do still have to decide how many of Grigory's sprites I can put in, but that shouldn't change the plane stats.
Posted: 09 Feb 2006 20:48
by goalie
DaleStan wrote:459 wrote:I haven't heard much of "newcargos". I actually didn't think that GRF files need tweaking because of it
It's not much work; just adding props 18 and 19 (so planes have the appropriate refittablility) and possibly adding a callback 15. (I did, though; the default settings do not respect cargo weights, and weight is usually the limiting factor for planes. Unfortunately, we can't (yet?) refit the two compartments to seperate cargos, except for the default pax/mail.
Any one want a playtest version? I'm afraid I haven't played enough TTD recently to have any idea whether the new refit-capacity and early-retirement settings are good, bad, or ugly.
I might need to add a load amount callback too, so that the heavier cargos don't load so much faster than the lighter ones.
I do still have to decide how many of Grigory's sprites I can put in, but that shouldn't change the plane stats.
i want to have a playtest version please send it to
AGraewer@gmx.net
thank you
Posted: 10 Feb 2006 22:09
by Grigory1
DaleStan!
I would like to try playtest version with mine sprites please send it to PM
Posted: 18 Feb 2006 05:26
by DaleStan
OK, I think it's time I released this to the general public.
I keep hoping I can find the time to integrate Grigory's sprites, but it keeps not happening. I'm still hoping, but this way you folks get to play with some pretty big changes while I spend time on NFORenum instead.
Changelog from 1.0:
- Added slung cargo sprites for the Chinook.
- All planes use cargo classes for refitablity.
- (change) All planes (with the exception of the Zeppelins) can carry Oil, instead of just the 747s, Ruslan, and Chinook.
- The 747, Ruslan, and Chinook show proper (liquid vs solid) graphics for all properly classed cargos.
- The Zeps now take off silently, instead of with the helicopter sound.
- Cargo capacity is now done properly, that is, by weight. Except for Tourists, which are 1/3.4 of Pax capacity, rounded down.
- (change) Zeppelins can now carry mail too.
- (bugfix) The 737 is now small plane.
- Added early retirement for all planes that expire.
- Added GRM reservation of all plane IDs.
- Added warning (as in, it'll still load) messages if newsounds or moreairports are off
This GRF requires at least 2.0.1 alpha 73.
Moderators, can we get an update to the topic title, please?
Posted: 18 Feb 2006 21:48
by orudge
Updated.
Posted: 18 Feb 2006 23:43
by The Irish
Sounds cool.
I'll give it a go...
Posted: 19 Feb 2006 15:21
by Maverick8
does the planeset support tourists?
Posted: 19 Feb 2006 15:42
by goalie
yes
Posted: 20 Feb 2006 07:34
by DaleStan
Maverick8 wrote:does the planeset support tourists?
No, it doesn't. Why do you think I mentioned tourists in the changelog? Because I added tourist support or something?
What *ARE* they teaching in schools these days? Is it really nothing but self-esteem and sex-ed? Whatever happened to basic logic?
Posted: 20 Feb 2006 08:09
by Maverick8
thought so
though your changelog is quite unlcear
Cargo capacity is now done properly, that is, by weight. Except for Tourists, which are 1/3.4 of Pax capacity, rounded down.
so it seems that tourists seem available though it is not fully effective
Posted: 20 Feb 2006 08:15
by DaleStan
Two questions then:
1) What should I have said in the changelog? (My documentation is notoriously poor, but if no one tells me what to say instead, "poor" is the way it's going to stay.)
2) Whatever happened to the good old-fashioned "try it and see" concept?
Posted: 20 Feb 2006 08:19
by Szappy
for the 1) maybe:
"added tourists support"
as for 2)

Posted: 22 Feb 2006 08:22
by Hitperson
DaleStan wrote:Two questions then:
1) What should I have said in the changelog? (My documentation is notoriously poor, but if no one tells me what to say instead, "poor" is the way it's going to stay.)
2) Whatever happened to the good old-fashioned "try it and see" concept?
ooh the good old try it and see method.
[insert thumbs up emotion]
very well done ive been looking for something to cart tourists around on.
Posted: 22 Feb 2006 12:42
by White Rabbit
What does 'Pax capacity' mean?

Posted: 22 Feb 2006 12:51
by fire87
Passenger capacity