Re: [req]huge airports for ottd
Posted: 07 Oct 2008 20:56
GKS, yes, it was my photo anyway 

The place to talk about Transport Tycoon
https://www.tt-forums.net/
yes i know, this mockup is layered to appear like they're on grass (for obvious reasons), but the sprites have no grass behind them at all.richk67 wrote:Can I suggest that you do not include the grass on the tile, but leave it transparent. That way the "grass" can be replaced with snow, desert, to make the airport climate responsive. Also, in other locations, it would be possible to have the taxiway placed over a concrete or tarmac ground tile.That Guy wrote:lol thanks saved me a bit of trouble. you used the corner graphics right?EXTspotter wrote:Here is a 4-way taxiway junction
UPDATE
Nice taxiways btw... I like them a lot.
oh oops lol, i originally had a line but i was hesitating leaving it like that because i was thinking they were only used at the end of aprons.MarkyParky wrote:Yep, they are nice, only one think to mention - "yellow cross" on taxiway means "taxiway closed" in aviation, so we have to figure out different "marking" of priority
Looking very very nice.That Guy wrote:yes i know, this mockup is layered to appear like they're on grass (for obvious reasons), but the sprites have no grass behind them at all.
richk67 wrote: Looking very very nice.
On the runway numbers - for NewGRF_ports, there is a set of placeable number sprites in all 4 orientations. Do you want to use them?
ohhh ic, so how would N W E S correspond with the numbers?richk67 wrote: Also, the runway number is different in the opposite direction. The number represents the angle of the runway (in tens), so 28 is 280 degrees. The opposite direction will be 180 degrees around from that - ie. 100 degrees = 10.
So pairings are: 01/19, 02/20, 03/21, ... 09/27, 10/28, etc...
I think it just fits but i'll make sure. note that if it likes like its cut of in the individual views its because the blue fill is just layered on top of the sprites and has holes cut in it so you can see the sprites (ah I love photoshop); the holes aren't perfect so there could be clipping.Dimme wrote:The helipad rings look slightly larger than the tile, how will that look when coupled with different tiles?
Btw, is here any concensus, where is "South" or "West" in TTD? Most people claim the south is the same as "down", but for example afaik OpenTTDCoop use directions shifted by 45 degreesAccording to wikipedia http://en.wikipedia.org/wiki/Runway. North is 36, East is 9, South is 18, and West is 27. If I understood the article correctly, the number 36 should be on the southern end of the runway pointing north, so that a pilot landing from south will read 36, which is also the number on his compass.
Yup - it is the heading. Compass North is shown as 360, so you are landing on course 360 to land on runway 36. The opposite angle is 180 - so runway 18/36.Dimme wrote:According to wikipedia http://en.wikipedia.org/wiki/Runway. North is 36, East is 9, South is 18, and West is 27. If I understood the article correctly, the number 36 should be on the southern end of the runway pointing north, so that a pilot landing from south will read 36, which is also the number on his compass.
Generaly I would say, that if the algorithm and related staff of project is well documented, it might attract attention of some coder. It is simmilar to YAPP, where there was a well described concept on a wiki first, and then coders got interested. So maybe it would be good to move the idea to OTTD wiki as proposal with a good documentation of algorithm and some ideas about ingame inplementation.For graphics, I think this topic is ok. We should make a new topic in the development forum some time perhaps, but we have no coder yet. I am taking a course in algorithms now, and am going to learn c++ this spring, so if noone volunteers before that, I will try. I am also going to work a little bit more on the java app, but that is best placed in the suggestions forum for now.
It is usually rounded to the nearest 10 degrees (5 going down) I believe. Thus a 45degree runway would be 04. (NB it always includes the leading 0 to make it 2 digits).Timitry wrote:That correct? Too bad we don't have "round" numbers like 4 or 5 but 4,5...
That is not correct - in aviation you always round the number of runway to closest multiply of ten, so it would be 5 instead 4.5. Also the runway marking shall always be two digits in ICAO enviroment (you may see one digit numbering is AFAIK exceptionaly in USA as they use FAA rules), so finaly runway shall be marked and refered as 05.Timitry wrote:So we would need the tiles:
Airports landing with direction North-East: 4,5 (45°)
Airports landing with direction South-East 13,5 (135°)
Airports landing with direction North-East: 22,5 (225°)
Airports landing with direction North-East: 31,5 (315°)
That correct? Too bad we don't have "round" numbers like 4 or 5 but 4,5...
richk67 wrote:It is usually rounded to the nearest 10 degrees (5 going down) I believe. Thus a 45degree runway would be 04. (NB it always includes the leading 0 to make it 2 digits).Timitry wrote:That correct? Too bad we don't have "round" numbers like 4 or 5 but 4,5...
Good idea. I will try to do it when I have time, maybe on saturday.MarkyParky wrote:Generaly I would say, that if the algorithm and related staff of project is well documented, it might attract attention of some coder. It is simmilar to YAPP, where there was a well described concept on a wiki first, and then coders got interested. So maybe it would be good to move the idea to OTTD wiki as proposal with a good documentation of algorithm and some ideas about ingame inplementation.For graphics, I think this topic is ok. We should make a new topic in the development forum some time perhaps, but we have no coder yet. I am taking a course in algorithms now, and am going to learn c++ this spring, so if noone volunteers before that, I will try. I am also going to work a little bit more on the java app, but that is best placed in the suggestions forum for now.
Or maybe just let parallel runways have equal numbers, for simplicity. Numbering (or the real system) can be added later.CommanderZ wrote:The numbers look way too cool to be abandoned. Why not to ignore some ICC-something rules and make them linear - from first built runway (01) up
I'm thinkin we should make a pollCommanderZ wrote:The numbers look way too cool to be abandoned. Why not to ignore some ICC-something rules and make them linear - from first built runway (01) up
Then it would be a 1.) from meThat Guy wrote:I'm thinkin we should make a pollCommanderZ wrote:The numbers look way too cool to be abandoned. Why not to ignore some ICC-something rules and make them linear - from first built runway (01) up
1.) use ICC rules for runway digits
2.) Number runways in order built (non realistic)
as for the angles, i'll just draw then in NE 05 SE 14 NW 23 SW 32, which isn't hard at all
<DevilsAdvocate>That Guy wrote:Rounding up is also the mathematically correct way to do it, and I suppose in RL, the runway never faces exactly 22,5 degrees