[Request] -Multi -Run Way Airport

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Midnight
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[Request] -Multi -Run Way Airport

Post by Midnight »

Seems like with sizes from small medium and large at least the large airport should have two runways or more , Maybe someone can mod an airport to have two runways?
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GoneWacko
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Post by GoneWacko »

I doubt it.
It seems to me like Airports are just like in TTD: The routes the planes take are hardcoded into the game and impossible to change.
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Post by Olli »

airports ate the most complex *.dat files.
Thiey are made of 88, 136 and >350 little images, most other dat files only have 5-50.

And their variable structure is almost as complex as in Train Stations.

There is a thread here with a simple airport fix, that lets the planes break slower and accelerate faster in airports, so they leave and enter the aiport faster, wasting less time getting from 0 to fiull speed.
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Post by Steve »

I would of thought they were all coded into the dats.
But having 2 runways may be tricky, but may not be.

The large airport has a seperate spot for incoming and outgoing helicopters. Simply replicate that for planes. But it would be a hell of a difficult task.
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Post by Johns_Volition »

the problem is that it is almost impossible with all those unknowns... if you don't really have a clue what you are doing suceed is most likely to be impossible... I hope to be able to do an dual vtol heliport someday... but atm it's impossible
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Post by Flying Tiger »

maybe its a stupid idea... but how about making it possible to build 2 airports against eachother. This would normally make 2 different stations, but if its possible to change this, you could build 1 large airport, so you can load/unload more planes at the time too...
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Post by Patchman »

OK, I've figured out what the aux_2 and aux_3 entries do.

aux_2 is a definition of tiles, setting the sprites that are to be drawn on a certain tile.

aux_3 is a definition of the airport layout, setting which tile types go where.

I will write this up in more detail on the loco wiki...
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Post by Patchman »

So, how about this... :mrgreen:
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no, the extra runway does not actually *work*
no, the extra runway does not actually *work*
tworunways.png (69.37 KiB) Viewed 9682 times
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Post by Patchman »

Here's the .dat file for the above. It'll overwrite your airport1.dat, so make a backup first, and only use this for testing and such. I don't recommend actually playing with this file, since the extra runway doesn't work anyway.
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airport1.zip
two-runway airport
(176.85 KiB) Downloaded 451 times
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Post by Patchman »

Sorry for the multi-posting here... it didn't feel right to [edit] the previous posts.

Anyway, I've now decoded the aux_4 entries. They mark the positions where planes can travel to, that is the terminals, the yellow line intersections, the heliports and the landing and take-off points. There seem to be some entries that define the holding pattern for aircraft, or maybe the aircraft approach.

Now I'll expect aux_5 to define the linking between these, let's have a look...

...alright, now I'll edit. It was indeed the case. I haven't tried to change anything but I've found that airplane motion is defined as a directed graph. aux_4 are the vertices and aux_5 are the edges. That makes it quite straightforward to change, and a two-runway airport should not be very difficult to do.

But I need to go to bed, so look forward to tomorrow :D

In the meantime, here's the digraph for airport1, as output from GraphViz and its input file. (Actually this graph is slightly edited, in the actual airport1.dat file intersections 3, 4 and 5 each really have two vertices with one vertex for incoming planes and one for outgoing planes.)

[edit] graph was wrong, edges were in the wrong direction, uploaded version is correct
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airport1_graph.zip
(502 Bytes) Downloaded 474 times
airport1_graph.png
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Last edited by Patchman on 29 Oct 2004 18:25, edited 2 times in total.
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Johns_Volition
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Post by Johns_Volition »

Wow this is truly amazing work you put in there! Keep going and soon we'll be flooded with more airports than we ever could need!
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Post by eis_os »

Hmm, I remember points and vectors while I researching TTD Airports.
But when changeing one point you had to recalc all vectors :(

Let's see what happen, maybe I can make my own airport runway system soon.
(the graph you posted is a bit confusing)
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Steve
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Post by Steve »

I've designed and am currently building a 2 runway airport. You can see the design here:

http://loco.phoenixscripts.co.uk/steve/airport.png

I'm just working through the current airports, copying some stuff across and getting some stuff from the wiki. So it'll be ready as fast as the wiki is updated with new stuff.

Good Job patchman! :)
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Steve
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Post by Steve »

The airport layouts and paths of the craft for the current 3 airports:
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Large
Large
largeair.png (5.04 KiB) Viewed 10593 times
Mediun
Mediun
medai.png (3.76 KiB) Viewed 10592 times
Small
Small
smallair.png (2.63 KiB) Viewed 10590 times
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Post by Patchman »

Ok, here's a progress report in form of a screenshot and an airport4.dat file.

DO NOT use this file in an actual game, it doesn't work yet. The planes can't take off (well they get in the air but you don't want to know how).

I proudly present... Bonville International Airport!
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airport4.zip
(183.21 KiB) Downloaded 543 times
screenshot
screenshot
bonville_IA.png (61.23 KiB) Viewed 9600 times
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Post by Steve »

Well, after lots of ghost airports, i went back to basics. I edited AIRPORT1, made it bigger, moved the stuff around and then created what was missing. I identified a couple of things that will create ghost airports:
  • Not defining a tile at the center
  • Defining 2 tiles on top of each other
My latest version is below. I need to add some more grass tiles and update several of the current tiles with new graphics (so it all fits in) as well as code the new landings of the aircraft. (They currently follow the default Large airport paths, so drive over the grass) but the graphical code is done at least.
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Screenshot53.PNG
Screenshot53.PNG (53.55 KiB) Viewed 9588 times
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Post by ganzpopp »

Hey, that looks good! I hope you can make it so that you can build up to five runways, that would be cool (like Schiphol)!

A little bit off-topic:
Is anyone annoyed by the fact that if you want to upgrade your airport to a larger one you have to stop all your airplanes and even make sure they stop at an other airport. Otherwise Locomotion says that the airport is currently in use by an airplane and you cannot remove it! This makes the upgrade very time-consuming and thus annoying...
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Post by John »

looking good :)
ganzpopp wrote:Hey, that looks good! I hope you can make it so that you can build up to five runways, that would be cool (like Schiphol)!
im no expert, but im guessing no, as the idea with two runways is having one for takeoff and one for landing.
A little bit off-topic:
Is anyone annoyed by the fact that if you want to upgrade your airport to a larger one you have to stop all your airplanes and even make sure they stop at an other airport. Otherwise Locomotion says that the airport is currently in use by an airplane and you cannot remove it! This makes the upgrade very time-consuming and thus annoying...
do like they do in real life, build it else where :D
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mawnin_mon
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Post by mawnin_mon »

This is going to be very handy indeed because the other day one of my large airports got completely 'locked' and the aircraft wouldn't move and couldn't be removed.
:x
This should lessen the chances of that happening again, or even prevent it completely. It does look very good I have to say. :bow:
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Steve
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Post by Steve »

Due to recent developments, the Expanded Airport Pack will contain the following:
International airport - As seen above, 2 runways and as many terminals as we can make work
Large Heliport - A 2x2 block of helipads for use in a city. That's right.. 4 landing spots!

I'm also going to try and fix the Large Airport bug, should be easy ish once we figure out a few more things and i rewrite the busy bits for it.


You won't see it for a few days at least, and i'll need graphics for it too. Just wanted to get your attention!
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