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Six New Airports - Released

Posted: 31 Mar 2006 01:17
by richk67
6new_airports.patch updated 16/04/06



Here are three new airport designs incorporated in addition to the three new airports earlier.

All 6 new airports are:
Commuter 4x5 (small)
Intercontinental (xx large)
Helidepot (1 pad heliport with hangar)
District (north-south)
District (west-east)
Helistation (3 pad heliport with hangar)

The district airport is available in two flavours - one facing North/South, the other West/East. This is the Type 3b airport in the discussion below.

I decided to go with this design, since it had a very simple flow through the airport - and segregated aircraft and helicopters to ensure better throughput. The other types discussed would have had many more complications.

The helistation is the three helipads and hangar from the end of the District W-E airport.

For this new patch, you need the airports.grf file placing in the data directory alongside your sample.cat etc. NB. It is not a newgrf file, and does not need adding to the [newgrf] section of the config.

Posted: 31 Mar 2006 08:07
by MeusH
I like all designs very much. I'm happy to see new airports from you :) However, I think some things may be changed and I'll post my suggestions.

In the helistation and airport 3b, one helipad doesn't have acces to the hangar. Maybye a swap with the office building tile?

Where would helicopters land on 4b? Directly on the terminal (which one?) or on some free tile? There is still space between the runways, but in real life there are no terminals nor landing pads in between runways...

I think 3b is easy to jam, because some tiles share both routes for aircraft taxing to terminals, and aircraft going to take off.

Posted: 31 Mar 2006 08:41
by Brianetta
Type 3b is better than 4b for performance. Assuming just a single aircraft, that aircraft has to taxi twice the distance on the ground when landed on the 4b. For a supersonic, this taxi time could easily exceed the flight time.

The 4b has no advantages in terms of use of land space.

Posted: 31 Mar 2006 15:16
by richk67
MeusH wrote:I like all designs very much. I'm happy to see new airports from you :) However, I think some things may be changed and I'll post my suggestions.

In the helistation and airport 3b, one helipad doesn't have acces to the hangar. Maybye a swap with the office building tile?
The helicopter can move on the diagonal, so its accessible from the taxiway.
Where would helicopters land on 4b? Directly on the terminal (which one?) or on some free tile? There is still space between the runways, but in real life there are no terminals nor landing pads in between runways...
Helis would land outside the hangar, and either go to a terminal, or into the hangar to wait. Takeoff would be directly from each terminal.
I think 3b is easy to jam, because some tiles share both routes for aircraft taxing to terminals, and aircraft going to take off.
Actually, its the other way around. 3b is hard to jam, because only 1 aircraft can own the terminal group taxiway. If it is going from terminal to hangar, it also owns the area outside the hangar. This stops landed aircraft from interfering until the route has cleared. This whole section is already coded, and working cleanly. Ive not coded the circulation or landing sequence, but all terminal and hangars ops are sorted.

However, my opinion is that Type 3 is less efficient, as an aircraft has to wait to taxi to the terminals if an aircraft is leaving. On Type 4b, a leaving aircraft has no conflict with arriving aircraft (but IMO the airport is less pretty ;) ) However, as Brianetta points out, the taxi distances are greater. It probably is a preference thing, and so justtifies existence of both airports.

I could create a shortened 4b, with only 3 terminals in a 3x9 size. This would be fast on taxi time, but no great capacity increase on the City airport. I'll mockup a piccy.

Posted: 31 Mar 2006 17:00
by comrade-max
personally wot i want to see is an industrial airport that is only slightly bigger than a small airport (2 runways 3 spaces) an is efficent

Posted: 31 Mar 2006 17:04
by hertogjan
I guess that the aircraft land with their nose towards the terminals. In reality, this would be forbidden, since an aircraft that overshoots the runway will lead to major disaster on this airport (killing all people on board and inside the airport buildings).
Landing the other way will cause major delays since aircraft will have to taxi all the way back across the runway, thereby preventing any other aircraft to use that runway.

Conclusion: This airport type is not realistic.

Posted: 31 Mar 2006 17:38
by Grigory1
Whether probably to move a tower to other place for example:

Posted: 31 Mar 2006 18:21
by richk67
comrade-max wrote:personally wot i want to see is an industrial airport that is only slightly bigger than a small airport (2 runways 3 spaces) an is efficent
Try the commuter airport. 4x5. 1 runway, 3 spaces, 2 helipads, very efficient (better than City). (2 runways in that space isnt at all easy.)

Posted: 31 Mar 2006 18:22
by richk67
hertogjan wrote:I guess that the aircraft land with their nose towards the terminals. In reality, this would be forbidden, since an aircraft that overshoots the runway will lead to major disaster on this airport (killing all people on board and inside the airport buildings).
Landing the other way will cause major delays since aircraft will have to taxi all the way back across the runway, thereby preventing any other aircraft to use that runway.

Conclusion: This airport type is not realistic.
Welcome to the GAME! Last time I checked, aircraft landing at high airfields fly through the buildings. Rejecting this design for that reason, is forgetting that OTTD is a game, not a simulation. (ie. if the design works for gameplay, then its a good thing.)

In OTTD all aircraft crashes are on the landing approach at the other end of the runway.... no overshoots here ;)

Posted: 31 Mar 2006 18:26
by richk67
Created a grf for the other runway directions.... so runways in all orientations are now possible :) :)

Posted: 31 Mar 2006 18:29
by richk67
Grigory1 wrote:Whether probably to move a tower to other place for example:
Yeah, I could live with the first position. The second will merge with the hangar, and the 3rd is the hangar entrance block. (Until I drew the new graphics, there wasnt a hangar in the East facing direction. The hangar exit there should face the terminals.)

Posted: 31 Mar 2006 18:54
by Grigory1
OK! :)

Posted: 02 Apr 2006 08:24
by comrade-max
richk67 wrote:
comrade-max wrote:personally wot i want to see is an industrial airport that is only slightly bigger than a small airport (2 runways 3 spaces) an is efficent
Try the commuter airport. 4x5. 1 runway, 3 spaces, 2 helipads, very efficient (better than City). (2 runways in that space isnt at all easy.)
yeah i cant seem to be able to patch atall. i keep getting url errors

Posted: 03 Apr 2006 19:59
by richk67
Bump - new completed patch released.

Posted: 03 Apr 2006 21:42
by comrade-max
what about being able to join airports together like stations?

Posted: 03 Apr 2006 23:57
by richk67
comrade-max wrote:what about being able to join airports together like stations?
"I refer the honourable gentleman to the answer I gave some moments ago."

Posted: 04 Apr 2006 02:04
by DaleStan
I'd never have guessed that the answer would be the same this time as the last last fifteen times someone asked that question.
:roll:

Posted: 04 Apr 2006 07:36
by Brianetta
OK, so what about joining them together like you can bus stations? (:

Posted: 04 Apr 2006 08:35
by Andrew21
Umm when it says it's against a nightly, what does that mean? That and is it easy to make an .exe? I've never ever done anything with compiling before in my life. Dowloaded DevC++ but I have no idea what I'm doing. I love all these new airports (and can't wait to try the new ones) but AFAIK, there aren't any executables since the original v1 or v2 of the initial 3 new airports patch.

Posted: 04 Apr 2006 10:03
by Brianetta
The nightlies are compiled for you every night. See http://nightly.openttd.org/