[NewGRF request] Ekranoplans for a ships set

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

Moderator: Graphics Moderators

Post Reply
User avatar
Wolf01
Tycoon
Tycoon
Posts: 2016
Joined: 24 Apr 2004 10:43
Location: Venezia - Italia
Contact:

[NewGRF request] Ekranoplans for a ships set

Post by Wolf01 »

I would like to see ekranoplans being part of a ship set, for who don't knows them, they are like aircrafts, or hydroplanes, and they fly over the water (some of them can really fly)
here are some models:
http://thrillingwonder.blogspot.com/200 ... wcase.html

i think these ekranoplans may revive a little the ships, with they fast speed but low capacity (low related to large and slow containers)

since i'm not able to draw, i ask somebody if he wants to do the job :)
User avatar
RainierWatcher
Traffic Manager
Traffic Manager
Posts: 244
Joined: 14 Jan 2007 15:10
Location: West Norfolk, England

Post by RainierWatcher »

I'm going to say I wish I could draw them, as it would be great to have them. I must say they are some of the coolest aircraft/flying boats ever.
User avatar
Wolf01
Tycoon
Tycoon
Posts: 2016
Joined: 24 Apr 2004 10:43
Location: Venezia - Italia
Contact:

Post by Wolf01 »

a friend of mine drew this, to see how it would see in ottd, the problem is that he doesn't have time and will to draw a full grf
Attachments
ekranoplano2.png
ekranoplano2.png (5.42 KiB) Viewed 5579 times
User avatar
PikkaBird
Graphics Moderator
Graphics Moderator
Posts: 5631
Joined: 13 Sep 2004 13:21
Location: The Moon

Post by PikkaBird »

The only problem with this that I can see is that ships are currently limited to 70-odd mph.
ZxBiohazardZx
Tycoon
Tycoon
Posts: 1534
Joined: 14 Mar 2006 12:46
Location: Netherlands

Post by ZxBiohazardZx »

PikkaBird wrote:The only problem with this that I can see is that ships are currently limited to 70-odd mph.
cant someone write a "shipspeed"patch (like for aircrafts)
User avatar
Wile E. Coyote
Tycoon
Tycoon
Posts: 8515
Joined: 08 Jul 2004 22:14
Skype: wile.e.coyote2
Location: Belgrade, Serbia
Contact:

Post by Wile E. Coyote »

It's question for Patch devs too, because now you can change ship speed via Callback but depending variable is one byte sized.
Serbian rail set with Serbian scenario (ECS, PBI, FIRS and Tourist set compatible) Website | Topic and download | Latest version: 03.06.2015.
Serbian tram set Tracking table | TTD Patch tram set Latest version: 17.06.2015. | Open TTD Remix Latest version: 11.07.2015.
WIN-DOS GRF Converter Topic and download | Version 0.2.1: 09.01.2005.


Runner-up in "Best avatar Forums award" for years 2006 and 2010!
michael blunck
Tycoon
Tycoon
Posts: 5954
Joined: 27 Apr 2005 07:09
Contact:

Post by michael blunck »

[ship speed limit]

> It's question for Patch devs too [...]

I don´t see much sense in increasing ship speed, be it for TTDPatch or OTTD. Emphasis should be different for different vehicle classes.

And yes, the use of Ekranoplans (and it´s implementation as "ships") had been discussed already years ago but to no avail, mainly because of game balancing issues.

regards
Michael
Image
hertogjan
Director
Director
Posts: 560
Joined: 03 Jan 2006 20:45
Location: Netherlands

Post by hertogjan »

Wile E. Coyote wrote:It's question for Patch devs too, because now you can change ship speed via Callback but depending variable is one byte sized.
However, you will have to make significant modifications to the ship movement code as well. The problem is that for speeds larger than 127 km/h, the vehicle needs to be moved more than one pixel per "tick". The current code only allows for 0 or 1 pixel of movement per tick.
Of course, there are ways to get around it. I have tried it for road vehicles before (which has the same limitation due to the same reason). The code is a bit awkward, but it works (i.e., I get road vehicles that go faster than 127 km/h). I guess that for ships it will be easier to code than for road vehicles.
User avatar
Killer 11
Tycoon
Tycoon
Posts: 2463
Joined: 06 Jan 2004 18:38
Location: Kaunas, Lithuania
Contact:

Post by Killer 11 »

michael blunck wrote:[ship speed limit]

> It's question for Patch devs too [...]

I don´t see much sense in increasing ship speed, be it for TTDPatch or OTTD. Emphasis should be different for different vehicle classes.

And yes, the use of Ekranoplans (and it´s implementation as "ships") had been discussed already years ago but to no avail, mainly because of game balancing issues.

regards
Michael
Actualy making trains lose they're current transport domination and be equal to ships(Ekranoplans) seems to actualy fix the balancing issue.
And besides if the thing is real and it DOES work and is actualy more efficient than other stuff then why can't we include it? Maybe not until something like 2015 but late years need more variation anyways.
User avatar
Wolf01
Tycoon
Tycoon
Posts: 2016
Joined: 24 Apr 2004 10:43
Location: Venezia - Italia
Contact:

Post by Wolf01 »

Killer 11 wrote:Maybe not until something like 2015 but late years need more variation anyways.
why not 1970? the first famous ekranoplane (the caspian monster) was built in 1966
michael blunck wrote:I don´t see much sense in increasing ship speed, be it for TTDPatch or OTTD. Emphasis should be different for different vehicle classes.

And yes, the use of Ekranoplans (and it´s implementation as "ships") had been discussed already years ago but to no avail, mainly because of game balancing issues.
i can see some protectionism about ttdpatch, seem that you don't want that ottd implement grf things before ttdpatch, this happened to eyecandy too, we have the patch but we must wait for ttdpatch newobjects
i know that ttdpatch is the home of newgrf, but if we want make new things, you shouldn't lament, we don't support all the ttdpatch grf sets, why not the contrary?
User avatar
belugas
OpenTTD Developer
OpenTTD Developer
Posts: 1507
Joined: 05 Apr 2005 01:48
Location: Deep down the deepest blue
Contact:

Post by belugas »

Wolf01 wrote:i can see some protectionism about ttdpatch, seem that you don't want that ottd implement grf things before ttdpatch, this happened to eyecandy too, we have the patch but we must wait for ttdpatch newobjects
For the record, I do not feel that this is true. Now and then, peter1138 and I have made some changes to the newgrf specs, whatever the level of modification. I've always felt that ttdpatch devs are open minded and willing to cooperate. The reason why you have to wait for newobjects is quite simple : the work has already been started. So i would say that just by respect of their work, we should at least wait for it to be completed. But nothing stops you to at least implement what can be done based on the specs of newobjets already provided.

Agreed, there are some pieces undefined (or not completed) yet, but you can use some default values that will be easily changed by the real ones.

Further on, if ever your implementation superseeds newobjects with some cool new features or possibilities, it will be (i'm pretty sure) possible to incorporate them, given they are worth it and documented well enough.
Plus, you will be able to construct your own grf to prove that is does work, conceptually and graphically.

This been said, up to your keyboards, gentlemen.

And please... stop that silly war between ttdpatch and openttd... REALLY not worth it. And this is addressed to everyone, not only openttd users... ;)
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
michael blunck
Tycoon
Tycoon
Posts: 5954
Joined: 27 Apr 2005 07:09
Contact:

Post by michael blunck »

Wolf01 wrote:
michael blunck wrote:I don´t see much sense in increasing ship speed, be it for TTDPatch or OTTD. Emphasis should be different for different vehicle classes. [...]
i can see some protectionism about ttdpatch, seem that you don't want that ottd implement grf things before ttdpatch, this happened to eyecandy too, we have the patch but we must wait for ttdpatch newobjects
i know that ttdpatch is the home of newgrf, but if we want make new things, you shouldn't lament, we don't support all the ttdpatch grf sets, why not the contrary?
I can see the usual unfounded insinuation, although I explicitly wrote "be it for TTDPatch or OTTD".

A russian-type ekranoplan had been on my to-do list quite some years ago. The reason why it didn´t make it into the game is in no way linked with bad-talking about OTTD or protectionism for TTDPatch.

Your conjectures are just plain silly.

Michael
Image
User avatar
eis_os
TTDPatch Developer
TTDPatch Developer
Posts: 3603
Joined: 07 Mar 2003 13:10
Location: Germany
Contact:

Post by eis_os »

OT: Some sidenote: I haven't seen a newgrf spec for newobjects, I don't consider some action 5 system for it as usefully. Still there a things like the newobjects way of defining layouts unclear for me, so I haven't continued work and will only when I found a good system.

Aswell I used dword size years and will do internal range limiting so it isn't limited to TTDPatch years for the grf authors. (So compatibility with OTTD)
If there is an good way to define newobjects by OTTD the system can be used for TTDPatch aswell... (Thats true for other features too) Well if you define your own Action5 based system, go ahead... There are ways for grf authors to detect the System and switch systems in the grf so it will work on both...
peter1138
OpenTTD Developer
OpenTTD Developer
Posts: 1794
Joined: 30 Mar 2005 09:43

Post by peter1138 »

Oskar, is there any more to the newobjects spec than is currently on the wiki? Currently there is no much to go on, but I wouldn't want to make any changes to it that would conflict with your work...
He's like, some kind of OpenTTD developer.
User avatar
RainierWatcher
Traffic Manager
Traffic Manager
Posts: 244
Joined: 14 Jan 2007 15:10
Location: West Norfolk, England

Post by RainierWatcher »

michael blunck wrote: A russian-type ekranoplan had been on my to-do list quite some years ago. The reason why it didn´t make it into the game is in no way linked with bad-talking about OTTD or protectionism for TTDPatch.

Michael
So why could it not be done then? As OTTD is standalone apart from the graphics AFAIK (and the music), could it not be implemented even if there was some sort of problem that made it difficult in TTDP?
User avatar
Ben_K
Tycoon
Tycoon
Posts: 1166
Joined: 01 Jun 2006 15:15
Location: Sydney, AUS

Post by Ben_K »

I think you'll find the answer is yes... but you need someone to do it! :) As with all the great suggestions etc.
User avatar
RainierWatcher
Traffic Manager
Traffic Manager
Posts: 244
Joined: 14 Jan 2007 15:10
Location: West Norfolk, England

Post by RainierWatcher »

Yes, I wouldn't have a clue where to start frankly, i did AS level computing, and that was with Visual basic, not C.
User avatar
Ben_K
Tycoon
Tycoon
Posts: 1166
Joined: 01 Jun 2006 15:15
Location: Sydney, AUS

Post by Ben_K »

Then (sadly) you know more than me! :roll:
User avatar
Dave
Moderator
Moderator
Posts: 17249
Joined: 26 Dec 2005 20:19
Location: North London

Post by Dave »

RainierWatcher wrote:
michael blunck wrote: A russian-type ekranoplan had been on my to-do list quite some years ago. The reason why it didn´t make it into the game is in no way linked with bad-talking about OTTD or protectionism for TTDPatch.

Michael
So why could it not be done then? As OTTD is standalone apart from the graphics AFAIK (and the music), could it not be implemented even if there was some sort of problem that made it difficult in TTDP?
It can't be done in the Patch (yet). Michael was referring to the speed of ships remaining the same. Water-going craft don't often do over 70 (79?) mph, and changing this for the sake of one vehicle would be like spending hours slaving over a hot stove to end up with a plateful of baked beans.

But sure - if someone wants to change it in OTTD, neither MB nor Oskar have suggested you shouldn't.
Official TT-Dave Fan Club

Dave's Screenshot Thread! - Albion: A fictional Britain
Flickr


Why be a song when you can be a symphony? r is a...
User avatar
Killer 11
Tycoon
Tycoon
Posts: 2463
Joined: 06 Jan 2004 18:38
Location: Kaunas, Lithuania
Contact:

Post by Killer 11 »

it'sa not one but atleast 4 and only counting big stuff there are a lot of small sized ekranoplans that were built.

HYere's a chart including both fictional and real ekranoplans
Image

So I guess this makes like a full ekranoplan set huh?
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: Google [Bot] and 27 guests