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Larger Airport idea
Posted: 25 Mar 2008 06:22
by ekafor
Hello all, I am new to this OTTD and I have searched but i have not found this idea anywhere so forgive me if it has been posted before
Anywhase, when i play OTTD, i build a pretty large, 4 runway intercontinental airport. Then the city grows and grows and before you know it, all of the airplanes are having to circle around the airport to wait for a free landing strip. My idea is that you could add more landing strips and more transfer stations to an airport or even just allow people to combine two airports.
Thanks
Re: Larger Airport idea
Posted: 25 Mar 2008 09:29
by leno4
ekafor wrote:Hello all, I am new to this OTTD and I have searched but i have not found this idea anywhere so forgive me if it has been posted before
Anywhase, when i play OTTD, i build a pretty large, 4 runway intercontinental airport. Then the city grows and grows and before you know it, all of the airplanes are having to circle around the airport to wait for a free landing strip. My idea is that you could add more landing strips and more transfer stations to an airport or even just allow people to combine two airports.
Thanks
Patch

Re: Larger Airport idea
Posted: 25 Mar 2008 15:48
by Daz
Im not trying to be negative but i dont understand how this airport shown is any better than the intercontinental airport, its just layed out different. Is it just ment to be eye candy?
Re: Larger Airport idea
Posted: 25 Mar 2008 15:55
by richk67
Ive no info on how well that one performs, but if you follow the link in my .sig to NewGRF_ports, you will find pictures of the (working) San Francisco airport from my realworldairports.grf. This (although it only has 4 runways) has massively more throughput than the Intercontinental. About 60-80% better. I also have a 3 runway design (Munich) that I havent finished coding, but that has about 250% the capacity of the Intercontinental with 1 runway less.
Its all down to how efficient the taxi movements are.
Given that the Rome airport shown has 3 inbound runways, and only 1 outbound, I think it would clog up very rapidly on extreme loads.
(Incidentally, my 2 runway LaGuardia design uses only 26 tiles (compared to Large airport 36), and yet has about the capacity of an International - 49 tiles. Its all down to efficient design.)
Re: Larger Airport idea
Posted: 25 Mar 2008 23:18
by Daz
Ah i see, very good. Keep up the good work, better airports are needed very much!
Is this the placeble airport idea where you plan out the airport yourself or is this just like how you would place the old ones?
Re: Larger Airport idea
Posted: 25 Mar 2008 23:46
by richk67
Nope, not modular airports. This is a way to design and build complete airports - but like ECS NewIndustries, it is a complete package, not pick-and-mix bits.
Re: Larger Airport idea
Posted: 25 Mar 2008 23:50
by Daz
Thats a shame. But still i like what i see. Are they usable now?
Re: Larger Airport idea
Posted: 26 Mar 2008 00:55
by richk67
Only if you download and compile the NewGRF_ports svn branch. There are 4 airport .grfs available:
airportsbasic.grf: Small, Large, Heliport in traditional style graphics. (mandatory - autoloaded)
airportsextended.grf: Commuter, Metropolitan, International, Intercontinental, Helistation, Helidepot, in new graphics. (autoloads)
realworldairports.grf: LaGuardia, New York; San Francisco, California; Munich, Germany. (Munich doesnt work yet)
seaplaneairport.grf: Adds a seaplane airport - version of small airport, but needs placing on water+part shore. No restrictions on planes that can land there at the moment, as I havent yet defined the attribute for "Im a seaplane".
If you load an old game, it autoloads basic and extended, although you can unload them or replace them. Any aircraft on the tarmac, or in flight, at an airport when you load an old game, get "bounced" to the airport flight entrance. Its the only way to ensure all the bit states are in the correct order.
This will be added to trunk in the next few months... or should be.
Re: Larger Airport idea
Posted: 26 Mar 2008 15:42
by Daz
Ok cool. Cheers
Re: Larger Airport idea
Posted: 26 Mar 2008 18:05
by Gedemon
Daz wrote:Im not trying to be negative but i dont understand how this airport shown is any better than the intercontinental airport, its just layed out different. Is it just ment to be eye candy?
yes this one is not what you're looking for, it has a traffic capacity between metropolitain and international.
which is fine to me 'cause it came early in the game (1973)

Re: Larger Airport idea
Posted: 24 Apr 2008 16:31
by Grigory1
richk67 wrote:...seaplaneairport.grf: Adds a seaplane airport - version of small airport, but needs placing on water+part shore. No restrictions on planes that can land there at the moment, as I havent yet defined the attribute for "Im a seaplane".
How to code planes for this airport

Help please!
Re: Larger Airport idea
Posted: 24 Apr 2008 17:17
by richk67
Grigory1 wrote:richk67 wrote:...seaplaneairport.grf: Adds a seaplane airport - version of small airport, but needs placing on water+part shore. No restrictions on planes that can land there at the moment, as I havent yet defined the attribute for "Im a seaplane".
How to code planes for this airport

Help please!
Hi. Yes, I havent announced the requirements yet, but its pretty simple:
Action0Planes: Prop 0x17 Misc flags
Bit 2 = 1: can land on water
Bit 3 = 1: can ONLY land on water (ie. not available for land airports at all). Requires bit 2 to be set.
Re: Larger Airport idea
Posted: 24 Apr 2008 20:39
by Grigory1
Hi,
richk67!
It is very a pity to me, but I have not understood that it is necessary to make with Action 0
14 * 49 00 03 14 01 23 00 8C 6E 02 1D 03 16 04 FF 06 07 07 0F 08 FF 09 02 0A 00 0B 11 0C 42 0D 07 0E 50
0F 5F 00 11 0F 12 07 13 00 00 00 00 14 08 18 01 00
Re: Larger Airport idea
Posted: 24 Apr 2008 22:45
by DaleStan
I see no prop 17. You must set prop 17.
Re: Larger Airport idea
Posted: 24 Apr 2008 23:01
by Grigory1
Hi,
DaleStan!
Established a support 17 00, 17 01, 17 02 does not work

14 * 51 00 03 14 01 23 00 8C 6E 02 1D 03 16 04 FF 06 07 07 0F 08 FF 09 02 0A 00 0B 11 0C 42 0D 07 0E 50
0F 5F 00 11 0F 12 07 13 00 00 00 00 14 08
17 00 18 01 00
Re: Larger Airport idea
Posted: 24 Apr 2008 23:12
by mart3p
Hi Grigory1
richk67 wrote:Action0Planes: Prop 0x17 Misc flags
Bit 2 = 1: can land on water
Bit 3 = 1: can ONLY land on water (ie. not available for land airports at all). Requires bit 2 to be set.
Bit 2 = 4
Bit 3 = 8
So add them together to give the value you want for prop 17: 4 + 8 = C
So you need to use 17 0C

Re: Larger Airport idea
Posted: 25 Apr 2008 00:47
by Grigory1
Thanks friends!
Only after a landing planes jump up on a landing strip?

Re: Larger Airport idea
Posted: 25 Apr 2008 02:00
by richk67
Grigory1 wrote:Thanks friends!
Only after a landing planes jump up on a landing strip?

Yeah, rough landings
Ive spent tonite debugging that. Ive pretty much modified all altitude changing code. Looks OK.
I think I may have broken the helis for the International. All others Ive checked looked OK.
Notice that now if aircraft are asked to change height over a distance, they do it in an even gradient, not 45 degrees then level.

Re: Larger Airport idea
Posted: 13 May 2008 19:39
by Grigory1
richk67 wrote:
Notice that now if aircraft are asked to change height over a distance, they do it in an even gradient, not 45 degrees then level.

Hi, richk67!
And how it to operate?
Re: Larger Airport idea
Posted: 13 May 2008 23:16
by richk67
Its just built in to the height change processing in the NewGRF_ports branch. No activation is needed.
What it does is that if your next position in the state machine is 120 X-coords away, and 24 height lower, it will drop 1 in height every 5 X-coords. (X-coords - I cant think of a word for the distance units used in the state machine. Its probably pixels - but anyway, its 16 per tile.) The original state machine would drop the 24 at 1 in 1 over the first 24 X-coords, and then fly level for 96. Mine is prettier
It looks great for landing approaches... nice gentle angled glide slope, rather than dropping out the sky at 45 degrees!