airports

Got an idea for OpenTTD? Post it here!

Moderator: OpenTTD Developers

Post Reply
User avatar
brupje
Transport Coordinator
Transport Coordinator
Posts: 288
Joined: 03 Oct 2006 07:17
Location: The hague, Netherlands

airports

Post by brupje »

I like this game very much, but there is one thing I would really like to get improved. Being the way airports are build.

In the game I can customize almost anything, railways, roads, stations etc. But the airport is a fixed thing. It would be great to define my own airstrips/taxirunways/hangars/terminals etc. What would be the impact of developing this thing?
Bjarni
Tycoon
Tycoon
Posts: 2088
Joined: 08 Mar 2004 13:10

Post by Bjarni »

it would be a rather big change to the code since airports are actually a somewhat complex system of blocks the planes move around in and where to place them to avoid deadlocks. Making the user design them in the game will not work well with the hardcoded moving we got in the current airports.
Firestar
Engineer
Engineer
Posts: 60
Joined: 24 Aug 2006 12:14

Post by Firestar »

while on the subject of airports, a suggestion would be the way the airport is laying, like the train stations and the roads, the airports are fixed in one way, would be better if thay can be turned sideways, some times you got the space one way but not the other
Bjarni
Tycoon
Tycoon
Posts: 2088
Joined: 08 Mar 2004 13:10

Post by Bjarni »

Firestar wrote:while on the subject of airports, a suggestion would be the way the airport is laying, like the train stations and the roads, the airports are fixed in one way, would be better if thay can be turned sideways, some times you got the space one way but not the other
Agreed, but then we will need more sprites
richk67
Tycoon
Tycoon
Posts: 2363
Joined: 05 Jun 2003 16:21
Location: Up North
Contact:

Post by richk67 »

We already have all the sprites - I developed them as part of the 6 new airports project. airports.grf actually contains the required 90 deg rotated sprites - landing strips and depot.

The good news is that the most difficult part - the finite state machine - does not need *any* modification to work in the other orientation.

Only 2 things need to be done:
1) translation of the movement table - which could actually be done by calculation.
2) definition of the rotated sprite arrangement.

This is how I created the District airport in its two variations.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
User avatar
brupje
Transport Coordinator
Transport Coordinator
Posts: 288
Joined: 03 Oct 2006 07:17
Location: The hague, Netherlands

Post by brupje »

Bjarni wrote:it would be a rather big change to the code since airports are actually a somewhat complex system of blocks the planes move around in and where to place them to avoid deadlocks. Making the user design them in the game will not work well with the hardcoded moving we got in the current airports.
if the user is to design te airport, it's really his problem if deadlocks occur, isn't it?
User avatar
WWTBAM
Moderator
Moderator
Posts: 3689
Joined: 02 Apr 2005 07:01
Location: Sydney NSW Antipodea
Contact:

Post by WWTBAM »

but you would also have to have the right length runways so you planes didnt crash
Formerly known as r0b0t_b0y2003, robotboy, roboboy and beclawat. The best place to get the most recent nightly builds of TTDPatch is: http://roboboy.users.tt-forums.net/TTDPatch/nightlies/
User avatar
brupje
Transport Coordinator
Transport Coordinator
Posts: 288
Joined: 03 Oct 2006 07:17
Location: The hague, Netherlands

Post by brupje »

robotboy wrote:but you would also have to have the right length runways so you planes didnt crash
either that or large planes shouldn't be able to land on small runways.
richk67
Tycoon
Tycoon
Posts: 2363
Joined: 05 Jun 2003 16:21
Location: Up North
Contact:

Post by richk67 »

brupje wrote:if the user is to design te airport, it's really his problem if deadlocks occur, isn't it?
Given how much of a pain PBS were with players moaning that their trains were crashing when they did stupid things (like delete signals in a junction with trains still moving through them), then you can bet custom airports will suffer the same way. A zillion posts "my planes keep crashing on my custom airport". Not worth the hassle.

Having written the state machine for 4 of the current airports, I can guarantee that custom airports will lock up. The intercontinental took about 7-8 hours to write initially, and then a ton of hours to debug all the quirks. Developers will have better things to do than diagnose why someone's custom design is failing.

A faulty custom airport could be a genuine programming bug in the custom airport code, or (more likely) a piece of bad user design. Working out which will take way too much time. But the devs would still have to check just in case it is a bug. So the whole concept would always be high-maintenance.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
User avatar
Aracirion
Traffic Manager
Traffic Manager
Posts: 241
Joined: 15 Jan 2006 15:15
Contact:

limited modularity?

Post by Aracirion »

what about limited modularity? basically, there would be a few designs which can be customized to suit the player's needs. As most of the structure would be fixed, they should be easier to program. I have tried to make an example (see the attachment):

1) the player places a runway (dark grey) (direction of choice).
2) the player decides on which side the taxiway (light grey) should be.
3) within the red line, the player chooses where the taxiway to terminal should start, and how long that taxiway should be.
4) adjacent to the terminal-taxiway, the player can place parking spaces (yellow).

:arrow: the hangar should be placed either at the first square of taxiway or adjacent to the terminal taxiway, so that a plane that landed and has no parking space can reach it.
:arrow: the lenghth of taxiway which isnt needed to reach the terminal/hangar (blue marking in 3) determines how many planes can maximally be allowed to leave their parking space to get to take-off at a time. that ensures the way to terminal/hangar is always free.
:arrow: the plane which just landed can wait on the first square of taxiway until the way to a parking space/hangar is free.
Attachments
New-Airports-limited-modula.png
example scheme for modular airport
(21.53 KiB) Downloaded 777 times
User avatar
RiTi
Transport Coordinator
Transport Coordinator
Posts: 374
Joined: 23 Jun 2006 10:24

Re: limited modularity?

Post by RiTi »

Aracirion wrote:what about limited modularity?
I like this idea very much because in game that's the way railroad stations are already build, it will be a flexibel system to build the airports you want or need and it gives more fun to play because you made it and not the game. :)
Keep life simple...
orcaz
Engineer
Engineer
Posts: 97
Joined: 13 May 2006 19:45
Location: Kobe, japan

Post by orcaz »

This new kind of airport will put more on our creativity.

-More fun for game! :D
User avatar
Aracirion
Traffic Manager
Traffic Manager
Posts: 241
Joined: 15 Jan 2006 15:15
Contact:

Post by Aracirion »

coming across another post asking for town-owned airports I had this idea which would be made possible by the limited modularity idea above:

- runway is owned by town (and maybe built upon player request, with placing according to his wishes, and requiring him to invest a certain amount of money)

- terminals/parking slots are built and owned (or rented) by players (maybe with an option to rent-out some of your parking space, which again creates the option for also having shared terminals - hopefully, with a new economy 'full load' wouldn't be necessary for planes (wiki), so staying longer than needed could be dealt with (fines / confiscation of plane :) ) and make deliberately clogging of airports impossible.)

actually, owning parking slots instead of whole airports could even be possible with fixed airport design...
czerty
Engineer
Engineer
Posts: 50
Joined: 22 Sep 2006 16:28

Post by czerty »

Hmm, I think adding new airports (made by dalesan?) to trunk (0.4.9 or 0.5.0....) not to miniIn (or similiar) can reduce needing for "manual creating" or AP, and this can be done very easily. (and make more time to develop modularity AP :D ).
DaleStan
TTDPatch Developer
TTDPatch Developer
Posts: 10285
Joined: 18 Feb 2004 03:06
Contact:

Post by DaleStan »

czerty wrote:Hmm, I think adding new airports (made by dalesan?)
Um... No.
The new airports are richk67's baby.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
richk67
Tycoon
Tycoon
Posts: 2363
Joined: 05 Jun 2003 16:21
Location: Up North
Contact:

Post by richk67 »

:) Im a daddy :P
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
richk67
Tycoon
Tycoon
Posts: 2363
Joined: 05 Jun 2003 16:21
Location: Up North
Contact:

Post by richk67 »

czerty wrote:Hmm, I think adding new airports (made by dalesan?) to trunk (0.4.9 or 0.5.0....) not to miniIn (or similiar) can reduce needing for "manual creating" or AP, and this can be done very easily. (and make more time to develop modularity AP :D ).
4 of the New Airports are in the trunk, and will be in 0.5.0.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
SM9T8
Traffic Manager
Traffic Manager
Posts: 169
Joined: 23 Oct 2006 21:25
Location: Either the Shire or Brizzle.

Post by SM9T8 »

richk67 wrote:
brupje wrote:if the user is to design te airport, it's really his problem if deadlocks occur, isn't it?
Given how much of a pain PBS were with players moaning that their trains were crashing when they did stupid things (like delete signals in a junction with trains still moving through them), then you can bet custom airports will suffer the same way. A zillion posts "my planes keep crashing on my custom airport". Not worth the hassle.
Thats a bit harsh i had accidents happen when I had been building on the other side of the map and occasionally when i was doing nothing at all!
User avatar
NukeBuster
Traffic Manager
Traffic Manager
Posts: 222
Joined: 04 Jan 2006 18:16
Location: Alphen aan den Rijn, The Netherlands
Contact:

Post by NukeBuster »

I was hoping there would be a patch like this around.

The increased flexibility would be a great enhancement.
NukeBuster

Transport Empire: The Transport Empire Linux effort
Join the Transport Empire IRC channel: [url]irc://irc.oftc.net/transportempire[/url] !

OpenTTD patch(es): Password at join
Post Reply

Return to “OpenTTD Suggestions”

Who is online

Users browsing this forum: ketony and 3 guests