Re: [patch] Terminus Airports v1.47 (OpenTTD 1.10.1)
Posted: 30 May 2020 02:36
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Ouch that looks horrible. Looks like planes want to go to hangar and planes want to take off deadlock themselves.
With these kinds of deadlocks, I don't think this newGRF can be included to base game.
But what should be done to be able to migrate those airports to newGRF?Vetteman06 wrote: ↑30 May 2020 20:35 omer584-
This is not a NewGRF mod. The only NewGRF stuff is the airport mini views for the selector and the terminal pad itself.
This is a patch.
I have made a lot of changes to the state machine for airports. All of this was done in code.
The movement of planes on the airport are designed around the state machine changes.
The only way to play these airports is using this patch.
The overall desire of the OpenTTD devs is to migrate airports to be NewGRF only.
But the effort involved to make that happen would be massive.
Which is why no one has tried to tackle it that I know of.
At least I have not seen anything for the last 5+ years anyway...
A patch pack owner would have to add this code to their pack in order to use these airports.
I can understand the reluctance to do so as this patch touches a lot of files...
oh that is simple, you just need to specify a language to describe state machines that is
Could you explain to me, is that I hardly know anything about programming?
Vetteman06 wrote: ↑31 Oct 2015 11:28 Terminus Airports
13 New Airports.
...
Terminus4, 2010, 8 Hangars, 8 Runways, 36 Terminals, 12 Cargo Terminals, 12 Helipads, Cost is ~80M (USD)
...
Windy, 1970, 1 Hangar, 1 Terminal, 1 Cargo Terminal, 1 Helipad, Normal Cost, Very Windy!!
Indianapolis, 1970, 4 Hangars, 4 Runways, 26 Terminals, 6 Cargo Terminals, 2 Helipads, Normal Cost
...
Screenshot of the 13 airports:
Terminus Airports.png
This (all) is amazing! Extra super mega excellent! Outstanding!Vetteman06 wrote: ↑04 Nov 2015 21:39 ...
212 paths I have to trace for that one airport and just for planes.
But, why x64 only?!Vetteman06 wrote: ↑31 Oct 2015 11:28 Terminus Airports
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Zip File:
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x64 version of it compiled.
patch of the changes.
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just because something "works" doesn't mean it's a good idea.TopTechDreamer wrote: ↑13 Oct 2020 01:05 But, why x64 only?!
exe for 32 bit works on 64 bit, but exe for 64 bit does not work on 32 bit
Thank You. Interesting ideas.Vetteman06 wrote: ↑30 May 2020 14:37 ...
I made a way to recover from a deadlocked airport.
Just open the airport window up and click the "Airport Control" button at bottom.
Click the "Reset Airport" button to start the reset. (May have to click it multiple times to clear completely.)
After the airport is clear, click it one more time to make sure there are no reservations.
Then re-open it.
...
...
Since it is likely that an airplane will need maintenance in flight, you should have a hangar near the exit of landing runways.
This will allow planes to service before they go to the terminal.
Example: Terminus airports have a hangar right after landing and right before takeoff.
The further a hangar is from any given terminal, means it will be harder for the plane to path to that hangar.
...
Correct, this was a bug in the states of that airport.TopTechDreamer wrote: ↑17 Oct 2020 23:01
1. A plane goes from the hangar DH to the runway. But why it goes D2.1 --> D3 --> D1 --> D0 ?
This path is strange a little, because there have to be another - shorter - path D2.1 --> D1 --> D0 , it seems.
Terminus Airports v.1.48 test42, 2031-06-25 + arrows.png
Bug. When an aircraft leaves a hangar, it is supposed to check to see if the path is clear.TopTechDreamer wrote: ↑17 Oct 2020 23:01 2. We see here a blocking situation when the airport is almost empty:
The Aircraft11 just came out from the hangar DH to the tile D2.1. As we see above, it tries to go D2.1 --> D3. But D3 is already occupied by the next aircraft, which is trying to go to the hangar DH, the only way where is via the tile D2.1. So, these 2 planes are going to go at the same time to the place, occupied by the neighbor. And they both are waiting, while the queue will go further and the situation will be fixed, but no one tries to do something self to change its own path or behavior to fix the situation (at least, to change the situation). And it is not changing.
If Aircraft11 would go D2.1 --> D1 --> D0, then the queue would be unblocked. I don't understand, why this plane doesn't do so.
If Aircraft11 would go back to the hangar D2.1 --> DH and wait there, the queue would be unblocked too (but this way is not optimal).
Terminus Airports v.1.48 test42, 2031-07-04 + arrows.png
This is not quite how it works...TopTechDreamer wrote: ↑17 Oct 2020 23:01 3. Planes can continue landing even if the next tile A1 is busy (occupied)... even if the runway A0 is occupied! This is interesting. But this leads to blocking of the runway, if some additional conditions are not fulfilled (sufficient conditions for that, to the runway can become free). Obviously, the next plane, which is trying to complete the landing, may get the permission to do it only if there is at least 1 tile free in the next sequence of taxiing from the runway to a terminal or to the hangar AH (if this plane is ready to go to the hangar - I don't see this in the game). It means:
if ( ( A0 is free ) AND (A1 is free) OR { ( A0 is busy, but ) AND } (A1 is free) AND ( A3 is free ) )
( Because planes don't go A1 --> A2.1 or A1 --> A2.2 (I don't understand why), but they go only A1 --> A3 .)
Terminus Airports v.1.48 test42, 2031-08-06 + arrows.png
Sure, but there are already airports that cover this size.EG0611 wrote: ↑18 Dec 2020 14:02 Hello Vetteman06,
I wonder if you could help me on something. You can design and add airports to the game. Do you think that these 6X6 airport ideas could be implemented to the game? What do you think of them?
viewtopic.php?f=29&t=88226&p=1239389#p1239389
Cheers.
-EG
I know that but what I want to show is the efficiency of better designed airports with current 6X6 size. I am not a fan of 3rd airport as well so even just building first airport (one with single runway and 5 side by side gates) would be awesome.Vetteman06 wrote: ↑13 Jan 2021 17:25
Sure, but there are already airports that cover this size.
Commuter is slightly smaller and Commuter Large is slightly bigger.
Show who? Everyone that plays the game can see how inefficient those airports are. And like one poster said... That's by design.
I think you understand me wrong. I didn't order you to do anything and I didn't ask you to replace one of default airport from base game. I asked to you that I have this design idea and if you wish to built it with your program. I am also aware that OpenTTD developers wouldn't go and improve airport/airplane system just because of my idea since they are developing a hovercraft that can go on land. Even though they would have done it already.