Posted: 12 Mar 2006 10:58
There is bug inherited from openttd trunk: helicopters can be stopped in the middle of landing process on INTERNATIONAL airport -> and on intercontinental and helidepot too.
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It is actually released when the landed plane moves away from the block 1 away from the runway. I experimented with releasing earlier, but you ended up with some very close misses, and then the aircraft sat on the runway waiting for the other to taxi.sopio wrote:I had build one 7 Airport and one 11 Airport. Place 40 planes to flight between them. Althrough 11 Aiport has 4 run-way, 2 in / 2 out. But I found that the run-way usage not big improvement from 7 airport.
When the plane landing on the in runway. The plane need to taxi move 3 block, then the run-way can use by other plane!
Sounds about right. So?1, I had count out that the 11 airport's taxi way only seperate in to 10 blocks. 7 airport has seperate to 7 block.
The problem for the 7 airport is that if an aircraft goes to the hangar, or leaves the hangar, it blocks arriving aircraft from leaving the runway. I consider this a far worse problem. Also, the aircraft regularly visit the depot on landing for no good reason - even when they are not due for service. This delays the delivery of the passengers - and can end up with a queue of aircraft sitting in the hangar that cannot leave because the runway landings keep blocking their exit. This does not, and cannot happen on the Intercontinental.2, Once the 7 Airport Taxi Way Blocked, the in plane will land and move in to Hanger to clear the in run-way. But 11 airport was block the runway.
I dont quite understand you here. The end-of-runway area is two tiles, the in-way 2 tiles. Yes, when I first envisaged this I had split the in-way into a block per tile, but this cannot be programmed without a major rewrite of the block handling code. The whole airport uses 30 blocks (I think - somewhere near that), and the maximum is 32. There just arent enough blocks spare to make the in-way any more complex, and I think most users arent going to complain.3, 11 Airport Block's size is big. movement is very easy to block the new landing plane.
Firstly, I should say, that this will be improvement only for concordes or for cargo (i.e. not passangers/mail) delivery. Using jumbos, you can handle (approximately) all passengers/mail that can be produced in area covered by this airport.sopio wrote:I am sorry to tell you I feel not good about the new InterContinental Airport design.
Intercentinental Airport : 11 Airport in follow
International Airpoty: 7-Airpoty in follow.
(7 VS 11)
I had build one 7 Airport and one 11 Airport. Place 40 planes to flight between them. Althrough 11 Aiport has 4 run-way, 2 in / 2 out. But I found that the run-way usage not big improvement from 7 airport.
When the plane landing on the in runway. The plane need to taxi move 3 block, then the run-way can use by other plane!
1, I had count out that the 11 airport's taxi way only seperate in to 10 blocks. 7 airport has seperate to 7 block.
2, Once the 7 Airport Taxi Way Blocked, the in plane will land and move in to Hanger to clear the in run-way. But 11 airport was block the runway.
3, 11 Airport Block's size is big. movement is very easy to block the new landing plane.
Of cause 11 airport has two out runway is improve the traffit. But I do think it can be improve more. Like the seperate block size, and block number. And release the way to Hanger to avoid jam.
And I would like to say: RichK67, you did a GREAT start of this. Once improve the Taxi way formula, I do think more than 40 plane are also smooth.
No it isnt. Kids starving in Somalia is important. This is just a game.sopio wrote:Hi RichK67, Sorry for my English. I try to descript again what I am meaning.
About the Land and go to Hanger issue, that is really important
Actually that is not the airports fault. Yes, if you jam up all the planes by having all 8 terminals full, all movement locations full, then the inbound runways will fill, and planes will circle. This actually makes sense to me, as the plane will circle, and take the *fastest* available in-runway. If it goes hide in the hangar, then it can be an awful long time before it ever comes out.Please check the GoodsAirport.PNG, the Railway trans the resource to the station, And move goods out by air to City. Some times the rail may be jam by some case of bad design or too many trains. The station may be out of goods to shift out. All the plane set to Full Load, all terminal are waiting with plane. If don't has the go to hanger function, the run-way may be blocked. and lots of plane will always arounding the airport. Actually, this matter is happen in the 11-Airport.
Im not going to start quoting the code at you, but go read it. The intercontinental has 14 non-runway blocks. 2 Hangar, 2 entrance, 2 in way, 2 out way, 2 terminal groups, 2 x 2 bypass circuits. In theory, every one could have an aircraft in.About the taxi way isseu. You can check the next two PNG. you can find the 11-airport has 11 individual taxi way. 2 of them are Hanger way.
7-airport has 9 individual taxi way. 2 of them are hanger way.
Go read the code. It clears when it arrives at position 41 & 67 - 2 tiles from the runway.1, You can see, 7-airport's in runway is only one step move can be clear. but 11-airport need move 3 step to clear the way. Plane can not get the runway ASAP.
If you want smaller terminal groups, you are welcome to design your own airport, movements, and finite state machine.2, 11-Airport's taxi way. When Plane in moving in A,D Taxi way, No matter B,E taxi way empty or not, the C and F should wait there, block the in runway. A,D taxi way are 5 block long. Quite a long moving time.
That is dependent on the algorithm to find a free terminal. Even though my code asks it to give one from the second group first when landing on the leftmost terminal, it seems to insist on picking from the top row. This is worth looking at.3, No matter first plane landing in which in runway, the plane are also taxi to the upper right terminal first. It fill the buttom 4 terminal until all 4 upper terminal fill up.
Disagree on both counts. It is irrelevant how quick you release the runway if the aircraft just joins a queue. In your #7 you have 1 aircraft landed, blocking the runway, and 1 aircraft 1 tile away. Mine is just another tile away... in effect no better/worse than #7.What I am concerning: 1, The 11-airport is not fast to release the in-runway. 2, the 11-airport's each taxi block is too big.
As I said before: read my 1.04pm post. YOU CANNOT ADD MORE BLOCKS WITHOUT HEAVY RECODING.May be ebik is right, the taxi program shall develop new. But before that, I think smaller the taxi block size may be easy to make it. of cause the state machine may be 400 or more.
I understand you, and I disagree with you.Have I said too much? Hope you can understand what I am meaning.
You are welcome to rework the graphics, and recode the patch to meet your requirements.P.S. the left side run-way direction light is moving with wrong direct. Not concord with the fly direction.
Off you go then.sopio wrote:Understand! that is the minimum program modify to improve the capasity of the airport.
Thanks. Answers follow:bdvm wrote:Have got to say that these new airports are fantastic; well done and thanks!
I do have two small points and two questions:
a. Are the downloadable files compatible with the new openTTD 0.4.6?
(i.e., will using them make you revert the game back to 0.4.5?)
b. If an aeroplane crashes on the intercontinental airport, you have to rebuild it as the runway it crashed on is unusable...
c. Could it be that crashes with jets happen slightly more often than normal on the new commuter airport?
d. How do you install the version2 patch? (Sorry)
Initially I had the fences there to help mark out the pathways and help me design it, but I can see that some are no longer necessary. The ones near the IN_WAYs arent really needed, but the separators between the runways I think really help see what is happening.Arne wrote:May i ask why you are using so many fences?
Are they really necesarry?
Btw, the airports are great!!!!
Nope, those two terminals are meant to have the aircraft dock at an angle. Exactly as I intended.Blackandy wrote:I found a bug in the Intercontinental airport:
Looks like some of these have been there ... a few years! If you have one of the first versions, then there was a problem with the hangar in the north.ebik wrote:Another bug (I'm not using latest patch..., but I think it is still there):
Total lockup, when several aircrafts decide to go to hangar...
The two aircrafts that are waiting near take-off are heading to hangar...
I realized that. I do not understand the state machine well, but I think that sending the two aircrafts near hangar to correct hangar should be possible.richk67 wrote:Unfortunately, your airport is doomed. A newly rebuilt patch will not reset the state machine unless the airport is destroyed/rebuilt, which you cant do if there are aircraft.
OK, Ive nearly solved it, and you will be able to get your aircraft back too. The blocking aircraft is Aircraft 24 on Term8. It wants the hangar and has reserved it. But it cant leave cos Aircraft 12 has reserved the taxiway. I can override this by giving Aircraft 24 the taxiway as well.ebik wrote:Oh, I missed other thing: the aircrafts that are locking blocks between hangars and terminals are heading to oposite hangar!, I cannot made them to go to hangar at their side, so they lock everything...