![]() The Airport core is the 90 deg rotated OpenTTD Intercontinental bounded by the runways. Toronto Pearson International Airport (replacing the OpenTTD Intercontinental) in both temperate and sub-arctic landscapes and snow aware too. but it is fully functional handling 16 aircraft from 4 distant cities with ease. everything is still a work in progress (snowy version only partially done). I have been working on airports for the best part in the last two months. hangar, taxiways, runways and aircraft/helicopter pads) on the same spot. To create an own airport, we must first choose an OpenTTD one and then place all important bits (i.e. Everything is hardcoded for each and every OpenTTD airport. The major drawback, is there is no pathfinder for aircraft on airport ground. There is no related object for airport tiles these do not know on which airport (by ID) or which airport view they are on. The available properties for airports and airport tiles are pathetic, so are the variables. We can create our own airports, but only with horrendous technical limitations. You need to bend over backwards to get something done. ![]() However, from a GRF development point, airports are the worst feature in OpenTTD. Of course, it would be nice to have better airports. Not that I would mind the addition of modular airports, keep up the good work! None of these are meant to be scaled in any form to begin with, so I can pretend that the windowless blimps and rockets are in the scale I imagine the rest of OpenTTD to be in. As I've said, ships can be considered to be small vessels of the same basic type, but aircraft not so much.Īs a result, I only use the Hot Air Balloon, OpenGFX Mars Aircraft and SpaceY GRFs. Using this scale, one can create "realistically"-sized maps for playing huge games on. Therefore, in its own weird cartoon way, each tile in OpenTTD should be 70 feet by 70 feet. Each bus from the vanilla game is, to me, 35 feet long, despite the width of the buses not matching this scale. I understand that OpenTTD isn't meant to be realistic, but I consider OpenTTD to have a cartoony scale of it's own. The only fix is to create a plane set with realistically-sized small arcraft, but I am terrible at graphics so I consider a GRF of small aircraft, each with a fuselage the size of a bus, to be a pipe dream. You can easily scale down the cargo capacity of ships to give the appearance of small waterbound vessels, but you can't scale up planes without scaling up the runways at airports, which is obviously much more complicated. I've decided in the past two years to not continue using PlaneSet, WAS or av8/9.8. NOTE: You can say that "then use international or intercontinental airports" however these airports have high noise level, their size is 1.5 and 2 times of City airport, expensive and not available until 1990s and 2000s. This is also a benefit on design of International and Intercontinental airports. Airplanes don't need to wait each other anymore. Also arrival flight can go to hangar without interrupting operations like in International and Intercontinental) (except when a flight at gate gets ordered to go to hangar which is player controlled thing and it doesn't occur much. Traffic flow now has one way which is anti clockwise. With this, 2 more gate areas are created. New design uses the 6圆 area more efficient. New design has all required facilities runway, tower, hangar, radar etc. That's why I have these improved designs for following airports: However City and its modified version Metropolitan airports have always had design issues which causes them to not handle the traffic very well. ![]() ![]() With development of Openttd in 2000s, game gets many new airports named Commuter, Metropolitan, International and Intercontinental. Isn't it time to renew the City airport design which has been same since the Era of Transport Tycoon from 1993?
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