New Aircraft

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A 747 Just starts to slow down after a long flight
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Look at them bank!
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Meanwhile, another 747 is ready to depart the terminal
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Bringin' down the wheels for landing
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If you look hard enough, you'll see the smoke from the tyres
Really gotta put some more detail than just the planes flying in the air
Also Vulcan, have you got anything else up that incredibly loose sleeve of yours?:hehe:
Nah, just kidding, nice work


Or am I??


Jamie:hehe:
 
Ian

I'm not going to hound you for more assets or suggest any 'improvements'. These are fabulous creations. I think we mortals should give you a little break and just appreciate what has been achieved here. I'm wondering how I could ever emulate your skills at animation and scripting, they are a bit out of my league so far! I'm still getting over how your ore barges sink as they load up..

~ Deane
 
Some nice screen shots, pleased you are getting some fun out of them.

Isaac, I expect reskins would be asked for, hope they turn out ok. The P38 is a good candidate, there is a lot of colour schemes around for the the P38, I haven't time yet to explore that. I did try to set up the texture file so it wasn't too hard to do reskins.

I have only done the three A380 models, as I think they are the only airlines that have them in Service at present (except Emirates and the Airbus original). I have done eight 747s for variety. These larger planes will give you problems with the night lights, each airline seems to have ordered a version with different window placing, and I have tried to reflect this in each model night lights, so some work for reskinners to do there perhaps. Anyway, try to do a good job.

Deane, thanks for the nice comments, I really don't know a lot on scripting, I have had some good help and advice on the scripts from Boat and Bloodnock, my thanks to them. Anyway, your recent machinery models are really good, weathered textures are very realistic, something I forget to do.

Yes I thought the ability of the ships and barges to lower into the water when loaded was neat, script done by gardengnome (David from Auran). Sink? never! If you want to see barges sink, this video might give you an insight:

http://www.youtube.com/watch?v=ddlrGkeOzsI

I am looking at the Hercules models at the minute to get them moving, they will load some of my Cat dozers , the Abrams tank and some jeeps - I converted the jeeps into products from Vinnybarb's original models with his kind permission. When you look around there is not many earth moving machinery and similar converted to products to use. It is not hard to do, the model must face "down the page" in gmax to be oriented correctly. I know Ish6 has made a few of my models into products.

Jamie, I think you are grounded for flying too low in suburban areas. Hope your guns are empty. :hehe:

The last five 747s are now available, Air Force One, Lufthansa, KLM, British Airways and United Airlines, I liked the colour schemes so that is what you get.

Quite true Bill, I even took the main taxiing light (it is mounted on or near the nose wheel) off the F-111 because military aircraft do not usually fly around lighting up the ground.

Ian
 
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Don't forget the lufthungsta a380 Vulcan, and o know qantas had an a380 which was in qantas livery except the tail, that was airbus
and those shots were set in England in the 30's and 40's
Why do I get grounded so much :hehe:
Jamie
 
Having trouble with the A380's, have a speed board of 600kph on the run way but when the planes hit 200 they start to slow down. What have i missed ?

Gordon

same with the 747's
 
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Under AI you need to place invisible signals as well as speed boards.

If you use the Drive AI command to operate the aircraft, you then have to set the route ahead correctly, if a junction is against you the aircraft will slow down and stop until you change it.

Ian
 
maybe signalling gordon??
Jamie

I don't know will have to sleep on it.

Note for Ian, on the airport terminal the parking spots for the tractors have the numbers reversed, ask the tractor to go to spot 1 and it heads to spot 4.

Gordon
 
Noel.B,

If you have a close look at my map of wellington harbor, your cousins house was on the hill above Petone station right where the compass point north is.

Gordon :)

Hi Gordon,
I have a GE "kmz" file showing her place for you.
You can see the small room jutting out the front of the bungalow facing south, & the road snaking around from in front to pass behind her home, further up the ridge. Her letterbox was actually at the rear, through a small back gate that led to the upper roadway.

Am sending you a PM :wave:
 
Under AI you need to place invisible signals as well as speed boards.

If you use the Drive AI command to operate the aircraft, you then have to set the route ahead correctly, if a junction is against you the aircraft will slow down and stop until you change it.

Ian

Thanks for that Ian, i'll try it out tonight, still getting to grips with signals. :hehe:

Gordon
 
Thanks Gordon, a complicated model with many tracks and attachments: I have made some changes to the config file for the Airport Terminal, to have the pushback tractors navigate to their correct stopping point under AI.

I want to do more checking of the terminal for interaction with other aircraft before I upload a revised model.

If you wish to fix the above in the meantime, download this config file, unzip it and replace the config file in the terminal model and commit the asset.

http://www.ianztrainz.com.au/terminal_config.zip

Gordon, I found the signalling tutorials by Chuck Brite simple and very useful:

http://trains.0catch.com/tutorial.html

Ian
 
Hi Everyone,

I have just been playing around with Ian's Runway "parts" and his Airport Terminal and wonder what sort of "configuration" others have come up with. What I have come up with so far is below but I feel something is missing or I could have done better.


airportlayout1.jpg


Ian, I just get the feeling we could do with another part but I am not sure what. I have thought maybe a change in the main runway to have 2 "exit landings" so on one side we can have an International Airport and on the other a Domestic Airport.

Another thought is shown below in my poor attempt to illustrate what else maybe an idea, another section to create a "wye" (I think it's called). I am not sure if something like this is possible though and it would also mean naming the take-off and landing part so that AI planes would know where to go.

airportlayout2.jpg


Any other thoughts out there?

Craig
:):):)
 
Uh, maybe another runway and some more taxiway space, I know that it takes me when travelling at 25km around my airport it takes me about 8 or 9 minutes to taxi to the runway. Also, maybe a hangar or something??
Jamie
 
I can make a Y turnout (deviation left and right, no straight ahead track) and three of them could be used to make a turnaround (a delta shape of three junctions).

It would be nice to have all three junctions as one fixed track piece, and while you can do that, it would need a special script to switch the junctions, and I don't know of any or even if the current code supports that.

This is the experimental turnaround, three junctions in one object, but unswitchable:

taxiturnout450.jpg


Each of the three "deltas" is one fixed track section, using the pushback tractor I can travel around the track, like cars, it always turns left, so you can turn an aircraft around, as long as you are happy to always turn left. :p

As I said, I cannot get the standard fixed track inbuilt code to allow a change of direction at the individual junctions, perhaps someone more experienced might have an opinion.

Ian
 
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Vulcan you'd only need one Y turnout to turn the planes around if you went left. Also, I like the Air Force One but I keep derailing it on tight curves, looks like mr. president might not be very happy with moi.:hehe:
Jamie:eek:
 
Yes you can turn an aircraft around using one of the delta junctions, but if you come to a T junction, you cannot turn right, so you need to have two to eventually go right.

The solution is to join three Y junctions, very easy because they snap together, here are the trial Y junctions, 30 degrees.

taxiturnout2450.jpg


The final shape does not really suit airport taxiways, I need to make a Y junction that connects to two of the larger turnouts to preserve a straight through track, next project.

Ian
 
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I can make a Y turnout (deviation left and right, no straight ahead track) and three of them could be used to make a turnaround (a delta shape of three junctions).

It would be nice to have all three junctions as one fixed track piece, and while you can do that, it would need a special script to switch the junctions, and I don't know of any or even if the current code supports that.

This is the experimental turnaround, three junctions in one object, but unswitchable:

taxiturnout450.jpg


Each of the three "deltas" is one fixed track section, using the pushback tractor I can travel around the track, like cars, it always turns left, so you can turn an aircraft around, as long as you are happy to always turn left. :p

As I said, I cannot get the standard fixed track inbuilt code to allow a change of direction at the individual junctions, perhaps someone more experienced might have an opinion.

Ian
Hi Ian and all,

My first thoughts are this idea seems to suit "my" needs and in many ways is more true of how real runways may work. In choosing any other ideas we need to remember the other parts we already have and not to duplicate there uses in a runway setup. With the above sort of set up we can use the other components to send planes in different directions to other areas (including turning right), such as Hangers as Jamie mentions.

BTW, Jamie, next time you take Air Force One for a spin, make sure you inform the President not to have a hot coffee in his hands or any other drink for that matter :hehe:

Craig
:):):)

and that he has his seat belt firmly tightened up :hehe:

and Mrs. President as well.

and the children too.

oh bugger it, just tell them to get on once you reach the main runway safely :hehe::D
 
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