Airplane paths

Discussion about RailWorks route design.

Airplane paths

Unread postby xxuntitledxx » Fri Oct 14, 2016 5:36 pm

Hey all,

Is there anyway to create a path for an airplane to follow in game? I have a major airport on my route and would like to have air traffic and some airplanes moving in the background. Does anyone know how to make a path or if I can modify the path that's in game to do that?

Thanks! :D
Ken
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Re: Airplane paths

Unread postby kris120 » Sat Oct 15, 2016 4:42 am

I think they are invisible roads with planes as cars. Or are you just looking for an example you can use in your route ?
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Re: Airplane paths

Unread postby jpetersjr » Sat Oct 15, 2016 7:50 am

I've heard there's some way to make a ribbon for an airplane by swaping out the cars in the editor for the plane, but I was never able to actually get an explanation of how to do this though.


I think the Douglas and the Lockheed Super Connie would work well for airport traffic by the way.
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Re: Airplane paths

Unread postby buzz456 » Sat Oct 15, 2016 7:55 am

In the VNHRR there is a loft called Vehicle Path: Airliner. If you have that route you might start there.
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Re: Airplane paths

Unread postby GreatNortherner » Mon Oct 17, 2016 7:15 am

buzz456 wrote:In the VNHRR there is a loft called Vehicle Path: Airliner. If you have that route you might start there.


Oh, did we leave those files in the package? *!embar*!
They are set up correctly as far as I remember but they are incomplete, so they don't do anything. !!**sorry**!!

The biggest issue with using the road traffic on an invisible loft is that all those points where the traffic stops at respawns at weld points along the ribbon will be very noticable up in the air (no trees or large buildings to hide it behind).

A better solution, but also requiring much more work, would in my opinion be to set up the planes as diesel locomotives, the loft as an invisible track section, and then run the planes as "AI trains" along the route. It would have the added benefit of being able to contol air traffic via the scenario editor, one could time "plane meets" for the player train.

Cheers
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Re: Airplane paths

Unread postby buzz456 » Mon Oct 17, 2016 8:07 am

If Ian would weigh in here he has a very nice sequence on his Seattle route where a 737 comes in to land near the tracks and another takes off to very nice effect.
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Re: Airplane paths

Unread postby gtrtroger » Mon Oct 17, 2016 12:10 pm

You might also look to the Miami Route as there are multiple airports with this feature.
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Re: Airplane paths

Unread postby xxuntitledxx » Tue Oct 18, 2016 2:36 pm

Hm... I am trying to keep within the guidelines of the Workshop (use DTG assets and routes) so maybe if any of that uses DTG assets I should be able to. I am trying to do the same sequence on the Seattle route where I have one plane landing in Newark Liberty and another one taking off. Since my route has the tracks that parallel the Turnpike and Runways I thought it would be a cool addition to the route.
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Re: Airplane paths

Unread postby xxuntitledxx » Sun Jan 01, 2017 11:36 am

Hi all, sorry to bring this thread back up...but going to a few posts above by turning the airplanes into locomotives and have the AI dispatcher control it... would that weight heavy on game performance? I might look into the Miami route since I'm trying to keep it with the latest routes that are released.
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Re: Airplane paths

Unread postby Bananarama » Sun Jan 01, 2017 12:46 pm

The Miami route has them, though I haven't looked into the innards yet. Since there are few planes flying around Mojave and Bakersfield, and that I needed them to realistically bank in turns, I animated a set of planes and spread them throughout the route:

Screenshot_0 Tehachapi Pass_35.13068--118.43192_12-18-55.jpg
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Re: Airplane paths

Unread postby OregonRider » Tue Jan 10, 2017 9:46 pm

Stevens Pass has a really good 747-8 animation of one landing
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