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Airports should have navigational charts that show the locations of other airports #70327
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10/10 idea and PR in my own humble opinion |
Having an item generate 18,662,400 OMs isn't very sensible imo :^) |
It’s only 24×24=576 overmaps, not 18 million. |
Well 24x24x180x180=18,662,400 OMTs then or whatever they're meant to be called |
Real–world pilots use Aeronautical Section Charts to plot cross–country routes. They include many relevant details about every airport in the country, including all the thousands of smaller general avaition airports. Tall obstacles such as wind turbines and tall buildings are marked, as are sources of bright light such as stadiums. Urban areas, interstate highways, and major rail routes are also marked for improved situational awareness. All navigational beacons are plotted, and all control towers have their radio frequencies indicated. Airspace limitations and restrictions are prominant. This commit adds a new type of map to the game, tagged with WORLD_MAP. This new type of map works a little differently from the existing maps. The area revealed is centered around the midlands, rather than around the character who reads them. Instead of being labeled with a city name, they are labled with the name of the game world. Instead of finding multiple maps and reading each one once, the player is only allowed to read each type of world map once; multiple world maps convey no additional information. The air chart currently implemented reveals terrain in a square 24 overmaps on a side, centered on the midlands. It takes my computer several minutes to generate all of that terrain, and several gigabytes of memory. During that time there is no feedback to the player that a long–running task is taking place. It’s a pretty bad experience, actually. Use with caution. Fixes CleverRaven#70327
Real–world pilots use Aeronautical Section Charts to plot cross–country routes. They include many relevant details about every airport in the country, including all the thousands of smaller general avaition airports. Tall obstacles such as wind turbines and tall buildings are marked, as are sources of bright light such as stadiums. Urban areas, interstate highways, and major rail routes are also marked for improved situational awareness. All navigational beacons are plotted, and all control towers have their radio frequencies indicated. Airspace limitations and restrictions are prominant. This commit adds a new type of map to the game, tagged with WORLD_MAP. This new type of map works a little differently from the existing maps. The area revealed is centered around the midlands, rather than around the character who reads them. Instead of being labeled with a city name, they are labled with the name of the game world. Instead of finding multiple maps and reading each one once, the player is only allowed to read each type of world map once; multiple world maps convey no additional information. The air chart currently implemented reveals terrain in a square 24 overmaps on a side, centered on the midlands. It takes my computer several minutes to generate all of that terrain, and several gigabytes of memory. During that time there is no feedback to the player that a long–running task is taking place. It’s a pretty bad experience, actually. Use with caution. Fixes CleverRaven#70327
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered. |
Is your feature request related to a problem? Please describe.
Airports tend to be far apart and hard to find. If you find an aircraft it would be nice to also find some other places you could fly it to.
Solution you would like.
It ought to be easy to make a sectional chart showing airports, runways, tall obstacles such as radio towers and power lines, large roads such as interstate highways, urban boundaries, and large water features. We could then scatter them around anywhere there happens to be an airplane or a pilot.
Describe alternatives you have considered.
My first attempt:
This doesn’t yield a very usable map, but maybe it is good enough for now. I think on balance it should leave off the
city_center
, since that turns out to include every tiny hamlet as well as the big cities. Showing theocean_shore
without the ocean is pretty unsatisfactory. It takes too long to generate the map, with no feedback to the user. Memory usage goes up a bit as it generates a 24o×24o area around the player. Save file gets a bit bigger.As a result it might be better to wait for #70056 to be implemented. We could use it to put airports of significant size down in the major regions, and to sprinkle in general aviation and private airports at a reasonable density in the other regions. Done correctly we would be able to know the locations of the airports before we generate the detailed terrain, so that there would be no delay or excess memory usage as a result of using this map.
Also, there are way too many radio towers and not nearly enough actual airports, but that is an entirely different problem. Someone should design an international airport too, and set up a starting scenario or two for it. Again, out of scope for this particular suggestion.
Additional context
See https://aeronav.faa.gov/visual/11-30-2023/PDFs/New_York.pdf for the real section map for New England. https://aeronav.faa.gov/visual/11-30-2023/PDFs/Boston_TAC.pdf is a more detailed view of the Boston area.
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