SC4 Devotion Forum Archives

SimCity 4 Devotion Custom Content Showcase => AC Team Place => Inactive Teams => Team Custom Content Projects => AC Functional Airports => Topic started by: RippleJet on May 17, 2008, 10:47:07 AM

Title: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on May 17, 2008, 10:47:07 AM
This is the support thread for AC Functional Airports (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1664) ::)
If you have questions, please post below! ;)






The main features of the AC Functional Airports are:


1. They are functional

That means they have a passenger capacity, and each passenger transported will provide CO CAP relief.
The number of passengers using all airports in a city is always the same as the city's CO capacity.


2. They are upgradeable

Just like the ingame airports that have three stages, all new AC airports are upgradeble.
However, the number of growth stages is not restricted to 3 (as with the ingame airports).
In fact, we could create up to 255 growth stages if we'd want to.

At this stage we are restricting ourselves though.
Take a look at the airports below to see how many growth stages we've made so far.


3. They upgrade automatically

There are three sizes of airports in the game; landing strips, municipal airports and international airports.
We've decided to make all upgradeable custom airports into municipal airports.

By changing the LUA scripts that control the upgrades we've made the municipal airports upgrade automatically.
In other words, you will not be asked if you want to upgrade an airport.
Note that this also applies to the ingame municipal airport (but not to the landing strip or the international airport).

If your airport funding is 100%, and the usage exceeds 95%, our airports will upgrade on their own.
The cost for the upgrade will be deducted from your funds.
Thus, if you're short on money, reduce your airport funding a little to stop the upgrades.

Note, this automatic upgrade also applies to seaports.
Thus, the ingame seaport will upgrade automatically after you've installed AC Functional Airports.


4. They are backwards compatible with SWAP

All airports that were included in SWAP, and all airports that were supported in Swamper77's support file are included in AC Functional Airports.
SWAP Package Loading Center (which is a functional seaport) is also included and backwards compatible.

In other words, you do not have to bulldoze any SWAP airports you may have built in your cities.
Also, if you have the SWAP and Ripptide's CdS Island Air, you can still keep any Seaplane Bases you've built.


5. They are compatible with all future AC Functional Airports

Every future package of AC Functional Airports will include all previously released airports.
Thus, you will never be missing any airports and will never get CTD's due to that.

In order not to increase the filesize of the AC Functional Airports, no models are included.
They are all packed into external prop packs, and linked to as dependencies.


6. They are compatible with BSC Functional Seaports

The SWAP Package Loading Center is included both in SWAP and in AC Functional Airports.
This fact makes these packages incompatible with all custom functional seaports.

However, due to close cooperation, the upcoming BSC Functional Seaports will be compatible.
The file structures and installation paths are important for this to work.

Thus, you are not allowed to change the installation path for the main files included.
The airports are installed in the path My Documents\SimCity 4\Plugins\X-Ports\Airports
The seaports are installed in the path My Documents\SimCity 4\Plugins\X-Ports\Seaports


7. They are incompatible with other functional ports

A cleanitol file is included to help you check if you've got any incompatible airports.
The cleanitol file will not check for incompatible seaports though.

If we would remove functional 3rd-party seaports from your plugins,
we would cause CTD's if you have already built any of these seaports in your cities.

Thus, if you want to use the Package Loading Center,
it is your responsibilty to first bulldoze all incompatible seaports and associated controllers.
This must be done before installing AC Functional Airports or BSC Functional Seaports.

The mostly distributed such 3rd-party functional seaports are those in CDK3 and CSK by Pegasus.
Using them in connection with AC Functional Seaports would cause the CSK2 Small Port to replace the Package Loading Center.


8. They can be removed from your menu

Since removing a functional airport from your plugins would cause a CTD, this is not the way to go.
Instead, by default, none of the airports are appearing in the menu at all.
To make them appear we are including enabler files, that can be moved in and out whenever you like.

The enablers all have a filename starting with Enable, e.g. "Enable SWAP Airports by Thalassicus.dat".
At installation all enablers are placed into My Documents\SimCity 4\Plugins\X-Ports\Airports.
Since the filename starts with Enable, they are always loaded after "AC Functional Airports" in the same folder.

They are also copied into My Documents\SimCity 4\LEX_Downloads\X-Ports\Airports\Blockers and Enablers.

If you want to remove airports from the menu, just delete the appropriate Enabler from the Airports folder:
My Documents\SimCity 4\Plugins\X-Ports\Airports.

Any airports not enabled will still be functional in the game.
Thus, you do not have to bulldoze existing airports in order to remove them from the menu.
And if the blocked airport is an upgradeable one, it will still upgrade if needed. Despite not being enabled.


The only airports that are enabled by default are the three in-game ones by Maxis.
Thus, instead of needing an Enabler, we've included Blockers for them, so that you can remove them from the menu.
The blockers can be found in the same folder, My Documents\SimCity 4\LEX_Downloads\X-Ports\Airports\Blockers and Enablers.

If you want to block the in-game airports from appearing, simply copy that Blocker into
My Documents\SimCity 4\Plugins\X-Ports\Airports.






Airports included in AC Functional Airports

The table below lists all functional airports included, with their most important stats.
They are listed in the order they appear in the airport menu (unless removed by a blocker).

    Version    Airport NameMade by      Lot Size    Stages 
  Maximum
Capacity
1.0
Landing StripMaxis
6×18
3
30,600
1.0
Municipal AirportMaxis
10×29
3
164,200
1.0
International AirportMaxis
15×35
3
880,300
1.0
Spaceport (http://sc4devotion.com/forums/index.php?topic=4662.msg152713#msg152713)Maxis
7×6
1
373,000
2.0
BLS City and Airport Bus Stop  (http://sc4devotion.com/forums/index.php?topic=4662.msg213783#msg213783)BarbyW
1×1
6
5,200
1.0
MOG helipad (http://sc4devotion.com/forums/index.php?topic=4662.msg148252#msg148252)Moganite
1×2
3
1,800
2.0
BLS Roth Air and City Bus (http://sc4devotion.com/forums/index.php?topic=4662.msg214498#msg214498)BarbyW
2×2
5
11,800
1.0
BLS Airport Shuttle (http://sc4devotion.com/forums/index.php?topic=4662.msg148711#msg148711)BarbyW
5×6
15
70,200
1.0
SimGoober Heliport (http://sc4devotion.com/forums/index.php?topic=4662.msg149402#msg149402)SimGoober
9×6
6
123,800
2.0
AC Prefab Airport (http://sc4devotion.com/forums/index.php?topic=3316.msg199200#msg199200)Voltaire
35×9
9
1,051,600
1.0
CdS Island Air (http://sc4devotion.com/forums/index.php?topic=4662.msg150692#msg150692)Ripptide
12×6
1
18,200
1.0
Modern ATCTMuzzy
2×3
1
16,400
1.0
Airport Tram CenterThalassicus
6×8
1
47,000
1.0
Terminal - Long ExpandableThalassicus
14×18
1
238,800
1.0
Terminal - LongThalassicus
19×18
1
323,400
1.0
Terminal - Small HorseshoeThalassicus
19×18
1
323,400
1.0
Terminal - ArmThalassicus
21×29
1
574,400
1.0
Terminal - WingThalassicus
45×14
1
594,200
1.0
Terminal - ForkThalassicus
28×24
1
633,600
1.0
Terminal - Curved BranchThalassicus
30×24
1
678,800
1.0
SWAP - Small TerminalXiziz
6×5
1
15,200
1.0
SWAP - Medium TerminalXiziz
7×4
1
28,200

Version is the version number of the AC Functional Airports package.
The version is part of the filename, e.g: "AC Functional Airports, Version 2.0.dat".
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on May 17, 2008, 11:08:44 AM
MOG Helipad

Here's the first teaser of automatically upgrading airports...

Moganite's Helipad is a small 1×2 lot that you can use in rural and small-town environments.
Since the capacity is rather small, you would soon be needing a larger airport if you let commercial offices develop.

Stage 1 comes with a UDI enabled Medical Helicopter
Stage 2 comes with a UDI enabled Police Helicopter
Stage 3 comes with a UDI enabled News Helicopter

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FMOGHelipadAnimation.gif&hash=16ed7a762e8124a09cde6d7e33985b30ed2ac130)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: BarbyW on May 17, 2008, 12:58:15 PM
This is a  super development, RJ, and will revolutionise airports in the game.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: geoffhaw on May 17, 2008, 01:57:44 PM
This is looking good!  I've been watching this develop with interest!
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: JoeST on May 17, 2008, 02:06:17 PM
WOOOOOOOOOOOOOOO, thanks very much Peoples of the AC team and others related to this :)

one question... If I were to use this, can I move the whole /x-ports/ folder arround?... IE as long as it loads last is it ok?... as a user of the -userdir function I was just wondering...

Thanks

Joe
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on May 17, 2008, 02:35:57 PM
Due to how severe port related CTD's are, we wouldn't recommend changing the installation paths.
The X-Ports folder is used both by AC Functional Airports and BSC Functional Seaports.

The whole X-Ports folder should also never be datpacked.
Especially since certain versions of DatPacker may change the loading order of files.


Quote from: star.torturer on May 17, 2008, 02:06:17 PM
one question... If I were to use this, can I move the whole /x-ports/ folder arround?...

You can, but only if you blame yourself whenever you get a CTD... ::)

When installing a future update, e.g. AC Functional Airports, Version 2.0, it would install into the same folder, to ensure it is loaded after any previous versions (in case the user forgot to run the included Cleanitol file).


Quote from: star.torturer on May 17, 2008, 02:06:17 PM
IE as long as it loads last is it ok?... as a user of the -userdir function I was just wondering...

It doesn't have to be loaded last.
However, it would have to be loaded after SWAP, in case that one isn't removed (again using the included Cleanitol file).

The problem would be if you moved AC Functional Airports, Version 1.0 into a zzzz.... folder,
and then installed AC Functional Airports, Version 1.1 into X-Ports\Airports.

With the newer version loaded first, you would get new airports.
However, you would get the old developer file loaded from the older version, and would certainly encounter a CTD.

Once a port related CTD has occurred, that city is lost forever...
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: JoeST on May 17, 2008, 02:47:22 PM
Thanks for clearing that up :), but what I mean is... will the game actually read them if I use the -userdir command and dont move them? i doubt it, just need to make sure I leave a copy in the original location so the installer can install over old files and then just recopy the original to where I have them :)

Joe
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on May 19, 2008, 04:23:39 AM
BLS Airport Shuttle

Barby's Airport Shuttle starts out as a simple bus stop,
but there's space reserved behind it for several future upgrades.

No less than 15 growth stages are included,
allowing the capacity and funding to be optimized, even if the funding is kept at 100% all the time.

The maximum capacity of 70,200 is enough for most small and medium-sized, non-specialized cities
(having all kinds of zones, R, C and I), up to a population between 250,000 and 500,000.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FBLSAirportShuttleAnimation.gif&hash=cbad18ff1a5159179871ced5c01217396c809d6b)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: BarbyW on May 19, 2008, 05:53:56 AM
The airport shuttle does have quite a lot of dependencies - ones most people will have already. It is a pity RJ doesn't $%Grinno$%
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on May 19, 2008, 05:57:50 AM
Quote from: BarbyW on May 19, 2008, 05:53:56 AM
It is a pity RJ doesn't $%Grinno$%

Ehh... it's uhhm... &ops
It's just... ehm... meant as a showcase... showing what happens if you don't download all dependencies... $%Grinno$%

15 more snapshots need to be taken tonight... ::)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: BarbyW on May 19, 2008, 05:59:14 AM
 :thumbsup: Well I did send you the list of dependencies.  ::)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on May 19, 2008, 06:02:48 AM
Quote from: BarbyW on May 19, 2008, 05:59:14 AM
Well I did send you the list of dependencies.  ::)

I... have... the... list...

I even posted it elsewhere:

   BSC MEGA Props Misc Vol01 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=426)
   BSCBATProps MJB Vol09 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=498)
   CSX MEGA Props Vol06 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=633)
   BSC MEGA Props SG Vol01 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=746)
   SG Bus Stops BSC (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618)
   SG Models_Restaurants (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1101)
   SG Models_Adult (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1091)
   SG Models_Malls (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1119)
   SG Models_Hotels1 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1104)
   BSC Props SG Holiday Park Vol01 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=542)

Maybe I should run the Cleanitol file I myself made based on that list... ::)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on May 19, 2008, 01:41:34 PM
Okay... here's a close-up of Barby's BLS Airport Shuttle with all dependencies in place (I hope)... ::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FAirportShuttleAnimation.gif&hash=f0dd0de366d4ac4dfd9c0ce489d4b738819b8306)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Silur on May 19, 2008, 01:54:23 PM
Hi, RippleJet ...
Thank You ...
This is very interesting and helpful for me ...
I'll try some steps of construction with Your thread ...  :thumbsup:
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on May 21, 2008, 12:04:17 PM
SimGoober Heliport

This is probably the most anticipated custom airport/heliport so far...

SimGoober made the original version three years ago.
It was briefly available for download before it was locked due to numerous CTD reports.

Now, SimGoober has made bigger versions of the heliport, giving us 6 growth stages of it! :)

The capacity increases from 3,600 to 123,800, covering the needs for rather large cities.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FSGHeliportAnimation.gif&hash=ff4e06c947a4aff1785ae89023a337852d67144c)

The heliport is "network enabled" for the avenue and railroad passing through it.
This allows the networks to function without the pathfinders resetting the commute clock at the heliport.
This also means it is not a station, allowing train passengers to get off at the heliport.

Also note, that during and a couple of months after each upgrade, the network paths will be broken.
Thus, make sure anyone commuting along the avenue or railroad can find alternative routes to work during the upgrades.

The heliport even comes with helicopters taking off (those small red ones). :)
Be prepared for a busy airspace around it!
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Xperian on May 24, 2008, 06:21:53 AM
These are looking good!  :)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on May 25, 2008, 06:15:38 AM
CdS Island Air

Perfect for those areas that can't afford to waste land on large sprawling airports,
the Casa Del Soliel Base de Hidroavión is one of the main terminals for Island Air.
Whether its business travel, or simply island hopping and sightseeing trips, Island Air will take you there.

Batted by Ripptide and lotted by Barby. Updated to match the capacity and cost of all other airports.
Since Ripptide is MIA we decided not to make this upgradeable though.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FIslandAirAnimated.gif&hash=a437fec1f9f186ff0190fb92be4f96c1063dee8a)

The animation above shows how the airport is network enabled with roads.
The roads should be dragged after the airport has been plopped in order to enable UDI.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: FrankU on May 26, 2008, 02:26:53 AM
This is fantastic work!
Will they show up in the region view as airports?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on May 26, 2008, 02:41:30 AM
Quote from: FrankU on May 26, 2008, 02:26:53 AM
Will they show up in the region view as airports?

Yes, they do and they will! :thumbsup:
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: figui on May 26, 2008, 09:05:11 AM
fantastic work!
one question though: does the capacities add to each other if i plop more than one airport in one city?

mauricio.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on May 27, 2008, 12:29:25 PM
Quote from: figui on May 26, 2008, 09:05:11 AM
one question though: does the capacities add to each other if i plop more than one airport in one city?

Yes, they do! :thumbsup:
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on May 30, 2008, 01:49:31 AM
Maxis Spaceport

Quote from: HandsOn on May 26, 2008, 01:27:42 AM
Say, Tage: seaports on one side; airports on the other - what's next? Upgradeable space ports and full-scale migration to SimPlanet?  &apls.

Did anyone mention spaceports? ::)

The Maxis Spaceport Reward is ... useless.
Although its Item Description says:

Quote from: Spaceport Item Description
Provides a boost to high-tech industry

However, it doesn't provide any IHT CAP relief or anything else increasing the desirability for IHT.
It provides 200 civic jobs, some positive landmark effect and a negative park effect.
All at the price of 96,000 §.

I believe a Maxis programmer made an error...
...and gave the IHT CAP relief that was intended for the Spaceport to the Marina instead. ::)

Thus, we are now catching the opportunity to fix this,
by converting the spaceport into a functional "airport" with an IHT CAP relief of 150,000.

As a functional airport it of course also provides CO CAP relief, according to its usage.
It's capacity is 373,000, The same as for a stage 30 municipal airport of this lot size:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FSpaceportTakeoffandQuery.jpg&hash=2f99cc1b0384a5fbedf3b32f42ac2f3472156677)

This replaces the ingame useless one, but leads to one slight complication though.
If you have built the old reward, you wlil have to bulldoze it.
And you should bulldoze all of them before installing AC Functional Airports.
Otherwise the IHT CAP relief will be reduced by 150,000 when you bulldoze it.

As a functional spaceport it is still a reward, triggered by the same criteria as before:

Quote from: RippleJet on March 08, 2007, 03:25:26 PM

03840000  Space Port
Requirements:

  • I-HT Capacity > 25000
  • Reward 032F0000 (Advanced Research Center) has been built
  • Difficulty Level = Medium or High
Missions:

  • 8C01D0B7  Steam Train Mission - Train Ride for Rocket Formula
  • 0C1431F8  Freight Train Mission - Super Seat Belt Fabric for Space Ships!

Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: allan_kuan1992 on June 01, 2008, 08:53:41 PM
hmm... i'd like to stay closer to home though =P

Great job nonetheless.

EDIT:

Ehh... upon further investigation, the BLS Airport Shuttle has some realism flaws, specifically when a mid-storey building appears in one of the later stages and then gets demolished to be replaced by a miniature building that gets replaced with some more mid-storey buildings in the final stages?  &mmm

- Allan Kuan
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: BarbyW on June 02, 2008, 12:50:46 AM
Quote from: allan_kuan1992 on June 01, 2008, 08:53:41 PM

Ehh... upon further investigation, the BLS Airport Shuttle has some realism flaws, specifically when a mid-storey building appears in one of the later stages and then gets demolished to be replaced by a miniature building that gets replaced with some more mid-storey buildings in the final stages?  &mmm

- Allan Kuan

That was a temporary facility while the new buildings were being approved $%Grinno$%
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: jeronij on June 13, 2008, 07:56:24 AM
testing
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: klaascornelis on June 13, 2008, 08:37:54 AM
 &apls &apls &apls

As i see the props are already on the lex, the release of the actual pack cant be fare away. Or em i wrong?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: sim4 on June 13, 2008, 10:18:58 PM
i need that
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: kassarc16 on June 14, 2008, 02:16:00 AM
Looking forward to this collection! One thing concerns me though: These AIRports will be incompatible with certain SEAports? I'm confused about that. Can someone clear it up for me?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on June 14, 2008, 02:30:47 AM
There is one functional "seaport" that has been available since 2004 and bundled in various airports packages: the Package Loading Center.

The airport package center is also included in AC Functional Airports, as well as in BSC Functional Seaports.
Thus, all these packages support the Package Loading Center and no bulldozing of them is required.

Due to the installation order, the correct seaport developer exemplar will always be loaded:

1.  Plugins\SWAP 22\Thalassicus\Airport_Other.dat
2.  Plugins\X-Ports\Seaports\AC Functional Seaports, Version 0.0.dat
3.  Plugins\X-Ports\Seaports\BSC Functional Seaports, Version 1.0.dat

The only seaport controllers that are not fully backwards compatible with the Package Loading Center are those made by Pegasus.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: kassarc16 on June 14, 2008, 11:44:30 AM
So, aside from the re-plopping issues with the Loading Center, none of the other airports should have a problem with Peg's Dev file? I could do without the Loading Center, I just hate relying on the Maxis airports for my cities.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on June 15, 2008, 11:00:07 AM
Quote from: klaascornelis on June 13, 2008, 08:37:54 AM
As i see the props are already on the lex, the release of the actual pack cant be fare away. Or em i wrong?

Can't say you're wrong, no... $%Grinno$%

AC Functional Airports, Version 1.0 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1664)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: wes.janson on June 15, 2008, 01:30:20 PM
Goodbye crappy Maxis airport! I can't say that I will miss you.
I wan't to give a big thanks to all who worked on this project.  &apls




Took you long enough! :D
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: FrankU on June 16, 2008, 05:58:41 AM
Sorry to be, maybe, a pain in the butt, but the situation still isn't clear to me.

Is it possible to use the new BSC airports together with PEGs seaports if I do not, and never did, use this Package loading center? I could perfectly do without this lot. In fact I have never heard about it until in this thread...
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on June 16, 2008, 06:34:14 AM
You're not a pain, FrankU! :)
With AC Functional Airports, we now have separated the airports from the one seaport that was included.

Thus, it is now very simple to remove AC Functional Seaports, Version 0.0.dat, which contains:
- The SWAP Package Loading Center
- The Package Loading Center Developer Exemplar
- The Main Seaports Developer Exemplar, supporting the ingame seaport and the Package Loading Center

This way we can separate the seaport controller and airport controller from each other,
without causing backwards compatibilty issues with those already using SWAP.
And it provides a good platform to expand from, by adding more seaports (BSC Functional Seaports).

Any seaport controller loaded after the AC Functional Seaports would of course take precedence.
In other words, no problems using Peg's seaport controller, as long as you haven't plopped the Package Loading Center earlier.

Since AC Functional Seaports only contains support for one custom seaport,
there would never be CTD issues replacing it with another seaport controller supporting more than one custom seaport.
It's when moving back from supporting more seaports to fewer seaports that CTD's would occur.

Those eyecandy lots that were included in SWAP's Airport_Other.dat are now in a separate installer.
Thus, they can still be installed and used, even if the Package Loading Center is disabled.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: FrankU on June 16, 2008, 07:30:57 AM
Pffffttt.... :-[
Happy to be not a pain in anyone else's butt, but mine is feeling painfull now. &cry2

It is apparently much more complex than I thought.

But well, my question is maybe simpler than you think.

I did never install, and therefore plop, any functional seaport or airport. So my regions and pluginsfolder are clean. Meaning: I did delete even the CSK small port by PEG from the CSK directory. Just to be sure that I will not use it before I understand everything, so that I will not mess up anything.

So then, what can I do:
Is it possible to install PEG's seaports including with his own controllerfiles etc. and is it at the same time possible to install your new functional airports?

I guess your answer will be: "Yes that is possible", but I am not sure so I ask again.

Maybe you want to know why I think of combining these:
- PEG's seaports are very beautiful and I think upgrading of seaports is not very realistic. A real seaport is just made larger when an upgrade is neccessary. Although form a gameplay view it might feel very rewarding when an upgrade is announced. This does not mean that I dislike the idea or that I would not think the products on this site are beautiful too! Who am I to disregard your work? It is in fact stunning, most of the time.
- Your upgradeble airports are very nice. Somehow I think the small units (heliport etc) in this thread are very nice to be put in my cities.

So, thats my ten cents.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Diggis on June 16, 2008, 08:00:31 AM
Have you looked at the upgradeable seaports?  And how they upgrade.  ;)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on June 16, 2008, 09:31:05 AM
Quote from: FrankU on June 16, 2008, 07:30:57 AM
Is it possible to install PEG's seaports including with his own controllerfiles etc. and is it at the same time possible to install your new functional airports?

Yes that is possible! ;D

With one exception...

You cannot install the CSK2 Small Port alone.
It needs at least one of the following installations to accompany it:
   - CDK3-SP Container Port
   - CDK3-SP Break Bulk Port
   - Peg's Master Seaport Controller

If you only want the CSK2 Small Port, then you need to delete AC Functional Seaports, Version 0.0.dat.


Quote from: FrankU on June 16, 2008, 07:30:57 AM
I guess your answer will be: "Yes that is possible", but I am not sure so I ask again.

You guessed right! :D
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: FrankU on June 16, 2008, 11:52:16 AM
RippleJet,
Thank you.
I think I am able to understand that. phewwww... :-[
I never even had the AC functional seaports 0.0 dat... Don't even know what it is and does....

Diggis,
Yes, I watched the thread.
They look very nice, but in my opinion they are way too small for a realistic port.
My kind of ports fill half or even a whole city tile, maybe spread all over two or three citytiles......
So, in my opinion, the upgradeable ports look like real gems, but small gems.... too small for me.
Thank you very much.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: alfadriver12345 on June 16, 2008, 01:25:42 PM
Hello everyone in SimWorld, this is my first post! Just a small technical question. The new airports r fantastic! But the animation runway lots & the the aircraft parking lots don't show any aircraft!  ()what()Why is this? Do i have to download extra props or dependancies? I'm confused? Simcity Devotion is always consistently brilliant. Any help with this problem would be very much appreciated.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: klaascornelis on June 16, 2008, 01:49:01 PM
Ok here something you can do to check the dependencies:

Download cleanitol
http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=569

Open the program
and run the 2 txt files included in the rar file of the airport pack.
if our missing dependencies the program will provide you withe the link.

Hope i helped
Greetings
KC
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on June 16, 2008, 01:57:57 PM
All aircrafts and lights are effects that Maxis made. Thus, they are all included in the game itself.
There are two things you need to check though:

1. You need to make sure you've got the graphics setting for Visual Effects set on high.

2. You need to make sure you airport is connected to the power grid. No planes without power!
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: berkthomas on June 16, 2008, 02:27:36 PM
I cannot seem to get access to the BSC SDP Support file.  When it comes up on the Exchange there is no "Download" button.  How do I get this dependency. ()what()
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: BarbyW on June 16, 2008, 02:39:44 PM
I have just checked the download and am seeing the Download here so I have no idea what is wrong.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: wouanagaine on June 16, 2008, 02:52:23 PM
Quote from: berkthomas on June 16, 2008, 02:27:36 PM
I cannot seem to get access to the BSC SDP Support file.  When it comes up on the Exchange there is no "Download" button.  How do I get this dependency. ()what()
Please post a pic of what you're seeing, it may help us to guide you
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: alfadriver12345 on June 16, 2008, 03:48:51 PM
Cheers Ripplejet! Airport animations & jets taking off now! I play the game with the "fight the power "cheat but didn't realise you need real power supply to make some graphics work! Also my night streetlights now work so you've solved another prob for me aswell!!!!             Also thanks Klaascornelis!!!!!!!
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Diggis on June 16, 2008, 04:16:56 PM
You have not logged into the exchange and are just seeing the description page.  Go to the main LEX login (link at the top of every page) and log in there (make sure you registered seperatly to the forums) and then try again.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: jjeffrey on June 16, 2008, 07:46:28 PM
This is the first time I have tried adding anything to Sim 4 so I am a little confused. First, the installation put everything on my c: drive. The default path could not be changed. But, my Sym 4 files are on a different partition (d:). If I move the files there will everything work okay? Is there a different installation method I should use?

Also, the instructions listed several dependency files. I have found all but one:
" bldgprop_vol1 - available from Support Files." The link went to Maxis but the file was not listed there.

Anyone know where I can get it?

Last question: One of the dependency files listed its own dependencies. Do I need to get those too for the airports to work?

Finally, THANK YOU!!
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: burglarnoone on June 16, 2008, 08:17:29 PM
   hi jjeffrey, if you can find the maxis files you seek by navigating from here http://www.sc4devotion.com/SC4D_Maxis_files_EULA.html  to the lot editor (le) page.
  As for the installation path, sim city has 2 plugin directories it creates when you install it one in your case on d: in the games installed location, and the other in your my documents folder, any additional content you download must always go in one of these 2 folders, but i dont think it matters which (please correct me if i am wrong here!). So moving it from your plugins folder on c: , to the one in the games installed path on d: shouldnt be a problem.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: jestarr on June 16, 2008, 08:25:13 PM
As to your last question, I'm assuming you're talking about the dependency found in the BSC St Nicholas Park.  As far as I can tell, the answer is no, however, if you want the park to function as it was meant to, (i.e., no missing props/brown boxes, etc.) then I would say yes.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: jjeffrey on June 16, 2008, 08:53:07 PM
Burglarnoone: Got the file. Right where you said it would be. Thanks!

Jestarr: Well, that makes sense. Thank you!
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: BruceAtkinson on June 17, 2008, 07:54:32 AM
....with the new BSC Functional Airports, may one use this without using the BSC Functional Seaports, as I believe there is a link between the two.....
Bruce
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on June 17, 2008, 08:00:07 AM
Quote from: BruceAtkinson on June 17, 2008, 07:54:32 AM
....with the new BSC Functional Airports, may one use this without using the BSC Functional Seaports, as I believe there is a link between the two.....
Bruce

They are fully compatible with each other, and each of them can be used without the other! :thumbsup:
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: HandsOn on June 17, 2008, 08:52:06 AM
Quote from: burglarnoone on June 16, 2008, 08:17:29 PM
   hi jjeffrey, if you can find the maxis files you seek by navigating from here http://www.sc4devotion.com/SC4D_Maxis_files_EULA.html  to the lot editor (le) page.
  As for the installation path, sim city has 2 plugin directories it creates when you install it one in your case on d: in the games installed location, and the other in your my documents folder, any additional content you download must always go in one of these 2 folders, but i dont think it matters which (please correct me if i am wrong here!). So moving it from your plugins folder on c: , to the one in the games installed path on d: shouldnt be a problem.

Actually it does matter about the folders: experiments here found that, as your plugins folder grows, having stuff well organized under ..\My Documents\SimCity 4\Plugins (or ..\Documents\SimCity 4\Plugins - if you're on Vista) works better. In any case, most installers of custom content will default to that. The folder \Plugins under the installation directory really ought to contain only four files: the four different background JPG.

And the Maxis files have been renamed - and since this appears to be a new installation, the patches will have to be applied - downloaded from the Maxis site (I've seen them elsewhere, too: Sim City Plaza has them as well, I believe, but I am not sure).
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: srrvxd on June 18, 2008, 08:14:28 PM
I automatically puts it all in My Documents but you can change the MY documents default directory by going to start menu, right click on my doc, properties, and change the target, move and select the new spot you want your documents.  I moved my My Documents to seperate Partition for Safty
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: jjeffrey on June 20, 2008, 09:57:49 PM
Quote from: HandsOn on June 17, 2008, 08:52:06 AM
...having stuff well organized under ..\My Documents\SimCity 4\Plugins (or ..\Documents\SimCity 4\Plugins - if you're on Vista) works better...

HandsOn: Unfortunately, I installed everything in the program plugins folder.

Can I just move the files to the Documents\SimCity 4\Plugins\ folder or do I need to reinstall them with the installation programs using the correct location?


Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: allan_kuan1992 on June 20, 2008, 10:04:27 PM
lol... a simple file move will do =P

- Allan Kuan
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: jjeffrey on June 20, 2008, 10:13:14 PM
Quote from: HandsOn on June 17, 2008, 08:52:06 AM
...And the Maxis files have been renamed - and since this appears to be a new installation, the patches will have to be applied - downloaded from the Maxis site (I've seen them elsewhere, too: Sim City Plaza has them as well, I believe, but I am not sure).

HandsOn: Yes, I just got SC4. I installed the patches and upgraded from the Maxis site. Thanks!
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: jjeffrey on June 20, 2008, 10:17:03 PM
Quote from: allan_kuan1992 on June 20, 2008, 10:04:27 PM
lol... a simple file move will do =P

- Allan Kuan

Allan, I'm glad you are amused. And glad the fix will be that simple.

Thanks!
Jeffrey
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Diggis on June 20, 2008, 10:49:44 PM
Quote from: HandsOn on June 17, 2008, 08:52:06 AM
Actually it does matter about the folders: experiments here found that, as your plugins folder grows, having stuff well organized under ..\My Documents\SimCity 4\Plugins (or ..\Documents\SimCity 4\Plugins - if you're on Vista) works better. In any case, most installers of custom content will default to that. The folder \Plugins under the installation directory really ought to contain only four files: the four different background JPG.

It also has an effect on the load order, although I can remember which way.  :P  I think they My Docs one is loaded last.

I would suggest to anyone installing Seaport and Airport stuff that you let it install to the default directory.  It's a critical element in the management of the controller file.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: allan_kuan1992 on June 21, 2008, 02:33:27 PM
that I'll have to a agree on somewhat, but not totally. Many people have different styles of organizing their plugins (http://sc4devotion.com/forums/index.php?topic=4907.0) so the installer default paths might not always work for you. However, for some critical game elements, like the NAM, the AC Functional Airports, and the BSC Functional Seaports, it is recommended that they are put in seperate folders, and also that they are not packed into DATs by the SC4DatPacker.

- Allan Kuan
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on June 22, 2008, 10:25:44 AM
Quote from: allan_kuan1992 on June 21, 2008, 02:33:27 PM
it is recommended that they are put in seperate folders, and also that they are not packed into DATs by the SC4DatPacker.

Thanks Allan for reminding me about the DatPacker! :thumbsup:
Neither AC Functional Airports, nor BSC Functionals Seaports should be DatPacked.

Even if DatPacker would keep the internal file order,
there's always a risk that one would upgrade the ports with the datpacked files in place...
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: SC4BOY on June 26, 2008, 11:03:34 AM
Quote from: RippleJet on June 22, 2008, 10:25:44 AM
there's always a risk that one would upgrade the ports with the datpacked files in place...

An extremely poor reason for not using datpacker on anything
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on June 26, 2008, 11:38:18 AM
Quote from: SC4BOY on June 26, 2008, 11:03:34 AM
An extremely poor reason for not using datpacker on anything

Quite true, however...

There will always be those who forget what they've done...

Regardless of how many times we say that you mustn't have datpacked files in your plugins when making lots for the public,
we still come across those every now and then where "BSC.DAT" is listed as a dependency in the LD file.

Regardless of how many times we say that you mustn't have datpacked files in your plugins when installing new lots,
some people will still be doing that.

Due to the risk of CTD's we don't want to encourage people to datpack controller files in the first place though.
I know that won't stop SC4BOY or Wouanagaine from datpacking both NAM and the X-Ports though... but those two know what they are doing! ::)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: xxdita on June 26, 2008, 02:41:25 PM
And for those refusing to heed the warnings, tech support for NAM, airports and seaports ends once the files are DatPacked. So users are on their own at that point, as their behaviors when packed have not been tested prior to release.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: jaykk121scfreak on August 01, 2008, 07:40:56 AM
I have downloaded ac functional airports and it is a great pack and all but when i place an airport shuttle in a neighboring city to the airport on the capcity of the city with the airports still stays at zero.(there is only an airport in the city)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on August 01, 2008, 10:18:24 AM
The shuttle doesn't transfer any passengers for real to any other airports in neighbouring cities.
It only functions like an airport without you having to build one in each and every small city.

An airport in an empty city (with no commercial offices) will never get any passengers, regardless of the size of your neighbouring cities in the region.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: feelingshehides on August 14, 2008, 10:23:20 PM
I have a problem with    BLS Airport Shuttle:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs3.supload.com%2Fthumbs%2Fdefault%2Fairport.JPG&hash=590028a1faad1f94097ee9d702216511f1225555) (http://s3.supload.com/free/airport.JPG/view/)
cPanel Web Host (http://www.made2own.com/)

I even cheetah speed it, i thought it was constructing.. =o

I got the needed dependencies:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs3.supload.com%2Fthumbs%2Fdefault%2Fairport1.JPG&hash=3c62522429acdfa3477b9fd13e0603c72121f7aa) (http://s3.supload.com/free/airport1.JPG/view/)
cheap Web Host (http://www.made2own.com/)

Also already got the ones from page1:

BSC MEGA Props Misc Vol01
BSCBATProps MJB Vol09
CSX MEGA Props Vol06
BSC MEGA Props SG Vol01
SG Bus Stops BSC
SG Models_Restaurants
SG Models_Adult
SG Models_Malls
SG Models_Hotels1
BSC Props SG Holiday Park Vol01

Unless there's something i am missing =x

Edit: I reloaded my city again was switching from another city and the airport was still bugged lol

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs3.supload.com%2Fthumbs%2Fdefault%2Fairport2.JPG&hash=29bd706a0f3213ba79e1a44ab1730810e94db5bb) (http://s3.supload.com/free/airport2.JPG/view/)
Webhosting with cPanel (http://www.made2own.com/)

edit, another update.. i was roaming around the city and went back to check.. and look

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs3.supload.com%2Fthumbs%2Fdefault%2Fairportlol.JPG&hash=5e2145f47a7e7bae682ef69a5e04bb47eb08c0eb) (http://s3.supload.com/free/airportlol.JPG/view/)
cheap WebHosting (http://www.made2own.com/)

Lol o_O ()what()
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on August 15, 2008, 03:28:38 AM
The Construction Time for the first stage is 88 days.
Thus, if you had it on cheeta speed, I'm sure you've waited long enough. %confuso
Besides, based on the query, the shuttle station is obviously functioning properly otherwise.

I've never had any experience in any building being constructed for ever...
I'd like to know what happens when this one upgrades into stage 2.

Regarding the missing props, please first make sure you've got the Graphic Settings for City Details on high.


EDIT:
Just saw your latest picture. :)
Maybe you hadn't waited all 88 days after all... ::)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: feelingshehides on August 15, 2008, 04:03:04 AM
LOL, i can't check now, i am at work.

So it wasn't a bug after all ? I run sims at full/high. Bleh i didn't know there was a construction time >_< I thought its bugged because the query says its already utilized, usually buildings on construction don't say they are utilized..

ea. on my pic Max Capacity 1665 Percent of Capacity Utilized 1365

lol
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: planetechef on September 14, 2008, 06:48:38 PM
something wrong with this pack, nice by the way, but i have all dependencies and some lot doesn t work, for sample, i have one control tower but not the second one, no plane, and i have all terminal, runway but just some item are missing, i check my dependencies list and it s just fine, run the cleanitol for check, so do we need something else like swamper pack ?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Swamper77 on September 14, 2008, 07:47:36 PM
Do not use my old Airport Support files with the BSC Upgradeable Airports. Their work makes mine outdated. Theirs is also more functional than my file was.

Did you run both installers in the AC Functional Airports download? The "Install_AC_SWAP_Eyecandy_Lots.exe" in the download contains the parked planes and other lots that are not airport terminals.

-Swamper
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: planetechef on September 14, 2008, 11:32:43 PM
yes both
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on September 15, 2008, 12:17:21 AM
Could you provide a picture of what is missing?

The airplanes in the SWAP package are from Maxis' Buildings as prop (bldgprop_vol1), available here:
http://www.sc4devotion.com/SC4D_Maxis_files_EULA.html
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: planetechef on September 15, 2008, 05:09:55 AM
i try to find what s wrong because i have already the buildprop vol.1 and vol.2. i try to give you more information about airport pack i have.
that missing      
   MOG helipad   Moganite
   BLS Airport Shuttle   BarbyW
   SimGoober Heliport   SimGoober   
   CdS Island Air   Ripptide   
and the plane as well

   
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on September 15, 2008, 05:45:50 AM
I just rechecked the readme and the cleanitol file, and I have to admit that two essential model packs are listed in the Cleanitol file, but not in the Readme... &ops
The following files should have been listed in the Readme as well:


Quote from: planetechef on September 14, 2008, 06:48:38 PM
i check my dependencies list and it s just fine, run the cleanitol for check


If you did run the Cleanitol you shouldn't be missing those dependencies though: ::)


Quote from: planetechef on September 15, 2008, 05:09:55 AM
   MOG helipad   Moganite

Dependency:


Quote from: planetechef on September 15, 2008, 05:09:55 AM
   BLS Airport Shuttle   BarbyW

Dependencies:


Quote from: planetechef on September 15, 2008, 05:09:55 AM
   SimGoober Heliport   SimGoober   

Dependency:


Quote from: planetechef on September 15, 2008, 05:09:55 AM
   CdS Island Air   Ripptide   
and the plane as well

Dependency:
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: planetechef on September 15, 2008, 07:23:35 AM
yes, thanks a lot, with BSC MEGA Props SG Heliport and AC MEGA Props - Vol 01, work, well done, this two dependancies wasn t in the read me if i remember, so this post could help the next one  &hlp
thanks again for your time ripplejet  :thumbsup:
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: nerdly_dood on October 10, 2008, 04:08:41 PM
I'm kinda new to the SimCity airport business... I have a few custom airports downloaded but they were released before, and included with, the AC Functional Airports pack on the LEX. Since my computer has Vista x64, Cleanitol doesn't work... So what I would like is a list of exactly what files conflict with the Functional Airports that I should delete. (Not the filenames - i mean the sets, such as what's-it-called deaplane airport, any RMIP packs, SG heliport, etc) I already have one modular airport built using the various parts of RMIP-2, and I can't remember what it is that I used for the terminal and planes. Should I remove this airport too?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on October 10, 2008, 05:06:56 PM
Quote from: nerdly_dood on October 10, 2008, 04:08:41 PM
Since my computer has Vista x64, Cleanitol doesn't work...

As far as I know Cleanitol was coded on a machine running Vista.
Let's see if Wouanagaine could shed some light over this later on...


Quote from: nerdly_dood on October 10, 2008, 04:08:41 PM
So what I would like is a list of exactly what files conflict with the Functional Airports that I should delete. (Not the filenames - i mean the sets, such as what's-it-called deaplane airport, any RMIP packs, SG heliport, etc)


The names of the files, belonging to those products, that have to be removed are listed in the Cleanitol file,
Cleanitol_ACAirports_1.0---2.RemoveConflicts.txt


Quote from: nerdly_dood on October 10, 2008, 04:08:41 PM
I already have one modular airport built using the various parts of RMIP-2, and I can't remember what it is that I used for the terminal and planes. Should I remove this airport too?

None of the modular airport packs by Voltaire, ACE or RMIP are functional airports.
Thus they do not conflict with AC Functional Airports.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: nerdly_dood on October 10, 2008, 08:25:07 PM
I keep getting the error message from Cleanitol that means I don't have one of the DLLs I need installed when I in fact have both... But that doesn't matter because I fiddled around a little and discovered that my installation of the AC functional airports worked PERFECTLY. I have now passed the 'noob' phase and I consider myself to now be in the "waiting for the next release" phase like I am with RHW. I could use a little more ATCT variety...
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on October 11, 2008, 08:20:29 AM
Quote from: nerdly_dood on October 10, 2008, 08:25:07 PM
I have now passed the 'noob' phase and I consider myself to now be in the "waiting for the next release" phase like I am with RHW. I could use a little more ATCT variety...

You're not the only one waiting... for Voltaire's incredible prefab airport... :)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: k808j on October 15, 2008, 04:57:08 PM
After I installed the BSC essentials my airport props and automata no longer show up.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on October 16, 2008, 03:30:31 AM
Since BSC Essentials only contains queries, they cannot be blamed for props not showing up... $%Grinno$%

Have you recently updated SC4 (the fix for enabling nightlights in custom buildings for instance)?
Whenever you install one of Maxis' updates, the graphics settings are automatically reduced.

Thus, first of all, make sure you have City Details set to high in your Graphics Settings.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: k808j on October 16, 2008, 04:51:54 PM
That was the ticket  :thumbsup: thks
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Ra1n on October 25, 2008, 10:31:41 PM
I love the work that's been done with this but have a few questions/ concerns.  Some of the terminals that are included have the road access arrow on the side or back of the lot.  Why wouldn't the road be in front of the terminal where the passengers would enter?  Also, why would you build a road in the back where the tarmac should be with airplanes taxiing across it?  This doesn't make much sense to me. 

Also, the towers that are available in the "eyecandy" file are also functional airports.  I use them as towers in the mist of runways so does this mean that I would have to build road access to them too?  Again, that'd be strange since the towers is across the tarmac by the runway.

When installing the eyecandy file it says not to use it if you've got updated files from the AC team.  I haven't found anything from the AC team except for the "AC Functional Airports"  and the "AC MEGA Props" found only on the LEX.  Is there something out there that I'm missing that would be a better option than the eye candy lots?

The SDP support file is still listed and downloadable on STEX but LEX says it's been included in the latest BSC essential file.  Is the file on STEX different?  Do I need both the STEX file and the BSC Essentials file to make the AC airports work?

I've noticed that Voltaire is part of the AC.  He's made some amazing tarmac, terminals, and jet upgrades as part of the RMIP.  Are these compatible with the AC stuff and will they be included in it as another support file or something? 

Finally, does anyone have any pictures of a constructed airport using the terminals, runways, and tarmacs from the AC Functional Airport pack in a city?  I've made a huge airport in one of my cities from guess work on how to make everything fit together (the fire station is cool but I have no idea how I should place the airport security lot around the airport) but would like to see how the AC as done it.  Since you all designed it, I'm sure you've got some brilliant ways to use it all.

PS:  This is a little... ok, way off the subject... but does anyone know what ever happened to Nealos101.  I know he was working on his latest casino but no updates for months now and torremayor has megaprops on the lex but where do you download his lots?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on October 26, 2008, 01:59:26 AM
Quote from: Ra1n on October 25, 2008, 10:31:41 PM
I love the work that's been done with this but have a few questions/ concerns.  Some of the terminals that are included have the road access arrow on the side or back of the lot.  Why wouldn't the road be in front of the terminal where the passengers would enter?  Also, why would you build a road in the back where the tarmac should be with airplanes taxiing across it?  This doesn't make much sense to me. 

Just as with all ploppable lots, the arrow does not have to face the road.
While plopping it, just press the Home or End key twice to rotate the terminal,
and plop it before you've moved the mouse and caused the terminal to flip around again.


Quote from: Ra1n on October 25, 2008, 10:31:41 PM
Also, the towers that are available in the "eyecandy" file are also functional airports.  I use them as towers in the mist of runways so does this mean that I would have to build road access to them too?  Again, that'd be strange since the towers is across the tarmac by the runway.

The modern functional ATCT by Muzzy is a functional airport, providing jobs.
Thus, it will need road access.

However, in the SWAP package there are also two eyecandy ATCT's, the 17-story ATCT and the 8-story small ATCT.
These two can be placed anywhere.


Quote from: Ra1n on October 25, 2008, 10:31:41 PM
When installing the eyecandy file it says not to use it if you've got updated files from the AC team.  I haven't found anything from the AC team except for the "AC Functional Airports"  and the "AC MEGA Props" found only on the LEX.  Is there something out there that I'm missing that would be a better option than the eye candy lots?

That refers to all previous packages under the names of RMIP and ACB/VLT, available on the STEX.
Both Voltaire and ace_bovenopdeberg are members of the AC Team.


Quote from: Ra1n on October 25, 2008, 10:31:41 PM
The SDP support file is still listed and downloadable on STEX but LEX says it's been included in the latest BSC essential file.  Is the file on STEX different?  Do I need both the STEX file and the BSC Essentials file to make the AC airports work?

That file on STEX is identical with the locked one on LEX.
The one on STEX should be locked as well, as it is indeed now included in BSC Essentials.
Thanks for reminding us! :)


Quote from: Ra1n on October 25, 2008, 10:31:41 PM
I've noticed that Voltaire is part of the AC.  He's made some amazing tarmac, terminals, and jet upgrades as part of the RMIP.  Are these compatible with the AC stuff and will they be included in it as another support file or something? 

They are most certainly compatible. :thumbsup:
If and when he finds time for it, Voltaire will repack them and upload them on the LEX as well. ;)


Quote from: Ra1n on October 25, 2008, 10:31:41 PM
Finally, does anyone have any pictures of a constructed airport using the terminals, runways, and tarmacs from the AC Functional Airport pack in a city?  I've made a huge airport in one of my cities from guess work on how to make everything fit together (the fire station is cool but I have no idea how I should place the airport security lot around the airport) but would like to see how the AC as done it.  Since you all designed it, I'm sure you've got some brilliant ways to use it all.

You might find some inspiration from the show us your airport! (http://sc4devotion.com/forums/index.php?topic=117.0) thread.


Quote from: Ra1n on October 25, 2008, 10:31:41 PM
PS:  This is a little... ok, way off the subject... but does anyone know what ever happened to Nealos101.  I know he was working on his latest casino but no updates for months now and torremayor has megaprops on the lex but where do you download his lots?

Unfortunately, RL school is keeping Neal away.
So far nobody has taken up the challenge to make lots with Torremayor's buildings. ::)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Ra1n on October 26, 2008, 03:35:41 PM
Thanks, RJ.  Appreciate it!
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Ra1n on October 28, 2008, 10:17:45 PM
Do you guys at the AC plan on updating the pre-fab terminals that are in the AC Functional pack so that the planes aren't overlapping each other and appearing in awkward positions?  Or possibly creating some all new pre-fab terminals?  Any hints on what's in the works?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on October 28, 2008, 10:51:41 PM
Quote from: Ra1n on October 28, 2008, 10:17:45 PM
Do you guys at the AC plan on updating the pre-fab terminals that are in the AC Functional pack so that the planes aren't overlapping each other and appearing in awkward positions?

No, the old airports made by Joerg and Thalassicus will not be upgraded. They were included for backwards compatibility.


Quote from: Ra1n on October 28, 2008, 10:17:45 PM
Or possibly creating some all new pre-fab terminals?  Any hints on what's in the works?

Most certainly. :thumbsup:
Take a look at what Voltaire's up to, starting here (http://sc4devotion.com/forums/index.php?topic=3316.msg162700#msg162700). :)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Ra1n on October 28, 2008, 11:02:59 PM
Good to know.  Thanks again, RJ.  What are you working on these days?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on October 28, 2008, 11:11:45 PM
Quote from: Ra1n on October 28, 2008, 11:02:59 PM
What are you working on these days?

nycc06's CAMeLots (http://sc4devotion.com/forums/index.php?topic=6114.0) and some other ports... those that require water... ::)

And I'm waiting for Voltaire to send me his prefab airport to be included in an upcoming upgrade of the AC Functional Airports... :)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Ra1n on November 16, 2008, 10:15:00 PM
Cool, looking forward to seeing those.... and the updated AC Functional.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: allan_kuan1992 on December 24, 2008, 01:31:34 AM
(nudges it awake)

umm... any update on the prefab airport progress? I know Voltaire released the props just recently.

I'm guessing... a Christmas release? =O

- Allan Kuan
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: BarbyW on December 24, 2008, 01:35:31 AM
Maybe ;D or maybe the props were relased for a seaport pretending to be a airport. Like this Cargo Handling Centre:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Fchcv2.gif&hash=976517327ad9884049e60fb6213fb418b343c591)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: allan_kuan1992 on December 24, 2008, 01:51:04 AM
OMG!

Perfect! =O

(drools) xD

any other developments and additions that you could possibly show?

- Allan Kuan
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: BarbyW on December 24, 2008, 02:54:44 AM
Nope $%Grinno$%
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: suplado! on December 24, 2008, 03:04:30 AM
wow -- cool cargo terminal!!
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on January 09, 2009, 05:22:40 PM
Just a teaser... ::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FBLSCityandAirportBusStop.jpg&hash=0a932bda6deab424d085e0db9774d1d3bbadf4f5)

Yes, it's a functional airport bus stop, and a functional city bus stop, all in one.
And it upgrades! :)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: allan_kuan1992 on January 09, 2009, 09:14:50 PM
do you have an animation to see the stages? =P

- Allan Kuan
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on January 10, 2009, 06:59:15 AM
Quote from: allan_kuan1992 on January 09, 2009, 09:14:50 PM
do you have an animation to see the stages?


Maybe I do... ::) :D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FBLSCityandAirportBusStopAnimated.gif&hash=3bb97ab4cb17ef89ca1db2310450a722944706cd)


The double functionality of this lot causes the capacities in the query to update rather slowly.
During testing I've had everything between 4 and 12 months between the updates.

You can also see that the city bus stop isn't working while it upgrades.
It even disappears from the city budget during the upgrade, which only takes 1 day though.

One month after each upgrade, both the airport bus and the city bus capacities are reported as 0 (see stages 4 and 5 in the animation).

The upgrade is of course dependent only on the airport bus efficiency.
As soon as its usage exceeds 95% it upgrades, as long as the airport funding is at least 100%.

After reaching stage 6 above, I bulldozed it and replopped it as a stage 1.
This time the airport bus load was distributed on the other 12 airport bus stops that I had built in this city, keeping the load below 95% on each of them... at least for a short while.
This provided a good chance of showing that the city bus service quality is reported separately from the airport efficiency:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FBLSCityandAirportBusStopCityBusOver.jpg&hash=68ee7caf872675ff97db708e53a2d3cc6bc3c3de)


Despite the problems with the query often showing a capacity of 0, the route query continues to update regularly though:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FBLSCityandAirportBusStopStage6Commu.jpg&hash=933e80f84cd9a58d9977fc5eb26b4cf80046a956)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Korot on January 10, 2009, 12:10:13 PM
How come that the route query shows train usage with no rail in sight? Or should that read subway, as there are subway stairs?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on January 10, 2009, 12:24:25 PM
Quote from: Korot on January 10, 2009, 12:10:13 PM
How come that the route query shows train usage with no rail in sight?

E.g. this way:


These 99 people are in fact counted twice, both as bus passengers and as train passengers.
And there is a train line just a few tiles above the bus stop. ;)


Quote from: Korot on January 10, 2009, 12:10:13 PM
Or should that read subway, as there are subway stairs?

Those stairs lead to an underground bus terminal. ::)
That's the reason the bus stop can handle the larger amount of commuters! ()stsfd()

Nobody knows exactly where the entrance and exit for the buses to and from that terminal is though... :P
It must be hidden somewhere in a nearby commercial complex... $%#Ninj2
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: allan_kuan1992 on January 10, 2009, 06:46:08 PM
or they might be leading to some covert place :D

or maybe even an underground substation =O

- Allan Kuan
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on January 13, 2009, 01:16:01 PM
Quote from: RippleJet on January 10, 2009, 12:24:25 PM
Nobody knows exactly where the entrance and exit for the buses to and from that terminal is though... :P
It must be hidden somewhere in a nearby commercial complex... $%#Ninj2

I might have found one of those bus entrances/exits...
it seems like one has been built in the commercial district...
by a new airline company called Roth Air (or was it Rotes Haar?) ::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FRothAirAnimated.gif&hash=5513415ae60b4cb29970876408828397d682fb86)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on January 13, 2009, 05:14:38 PM
Voltaire's Superior Prefab Airport,
which upgrades from a grass landing strip, to a municipal and regional airport and finally to an international hub airport,
is now available:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FACFunctionalAirportsVersion20.jpg&hash=b35fa22c1f3fd6a27bd3b330403bf04339dbe537) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1664)

The two small bus stops, with a combined function of city bus and airport bus are of course also included!
Those can be plopped all across your city, as ordinary bus stops.
At the same time, each such bus stop adds to the airport capacity seen in your city.
And they upgrade with higher airport capacities and higher bus stop capacites as well.

Happy flying!

PS.
I will be taking a flight to South America tomorrow and will be gone for three weeks...  ::)
I hope nobody will experience airplanes crashing on their desktops while I'm gone...
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Korot on January 14, 2009, 06:18:03 AM
Little question, I just downloaded and installed it and as such now have both AC_Functional...1.0.dat and AC_Functional...2.0.dat, so I wonder, can I remove the 1.0.dat, without causing a CTD?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: BarbyW on January 14, 2009, 06:35:07 AM
Yes you can remove v1 without causing any problems at all.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Jack_wilds on January 16, 2009, 02:00:11 PM
Hello Ripplejet and Voltaire, Jack wilds here...

I am enjoying the new ACv2, its very good on many levels, the detail, the variety in the liveries, the seamless -so far, stages, and the overall pleasing addition to the my cities.  :thumbsup:  I like the bus/airport stops mostly because of the smaller foot print, better appearance, and function in a city. 

A few questions... ()what()  is the new cargo handling center included?  (  $%Grinno$% Update: my bad, found it, bcs seaport v2, never mind)... can't seem to find  it, then, say I'm 'impatient for the bigger-better-fancier airport for my city to act as a regional airport -even if its only imaginary, and use the extra cheat to get my favorite airport -stage seven, it'll function OK, right? 

&idea Also I see in the terminals that Voltaire made the terminals in pieces-modules can then these be made into a package to be able to create my own terminals and gates?

Like it all good... have you guys ever been to EAA-Oshkosh? its awesome, perhaps even serve as inspiration for a SIM-EAA chapter  ;D and an EAA-airshow too

Clear skies

Jack
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on January 16, 2009, 04:41:47 PM
Quote from: Jack_wilds on January 16, 2009, 02:00:11 PM
say I'm 'impatient for the bigger-better-fancier airport for my city to act as a regional airport -even if its only imaginary, and use the extra cheat to get my favorite airport -stage seven, it'll function OK, right? 

Actually, no, I doubt it would be functional if plopped with Buggi's cheat code, as it wouldn't have the link to the controller where the capacity and monthly cost are given.


Quote from: Jack_wilds on January 16, 2009, 02:00:11 PM
&idea Also I see in the terminals that Voltaire made the terminals in pieces-modules can then these be made into a package to be able to create my own terminals and gates?

Yes, they can be used like any ordinary props! ;)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Releevo on January 22, 2009, 10:45:32 PM
you know...i built this huge airport in a new and empty city, right beside my metropolis in the region, and i wonder how can i make the airport at service for my bigger city.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Swamper77 on January 23, 2009, 01:01:20 AM
Quote from: Releevo on January 22, 2009, 10:45:32 PM
you know...i built this huge airport in a new and empty city, right beside my metropolis in the region, and i wonder how can i make the airport at service for my bigger city.

You can't with how the game is designed. What you can do is build a Airport Tram in the metropolis, which is an airport itself. You can also try using some of the smaller functional airport terminal lots, such as SimGoober's Heliport, to satisfy the requirement for having an airport in the metropolis. That way, it will appear that metropolis is getting "serviced" by the larger one in the region.

By design, the game expects that the player will be building an airport in each city to boost their commercial zones. This is a rather unrealistic requirement from EA/Maxis. The Maxis airports take up quite a bit of space, and not every city tile can support them. This is why there are various functional airports of varying sizes in the AC Functional Airports download.

-Swamper
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Voltaire on January 26, 2009, 09:57:47 PM
Some of AC's latest dependency packs, should have included a Cleanitol file to remove duplicate plugins. The 3 files are attached to this post.

Who should use these:
Players who have installed AC MEGA Props Vol02, AC MEGA Props Vol03, or AC MEGA Textures Vol01 (All three are dependencies of AC Functional Airports 2.0)

These 3 packs replace the individual texture & prop files from all 6 RMIP releases, all of Ace's terminal sets, and all of our aircraft though 2007. Cleanitol will safely detect the old files and move them out of your plugins folders, leaving a cleaner plugins directory and reducing load time.


We apologize for the oversight.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: [Delta ²k5] on February 18, 2009, 05:20:07 PM
I am also having a problem by using the functional airport lots. every lot isn't used by air-passengers. It hasn't even a capacity as you can see here:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg243.imageshack.us%2Fimg243%2F8519%2Fproblemat2.jpg&hash=608884c0a165ef4cb19471f37d12866cb91c5f9f)

everything shows zero. Does anyone know a solution?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Korot on February 19, 2009, 05:50:09 AM
You do have al dependencies right? And installed it where it should be? I have a feeling that you might have another airport controller that is overriding it, although that should have caused a CTD.

PS: Also, since this isn't a runway problem, I think that it should be in another thread.
PPS: Where did you get those terminals in the upper side of the picture?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on February 19, 2009, 07:14:22 AM
Quote from: Korot on February 19, 2009, 05:50:09 AM
I have a feeling that you might have another airport controller that is overriding it, although that should have caused a CTD.

That is my initial feeling as well. ;)
The CTD usually appears if you save this city and then try to open it again later on...

Did you run Cleanitol with the file Cleanitol_ACAirports_2.0---2.RemoveConflicts.txt before installing AC Functional Airports?

If not, search your plugins folders for any of the following files:


Any of those would cause the problem you're having.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: [Delta ²k5] on February 19, 2009, 07:40:55 AM
Quote from: Korot on February 19, 2009, 05:50:09 AM
You do have al dependencies right? And installed it where it should be? I have a feeling that you might have another airport controller that is overriding it, although that should have caused a CTD.

PS: Also, since this isn't a runway problem, I think that it should be in another thread.
PPS: Where did you get those terminals in the upper side of the picture?

first: It's also a problem that appears to the prefabs. I know that it's not the same, but I wouldn't open a new topic / use a very old topic to ask my question :P
second: http://www.bripizza.net/sc4/index.html here you go ;)

third: I think that the thing ripplejet sayed is my problem. Thank you &apls
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on February 19, 2009, 07:48:11 AM
Quote from: [Delta ²k5] on February 19, 2009, 07:40:55 AM
I know that it's not the same, but I wouldn't open a new topic / use a very old topic to ask my question :P

I moved your question and replies into the general support thread though. :thumbsup:
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: topherkay on April 05, 2009, 03:43:55 PM
Where would I go to find the dependencies of the individual airports?

When you download all the dependencies, it's over 200mb.
I really only want to use the AC Prefab Airport, but can't find what i need for just that to show up properly.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on April 05, 2009, 05:16:58 PM
These should be the dependencies for all nine growth stages of the AC Prefab Airports:


I'm also enclosing a Cleanitol file for these dependencies. ;)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: topherkay on April 05, 2009, 07:58:03 PM
Thanks for the quick reply, that just about halved the dependencies I needed.

Is there a forum that lists the dependencies of each airport separately?
I looked all over before i asked on here, and it might save troubling the forum in the future.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on April 06, 2009, 12:02:54 AM
Quote from: topherkay on April 05, 2009, 07:58:03 PM
Is there a forum that lists the dependencies of each airport separately?

No, that's something I never got done. &ops
Except for the BLS Airport Shuttle (http://sc4devotion.com/forums/index.php?topic=4662.msg148732#msg148732).
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: tamorr on April 13, 2009, 02:33:00 PM
   This might sound like a dumb question, but when you Install AC Airport Version 2.0 over Version 1.0, would I have to delete the AC Airport Version 1.0.dat from the X-Port directory?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: k808j on April 13, 2009, 02:40:20 PM
Use the cleanitol file that comes with the zip. It will remove all of the files that need to be removed.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: tamorr on April 13, 2009, 02:49:31 PM
   That happens to be one of the files not mentioned in the Clenitol, besides all those mentioned in the Clenitol I have never had in the first place. The AC Airport Version 2.0.dat doesn't overwrite the Version 1.0 file for obvious reasons...

I think all the ones mentioned in the Clenitol are from prior then Version 1.0 files since all the other files were overwritten plus what it added...
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: k808j on April 13, 2009, 03:04:12 PM
If cleanitol removed the files, you should be able to install AC ver 2.0 and play SC4 with no problems.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: tamorr on April 13, 2009, 03:11:24 PM
   I can't get Clenitol to remove files, so I have to do it manually... and like I said I know I don't have those files listed in the Clenitol File. All I want to know is if it is important to remove the old file of AC Airport Version 1.0.dat before playing with the game...

I only persist on that since it takes a while for the game to load on my machine.... So I like to be sure that that file is not important or not, since that is the only file the Airport Version 2.0 doesn't Literally replace. Also the section about install 2.0 over 1.0 doesn't mention anything about that particular file as well, in the readme that is.

Sorry for the slight confusion...

As I have taken all the steps in the readme, but only had that one question....
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: k808j on April 13, 2009, 03:47:37 PM
What are the names of the files you're talking about?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: tamorr on April 13, 2009, 03:57:26 PM
I am talking about

"AC Functional Airports, Version 2.0.dat"

and

"AC Functional Airports, Version 1.0.dat"

   All I am wondering is if the "Version 1.0" is supposed to be deleted after the install, or just leave it?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Voltaire on April 13, 2009, 04:10:08 PM
The file

AC Functional Airports, Version 1.0.dat

should not be in your plugins after installing version 2.0...


What sort of problems are you having with Cleanitol? It is designed for just this sort of thing -- finding and resolving all the file issues for you, so you don't have to do it manually.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: tamorr on April 13, 2009, 04:18:11 PM
   I have never got the Clenitol program to remove things for me, I've only got it to list things for me... because of that I am not too knowledgable about how you are suppose to use the program.

I plainly just open it up and load the file, how ever I haven't ever got it to remove anything.

but from what I can tell the file doesn't have the AC functional airport version 1.0.dat even listed in it...

The Version 2.0 Installer didn't delete the version 1.0 file automatically.

Thank you for letting me know that that file shouldn't be there, as that was the main reason I asked in the first place.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on April 14, 2009, 05:22:38 AM
It doesn't actually matter even if you wouldn't remove AC Functional Airports, Version 1.0.dat. ;)
Due to the alphabetical loading order, AC Functional Airports, Version 2.0.dat loads after and supersedes version 1.0.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: tamorr on April 14, 2009, 07:48:08 AM
Thanks again, It is always nice to know that.... That is what I suspected, but since I am running on a slower processor and low amount of RAM it is best that I delete it so I wouldn't have so much being loaded.

   Voltaire answered that one, and you have justed confirmed what I thought would be so. Thank you again.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: tamorr on April 15, 2009, 01:22:43 PM
    What is the "Plugin Landmark Props" listed in the Readme, at the bottom of the Dependancy list? The link doesn't seem to work, or direct me to where to get it or even show me what it is...


And would I need it for the Airports to function properly?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: sarjm on April 15, 2009, 03:29:15 PM
"Plugin Landmark Props"
I think it is this one (http://www.simtropolis.com/stex/details.cfm?id=21286).
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Swamper77 on April 15, 2009, 05:35:54 PM
Quote from: tamorr on April 15, 2009, 01:22:43 PM
    What is the "Plugin Landmark Props" listed in the Readme, at the bottom of the Dependancy list? The link doesn't seem to work, or direct me to where to get it or even show me what it is...

And would I need it for the Airports to function properly?

Maxis didn't make prop exemplars for some of their buildings, such as the Convention Center. The Upgradeable Airports Package contains a few terminals that are composed of props of buildings. Without the "Plugin Landmark Props" plugin, some of these terminal buildings will not show up properly and the Lots will look rather bare

Quote from: sarjm on April 15, 2009, 03:29:15 PM
"Plugin Landmark Props"
I think it is this one (http://www.simtropolis.com/stex/details.cfm?id=21286).

Thanks for providing the new link. The original link worked prior to SimTrop's recent upgrade.

-Jan
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: tamorr on April 15, 2009, 08:41:09 PM
   Thank you I definately needed that then...
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on April 16, 2009, 08:44:56 AM
I've corrected the link to Plugin Landmark Props (http://www.simtropolis.com/stex/details.cfm?id=21286) in the Readme, the Cleanitol list and the description on the LEX.

Thank you tamorr, sarjm and also TheMadBaron who reported this in a comment on the LEX. ;)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: the hound on July 11, 2009, 05:59:37 PM
Hi. Great looking pack. Two questions:

1. I ran Cleanitol on the get dependencies file that came with the download, and installed all those it told me to. However the readme file lists even more. Re-running cleanitol tells me I'm up to date with dependencies, though. Am I missing something?

2. Do all these new airports cause pollution, and if so is it pretty much relative to their size?

Thanks
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Voltaire on July 11, 2009, 08:24:57 PM
I took a look to confirm the Cleanitol matches the Readme... they're the same -- but  SG Bus Stops is several files, listed separately in the Cleanitol:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F1702%2Facfagetdep.th.gif&hash=cada8911ca64591c8952307c358922c9d9b4a7e3) (http://img40.imageshack.us/img40/1702/acfagetdep.gif)


The PreFabs' lower stages are pretty mild regarding pollution. Later on, you'll want to plan for 15-20 garbage per month. I-HT and R$$$ dislike air pollution, so if you want those types to develop nearby, you'll need a GooberGen Air Purification or other air cleaner building. The higher stages will produce water pollution as well.

The other terminals and control towers etc, develop pollution relative to their size as well.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: the hound on July 12, 2009, 01:27:44 AM
Odd. Admittedly I'm new to this, but I'm sure I didn't do anything particularly wrong. Is it fair to assume if Cleanitol is happy that there shouldn't be a problem?

Thanks for the reply anyway. I'm getting closer and closer to making my region "the best of all possible worlds", as your namesake might say.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Urbane Planner on July 28, 2009, 10:57:25 PM
Hello all,

first off, thank you to everyone involved with this.  Truly fabulous stuff.  However, I have one minor issue.  Sims will not travel through SimGoober's Heliport (the one you plop over an an avenue, with train tracks running alongside).  While automata will go on the avenue and the tracks, and U-Drive-It allows me to go through it with cars and trains, Sims will not go through it on their commutes.  I've tried dragging avenues and tracks through it and waiting a few years after construction/upgrades, but the problem persists.  I suppose I could plop it on the side of the road and use it like any non-NE lot, but I'd like to use it the way it was designed.  Thanks in advance for any advice.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on July 29, 2009, 02:40:57 AM
If you're even able to get UDI through it, then there shouldn't be any problems getting sims to use the avenue.
I even posted a picture (http://sc4devotion.com/forums/index.php?topic=539.msg134578#msg134578) once of it being used:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FHeloportNetworkEnabled.jpg&hash=c869775812e5c959505eb447358a9b70d3fe8e21)

If you have Buggi's Extra Cheats DLL, could you use the DrawPaths cheat to see if the paths do go through the heliport?
If they do, then it should only be a question of waiting till the pathfinder finds and updates the commute paths...
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Korot on July 29, 2009, 11:45:27 AM
Perhaps the Avenue leads to the middle of nowhere? Or there is a quicker way for sims to go to/from work.

Regards,
Korot
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Urbane Planner on July 29, 2009, 12:09:16 PM
Sims used the avenue and the train before I plopped the heliport, so I don't think that's the issue.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Urbane Planner on July 29, 2009, 12:30:33 PM
I did the DrawPaths thing, and it shows the paths going through the heliport both for the avenue and the train.

Could it possibly be the trafffic simulator I'm using?  I have the latest version of the NAM, and use the Z Simulator-Low plugin.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on July 29, 2009, 12:36:45 PM
Quote from: Urbane Planner on July 29, 2009, 12:30:33 PM
I did the DrawPaths thing, and it shows the paths going through the heliport both for the avenue and the train.

If that's the case, then the immediate respons would be to just wait till the pathfinder catches up...


Quote from: Urbane Planner on July 29, 2009, 12:30:33 PM
Could it possibly be the trafffic simulator I'm using?  I have the latest version of the NAM, and use the Z Simulator-Low plugin.

It shouldn't play any significance, but I'd better not swear... $%Grinno$%
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: CaptCity on July 30, 2009, 02:09:57 PM
Urbane Planner (or anyone else),

Have you found the issue with the airport in your game? After reading your initial post, I realized that I have never tried the heliport. So, being the curious person that I am, I did, and I'm getting the exact situation you did. Sims just won't go through it, avenue or rail. Initially, the traffic stays for a while, but gradually, it deminishes to zero. I watch it during the game, and it seems to update itself fine, it gets workers, but the through traffic never returns (waited several months to see if the simulator would equalize).

So I was wondering if anyone else has noticed this, or if someone has some idea of what I'm not doing correctly.

Thanks,
CaptCity
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on July 30, 2009, 02:56:36 PM
Thanks, CaptCity!


Quote from: CaptCity on July 30, 2009, 02:09:57 PM
Initially, the traffic stays for a while, but gradually, it deminishes to zero.

This worries me a bit... and I think i will have to return to checking it out myself again...
Unfortunately I will be gone for the next two weeks, and will probably not be able to look into this until the end of August.

If someone else could confirm or deny the problems, I would be grateful though. :)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: CaptCity on July 30, 2009, 08:51:31 PM
Thanks for checking in, Ripplejet...

Quote from: RippleJet on July 30, 2009, 02:56:36 PM
This worries me a bit... and I think i will have to return to checking it out myself again...

I just thought it was the simulator adjusting. I did try different sized cities, and it seemed that the larger the city, the more gradual the decrease. Just a thought...
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RadicalOne on September 03, 2009, 01:37:28 PM
Is there any way I can filter out all but the Spaceport? I'll certainly never use the others, and I'm trying to keep filesize down...
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on September 03, 2009, 01:46:48 PM
Quote from: RadicalOne on September 03, 2009, 01:37:28 PM
Is there any way I can filter out all but the Spaceport? I'll certainly never use the others, and I'm trying to keep filesize down...

After installation, remove all enablers except the one for the spaceport.
Also, you won't be needing any of the dependencies, as the spaceport is included in the in-game files.

However, you will need the main file, AC Functional Airports, Version 2.0.dat.
That cannot be trimmed down.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RadicalOne on September 03, 2009, 02:06:17 PM
Quote from: RippleJet on September 03, 2009, 01:46:48 PM
After installation, remove all enablers except the one for the spaceport.
Which one is the spaceport one? None say "spaceport" - they're mostly grouped by creator. Is it "Enable AC Prefab Airport.dat"?

QuoteHowever, you will need the main file, AC Functional Airports, Version 2.0.dat.
That cannot be trimmed down.
I have that file, but it, being the largest, is one that surely must have data concerning the other airports. Is there a way to differentiate the data within?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on September 03, 2009, 02:31:30 PM
Quote from: RadicalOne on September 03, 2009, 02:06:17 PM
Which one is the spaceport one? None say "spaceport" - they're mostly grouped by creator. Is it "Enable AC Prefab Airport.dat"?

Sorry, I never made a separate enabler for it...
It replaces the ingame reward, and is thus enabled only when the reward conditions are met.


Quote from: RadicalOne on September 03, 2009, 02:06:17 PM
I have that file, but it, being the largest, is one that surely must have data concerning the other airports. Is there a way to differentiate the data within?

I would definitely not recommend it.
Removing the wrong files would lead to irrevocable CTD's.

Of course, I cannot stop your from experimenting...
it is possible to trim it down considerably...
These are the files you must leave in the dat file:

Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RadicalOne on September 03, 2009, 02:38:05 PM
Quote from: RippleJet on September 03, 2009, 02:31:30 PM
These are the files you must leave in the dat file:

  • All Developer Exemplars, those having a Group ID of 0x67CD5FA1
  • The Spaceport Lotconfig Exemplar, TGI 0x6534284A, 0xA8FBD372, 0x4BB1058D
  • The Spaceport Building Exemplar, TGI 0x6534284A, 0x8A3858D8, 0x03840000
Thank you. Are you absolutely sure about leaving all developer exemplars in? Some are clearly unrelated to the spaceport.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Korot on September 04, 2009, 05:19:34 AM
Without those exemplars, the main exemplar can't find certain addresses, and thus CTD. Having all individual and the main exemplar in the same file is the safest and possibly only way to avoid airport related CTD's.

Regards,
Korot
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on September 04, 2009, 05:29:05 AM
Quote from: Korot on September 04, 2009, 05:19:34 AM
Without those exemplars, the main exemplar can't find certain addresses, and thus CTD.

The main controller is pointing to the IID's of the individual controllers.
As long as all individual controllers (developer exemplars with Group ID 0x67CD5FA1) are still there,
and you have not plopped any of the seaport lots those individual controllers point to (having the same IID), you should be safe...


Quote from: Korot on September 04, 2009, 05:19:34 AM
Having all individual and the main exemplar in the same file is the safest and possibly only way to avoid airport related CTD's.

I fully agree! :thumbsup:
And if removing certain files from AC Functional Airports 2.0.dat would lead to a CTD, then no technical support can be provided... $%Grinno$%
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Mad_genius on September 17, 2009, 12:01:51 PM
Hi everyone!

First of all thank you for this great work with the airports. They're a must have for any simcity 4 fan.

I have a question however and I'm looking for you to help me.

I'm currently using the functional airports to a minimum. My intention is just to replace the maxis airports. I'm not interested in having heliports and other stuff right now.

I have the 2.0 dat file as well as the sounds and textures dat files. I have the three dat files to remove the Maxis stuff and I have the dat to enable the prefab airports.
However in my airports menu I have the Spaceport and the BLS Shuffle together with the airports.

Is it possible to have only the airports without the Spaceport and Shuffle?

It's a little sad that the Maxis Spaceport reward doesn't provide the IHT Cap relief it was supposed to. Perhaps someone might correct that in the future. However I belief that's a job for the "reward makers".
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Korot on September 17, 2009, 12:16:42 PM
The space port wasn't an airport until the AC Team played with it, and gave it its cap relief, but also made it an airport. If one now gave the maxis space port the cap relief it should and released  that one, it would either be overwritten by the airport, which includes the cap relief, making the lot use less, or overwrite the airport, which will probably cause a CTD, so the current solutions is the best one. As to the BLS shuttle and the Space post having no enablers, that is probably a mistake.

Regards,
Korot
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on September 17, 2009, 03:45:43 PM
Quote from: Korot on September 17, 2009, 12:16:42 PM
As to the BLS shuttle and the Space post having no enablers, that is probably a mistake.

That is indeed a mistake... looking at the enabler for the AC Prefab Airport, it is in fact an enabler for the BLS Shuttle...
In other words, the AC Prefab Airport enabler isn't needed and should be discarded.

This also means there's no way to remove the AC Prefab Airport from the menu...
I think an upgrade needs to be released not to far from now... :)

Thanks, Korot! :)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Mad_genius on September 22, 2009, 02:33:11 AM
Quote from: Korot on September 17, 2009, 12:16:42 PM
If one now gave the maxis space port the cap relief it should and released  that one, it would either be overwritten by the airport, which includes the cap relief, making the lot use less, or overwrite the airport, which will probably cause a CTD, so the current solutions is the best one.


Unless the modder warns people about that incompatibility and/or make use of cleanitol files and an enabler to the airport to try to avoid those problems.

Besides, if someone wanted to have the spaceport as a reward it would be almost certain that that person wouldn't have any interest in using it as an airport as well.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: HappyDays on October 14, 2009, 05:36:36 PM
Is there a way to make the functional airports take advantage of extra funding? Same with the functional ports. I can increase their funding past 100%, they display a higher capacity, yet they still cap out at where they would at 100% funding. For example, the Prefab caps out at about 1 million, rather than going to the 1.2 million it says it's capable of handing when I increase funding.

By the way, I love the Prefab. That beauty is functional eyecandy to the extreme.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: dragonshardz on November 05, 2009, 06:55:03 PM
I can't seem to get the final dependency (Plugin Landmark Props) from the STEX. The Details page loads okay, but the download link seems to be broken as I get a "Problem Loading Page" error. Anyone know if there's somewhere else I can get it, or is willing to email it to me?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on November 06, 2009, 12:05:17 AM
Is Plugin Landmark Props (http://www.simtropolis.com/stex/details.cfm?id=21286) the link you've tried?
I have no problems downloading it from there...
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: dragonshardz on November 06, 2009, 12:59:37 AM
Yup, the same link and...it works now. The STEX must've been having issues earlier.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: wizardmatt on December 23, 2009, 05:01:41 AM
Apologies in advance for the dumb question, one which is the same as I have posted in the Seaport support thread, for the same reason.............but this mod only enables the function of the ports, so i need to download the supported lots separately.....right?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Korot on December 23, 2009, 06:01:29 AM
No, you don't. They are included with the download. More information can be found in the Read-me.

Regards,
Korot
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: wizardmatt on December 23, 2009, 08:21:15 AM
Sweet, thx
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Terring7 on December 26, 2009, 07:35:41 AM
How can i have only the spaceport and not the other items in the airport menu? ()what()
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on December 26, 2009, 04:59:57 PM
Read the readme, and remove all enablers from the "Plugins\X-Ports\Airports" folder. ;)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Terring7 on December 27, 2009, 10:46:26 AM
I did it and I have the spaceport and an extra airport, that airport that begins as a grassy one and 2 extra runways. Which dependencies I need for this airport? I'm not sure that I want all of them in the readme &mmm
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RadicalOne on January 08, 2010, 08:39:24 PM
It has been a long time since I commented on this, but seeing that I am not the only one seeking the spaceport and only the spaceport, I will comment again. I have spent a considerable amount of time trying to trim the data for this plugin pack to no avail. It does not matter if I delete some random file for a helipad; my spaceport is still nonfunctional, and I get CTDs. This really puts a knot in one's tail...why is it doing this? (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi257.photobucket.com%2Falbums%2Fhh240%2FRadicalOne%2FAnnunakiSmileys%2FVector_Squint.png&hash=a7968635a8e2b5b7ad2f31d3b2845135a9961537)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on January 09, 2010, 03:34:26 AM
Terring7, RadicalOne, and everybody else who's had problems with the spaceport...
There was indeed an error in AC Functional Aiports 2.0 regarding the spaceport.

Thus, I've updated the AC Functional Airports to version 2.1 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1664).
At the same time I've also fixed the erroneous enabler for the AC Prefab Airport.
In other words, if you really don't want Voltaire's excellent airport in your menu, now it can be removed by deleting the enabler.

Let me know if there are still problems with the spaceport.
Note also that you still need to delete all previous instances of the spaceport that you may have built in your cities before installing the airports.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Terring7 on January 10, 2010, 02:03:19 AM
Thanks RippleJet :thumbsup: :thumbsup:

Sorry for my "complain", I also like the AC Prefab Airport and the other cool creations, but my computer (for now) can't hold so many plugins and dependencies. Thanks for the help &dance
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RadicalOne on January 23, 2010, 03:24:18 PM
Quote from: RippleJet on January 09, 2010, 03:34:26 AM
AC Functional Airports to version 2.1 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1664).

I'm afraid that link leads to Version 1.0...
The image reads "2.1", but the filename is "Install_AC_Functional_Airports_Version_1.0"
What am I doing wrong?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: wes.janson on January 23, 2010, 03:28:17 PM
Quote from: RadicalOne on January 23, 2010, 03:24:18 PM
I'm afraid that link leads to Version 1.0...
The image reads "2.1", but the filename is "Install_AC_Functional_Airports_Version_1.0"
What am I doing wrong?

Read down the LEX description a bit and you'll see:

Please note that the filename forever will contain the version 1.0,
even if it includes a completely new version.

Thus, when saving this file on your disk, you may want to give it a new name,
AC Functional Airports, Version 2.1.zip

Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RadicalOne on January 23, 2010, 06:46:56 PM
Ah. Oops. (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi257.photobucket.com%2Falbums%2Fhh240%2FRadicalOne%2FAnnunakiSmileys%2FVector_Smiley.png&hash=114c5818bedefab7ecadce8309e9d18b85634b83)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: elgoalio_29 on July 01, 2010, 09:51:39 PM
I've been having some technical difficulties and if anyone can, could they post and/or PM me the dependencies html file for AC Functional Airports v2.1? I've downloaded the file too many times (because I never save the files to my HD, I just "open" them) and now it won't let me access it anymore.

Many thanks.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: xxdita on July 01, 2010, 10:08:20 PM
This is the included Dependency Cleanitol from the most recent version:

Plugin_landmarks_and_other_missing_Props.dat;http://www.simtropolis.com/stex/details.cfm?id=21286
BSC Essentials.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=443
AC MEGA Textures Vol01.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1896
BSC Textures Vol 01.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=90
BSC Textures Vol 02.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=638
BSC_TexturePack_Cycledogg_V 01.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=101
AC MEGA Props - Vol 01.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1660
AC MEGA Props Vol02.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1892
AC MEGA Props Vol03.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1893
AC MEGA Props Vol04.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1894
AC VLT Cargo Planes Vol01.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1895
CSX MEGA Props - Vol06.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=633
BSC MEGA Props - DAE Vol01.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=475
BSC MEGA Props - Gascooker Vol01.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=397
BSC Mega Props - JES Vol01.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342
BSC Mega Props jestarr Vol02.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=338
BSC Mega Props - JES Vol03.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=339
BSCMegaProps - JES Vol05.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1263
BSC MEGA Props - Misc Vol01.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=426
BSCBATProps MJB Vol09.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=498
BSC MEGA Props - RT Vol02.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=228
BSC MEGA Props - SG Heliport.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1661
BSC MEGA Props - SG Vol 01.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=746
SG_BusStop01.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
SG_BusStop02.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
SG_BusStop03.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
SG_BusStop04.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
SG_BusStop05.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
SG_BusStop06.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
SG_BusStop07.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
SG_BusStop08.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
SG_BusStop09.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
SG_BusStop10.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
SG_BusStop11.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
SG_BusStop12.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
SG_BusStop13.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
SG_BusStop14.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
SG_BusStop15.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
SG_BusStop16.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
SG_BusStop17.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
SG_BusStop18.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
SG_BusStop19.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
SG_BusStop20.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
SG_BusStopLg.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
SG_BusStopLgBritney.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
SG_BusStopLgCaptJack.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
SG_BusStopLgSimpson01.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
SG_BusStopLgSimpson02.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
SG_Models_Restaurants.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1101
SG_Models_Adult.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1091
SG_Models_Malls.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1119
SG_Models_Hotels1.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1104
BSC Props Holiday Park SG Vol 01.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=542
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: fabricio83tst on July 14, 2010, 11:30:06 AM
hi guys can answer me a question please???!!!!!I have a very big city and don't want a airport on it, so oi puted    BLS City and Airport Bus Stop, but i want make a big airport near this city, will this airport like an other city such the necessities of airport of a city with    BLS City and Airport Bus Stop?????thanks!!!!sorry for the english!!!
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on July 14, 2010, 01:13:26 PM
Quote from: fabricio83tst on July 14, 2010, 11:30:06 AM
will this airport like an other city such the necessities of airport of a city with BLS City and Airport Bus Stop?????

Unfortunately there's no possibility for any kind of such communication across city borders.
An airport in a neighbouring city will simply not be seen from the first city.
The first city only sees the bus stops, which in the game function like small airports (without planes though).
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: k808j on July 16, 2010, 04:44:03 PM
@ fabricio83tst

You may just want to build several heloports around the city.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: iw_shawn on September 11, 2010, 11:52:33 AM
If I don't want to use the package loading center or the BSC seaports is it ok to delete the seaports folder (My Documents\SimCity 4\Plugins\X-Ports\Seaports)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on September 11, 2010, 12:14:54 PM
Yes, of course. ;)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: JeffCoyote on September 24, 2010, 03:12:23 PM
hi ,

I have a bug crash to desktop , called a "CTD" since i have download recently 3 days ago SWAP SimWings Airport Pack v22 (v2.3) on Simtropolis STEX , which is still online and downloadable ( is it normal ? ) ...

I 'm not sure if I post at the right place for this , then I have moved my request here on Functional Custom Airport, Support File and CTD's (http://sc4devotion.com/forums/index.php?topic=3515.msg346022#msg346022) and don't want to double-post ...

but please , help me ...
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: b22rian on September 25, 2010, 04:26:32 AM
Tage...

i think im having an issue  with my airport.
i started out with the a/c grass strip air field..
it seemed to upgrade fine once i got to stage 4..
but now the usage is only about 8 K
the capacity of stage 4 is about 130 K.
this is for a city of 770 K with 100 % airport funding..
Any idea what might be wrong here ?

thanks, brian
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on September 26, 2010, 02:45:51 PM
Quote from: b22rian on September 25, 2010, 04:26:32 AM
i think im having an issue  with my airport.
i started out with the a/c grass strip air field..
it seemed to upgrade fine once i got to stage 4..
but now the usage is only about 8 K
the capacity of stage 4 is about 130 K.
this is for a city of 770 K with 100 % airport funding..
Any idea what might be wrong here ?

The first thing to check would be to see that all commercial buildings have road access to the airport.
Only those that do, are counted as passengers in the airports.

If that would not be the case, then I cannot really think of anything else,
but letting the simulator run for a while and see if the airport usage picks up.
Sometimes after an upgrade I've seen that the usage doesn't pick up until a few months later...
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: b22rian on September 27, 2010, 04:43:28 AM
Quote from: RippleJet on September 26, 2010, 02:45:51 PM
The first thing to check would be to see that all commercial buildings have road access to the airport.
Only those that do, are counted as passengers in the airports.

If that would not be the case, then I cannot really think of anything else,

Well, since i decided to build a totally road-less CBD in this city.
I would say you explained this very well Tage  :thumbsup:

thanks so much for your speedy reply as always.

brian
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: alexcheetah on November 12, 2010, 05:51:27 PM
I know this will sound like a noob question, but is it possible to create one giant regional international airport and maybe have just small municipal airports for some or all the cities? Sort of like most cities with pearson Int'l airport in Toronto and O'Hare in Chicago?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Korot on November 13, 2010, 12:15:25 PM
Short answer: No, you can't.
Long answer: No, not in a functional matter. The CAP relief provided by the Airport is limited to the city tile it is built in, and thus won't spread to other cities in the region.
Of course, you can still build big eye-candy airports, to pretend such a big regional airport actually exists.
However, you don't have to build big, easy to recognise functional airports in each tile either. That is, you do have to build a functional one, but it won't have to look like one. The current version of the AC functional airports contains some bus stops, also pretending to be an airport, and several airport trams, which would be like a remote parking facility for the airport, providing fast transport to the actual airport. This way, you'll have your CAP relief, without having half of you valuable land being used for an airport.

Regards,
Korot
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Labigcheese on November 14, 2010, 07:44:03 AM
My  suttle and bus stops for the airport apper as boxes are there any props for this?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Korot on November 14, 2010, 08:12:06 AM
Yes, there are. My guess is that you need at least SG's Bus Stops [linkie] (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618), BSC Textures Vol 1 [linkie] (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=90), BSC Textures Vol 2 [linkie] (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=638), and the BSC Esentials [linkie] (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=443). But please don't pin me down on this list, as other files might be needed, found in other dependencies. See xxdita's post on the previous page for a more complete list, featuring all dependencies for the AC Functional Airports.

Regards,
Korot
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Labigcheese on November 14, 2010, 08:39:28 AM
Thanks.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: diamonddog_74 on November 15, 2010, 01:02:11 PM
Hello, I used the airstrip that upgrades to a better airport, and played the city for a while. I now I have a population of over 100K and good amount of commercial development. Now, The transportation adviser says I should build an airport. But I already have the self-upgrading one, what do I do?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Korot on November 15, 2010, 01:04:54 PM
Ignore the advisor. The upgrading airport should provide you with plenty of CAP relief.

Regards,
Korot
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Lowkee33 on November 15, 2010, 01:14:37 PM
Unless the airport is running at full capacity.  You may need to place another airport.

The adviser is going to pop up according to an if/then statement.  Here's mine: If your city is running the way you want then you can ignore the advisers.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: diamonddog_74 on November 15, 2010, 04:09:10 PM
Quote from: Lowkee33 on November 15, 2010, 01:14:37 PM
Unless the airport is running at full capacity.  You may need to place another airport.

The adviser is going to pop up according to an if/then statement.  Here's mine: If your city is running the way you want then you can ignore the advisers.

Here's a screen shot of what I'm talking about:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi538.photobucket.com%2Falbums%2Fff349%2Fdiamonddog_74%2FSC4%2520Closeups%2FRichese-Sep91081289862377.jpg&hash=84216f4b6a416eb336ec3f52b6fd0568dab6cec5)

I let the game run for a few game months because I read in an earlier post that there's a lag between the time the airport upgrades and the game catches up to notice it, but the stats in the query dialog (not pictured) still read:

AC Local Airport
Growth Stage: 4
Max capacity: 108,200
Capacity used: 0

As you can see, it's linked to the road, bus and GLR network, and my RCI demands are high. So I don't get why the game doesn't "see" it. It got to Stage 4, though.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Korot on November 16, 2010, 07:50:39 AM
I have the same problem sometimes as well, and do not know the cause, sadly. However, I have the suspicion that exiting to the region (you may save the game, if you want, ergo: there's no reason not to save), and coming back solves the issue (for a while). At least there is no reason to worry: mine upgraded safely to stage 5, also having this issue at stage 4, and still sometimes at stage 5, though, as said, coming back another time, and there is some capacity being used. I would however not be surprised if this 'resetting' also causes the dialogue box, asking you to build an airport.

So in short: there's nothing to worry about, the game will get over it, and the game is behaving normal. If this behaviour is wanted is another question though.

Regards,
Korot
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: diamonddog_74 on November 16, 2010, 08:09:48 AM
I let the game run while I made some adjustments to the road, and public transit network.

In any case, eventually, I did get some numbers in the "Capacity used" field. This was after I demolished my GLR/subway system because hardly anyone was using it.

BTW, I'm using CAM, but from what I've read in those threads, CAM doesn't affect airports really. This is the first region and city that I use CAM, and these airports on. My city of 110,000 Sims now relies on walking, buses, and cars to get around (in that order, according to the Traffic Volume graph). I'm just getting used to working with CAM and its path finding plug-in.

I don't know if it self-corrected as you suggest, or if indeed, CAM's "Promote walking" plug-in may affect access to these functional, self-upgrading airports.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Lowkee33 on November 16, 2010, 08:17:20 AM
Airports are like seaports, but for commercial offices.  Residential sims don't use them like mass transit.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Korot on November 16, 2010, 08:20:59 AM
(Functional) Airports aren't affected by the traffic simulator. The only part where the traffic simulator might come into play is the part in which an airport also offers jobs (check-in ladies, airport traffic controllers, etc.), and a path has to be calculated for the employees, but that's all. This is also why you don't see much traffic coming to the airport, there aren't that much employees. Unrealistic? Perhaps, but it's how the game works. A cosmetic solution could be changing the airport into an automata generator, but this traffic would not be counted by the traffic generator, and thus would not show up in any graph.

However, on a somewhat unrelated note, I notice that you the traffic simulator, that comes with the CAM. I would advise you to uninstall this simulator ASAP, and instead use one of the simulators that come with the NAM. The ones that come with the CAM have some bugs that are taken care of in the NAM version.

Regards,
Korot
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: diamonddog_74 on November 16, 2010, 10:47:44 AM
Quote from: Korot on November 16, 2010, 08:20:59 AM
However, on a somewhat unrelated note, I notice that you the traffic simulator, that comes with the CAM. I would advise you to uninstall this simulator ASAP, and instead use one of the simulators that come with the NAM. The ones that come with the CAM have some bugs that are taken care of in the NAM version.

Regards,
Korot

Thanks for this tip. While it's nice that the Sims like walking more than taking their vehicles with the CAM traffic simulator, it totally kills my point of providing public trans. I pulled the z_CAM folder (which contains CAM's traffic simulator) out of my Plugins folder, and I'll let the game use what I had already installed with NAM (Medium). Even though I expect my city to get quite big, I think it'll suffice. AFAIK, I have the latest NAM, unless they sneaked up an update when I wasn't looking.

@Lowkee33: Yes, and I really hate that! But what do you want from a game made by a company from California, where everyone drives? They really think that public transportation is only for poor people there. The game really reflects this cultural bias.

I, on the other hand, try to do anything I can to get them off the roads.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Korot on November 16, 2010, 10:55:28 AM
@diamonddog_74: Since you said you want your sims to use public transport, have you considered using the Euro version of the NAM traffic simulator? It can be 'created' by using the traffic simulator customizer tool that comes with the NAM*, but whose name I've sadly forgotten.

*)Near the end of the installation of the NAM, the installer should ask you if you want to install this tool, or not.

Regards,
Korot
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: diamonddog_74 on November 16, 2010, 02:55:29 PM
Quote from: Korot on November 16, 2010, 10:55:28 AM
@diamonddog_74: Since you said you want your sims to use public transport, have you considered using the Euro version of the NAM traffic simulator? It can be 'created' by using the traffic simulator customizer tool that comes with the NAM*, but whose name I've sadly forgotten.

*)Near the end of the installation of the NAM, the installer should ask you if you want to install this tool, or not.

Regards,
Korot

Thanks, Korot. It's the Traffic Simulator Configuration Tool. I just read its manual and made a couple of changes to my Traffic Sim just to try it out. I backed up my original NAM Traffic Sim just in case. As I said before, I took out CAM's Traffic Sim altogether. I just don't like how it works.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: ivo_su on November 22, 2010, 02:45:21 AM
Why when you build a functional AC airport regardless of the stage 10-15 my adviser on transport constantly asking me to build a standard airport. I do not understand why the game ignores the fact that I have working with the current airport capacity - where is the problem

- Ivaylo
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on November 22, 2010, 03:25:02 AM
Quote from: ivo_su on November 22, 2010, 02:45:21 AM
Why when you build a functional AC airport regardless of the stage 10-15 my adviser on transport constantly asking me to build a standard airport. Not doumyavam why the game ignores the fact that I have working with the current airport capacity - where is the problem

The trigger function for the advisor only checks whether you've got a landing strip.
It doesn't check whether you've got any municipal or international airports.
This is the same also for Maxis' own municipal and international airports.

Since all AC airports are modded as municipal airports, the advisor script won't consider them at all.
Thus, the only thing to do is to disregard the advisor's nagging! ;)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: ivo_su on November 22, 2010, 03:54:34 AM
However, agreed that it is very annoying that you constantly adviser intrusive crap. Can not figure something out

- Ivaylo
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: ivo_su on November 22, 2010, 07:23:08 AM
I had read that provides a new stage of AC airports.
Does that mean that the airport will do with 2 runway and greater capacity.

- Ivaylo
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on November 22, 2010, 02:56:18 PM
Not sure I understand your question... &mmm
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: ivo_su on November 22, 2010, 03:38:29 PM
Does the team of AC to make new functional airports on stage 16,17, etc. and is it possible they have two runway and biger capacity (2-3 million)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on November 23, 2010, 01:49:58 AM
It would be possible, yes. The maximum is 255 growth stages...
Whether there's any interest in it, is something Voltaire would have to reply to.
He made all existing stages 1-15.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: ivo_su on November 23, 2010, 08:16:32 AM
What hope then agreed to make another 1-2 additional LOTs and we hope that they will have more runway
remains only to wait

- Ivaylo
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: evarburg on January 12, 2011, 01:50:16 PM
Hi everybody,

I would LOVE to use the AC functional Airports. But there is a but. I am a MacUser --I dont know if that has anything to do with my problem, but here it is : when I dezip the zip, it comes out like this :
http://i1129.photobucket.com/albums/m513/Taryelle/SC4%20PROBLEMS/SWAP-1.jpg[/img]](https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1129.photobucket.com%2Falbums%2Fm513%2FTaryelle%2FSC4%2520PROBLEMS%2FSWAP-1.jpg&hash=a22dcad690e56b8c990fc1bdb4cbb0f8c8c2cf96) (http://[img)
http://i1129.photobucket.com/albums/m513/Taryelle/SC4%20PROBLEMS/AC1-1.jpg[/img]](https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1129.photobucket.com%2Falbums%2Fm513%2FTaryelle%2FSC4%2520PROBLEMS%2FAC1-1.jpg&hash=e50165b794d86b1647ab97e82414821b7664f617) (http://[img)

apparently everything is bundled, so I can't install properly according to the readme instructions.

Its it me or filejuicer ?  :'(


Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: voliminal on March 19, 2011, 03:06:19 PM
I must say, this is great stuff for an aerospace junkie like myself! :)
There's just one question I have:
Do the planes fly? :P
I'm asking this because I recently downloaded the "Functional Seaports" by BSC and found out that the ships don't move. Since the seaport plugin has some sort of a connection with this one, I thought that the planes might not move in this one.

Thanks!
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on March 20, 2011, 12:42:13 AM
Quote from: voliminal on March 19, 2011, 03:06:19 PM
Do the planes fly? :P

Unfortunately only those which were made by Maxis.
The helicopters on SimGoober's Heliport do take off though. ;)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: voliminal on March 20, 2011, 01:07:03 AM
Quote from: RippleJet on March 20, 2011, 12:42:13 AM
Unfortunately only those which were made by Maxis.
The helicopters on SimGoober's Heliport do take off though. ;)

Alright.
Are the maxis planes a part of the airport? Will building these airports mean that I won't be able to see planes flying over my city or my region?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: huntingfire on March 20, 2011, 08:58:04 AM
I am using it, you can see Maxis planes taking off, landing and flying.
If you have downloaded airplane automata, you can also see them.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on March 22, 2011, 03:40:56 PM
Automata take off and land due to an effect prop which is placed on the landing strips of Maxis airports.
Any custom airport using those effect props would have the same effect, and I'm quite sure Voltaire used them in the big AC Prefab Airport.

The planes seen in the region appear regardless of what kind of airport you use. ;)
Even the bus stops would generate airplanes in the region.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: HappyDays on March 23, 2011, 11:18:56 AM
I've mulled over your comment, RippleJet, and I'm not sure which is the more queer of the two concepts: Flying buses, or bus stops producing planes...
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on March 24, 2011, 01:10:49 PM
Quote from: HappyDays on March 23, 2011, 11:18:56 AM
Flying buses, or bus stops producing planes...

Airbuses... ;D
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: FrankU on March 30, 2011, 01:42:25 AM
Well, these busstops produce passengers for airplanes. So the airports needs more airplanes when there are more busstops.

It's a pity that the game has no opportunity to make a real relation between, let's say, a central airport and the passengers generated by the busstops and other stuff. It would be nice to have all air traffic centralised in one tile where there is a real demand for terminals and runways...
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: numbah5 on April 10, 2011, 08:33:34 AM
Will this work on a Mac?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RippleJet on April 11, 2011, 02:28:37 PM
Quote from: numbah5 on April 10, 2011, 08:33:34 AM
Will this work on a Mac?


If the installation works through Filejuicer, then yes. ;)


Also, check this thread (http://sc4devotion.com/forums/index.php?topic=12377.0). :)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: ivo_su on May 28, 2011, 12:42:38 AM
Can I ask you whether you have started to work on AC airport functional stage 10? I know it will seem strange, however, already have 3 cities have surpassed the capacity of stage 9. I build mainly CO$$$  buildings which directly influence the capacity of the airport and that 1.5 million is insufficient. The only solution for now is to adjust the capacity of SC4 tool but will be great if there is a tremendous functional airport of 10 and why not the 11th stage.

- Ivo
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Voltaire on May 28, 2011, 03:39:26 AM

The widebody aircraft requests I'm completing right now will be useful as props. However actual lot-making has not started. That has to wait until the new RMIP releases are complete.

Adding gates to the commercial terminal is an issue, because it's maxed out already. The main lot size is a hard limit that cannot be changed... but I've got some ideas on a solution including the previously-discussed twin runways. For now, I'll just say that while making the ALSF-2, I've learned how useful overhanging props can be  ;)

If it's not too much trouble, would you tell us the usage statistics of your (modded) airports, and the CO$$ and CO$$$ jobs in those cities?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: ivo_su on May 28, 2011, 11:12:38 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg192.imageshack.us%2Fimg192%2F9641%2Fsimcity4201105281949230.jpg&hash=8d823d70963197f24a822476f265daffe286c2e7)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg855.imageshack.us%2Fimg855%2F6558%2Fsimcity4201105282013015.jpg&hash=2d9999defccae944090bd5c55508d2ce184948ae)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg146.imageshack.us%2Fimg146%2F9247%2Fsimcity4201105282014339.jpg&hash=1756b52b90593ab229f7210e5318d6b69b656071)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg820.imageshack.us%2Fimg820%2F1108%2Fsimcity4201105282014449.jpg&hash=e355df43fea7f2f6ca495771619ee1d8586cc332)

Voltaire glad chepriemash my problem so personal and heart. Show you some pictures to lunch in my words. Unfortunately  some time ago capacitor  airport  was reached at 1.7 million but the game crash before I had given  seif.
What I have noticed from my personal observation is that only CO-$$$ affects airport capacity, while CO-$$ and all CS irrelevant.

Ivo
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: natcret on May 29, 2011, 02:32:26 PM
Have started the process to install and use functional airports and my question is related to the SG Bus Stop file.

In the readme for AC Functional 2.1 it shows the SG Bus Stop File as being one of the dependencies.  However, when you install the SG Bus Stop File, it also has a "RemoveListSGBusStops.txt" file for Cleanitol.   So i am a little confused:  Do I need to install the bus stops and disregard the cleanitol file to run the AC Functional Airports, or has the Bus Stop file been superceeded by something else, hence the RemoveListSGBusStops.txt?

Regards.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Korot on May 30, 2011, 01:07:58 AM
The SG Bus Stops are probably several older bus stops packed in one package and thus supersede these older packs. The cleanitol file is there to remove these older files, it won't (or at least, shouldn't) remove the files that are installed by the SG Bus Stops installer.

Regards,
Korot
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: natcret on May 30, 2011, 09:59:53 AM
Actually, it did.  When I ran the Cleanitol for it, it removed all of the files out of the bus stop directory. Basically, the directory was empty after I ran it.  I did the undo to place the files back.

That is why I am confused about it.  Unless there is another bus stop file somewhere or they are now packaged under a different dependency.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: SC4BOY on May 30, 2011, 11:15:40 AM
Most install cleanitols are meant to be run ONLY  BEFORE the install, not after. It is unclear from your statements just how you did this.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: natcret on May 30, 2011, 12:41:49 PM
Quote from: SC4BOY on May 30, 2011, 11:15:40 AM
Most install cleanitols are meant to be run ONLY  BEFORE the install, not after. It is unclear from your statements just how you did this.

Well, here is what I did:

1.  I installed the Sg Bustops BSC.  It created the proper directories in my documents folder.

2.  In the folder was the Cleanitol File RemoveListSGBusStops.txt.   I placed that in the cleanitol folder.

3.  In the SG readme, it states the following:

Dependencies: To ensure the proper functionality, make sure the files mentioned below are installed in the plugins folder.
•BSC Essentials
•BSC MEGA Props SG Vol01
•SG Mass Transit Essentials - included


In the folder, the SG Mass Transit File is not there.

4.  I ran the RemoveListSGBusStops.txt  in Cleanitol.  All of the files that are listed in the report, were in the dirictory that I had just installed to.    However, why would the  RemoveListSGBusStops.txt list all of the files, if the only one it was looking for was the SG Mass Transit File?

I will post what is in the RemoveList file below.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: natcret on May 30, 2011, 12:44:04 PM
Listing in the RemoveListSGBusStops.txt

These same files were the same names as the ones installed, except for the SG_MassTransitEssentials.dat which was not a part of the install.

SG_1x1_BusStop01_ceee7e2f.SC4Lot
SG_1x1_BusStopLarge_aeef0ebd.SC4Lot
SG_1x2_BusStop01_0eee7f2e.SC4Lot
SG_1x2_BusStopLarge_eeef0fc3.SC4Lot
SG_1x3_BusStop01_aeee7f57.SC4Lot
SG_1x3_BusStopLarge_4eef0fd8.SC4Lot
SG_BusStop01.dat
SG_BusStop02.dat
SG_BusStop03.dat
SG_BusStop04.dat
SG_BusStop05.dat
SG_BusStop06.dat
SG_BusStop07.dat
SG_BusStop08.dat
SG_BusStop09.dat
SG_BusStop10.dat
SG_BusStop11.dat
SG_BusStop12.dat
SG_BusStop13.dat
SG_BusStop14.dat
SG_BusStop15.dat
SG_BusStop16.dat
SG_BusStop17.dat
SG_BusStop18.dat
SG_BusStop19.dat
SG_BusStop20.dat
SG_BusStopLg.dat
SG_BusStopLgBritney.dat
SG_BusStopLgCaptJack.dat
SG_BusStopLgSimpson01.dat
SG_BusStopLgSimpson02.dat
SG_BusStopQuery.dat
SG_MassTransitEssentials.dat

Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Elydion on June 02, 2011, 03:03:14 AM
I have a question. In the readme it says that the AC airports will automatically upgrade when used at 80% or so. I have a stage 4 airport (capacity +/- 108.000) which is handling 102.000 passengers. There's is enough room at the rear of the airport for the extra runway (though i am not sure whether that's an issue) but the airport won't upgrade. I have NAM,SAM,RHW,CAM (not CAM traffic simulator) and i ran the Cleanitol list. can somebody help?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Korot on June 02, 2011, 09:48:28 AM
Well, for starters it needs to have this capacity for at least one (game) month. Secondly, I remember the minimal upgrade capacity limit as being 90%, though you're well above that as well.
Now, my memory tells me that my airports didn't upgrade until their capacity was reached. Perhaps you should try to get those additional 6000 passengers, until the capacity is fully satisfied and then see what happens?

Regards,
Korot
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: CahosRahneVeloza on June 02, 2011, 12:49:26 PM
I hope I posted this on the correct forum thread & not get in any trouble with you folk but I just want to know if I can just selectively install dependencies & not the whole Schbang if I'm really just going to select three of the available airports in the AC Functional Airports set for my own in game purposes?

The three airports (well one is actually the Spaceport) are the AC Prefab Airport set, the Spaceport & the Cds Island Air Airport. If what I am asking for is indeed feasible could you please inform me of which specific dependencies I must download to get them in my game? Thanks in advance to anyone who will reply & clarify me on this one :)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Voltaire on June 04, 2011, 11:54:45 AM
Quote from: natcret on May 30, 2011, 12:41:49 PM
Well, here is what I did:

1.  I installed the Sg Bustops BSC.  It created the proper directories in my documents folder.

...

4.  I ran the RemoveListSGBusStops.txt  in Cleanitol.  All of the files that are listed in the report, were in the dirictory that I had just installed to.    However, why would the  RemoveListSGBusStops.txt list all of the files, if the only one it was looking for was the SG Mass Transit File?


Quote from: SC4BOY on May 30, 2011, 11:15:40 AM
Most install cleanitols are meant to be run ONLY  BEFORE the install

Correct... every Cleanitol list is only run before installation of the package it came with. So, step #4 should be step #1.

The idea of Cleanitol is to safely remove outdated files, before installing new replacements. Here, the Cleanitol file is provided in case someone has an old version of the bus stops, and wants to update. SimGoober re-tuned the transit modding in February 2009.


Quote from: Elydion on June 02, 2011, 03:03:14 AM
I have a question. In the readme it says that the AC airports will automatically upgrade when used at 80% or so. I have a stage 4 airport (capacity +/- 108.000) which is handling 102.000 passengers. There's is enough room at the rear of the airport for the extra runway (though i am not sure whether that's an issue) but the airport won't upgrade. I have NAM,SAM,RHW,CAM (not CAM traffic simulator) and i ran the Cleanitol list. can somebody help?

Usage is important but also check the transport budget window - make sure airport funding is at or above the hash mark on the right. Reduced funding will halt automatic upgrades.

The runways are eyecandy manual-plop reward lots -- they won't delay upgrades. Functional airports are unaffected by traffic mods (aside from workers' commute time), and the CAM shouldn't have any direct effect.

I can say from experience that the functional ports will sometimes sit for a while at slightly over-capacity before upgrading. There are many independent layers of the simulator, and I suspect one layer is slow to tell the others about airport usage.


Quote from: CahosRahneVeloza on June 02, 2011, 12:49:26 PM
I hope I posted this on the correct forum thread & not get in any trouble with you folk but I just want to know if I can just selectively install dependencies

That's possible but ONLY in the case of Prop and Texture dependencies. The set of DAT files installed in the X-Ports folder must be installed intact (except for Enablers). Building a functional airport without these core files risks irreversible damage to the city savegame.

I don't have a breakdown of the dependencies by Lot, but I'll get back to you. The lots need to be extracted from the main DAT, so I can run SC4Tool's dependency finder on them. It's probably faster for you to just install everything  ;)

Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: ivo_su on June 04, 2011, 03:31:11 PM
Voltaire I showed it to what you ask me but never made ​​any comment on what he saw. I really want to know your opinion and get advice on what  to do from now on for me not to dissociate airports. Because they tan after having exceeded their capacity.

Ivo
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: CahosRahneVeloza on June 05, 2011, 03:15:12 PM
Quote from: Voltaire on June 04, 2011, 11:54:45 AM
That's possible but ONLY in the case of Prop and Texture dependencies. The set of DAT files installed in the X-Ports folder must be installed intact (except for Enablers). Building a functional airport without these core files risks irreversible damage to the city savegame.

I don't have a breakdown of the dependencies by Lot, but I'll get back to you. The lots need to be extracted from the main DAT, so I can run SC4Tool's dependency finder on them. It's probably faster for you to just install everything  ;)

Thank you kind sir :)

I'll definitely wait for your next reply even if it takes all eternity :)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Voltaire on June 10, 2011, 03:23:42 AM
CahosRahneVeloza, these are the prop & texture packs:

AC Functional Airports
   AC MEGA Props Vol02
   AC MEGA Props Vol03
   AC MEGA Props Vol04
   AC MEGA Textures Vol01
   bldgprop_vol1
   BSC MEGA Props DAE Vol01
   BSC MEGA Props JES Vol01
   BSC MEGA Props JES Vol02
   BSC MEGA Props JES Vol03
   BSC MEGA Props JES Vol04
   BSC MEGA Props JES Vol05
   BSC MEGA Props RT Vol02
   BSC MEGA Props SG Vol01
   CSX MEGA Props Vol03
   CSX MEGA Props Vol06

RT CdS Seaplane Base
   AC MEGA Props Vol01
   BSC MEGA Props MJB Vol01
   BSC MEGA Props RT Vol01
   BSC Textures Vol01
   (repeat) BSC MEGA Props SG Vol01
   (repeat) CSX MEGA Props Vol06

MAXIS Spaceport

   no prop or texture dependencies (because this lot shipped with the game).


============


Ivo, thank you for posting the photos, it was very useful! I've been investigating the solutions, and I see two possibilities:
   1) easy way - build multiple airports (you can have up to 16 functional ports per city)
   2) hard way - modify the capacity manually. This is done via two settings in different files.

I recommend option #1 because it's far safer. There are many nice-looking functional airports to choose from - you don't have to build another big airfield. The non-airfield lots with the highest passenger capacities are:

     SG Heliport - 123800  *good for urban settings
     Spaceport - 97000
     BLS Airport Shuttle - 70200


For option #2, this involves manually changing the functional port developer file, and the building exemplar. I see you've found Catalog Capacity in the building exemplar, but that's only half the solution. The other half is harder, because it can't be done with SC4Tool. Are you comfortable using iLive Reader?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: ivo_su on June 10, 2011, 10:49:32 AM
Thank you for your attention Voltaire who turn to me.
I look forward to the soil of stage 10 of the AC Airports functional, although you do not even have started it. However I am sure that someday this will be a reality.
On programs that I can use:
I'm sure this can happen only with SC4 Tool because I have more experience with it. Overall, I likened it with iLive Reader and I noticed that they have similar functions. ILive advantage is that the reader can add proparty. But if it relates to capacity change know how to do it over and Tool.
To return to the topic - as far as I understand one of the main obstacles to the realization of stage  10 is waiting for the release of RMIP - 3.

Ivo
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: CahosRahneVeloza on June 10, 2011, 01:53:39 PM
@Voltaire: Thank you kind sir!

Very much appreciated, now I'm off to remove the dependencies I won't be needing :)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: natcret on June 12, 2011, 05:19:24 PM
Quote from: Voltaire on June 04, 2011, 11:54:45 AM
Correct... every Cleanitol list is only run before installation of the package it came with. So, step #4 should be step #1.

The idea of Cleanitol is to safely remove outdated files, before installing new replacements. Here, the Cleanitol file is provided in case someone has an old version of the bus stops, and wants to update. SimGoober re-tuned the transit modding in February 2009.


Thank you very much!
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: mizzum727 on July 11, 2012, 11:14:21 PM
is there like a tutorial or video or something to help me fully understand how to do this???????????
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Voltaire on July 14, 2012, 09:11:12 AM
I've never seen a video about these functional airports; what specifically were you looking for help with?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: pizdelea on July 18, 2012, 07:27:39 AM
i'm new here ..but where is the download link for them?..PLS HELP
()what() :-[
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: rooker1 on July 18, 2012, 07:46:17 AM
If you have not already signed up to the LEX, you'll need to do so.  Use the same username and password, after that you should have no problem finding them.

Robin
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: pizdelea on July 19, 2012, 02:05:21 AM
thanx for the help
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: deanva on September 25, 2012, 03:26:20 PM
Are the commercial airliners used in game drawn to scale using the real life planes dimensions?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Voltaire on September 27, 2012, 07:23:07 PM
Both aero teams on this board (AC and SCAG) make airliners to scale. Some of the independent authors do, and some don't. The airliners that Maxis included with the game are not to scale.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: deanva on September 30, 2012, 07:17:47 PM
Thanks Voltaire that great to know especially if someone wants to try and design one using the BAT.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: deanva on October 07, 2012, 09:04:23 PM
Has anyone made a tutorial like on Youtube or similar on designing a commercial airliner using the BAT? I can't figure out on how to make the cockpit and tail sections on the main fuselage. I am trying to make a CRJ200.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Silverwarp on January 02, 2013, 09:56:56 PM
I actually have a couple of questions about the AC Prefab Airport.

1) What is the maximum size of the lot once it's fully upgraded?  From the pictures that Voltaire has in the link, it looks as if Stages 5 to 9 is much bigger than the stages 1 to 4.  I planned to place the airport at the edge of the city, so if the airport needs extra room to upgrade to Stage 5 and beyond, I would like to provide some cushion.

2) Is there a problem with the automatic airport upgrading based on the available space to expand for the airport?  When I initially tested it, I had roads surrounding the airport on 3 sides and the edge of the map on the 4th and the airport would not upgrade even though it's at max capacity from Stage 1.  Once I removed the road on the long side, it upgraded normally to stage 4 (as it's what my population's capacity needs at the time).

Thanks in advance for your responses.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Voltaire on January 03, 2013, 12:18:31 PM

The prefab airports are a 2-piece design, with the runway plopped separately in the higher stages. That runway lot gives makes the airport 'expand' but neither Lot ever changes size. The stage 1-4 airports are just the 35x8 main lot; with a runway plopped the total footprint is 35x14 tiles.

The road behavior is unusual, I've never seen that before. The explanation could be related to the lot being on the edge of the map. I'd be interested to know if upgrades continued normally from that point, whether you rebuilt the road during those upgrades, and which side of the lot was against the edge of the map.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Silverwarp on January 03, 2013, 06:50:43 PM
Thanks Voltaire.

I couldn't recreate the situation.  But, my recollection of what had happened was, initially, I forgot to connect the power to the airport.  Later on, when I connected it to the airport, the airport wouldn't power-up (the main building still had the no power zot).  It seems that the overriding factor is that no-power = no upgrade, but I have no idea what initially created the permanent no power zot.  It works fine now though, despite it being boxed in by 3 roads and the edge of the map.

The runway is to the edge of the map BTW, so the arrow is pointing to the road.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: xannepan on May 24, 2013, 03:41:47 AM
I am looking for some advice on how to include an airport into the package.... Any help is appreciated!
-Alex
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: xannepan on May 27, 2013, 05:40:28 AM
Anyone, pls?  ;D

I have made some progress in the mean time but I still need some advice.

I think I will be able to integrate my airport into the "AC functional airports package version 2.1" and release a new version. I also have a pretty good idea on how to create the enabler files.

One other thing I do not fully understand yet is how the airport cap relief is coded. I do not see any demand satisfied property in the exemplar (?) Probably because the actual cap relief is dependent on the actual airport usage. The question is if not with the demand satisfied property how it works otherwise?

-Alex



-Alex
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: jeffabes on June 24, 2013, 08:14:51 AM
I see from the initial table that one of the airports goes up to stage 15.  Are these stages the same as city growth stages, or different?  Do none, some, or all of these airports require CAM?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: whatevermind on June 24, 2013, 08:26:04 PM
Quote from: jeffabes on June 24, 2013, 08:14:51 AM
I see from the initial table that one of the airports goes up to stage 15.  Are these stages the same as city growth stages, or different?

These are different. Stages, as far as the airports are concerned, are related to the airport's capacity. The airports start out at stage 1 when you plop them, and as they reach their capacity for that stage, they upgrade to the next stage, which has a higher capacity. This repeats until the airport reaches its highest stage, at which point it will simply max out if it goes over capacity.

Quote from: jeffabes on June 24, 2013, 08:14:51 AM
Do none, some, or all of these airports require CAM?

They do not require CAM.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: APSMS on October 14, 2013, 12:38:41 AM
Alex (Xannepan) has released a new version of the AC functional Airports on the LEX with his new runways and controller file. I wanted to know if it was possible to not use the AC version of the modified Spaceport. There is a different version I'd like to use (the fix is a little different, and it doesn't function as an airport, which is my main beef with the AC version), and I wondered if it was possible to remove the offending spaceport from the package (via reader or something) or if using the other override in a z-prefixed folder would override any previous changes to the file.

I ask mainly because of the need (or use) of a controller file for the airports, which is something I don't fully understand (the workings of) and am thus unsure (and unwilling) to test the effects of conflicting files on my game and cities.

Hopefully this is an appropriate bump.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: SuperNek on December 28, 2013, 04:17:41 PM
Hi everyone,

I'm pretty new to this but I seem to be having an issue. None of the terminals, airports, tram stations, bus stops, anything is showing up in my airport menu. I ran the Cleanitol files multiple times. I've even reinstalled the dependencies, but still nothing is showing up. I tried looking through the support thread but I didn't see anyone else with this issue.

Any assistance would be greatly appreciated. Thanks.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: jedi93 on January 23, 2014, 08:54:07 AM
Quote from: SuperNek on December 28, 2013, 04:17:41 PM
Hi everyone,

I'm pretty new to this but I seem to be having an issue. None of the terminals, airports, tram stations, bus stops, anything is showing up in my airport menu. I ran the Cleanitol files multiple times. I've even reinstalled the dependencies, but still nothing is showing up. I tried looking through the support thread but I didn't see anyone else with this issue.

Any assistance would be greatly appreciated. Thanks.

same for me.
I think it has to do with the new NAM 32, but who knows  &mmm
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: jedi93 on January 25, 2014, 08:44:01 AM
Nevermind, I fixed it.
@SuperNek: Just rename the SC4_Functional_Airports_V2.2.dat to 00_SC4_Functional_Airports_V2.2.dat or something similar so that it's loaded before the other AC files!
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: mr_hellmonkey on January 28, 2014, 09:34:57 PM
Do these airports replace the functionality of the Maxis airpots?  I plopped one down, but was still getting the popup for commuters asking for an airport.  I did have a city bug out on me a while ago where the same thing happened.  Just curious.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: whatevermind on January 29, 2014, 05:33:04 PM
They do replace the functionality, but they don't get rid of that message unless you actually plop the Maxis airports.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: builder on May 04, 2014, 04:29:51 AM
Hello,

I have an issue with my upgradeable airports. The tiles of the runway and other parts of the airport open areas seem to be missing, and I sometimes see the grass beneath the airport, or the blue gridlike texture from the game itself. I have all the dependencies - I've checked! I tried searching for a thread about it, but didn't find any. Can anyone help?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Sabretooth78 on September 28, 2014, 11:55:45 AM
I apologize for necromancing, but I've discovered a few things that might be of interest to those users who aren't interested in/can't use the entire functional airport pack:

With regard to the CdS Seaplane Base,

Quote from: Voltaire on June 10, 2011, 03:23:42 AM
RT CdS Seaplane Base
   AC MEGA Props Vol01
   BSC MEGA Props MJB Vol01
   BSC MEGA Props RT Vol01
   BSC Textures Vol01
   (repeat) BSC MEGA Props SG Vol01
   (repeat) CSX MEGA Props Vol06

Note that the dependencies BSC MEGA Props MJB Vol01 and BSC MEGA Props RT Vol01 are not listed in the readme.  Additionally, there is what appears to be a fence on the land side corner of the lot behind the hangar.  Does anybody have any idea which in which file these props are contained?  I can't get them to appear even when I load it with my full suite of prop packs - which includes most if not all of the most common suspects - over 1.2 GB of them.

Regarding the BLS City and Airport Bus Stop, the only files that appear to be needed from the SG Bus Stops are SG_BusStop01.dat, SG_BusStop09.dat and SG_BusStopLg.dat.  Again, however, there is an unidentified prop just in front of the street light on Lots 5 and 6 which I can't seem to locate.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Mymyjp on February 10, 2015, 07:44:24 AM
Good morning/afternoon/evening,

I was hoping to get some assistance with an issue I am currently experiencing.

I originally installed all RIMP, AC volumes, AC functional airport v2.1 and all dependencies.

I then decided to use the Dulles and JFK airports. They require v.2.2 (AC functional). So I removed V2.1, installed v.2.2 and then installed Dulles and JFK.

By doing so, I noticed I lost items in my airport menu. I no longer have the prefab airports and there use to be two small terminals with about 28k capacity (kinda blue and brown color).

I search everywhere for an answer, but I seem unable to locate it. I removed everything again, ran the cleanitols, and still, I am unable to see those prefab airport.

Under the X-ports / Airports - all the enable are there.

Your assistance with this issue would be greatly appreciated.

Myriam.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: FrankU on June 11, 2015, 02:57:15 AM
I am sorry Mymyjp,

I have no clue.....
Because you did get no answer I fear I am not getting one too, but I'll try anyway.

Please read this.

I have made a relot of the SpaceLauch pad, based on the Maxis lot. I did not touch the building exemplar, it's just a relot.
Now I would like to use this relot in a region where I have also installed AC Functional Airports, Version 2.1.
This file contains a new building exemplar and a new lot exemplar. Now I always thought that if I load another lot exemplar after this one I should see the last loaded lot. In casu: my relot. But this seems not to work.
I checked in Reader and saw that the AC Airports Space pad lot IID has stayed the same as the Maxis lot IID.

Wherever I place my relot, whatever file order I choose.... I always get the ugly Maxis/AC Airport lot that has not been changed in the AC airport set. Funny enough, though, I see that the Icon is mine......

Can someone help me?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Nosimx on June 13, 2015, 02:38:22 AM
Hi,

also for me, none of the two (or four) airports by xannepan work. I gave it a short look, but I haven't found one of the bugs. Another sign that something more serious is broken gives datpacker with its error messages, when you try to compact the x-ports folder. (Not recommended for playing.)

There are some properties dealing with airports, which are described in the wiki. One of them does the tricky connection between airport and enabler. Then, in the functional airport dat there is a property which lists all available airports, one of them being the spaceport. Third, one significant feature of all airport is: if you plop one, you (should) get a construction site. There are some properties dedicated to this. As long as you don't get the construction site it won't work properly.

Hopefully this helps.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: markussaage on June 13, 2015, 07:37:21 AM
Well,

have you tried this:

go to X-Ports -> Airports and rename both JENX airports enablers to

zz_Enable JENXAIRPORT Dulles
and
zz_Enable JENXAIRPORT JFK

That worked for me.
Kind regards!
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: FrankU on June 16, 2015, 07:02:37 AM
Quote from: FrankU on June 11, 2015, 02:57:15 AM
I have made a relot of the SpaceLauch pad, based on the Maxis lot. I did not touch the building exemplar, it's just a relot.
Now I would like to use this relot in a region where I have also installed AC Functional Airports, Version 2.1.
This file contains a new building exemplar and a new lot exemplar. Now I always thought that if I load another lot exemplar after this one I should see the last loaded lot. In casu: my relot. But this seems not to work.
I checked in Reader and saw that the AC Airports Space pad lot IID has stayed the same as the Maxis lot IID.

Wherever I place my relot, whatever file order I choose.... I always get the ugly Maxis/AC Airport lot that has not been changed in the AC airport set. Funny enough, though, I see that the Icon is mine......

Can someone help me?

Meanwhile I did some further experimenting. When I edit the AC Functional Airports, Version 2.1.dat and change the size of the lot in the Developer Exemplar and in the Prop Exemplar and then add textures and props with SC4-Pim I find that I finally get the lot I want. I can plop it too. But I don't know if it functions like expected. Is this an allowed way of editing a lot? Or do I screw up things heavily?
Does anyone know?

Probably it is not allowed to release such an edited AC Functional Airports, Version 2.1.dat, but is there an other way to let others use my changed space center?
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Hypercene on June 28, 2015, 02:55:49 PM
I've just installed the SC4 Functional Airports Version 2.2 (v. 1.0) and had the same problem as Mymyjp - all the modular parts appeared in the menu fine, as well as the Dulles and JFK terminals and the 35x5 expansion runways (greyed out) but no AC Grass Airstrip.

Quote from: markussaage on June 13, 2015, 07:37:21 AM
Well,

have you tried this:

go to X-Ports -> Airports and rename both JENX airports enablers to

zz_Enable JENXAIRPORT Dulles
and
zz_Enable JENXAIRPORT JFK

That worked for me.
Kind regards!
Didn't  work for me - until I extended the same logic and renamed
Plugins\X-Ports\Airports\Enable AC Prefab Airport.dat
to
Plugins\X-Ports\Airports\zz_Enable AC Prefab Airport.dat

Everything now appears to be showing up correctly in the menu, the grass airstrip placed OK - and promptly upgraded itself three times.

Worked for me, anyhow - ymmv.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: spaced on July 03, 2016, 12:39:03 AM
I too was frustrated with the plugin airports and airport facilities not showing up in the airports menu.  I found I had to place the zz_ before all the physical airport facilities in that folder (airports, helipads, cargo facilities, airport bus shuttles, exc...).

What is the purpose of the Remove Maxis airports dat files?  I ask, because they still show up in my airport menu. It is too bad that the installation file for this plugin does not contain the remove Maxis airport dat files.  I don't think you can download the original functional airport files from here anymore.  I was lucky enough to have a old plugins folder I had archived.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: woodb3kmaster on July 03, 2016, 04:01:06 AM
Quote from: spaced on July 03, 2016, 12:39:03 AM
I too was frustrated with the plugin airports and airport facilities not showing up in the airports menu.  I found I had to place the zz_ before all the physical airport facilities in that folder (airports, helipads, cargo facilities, airport bus shuttles, exc...).
There's a simpler solution: add a b_ prefix to the "SC4 Functional Airports 2.2.dat" file. It seems that renaming this file (which contains all the airport building exemplars) from the previous "BSC Functional Airports.dat" inadvertently broke the enablers by loading them before this file. This fix should also remove the Maxis airports from your menu (if you have the "Remove Maxis Airport" files installed).
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: scoty on August 19, 2017, 10:32:17 AM
Bonjour,
I made a functional airport of 15 stages, like the BLS Airport Shuttle of BarbyW. But the only way to keep all of AC Team's airports, and mine, is to change the "Developer Exemplar" of the [AC Functional Airports version 2.1.dat] file, adding my instance.
I would have liked to distribute this new Lotting in addition to yours ; Without having modified the file of course. Would anyone have a solution?
Thank you and sorry for the google translation.  ;)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Juan Pablo Be on September 28, 2017, 06:18:06 AM
I have several enquiries:
1. Is there any way of going to a certain stage? It's almost impossible to actually reach the 9th, your population should be really high for it's related and that's difficult in certain cities.
2. The airports don't take the actual commercial jobs available but the inhabitant's actual jobs, am I right? It won't make sense otherwise, I have 800.000 jobs but the airports says over 500.000 aprox, the city has 550.000 sims so it makes sense.
3. Does anyone know how to get rid of the annoying message to built SC4 awful's airports? Thanks.

:)
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: RobertaME on February 01, 2019, 07:17:39 AM
It doesn't seem anyone is responding to this thread anymore, but I'll add my issues.

I'm getting brown boxes for the Car Rental and Dulles Arrivals and can't identify the cause. I have all dependencies (including the one listed in the comments for both DLs) and still get brown boxes where cars should be. I have adjusted the SC4_Functional_Airports_V2.2.dat to have a "b_" prefix, as well as all enablers adding a "zz_" prefix, just to be certain of load order and almost all of the lots populate in the menus, but there are these persistent bugs:

For Dulles Arrivals (all three): SC4 Data Node shows S3d files 5ad0e817-995332fd-00030000 through 00030430 as missing, as well as prop/family instances a1e0000c, a1e0000d, aie0000f.

For AVIS, Hertz, and Alamo: S3d files 5ad0e817-DA1E90DC-00030000 through 00030430 are missing, as well as prop/family instances 15632AC6, B5632B2C, and FSH file 7AB50E44-0986135E-F7584020.

Lastly, the SWAP Package Loading Center is not populating in any menus, neither in Seaports, Airports, nor anywhere else. (yes, the enabler is in the Airports subfolder along with the core files)

I have little hope in these being resolved and will likely just fix them myself in LE and Reader, (which will be very time consuming) but still most irritating is that there appears to be no support for functional airports anymore. When I complete my fixes I may make the modified files available to those who are having the same issues. (but don't hold your breath... I don't even know if that's allowed or how long it's going to take to chase down all these errors)  :angrymore:
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: DMN on February 22, 2019, 06:30:46 PM
I had  had a most difficult time getting any help on here. Still cannot get the Dulles Terminal or the JFK terminal.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: Tarkus on February 22, 2019, 10:08:19 PM
The people involved with the AC Team, including xannepan (who did the later content referenced here, pretty much on his own after almost all the rest of the AC Team left) haven't been active in the SC4 world in a very long time, and unfortunately, being a rather specialized area, there's a real lack of knowledge/ability to provide support for this content today.

-Alex
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: sietse on February 24, 2020, 01:23:24 AM
The issue with brown boxes for JENX's Dulles and Car Rental lots is with VIP Girafe Carpack vol 1. https://community.simtropolis.com/files/file/26808-vip-carpack-vol1/

The original vol1. contains a nr of models by Vnaoned (Vnaoned_VIP_Vehicules.dat) and a few Renaul Meganes not in the vol01 + vol02 pack

The zzzzz_JENXPROP_Cars.dat is referencing said models. That is why the brown boxes show up when plopping these lots.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: xxdita on February 24, 2020, 02:21:55 AM
I will try to take a look at it this week, to see if I can find the missing props. Maybe by digging through some of the development threads, I'll be able to come up with some answers.
Title: Re: AC Functional, Upgradeable Airports, Support Thread
Post by: TheTeaCat on March 26, 2021, 03:36:23 PM
Quote from: sietse on February 24, 2020, 01:23:24 AM
The issue with brown boxes for JENX's Dulles and Car Rental lots is with VIP Girafe Carpack vol 1. https://community.simtropolis.com/files/file/26808-vip-carpack-vol1/

The original vol1. contains a nr of models by Vnaoned (Vnaoned_VIP_Vehicules.dat) and a few Renaul Meganes not in the vol01 + vol02 pack

The zzzzz_JENXPROP_Cars.dat is referencing said models. That is why the brown boxes show up when plopping these lots.

This is available in the JENXAIRPORT available here https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3011 (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3011) :)

TTC