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Show us your Airports!

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Hey guys. I have an idea. My aim is to create a modular terminal set RMIP but instead of planes there are spaceships. It is designed for future cities.


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Here's a partial overview of Queen Charlotte International Airport. In total, there are 7 terminals; 3 domestic, 1 European, 2 North American, divided into east and west and 1 Asia/Pacific with a total of 106 gates. The airport handles roughly 38 million passengers with about 325,000 aircraft movements per year. 

 

CharlotteInternationalAirportPartialOver

 

More to come and comments/constructive criticism encouraged!

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Dang Mike, that looks awesome. You did a nice job with the mixing of the dark and light colored tarmac. What intrigues me is not the cool 45 degrees angle jetways or the concorde for that matter, but instead that bottom right bit. If these are stacked terminals, they are soem of the best I've seen! :O


2wl4.png

 

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Hey guys. I have an idea. My aim is to create a modular terminal set RMIP but instead of planes there are spaceships. It is designed for future cities.

Like this? :D :D :D

 

newcity27apr00132458110.jpg

 

newcity30apr00132458111.jpg

 

newcity17mar00132458860.jpg

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I like how you consider the concorde a futuristic vehicle / spaceship...

 

I with the old lady would still be flying around... or at least again...

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k1v7e2y.jpg

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It's still the most futuristic passenger airliner ever flied. When we're thinking about future airplanes, our minds filled up with pictures of Concorde-like sexy ladies, like these...

 

cap029.jpg

 

HJF-1-scramjet-plane-002-rot.jpg

 

MIT-airplane-of-future-image-01.jpg

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"If you try to please everybody, you often times end up pleasing nobody, especially yourself. When somebody offers to do a favor for free, like making a mod for SimCity 4, you shouldn't be overly critical of something generously given to you. In other words, you shouldn't look a gift horse in the mouth." - Twilight Sparkle after playing SimCity

"Being a mayor or a content creator for SimCity 4 is a heavy responsibility, Patrick. Each city and each custom content is like a child, and must be treated as such." - SpongeBob Squarepants after playing SimCity

"Without deviation from the norm, progress is not possible." - Frank Zappa

"The wisest men follow their own direction." - Euripides

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Hey guys. I have an idea. My aim is to create a modular terminal set RMIP but instead of planes there are spaceships. It is designed for future cities.

Like this? :D :D :D

 

Yes, something like that but even more expansive. I'm thinking of making big ones like the photonika formalhut by 2ch.net.simplayer

http://sketchup.google.com/3dwarehouse/details?mid=19678ec862033153339bd6b570381585


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Something like these?

 

RagtagFleet_zps846309ab.jpg

 

Yes, that exactly more like the following pictures. I'm planning to change the paint of the spaceships so we can have many spacelines! :lol:

Here are some eccelent examples by Shadow Prophet in the diesmaran empire.

A-76832-Dec.jpg

VoyagerDocks1-Jan-1.jpg

ColonialLiner2.jpg

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I want to imagine huge interplanetary spaceships docking with the terminals! :party:

ItezaA1.jpg


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Oh my, can't wait too. Those ladies will make my airports even better :thumb:


"If you try to please everybody, you often times end up pleasing nobody, especially yourself. When somebody offers to do a favor for free, like making a mod for SimCity 4, you shouldn't be overly critical of something generously given to you. In other words, you shouldn't look a gift horse in the mouth." - Twilight Sparkle after playing SimCity

"Being a mayor or a content creator for SimCity 4 is a heavy responsibility, Patrick. Each city and each custom content is like a child, and must be treated as such." - SpongeBob Squarepants after playing SimCity

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So recently I downloaded the Gobias HD sidewalk pack over at SC4D, and I realized that not only had it replaced some plaza textures, but also the standard white ramp texture used on some airport lots. I actually thought it had kind of a neat effect:

 

07j2.jpg

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So recently I downloaded the Gobias HD sidewalk pack over at SC4D, and I realized that not only had it replaced some plaza textures, but also the standard white ramp texture used on some airport lots. I actually thought it had kind of a neat effect:

 

07j2.jpg

 

at least this makes it easier to incorporate the heavies that sit on such a darker lot.

I'd prefer it the other way around tho, putting the heavies on the lighter ground textures.

If anything at all that is, even tho this mix does look a bit off it adds to the atmosphere as there's alsways renewal-works on the surfaces thus leading to different shades of grey... god that sounds so wrong...


k1v7e2y.jpg

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So, after about a year or so of trolling around the airport threads, I decided to take a crack at one for myself. This is a small city airport servicing my region's largest city, Martsonville.

 

Martsonville-Apr-8231376244229-png_zps29

 

due to inner city development and noise abatement policies, the terminal is rather small, and as such can only accommodate 15 gates for regional airliners. Because of the relatively short length of the runway, the airport can't service anything larger than a B738.

 

Martsonville-Apr-25231376244399-png_zps8

 

there is, however, a rather large apron for GA parking, and the airport is a popular spot for VFR and recreational flying. Naturally, Martsonville City Airport is a prime spot for low-budget regional and local airlines. It serves as a small hub for Spirit Airlines, which occupies three gates on the southern end of the terminal.

 

Martsonville-Apr-30231376244445-png_zps6

 

Perhaps the most unique and popular aspect of the airport is the Radison BLU hotel, which is located across the street from the terminal. at the top two floors, there is a open-glass café and restaurant open to the public. Patrons can enjoy uninterrupted views of the airport, and even listen in on ATC via headsets at each table and booth. Revenue from the restaurant almost surpasses revenue from bookings!

 

Well, I hope you liked my first attempt at an airport. Again, this is not meant to be an international airport, I am currently in the process of building that one, which occupies and entire large city tile.

 

Thanks :)

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Apart of the typical suggestions regarding the runway markings and length, I'd suggest you to take a look to the runway/ramp concrete lots. You're using runway/apron lots to make the limits between your runway and your ramp areas (where the jetways and planes are), and this looks quite ugly because the ramp concrete texture is different than the apron concrete texture.

 

If you can make a smooth transition between these two areas, the overall airport aesthetics will improve a lot.

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Perhaps I haven't looked in the menu hard enough, are there ramp/taxiway pieces instead of just the apron/taxiway pieces?

Thanks for the tips

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So, after about a year or so of trolling around the airport threads, I decided to take a crack at one for myself. This is a small city airport servicing my region's largest city, Martsonville.

 

Martsonville-Apr-8231376244229-png_zps29

 

due to inner city development and noise abatement policies, the terminal is rather small, and as such can only accommodate 15 gates for regional airliners. Because of the relatively short length of the runway, the airport can't service anything larger than a B738.

 

Martsonville-Apr-25231376244399-png_zps8

 

there is, however, a rather large apron for GA parking, and the airport is a popular spot for VFR and recreational flying. Naturally, Martsonville City Airport is a prime spot for low-budget regional and local airlines. It serves as a small hub for Spirit Airlines, which occupies three gates on the southern end of the terminal.

 

Martsonville-Apr-30231376244445-png_zps6

 

Perhaps the most unique and popular aspect of the airport is the Radison BLU hotel, which is located across the street from the terminal. at the top two floors, there is a open-glass café and restaurant open to the public. Patrons can enjoy uninterrupted views of the airport, and even listen in on ATC via headsets at each table and booth. Revenue from the restaurant almost surpasses revenue from bookings!

 

Well, I hope you liked my first attempt at an airport. Again, this is not meant to be an international airport, I am currently in the process of building that one, which occupies and entire large city tile.

 

Thanks :)

Great one, apart from the transitions between aprons and ramp. And I consider it a small airport, as you said, but in fact, it's much larger than the airport that serves my city, which has a tiny 5000m2 overcrowded terminal (currently a new 21000m2 terminal which will replace the old terminal, is under construction and will be completed around 2015 if on schedule), a 3-4 storey ATC Tower, and 2640m runway, and it's an international airport, although only 2 international destinations.

 

And yes, there are taxiway ramp pieces, located further under the menu.

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Heres the one I was working on for far too long. I've run into some problems because I installed something with a conflicting controller and I can't figure out which mod it was. Any sort of airport lot I place, be it building, taxiway or anything like that, I CTD. So I've started a hunt through my airport plugins while quickly losing steam on the actual build process of the airport.

Could you guys give me some feedback please? The taxiways near the crossing runways needs to be resorted, and the southern segment of the airport was destined to be a cargo area. I really hope all my markings and runway lengths are correct. I'm pretty sure the two parallel runways are too close together for simultaneous landings, but I think I may have been able to decently portray one plane waiting for another to land.

airport_compilelow.jpg

Thanks airport gods. :)

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@Wildcat: I've noticed that you don't turn the udriveit mission signs off. I'd suggest you to turn it off (mysims mode>udriveit>turn mission signs off) when taking a screenshot, as it will adds realisms to your screenshots.

@Shortsonfire: Nice airport, but the parallel taxiways have too few exits. And for the two parallel runways, yes, they are too close for simultaneous operations, but it's not uncommon, and exists in some airports (eg. London Gatwick, Auckland International, etc). Usually, the second parallel runway in that setup is converted from a taxiway. 

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@Shortsonfire: I like the terminal design and I think the highway layout is really nice. But yeah, as far as the two parallels I would just add a taxiway in between. As for your other runway, because its the longest and seeing that your airport services heavys, I would use the 3 wide runway textures for that.

And you have so much open space between the ramp and the outer taxiway that I think it would look nice if you added some things in there. Ex: aircraft staging, aircraft service vehicle lots etc. Unfortumatley you'd have to lot these yourself but its nothing too hard.

These are just things I would personally do

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@shortsonfire: For runway separation, the following link may help. I use SFO as a guideline, where 750ft separation between runways exists, even though it's heart-stoppingly close for parallel approaches.

 

 http://www.pprune.org/airlines-airports-routes/177249-parallel-runway-seperation-how-close.html

 

Given that you have so much available space on that city tile, I would suggest revamping your runways and taxiways to add space between. I also rely heavily on Google maps when I build my airports, paying particular attention to runway markings, ILS beacons, VOR nav points and runway exits. For an extra shot of realism, work in some airport roads and perimeter roads. SEA-TAC is a good example (and my current model for Queen Charlotte International in my posts)

 

 https://maps.google.ca/maps?ie=UTF-8&q=sfo&fb=1&gl=ca&hq=sfo&hnear=sfo&cid=0,0,11885663895765773631&ei=8BsJUvGSA5T8yAGn8ICAAQ&ved=0CJUBEPwS

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Thanks for all the tips so far guys! I'll keep them in mind when I figure out this controller problem.

@Shortsonfire: I like the terminal design and I think the highway layout is really nice. But yeah, as far as the two parallels I would just add a taxiway in between. As for your other runway, because its the longest and seeing that your airport services heavys, I would use the 3 wide runway textures for that.

And you have so much open space between the ramp and the outer taxiway that I think it would look nice if you added some things in there. Ex: aircraft staging, aircraft service vehicle lots etc. Unfortumatley you'd have to lot these yourself but its nothing too hard.

These are just things I would personally do

 

:O I didn't know there were 3 wide sc4 runways! Majority of this airport was built with the RMIP2 stuff. I'll have to go look for these 3-tile runways. I think some aircraft staging would be cool, time to learn how to edit lots. :D

 

@shortsonfire: For runway separation, the following link may help. I use SFO as a guideline, where 750ft separation between runways exists, even though it's heart-stoppingly close for parallel approaches.

 

 http://www.pprune.org/airlines-airports-routes/177249-parallel-runway-seperation-how-close.html

 

Given that you have so much available space on that city tile, I would suggest revamping your runways and taxiways to add space between. I also rely heavily on Google maps when I build my airports, paying particular attention to runway markings, ILS beacons, VOR nav points and runway exits. For an extra shot of realism, work in some airport roads and perimeter roads. SEA-TAC is a good example (and my current model for Queen Charlotte International in my posts)

 

 https://maps.google.ca/maps?ie=UTF-8&q=sfo&fb=1&gl=ca&hq=sfo&hnear=sfo&cid=0,0,11885663895765773631&ei=8BsJUvGSA5T8yAGn8ICAAQ&ved=0CJUBEPwS

I actually used SFO and OAK as my (rough) guidelines too, since they're the airports I travel to the most. I'll try shifting the outer runway out a bit. Its on the edge of a city tile, so I'll have to line it up and make sure that the markings match those of the other parallel. This airport is built on 4 different city tiles. D:

And thanks for the link on runway separation, I'll probably go fix that one day. It seems like the distances vary a lot between different airports. I guess I can go 20 tiles or more, that'd give me at least 320m/1000ft between runways, that should be enough right?

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Thanks for all the tips so far guys! I'll keep them in mind when I figure out this controller problem.

 

@Shortsonfire: I like the terminal design and I think the highway layout is really nice. But yeah, as far as the two parallels I would just add a taxiway in between. As for your other runway, because its the longest and seeing that your airport services heavys, I would use the 3 wide runway textures for that.

And you have so much open space between the ramp and the outer taxiway that I think it would look nice if you added some things in there. Ex: aircraft staging, aircraft service vehicle lots etc. Unfortumatley you'd have to lot these yourself but its nothing too hard.

These are just things I would personally do

 

:O I didn't know there were 3 wide sc4 runways! Majority of this airport was built with the RMIP2 stuff. I'll have to go look for these 3-tile runways. I think some aircraft staging would be cool, time to learn how to edit lots. :D

 

@shortsonfire: For runway separation, the following link may help. I use SFO as a guideline, where 750ft separation between runways exists, even though it's heart-stoppingly close for parallel approaches.

 

 http://www.pprune.org/airlines-airports-routes/177249-parallel-runway-seperation-how-close.html

 

Given that you have so much available space on that city tile, I would suggest revamping your runways and taxiways to add space between. I also rely heavily on Google maps when I build my airports, paying particular attention to runway markings, ILS beacons, VOR nav points and runway exits. For an extra shot of realism, work in some airport roads and perimeter roads. SEA-TAC is a good example (and my current model for Queen Charlotte International in my posts)

 

 https://maps.google.ca/maps?ie=UTF-8&q=sfo&fb=1&gl=ca&hq=sfo&hnear=sfo&cid=0,0,11885663895765773631&ei=8BsJUvGSA5T8yAGn8ICAAQ&ved=0CJUBEPwS

I actually used SFO and OAK as my (rough) guidelines too, since they're the airports I travel to the most. I'll try shifting the outer runway out a bit. Its on the edge of a city tile, so I'll have to line it up and make sure that the markings match those of the other parallel. This airport is built on 4 different city tiles. D:

And thanks for the link on runway separation, I'll probably go fix that one day. It seems like the distances vary a lot between different airports. I guess I can go 20 tiles or more, that'd give me at least 320m/1000ft between runways, that should be enough right?

 

 

In theory, yes. Most everyone here will argue for at least 750m but in Seattle, the two closest runways are also only ~240m (800 ft) apart. The new, third runway is 750m (2500ft) from the furthest parallel runway, giving them the ability to run two parallel runways in bad weather. Because of the small separation between the other two, the airport was limited to single runway operation in bad weather - a limitation that your airport would experience in real-world operation. Just sayin'...

 

By comparison, the new runway under construction in Calgary is ~2200m (7200ft) from the existing runway 16-34, and staggered as well, meaning there would be no such limitation and wake vortex effect would be negligible to the point of being a non-consideration.

 

**Edit - Hmmm... 500 posts in 8 years. Don't have much to say, I guess. LOL!


  Edited by mike_oxlong  

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I went in detail through parallel runway separation a couple pages back.

it all depends on what you want to do with these parallel runways.

in short, it is like all safety related things in aviation, a complex rather than simple matter (considering the exact space between the runways, the approach paths, the groundbased landing equipment, the actual location of the runways relative to each other and so on and so forth; all these things go into the final evaluation about how the parallel runways are allowed to be used... and then there comes the weather into the system), but you can basically assume that 2 barely separated runways are treated as a single runway in terms of aircraft separation minima (e.g. KSFO) while runways being placed further apart from each other can be operated as 2 independent runways (e.g. the pairs at KLAX and KATL or the parallels at KPHX or the 13/31 runways at KJFK)

the last post in the linked pprune topic gives a good comprehensive information tho.


k1v7e2y.jpg

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