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Voltaire

RMIP-2 Airport Lots by Voltaire

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How very unsatisfactory. So 707s don't land on ANY of Voltaire's RMIP runways? Not even the concrete ones from way back when?

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Cingmot,

You can have the Boeing 720 land at your smaller RMIP airports, but the lot you need is not a RMIP lot. I believe that Voltaire was going to make a Large Jet Runway segment in his Large Runway set coming up, but that has been delayed by real life and some of his other projects. Until that time, or if you prefer to use the smaller narrow runway like the maxi pre fab, I believe you have to use a piece that comes in the SWAP runway pack. They are just like the small jet and mid-prop animation tiles offered in RMIP, but they don't have the clean edge like Voltaire's pack does, they instead have rough dirt edges. Hardly noticeable if done right, plus you should also see the 767 animation and have that taking off at your airport.

I am not 100%, but I am pretty confident that it is with Xiziz's SWAP pack. You can easily find it here:

https://www.simtropolis.com/stex/index.cfm?page=2&Keyword=Airport&type=all#

I hope this answers your question and good luck!

Stay Fabulous!

RG59061

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Nice. I downloaded the SWAP pack yesterday, so I'll have a poke around and see if that works. Thanks, dude.

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I'm (apparently) having the same problem GMT and Slye_Fox had (way back on page 8 21.gif)... all the runways, etc. show up in the menus, but when I plop them they are completely invisible. When I plop pieces that have part-grass, part-runway I only see the grass. The buildings, etc. work fine.

It looks like I'm missing a texture or something... Voltaire, are there any dependencies for the RMIP? Any conflicts? I haven't seen either of those discussed anywhere.

BUT... I would be remiss if my first post in this topic was one of complaint. Great job on everything, Voltaire! I hope I can use this soon!

EDIT: I didn't realize this topic had been dead for two weeks. I'm not really a newbie (lost my password... long story) but you can chalk it up to newbie mistakes if it makes you feel better.

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Two weeks isn't long enough for a thread to be considered dead. Even if it is, your post was a legitimate question, and not technically a bump, so don't worry about it.

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I saw 747's in your airport. Are they finished yet. if they are, please give me a link to download, because I didn't find on stex

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Hello All!

Foxtrot, have you installed ALL of the RMIP packs that are available for download. They do actualy build off of the previous version that was released before it and if you are missing one, it could cause the effects that you are experiencing. This is just a theory, but I have installed every one of Voltaire's RMIP packs, and I haven't had a single problem. Let me know either way ok?

Feliwi, the 747s you have been seeing are tests and rederings that Voltiare has shown as Teasers for the project. as stated above, they have not been released yet but please stay tuned for more information.

To all, believe me when I tell you that the project is not dead. Voltaire has been working very hard with ACE and the rest of the Team to put together some stunning pacakges. The 747s are recieving final tweaks and the gates are being finalized as well to better complement the 747. Voltaire has alse re-done the 747 model to more correctly model the 747-100 varinat and he is tweaking the 747-400 model as well. He and ACE are also finalizing textures for the 747s and for ACE's Canadair CRJ-700 Regional Jets. After these are completed, many more great things will be coming down the pipe...I promise you that the wait will be well worth it!

All I can ask is that everyone please be patient, Voltaire and ACE are unwilling to sacrifice the quality of their work just to put them up on the STEX. They will continue to finese and work the models until absolutely satisfied with their authenticity and realism. 

Please stay tuned, because this project is far from Dead...in fact, there is plenty more ahead.

Remember, Stay Fabulous!

RG59061

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Originally posted by: allan_kuan1992 poke... poke...

Voltaire, do you have any updates to show us on your latest work?

- Allan Kuanquote>

Click here and thou shalt find what your were looking for... on second thought it looks like you already did ^^

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xiziz is right, check ace's thread and you will find what you are searching for!

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I have some suggestions for your next release.

#1: If it's possible, make things, like roads a drag and drop thing, and if dragged diagonally, then make it diagonal, if you cross things over each other, make an intersection (Grass, ramps and aprons are just plain drag and drop, I don't see intersections there). It could work with taxiways, and maybe runways.

#2: Make more special sort of intersections and taxiways, ect. (eg. The white lines (Forgot the name 3.gif crossed over taxiways, S taxiways, I don't know, be creative). And make something to solve my problem here:

NewCity-Mar-12.png

See that little intersection in the bottom there, make mini X's and such or even inside corners (like taxiway endings).

#3: Wide Runways/Taxiways (Yeah, I know in production).

And please, make the next/last release a great finale!

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Shadeslayer:

#1, unfortunatly not possible unless maxis/ea released sc4 in an open source so we could modify the hard coded pieces of the game, like draggable networks.

#2, The white lines wouldnt cross the taxiway as far as i know, ive never seen them cross taxiways IRL anywhere so i guess not.

#3, as you know, there in production 2.gif

Also the Intersection pices you want are included in one of the RMIP2 packages, i just think you need to space out the taxiways a bit more to make room for them 2.gif Airports take a lot of space, IRL most larger airports would easily fill 6-8 Large city tiles, and a smaller one 1-2 large city tiles.

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I know airports are so large, but sadly when I did the airport, I measured out a few things and I guess a missed a spot, if there was a "move section" feature instead of removing everything to get something in, I'd be happy.

"#2, The white lines wouldnt cross the taxiway as far as i know, ive never seen them cross taxiways IRL anywhere so i guess not. "

There are those streets that cross the taxiways/behind the blast pads, so why would civilians get better rights than people who actually work there and work on the planes?

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    Civilians don't have any rights to drive inside the airport. Access to airside pavement of any sort is strictly limited to authorized employees.

    The white line is the staging area -- a safe zone, where support vehicles may park while the plane is ariving or pushing back. If the plane is already parked (or there is no plane yet) the line doesn't count -  vehicles cross it whenever they want. So there's really no need to connect the white lines across taxiways.

    Your intersection can be finished by using four Quarter-X for Aprons (found in Vol. 3), two on each side.

    And for those wondering if I'm still doing anything with RMIP, here is a bit of concept art that is close to getting in the next release, with the 747 thrown in for scale.

    newrwysegmentszy5.jpg

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    [spits out champagne] WOOOOOOOOOOWWW... [chokes, explodes, and dies]

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    Originally posted by: Voltaire Civilians don't have any rights to drive inside the airport. Access to airside pavement of any sort is strictly limited to authorized employees.

    The white line is the staging area -- a safe zone, where support vehicles may park while the plane is ariving or pushing back. If the plane is already parked (or there is no plane yet) the line doesn't count -  vehicles cross it whenever they want. So there's really no need to connect the white lines across taxiways.

    Your intersection can be finished by using four Quarter-X for Aprons (found in Vol. 3), two on each side.

    And for those wondering if I'm still doing anything with RMIP, here is a bit of concept art that is close to getting in the next release, with the 747 thrown in for scale.

    newrwysegmentszy5.jpgquote>

    Weird.. The first time I put them there, it didn't work out, now that I see that it can, awesome.

    Second, those look awesome, how long are you guessing till the next release, and how much more stuff are you adding? I can't wait till it's out.

    Also, I know I ask too many questions, but is it possible to make it more organized (Like making little sections in the Airports to things (Like Zoning > Residential > S, M and L density) is it possible to make the secondary categories, or is that another "messing with all the hard coding" thing?

    Taxiway sides without centerlines and pieces where we can add our own centerlines would be cool (so we can make 10 tile wide taxiways!!!!! 3.gif)

    Edit: I see a flaw in your runway. How are you planning on connecting a taxiway, the yellow lines of Taxiway connect to the centerline of the runway, unless Maxis made "half-squares", you should either extend the runways to 6 squares or decrease it to 4 squares... although there are two ways out of this: Make taxiway connections take up the whole runway so we don't have to put in the fillers, or have a 4 tile long centerpiece that has part of the yellow lines.

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    YAY! I see some progress! Nice lots!

    To tell you, I was actually using an improvised set of lots specifically made for the current large runways for my airport. All of them are based on your original base textures... th only change was that the edges of the runways were green instead of plain dirt. I certainly can't improvise them again, though, since these lots are much bigger than the 3-tiled runways. Also, I can't seem to modify the sizes of any of the airport lots, which bugs me sometimes because I have to use park buildings and lots in Lot Editor instead. I personally may have to relocate the runways and possibly realign the terminals even.

    @shadeslayer - You probably won't need such a wide runway for your city. What you might need, though, is a long runway, like the one I currently have. And I haven't seen anybody placing lots in the zoning sections. It doesn't seem possible at the moment, even with all the good research and discoveries that the SC4 community has made over the last several years.

    - Allan K.

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    Originally posted by: allan_kuan1992 YAY! I see some progress! Nice lots!

    To tell you, I was actually using an improvised set of lots specifically made for the current large runways for my airport. All of them are based on your original base textures... th only change was that the edges of the runways were green instead of plain dirt. I certainly can't improvise them again, though, since these lots are much bigger than the 3-tiled runways. Also, I can't seem to modify the sizes of any of the airport lots, which bugs me sometimes because I have to use park buildings and lots in Lot Editor instead. I personally may have to relocate the runways and possibly realign the terminals even.

    @shadeslayer - You probably won't need such a wide runway for your city. What you might need, though, is a long runway, like the one I currently have. And I haven't seen anybody placing lots in the zoning sections. It doesn't seem possible at the moment, even with all the good research and discoveries that the SC4 community has made over the last several years.

    - Allan K.quote>

    I know we don't need taxiway's that wide, I was just explaining how it would look if people can't understand my explanations.

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    hi all, i downloaded the airport pack, along with all the dependency needed, but i couldn't find it in the game, in fact, every time i tried to load the airport lot in the lot editor, it crashed.. any solution? any help would is appreciated...

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    that looks amazing, i was waiting for 3 tile wide lots, and voltaire starts 5 tile wide ones! even more realistic! nice!

    really like to see more!

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    YES!!!!! Been waiting for this so long, finally massive airports! It's going to be incredible.

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    Jacob, ACE_bovenopdeberg made that awesome 747, i believe.. he is making some other great aircraft, check his thread, ACE modulair airport pack. he is making, at the moment, 737-800.. so pm him if you want to get you're great liveries on his planes!

    check my sign for the link to his thread

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    I do have a question for you Voltaire, and this is regarding the ALS.  Approach lights are meant to be extended over displaced thresholds, as ground-installed lights.  Your lights currently aren't designed for that... so I've been wondering... how are you going to make that work???  The normal ALS lot (even with a displaced threshold design) wouldn't just fit there, especially if you have a stopway there...  And if you're ever planning to release a modular displaced threshold set, then how are you going to make the ALS work?  It must be challenging with the limits of SimCity right???

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    Whoah.....

    No offense but, I understand the scale of SC4 might not conform to your needs, but hell that runway is WAY out of scale and very very unrealstic to the max. I see the runway is 5 tiles in length and we know 1 tile is 16m, so that would be 80m wide! This is very unrealstic for today standard. Today, the FAA requires runway length to be 30-45 ft wide for the largest plane, and thats almost equal to 2-2 1/2 tile wide. Im curious why you would include that out of scale runway, hell that 747 looks like a toy plane on that runway. You do know that engines on planes today DO go off the edge of the runway? That is why the A380 outboard engines cannot have reverse thrust since it would suck debris on the side, and only the 2 inboard engines have reverse thrust.

    So why the need for that huge runway?

    BTW, the FAA rule can be found here, and refer to page 4 please, 

    http://www.faa.gov/asd/international/TSO_FAR_AC/530013c6.pdf

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