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Cities skylines airports guide4/28/2023 ![]() A group of people start ensuring correct growth of the city and happiness of its citizens. Someone finds oil or begins growing tomatoes in glasshouse. Around that place new buildings start showing, workplaces are created, just as shops, offices. But, despite everything, every city starts with one man that wants to settle in a specific place. The majority of air traffic is based on those small airplanes, so no problem.Many cities have grown on very harsh territories. Landing is not so complicated, you can play with the braking parameters, but IMO its not so important, the plane will land at the beginning of the runway no matter what.įorget the vanilla quasimodo, time for some real beauties! Here are some Links to the best models I could find: Note: I would limit myself to smaller airliners (A320, B737 maybe the B767, A330), there is a limit on sheer plane size, every bigger will look extremly out of Scale. The plane wont use the whole runway, but will go up nicely. ![]() If you use the right acceleration, a 0.25 Acc Value will work well with a 2000-2200m runway. But in C:SL, every plane will turn immediately after it reaches the 'Exit' point of the runway. IRL planes climb in a straight line after take off. If you want to estimate a required runway length for an acceleration: 375/(acc Value) = Runway length. Change to a 0.25 value gives you much more realistic 1.400m. This value corresponds with a 250m strip on the runway aka rocket start. AVO tells us the standard acceleration value of the vanilla plane, which is 1.5. If you are using the normal plane, you will notice that it will use not much of the runway. ![]() Also a braking value/distance, the plane will brake on the taxiways, if necessary. When a plane lands however, it chooses the first possible 'Exit' point (which a starting plane would ignore). The Starting point is determined by the Acceleration value (through Advanced Vehicle options). Leading to nice looking groundhoging airplanes moving through your Forest. The plane then steers to its destination point at the map, even when its not airborne. ![]() The most interesting thing is: When a plane starts, it will consider the start as completed once it reaches the 'Exit' point of the runway. If you mess up with the braking/acceleration properties or the runway lenght (will be explained in a later), there is a good chance your plane will land backwards. Make sure you got them as near as aesthetically possible to the end of your Runway and you got a good length of the runway itself (I recommend a 2.2km strip). The plane will only use the space between the entry and exit point of the runway. Planes doesn't follow the rules of trains and buses (obviously). The most difficult part in C:SL is to get your planes visually pleasing to the ground. Modular international Airport by BloodyPenguin orīoth modular versions of the vanilla airportsĭefinitions: Runway: Start and landing strip, the Dark grey one in your Menu Taxiways: Generic "Plane Roads" It will be splitted in two parts (First:Basics/Planes, Second: Realistic Airports)Īdvanced Vehicle Options (braking/acceleration parameters) I have seen some beautiful Airports in this subreddit, but most players seem to struggle to build a realistic and good-looking one.
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