AI News HubLIVE
站內改寫6 分鐘閱讀

待翻譯:The lost airports of SimCity 3000 (2002)

AI 服務暫時不可用,以下為來源摘要,待恢復後補全翻譯:The lost airports of SimCity - SC3000.COM Nov DEC Jan 04 2001 2002 2003 success fail About this capture COLLECTED BY Organization: Alexa Crawls Starting in 1996, Alexa Internet has been donating their crawl data to the…

來源Hacker News AI作者: Lammy

AI 服務暫時不可用,以下為來源正文,待恢復後補全翻譯。

The lost airports of SimCity - SC3000.COM Nov DEC Jan 04 2001 2002 2003 success fail About this capture COLLECTED BY Organization: Alexa Crawls Starting in 1996, Alexa Internet has been donating their crawl data to the Internet Archive. Flowing in every day, these data are added to the Wayback Machine after an embargo period. Collection: Alexa Crawls DO Crawl data donated by Alexa Internet. This data is currently not publicly accessible TIMESTAMPS The Wayback Machine - https://web.archive.org/web/20021204030618/http://www.sc3000.com:80/knowledge/showarticle.cfm?id=0910&openItemID= Site Transit Home Knowledge Neighborhood Submit knowledge See also Pressroom City Center Files & Media Pressroom Underground Link Lane Interact Discussion Forum QuickPoll Mayor Query Tool Related sites SimCity 2000 Urban Renewal Kit The lost airports of SimCity #0910 Updated: 3/4/02 OS/platforms(s): All Versions: All Display article in printer-friendly mode Contributor/author(s): Simpleton This is probably the first SimCity archaeological article in Knowledge Neighborhood. Come with me while we look for a part of the program which never made it out of the Maxis workshops, but of which the wreckage and traces are still there in the published program. We will take a look at what was meant to be, and also what you can still have! First hints. The auto-generated airports in SimCity are horrible looking affairs. The scale is out of whack and they are tiny little things. I fly for a living and naturally wanted something which looked like an airfield if I were to build decent looking complete cities. Obviously the program was using supplied dedicated 'Airport Tiles' but usually in an ugly, unworkable jumble � could I build my own airfield from the parts? So I learnt about the 'Building Plop' cheat and started reading the Building List the cheat opens. I found 20 dedicated 'Airport Tiles' in the list (some of which the program never uses). That is a lot of tiles for just one service. (I am giving you the full list as an annex to this article). There were beautifully crafted Air Gates, a range of support buildings, two types of Terminal, two types of runway, two types of Hangar, runway connection and crossing tiles. Obviously something very impressive had been once intended � but is not there now. Sensing a trail. I decided to give the program a fair go and zoned a large cross area, hooked it up to power and water, then watched. I was hoping to entice the program to give me a much larger airport, hopefully with two runways and preferably with cross runways. The image below shows what was auto-generated! The runway was only 10 tiles long with that huge (out of scale) control tower standing on one end, a second control tower (for some obscure purpose) and a large area filled with a mess of Airport component tiles serving no functional purpose. Certainly the Airport worked. Aircraft came and went, landing, taxiing in to the Terminals, stopping then taxiing out and taking off. Even a little pause at the runway to get takeoff permission. I still felt there was something more which should be there, but was not � so I built my own. Buildings & traces of activity emerge. The next image shows a small to medium sized airport serving Domestic airlines and charter, such as would be a support (or secondary) airport for a large city. Apart from a couple of parks, fountains, the roads and some open parking tiles � everything else is dedicated Airport tiles. The grass is 'Airport Grass'; the apron and taxiways are 'Tarmac'; the apron is large enough for the Air Gates to be positioned properly, coming from the Terminal Connectors which themselves back on to the Terminal buildings. The multi story car parks are 'Airport Parking Garage'. On the other side of the airfield is a maintenance facility and there is also a main hangar area somewhat separated from the Terminal area. The Control Tower stands in its usual splendid isolation. The program does not have a Windsock tile. Another way of looking at the above is that the program could build this itself, the parts are there for it to do so. There is a very good reason why it does not and I will come to that later in this story. Prior zoning and then 'plopping' does not work � the Query Tool comes back 'Unzoned' even if you have plopped an Airport tile on an Airport Zone. But � I immediately got aircraft animation activity and I got a lot of it. The program identified two 10 tile runways in the long parallel runways I had built, and started using them � at the same time. However aircraft never went near the Terminals. They just followed the normal 10 tile animation sequence as if the program had auto-generated the usual SimCity airport. This meant they turned out onto the grass, got in each other's way and the whole thing looked total chaos (although I was to find it could look a lot worse!). Anyway � that was a start, now could I get a cross runway layout? Unearthing the runways and a missing link. Most readers will be aware that building tiles in SimCity are fixed in orientation � that is the way the building, object or facility will point, and that is that. Not quite! Observation showed that with Airports the program could and would change orientation of at least the runway tiles. This seemed to indicate that a cross runway layout should be possible and may once have been intended. There was definitely something else there. I discovered that although runway tiles had to be plopped individually, once they adjoined they took the properties of a 'single tile'. Touch any part of a runway with the bulldozer and you lose the lot in that single move! But I could not change the orientation of the runway tile so could not get the cross runway. What else was there? Let's look at the other runway type. In the program there is the 'Runway' tile (which is a modern, painted up affair) and the 'Landing Strip'. What would the latter do? Absolutely nothing! It did not generate animation; it stays in component tiles, even if it looks connected when laid out, so you can adjust length with the bulldozer; but you cannot change its orientation! However, the natural orientation is at 90 degrees to the Runway tile and the program has a 'Runway Crossing' tile. I had my cross runway and it would still look natural as airports often have primary runways for the 'heavies' and secondary runways to enable the 'lighties' to deal with cross winds. The Runway Crossing tile was the key. The tile looks quite bland when seen in isolation but is a very clever piece of design work. It could cross two Runways, two Landing Strips, or a Landing Strip with a Runway � and be a perfect match in any of those applications. That could NOT be coincidence, yet there is no present function for it! Rather than a 'missing link' the link is there all right but the purpose it was designed for is not! SimCity had airports which are now totally lost to us - well not quite!. The cross runway re-emerges. The next image shows a much more major airport. This could be a city Primary International/Domestic, with two pairs of runways in a cross layout. There are a row of plain domestic terminals and a row of international terminals with Air Gates, at 90 degrees to each other. The taxiway system is complex to allow access to any part of the airfield or to the runways while bypassing busy areas used for specific purposes. There are maintenance depots for two airlines on the far side of the airfield and at one end of the field is a private maintenance and charter outfit. Size of purpose brings with it other things to keep a visual and functional balance. A lot more parking is required along with a shopping complex, major hotel and some minor support businesses. Something of this size has to be directly interconnected with an arterial road system which also has to be shown. This starts using a lot of space but I have sketched an indication. To conserve room I have therefore underpassed the airfield in two places to bring dual carriageways directly into the Terminal heart. I have also built a straight line interconnection between highway and dual carriageway to avoid a complex, tile hungry, on and off ramp interchange; then I have connected the highway spur to another main highway. More clues to the lost airports. The large, cross runway airport I built had some more information in store. The program recognized THREE airports amongst the long runways and began running aircraft animation sequences for all three at the same time. The place looked like a wasps nest, and what happened on the ground was disgusting! Interestingly one of the 'airports' the program 'saw' was 22 tiles long � and it adapted the normal animation pattern to the 22 tiles. The animation sequence was exactly the same but over 22 tiles instead of the normal 10 or less that the program auto-generates. SimCity still has some basic programming in it of dealing with far larger airports than we ever get! At the same time building a functional and large Terminal array produced another animation � or at least made it obvious enough to not miss. Most of you will be aware that the basic Sim pedestrian animation happens on pavements anywhere and is geared to volume and type of buildings which may be around. Equally, the program recognizes specific localities so you get workmen carrying timber near building sites and trucks loaded with hay near farms. With Airports the Terminal Buildings trigger an 'Airport Specific' pedestrian traffic which happens in front of the terminal and maybe a tile or two each side. This is overlaid over the normal pavement pedestrian animations. With several Terminals side by side fronting a road, you suddenly find you are looking at hordes of Sims swarming about carrying, pushing or towing various luggage, plus normal peds. This gives a very nice impression of a busy airport which is going real well � or would be progressively scaled down (but still there) for smaller airports. Once again it was difficult not to conclude that a lot of effort and planning had gone into the lost airports which could have (and actually does when you build them yourself) look real good. One definite piece of knowledge which came out of this was that zoning triggers the auto-generation of an airport, but it is then the appearance of specific tiles (the Runway and Terminal Building tiles) which triggers the animation sequences. This happens in either auto-generation or plopping. Once the tiles are down the program responds. Balancing the scales. So much for the large airports but what of others? People have different scenarios in mind so I went down in size. The next image shows a typical small country town airport. Here there is enough local demand and dollars for a few passenger services a week to put in a decent runway and some paved surfaces and taxiways (but not much); a small terminal backed by parking and a couple of support buildings; and out the back is a private maintenance concern giving the local area support, selling hangar space, fuel etc. There is also the usual small aero club and flying school. They have paved areas as well, but these are a bit cheap and tatty. Light aircraft are the chief users so there is a lesser quality cross runway to enable the place to operate in windy conditions from a greater choice of operational directions. Then again, some of us want to create a fair amount of rural development in our cities � so what of the landing strips? The next illustration shows a typical small airstrip successful farmers will carve out of their properties for their own personal transport and to give a base for crop sprayers to treat their farms. It has a modest runway and only the vestige of taxiways. A farm building has been pressed into service as a hangar. To suit the wind seasons a grass cross strip has been cut into the agricultural fields. The probl [truncated for AI cost control]