Devblog's section
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By Bigbigcheese
#188
Looks very nice.

May I ask what the taxiway coming out the front of the stand is? Surely the aircraft are pushed back? Or is that not currently implemented?

What level of dynamic lighting will there be, it seems like you've forgone lighting for the moment as I can understand the performance constraints, but will there be the option to, for example, place a window in the terminal edge (please make windows available on all walls, even internal ones ;) ) and the evening light casting long shadows down the terminal (unless you install lights of course)

Will vehicles be able to path dynamically without using the roads? For example when on stand will they be allowed to exit from the top edge if there is a road there, or can they only enter and exit from the side road connection, which brings the question about adjacent stands conflicting with each other.

I am looking forward to the future developments :)
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By RealWelders Evgeniy
#189
Hi Bigbigcheese and thanks for a such interesting questions!
Bigbigcheese wrote:
Thu Dec 14, 2017 11:37 pm
Looks very nice.

May I ask what the taxiway coming out the front of the stand is? Surely the aircraft are pushed back? Or is that not currently implemented?
As aircrafts are not able/allowed to move back they request pushback tug when it needs to move back. Aircraft ramps could be a "drive through" so airplane doesn't need any assistance and leave ramp much faster - no need to wait pushback tug. But it is payed by extra size because that ramps require a lot of space for TWY connections. Also this configuration doesn't work with bridged ramps. Player to decide what to construct: save money and time in cost of extra space and quality limitation or not.
We will have all the configuration listed above.
Bigbigcheese wrote:
Thu Dec 14, 2017 11:37 pm
What level of dynamic lighting will there be, it seems like you've forgone lighting for the moment as I can understand the performance constraints, but will there be the option to, for example, place a window in the terminal edge (please make windows available on all walls, even internal ones ;) ) and the evening light casting long shadows down the terminal (unless you install lights of course)
It is pretty complex issue. We will definitely have windows. Also terminal has own inner lights separate from the sun&moon.
Features you asking about is a bit more complex and not a priority in the moment. But we defintly will polish that stuff after completing main things.
Bigbigcheese wrote:
Thu Dec 14, 2017 11:37 pm
Will vehicles be able to path dynamically without using the roads? For example when on stand will they be allowed to exit from the top edge if there is a road there, or can they only enter and exit from the side road connection, which brings the question about adjacent stands conflicting with each other.
Current implementation is not a final. We have several ideas. Though adjacent ramps will not conflict thanks to spacing zones (i.e. it is not possible to build ramps as close as it is not possible to connect roads to them).
User avatar
By stefanceltare
#243
Any ideas when we can see another devblog? :D Would be nice to see another video or some more screens if possible.

Thanks!
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By RealWelders Evgeniy
#249
We've been focusing on a stability and optimisation all last months. It's not much new to show. However there is something we would like to share soon. New devblog will be release ASAP ;)
User avatar
By stefanceltare
#250
Wow that’s really great news ;) very excited to see what you guys have to share.

Optimisation and stability is usually done after feature lock... does that mean you finished the features for an initial version? :D
User avatar
By RealWelders Evgeniy
#252
stefanceltare wrote:
Thu Feb 08, 2018 3:32 pm
Wow that’s really great news ;) very excited to see what you guys have to share.

Optimisation and stability is usually done after feature lock... does that mean you finished the features for an initial version? :D
It means that we need more stabiliyt befor proceed to other features

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