Jump to content
IGNORED

Runway 180 update


Mark2008

Recommended Posts

Runway180.thumb.png.a87aea7bc9e825f6e236665cbc73d4d2.png

 

 

It may not look much different than the last time I posted about it, but, the scoreboard is functional, the animations are functional, the title screen/directions are complete, printing to the screen (it's mode E so the print function was custom - if simple), the sound is complete

 

Really I could finish it in a weekend, it's not that complicated of a program.

 

But knowing me, I'll be looking to re-start this project a couple years from now....but crossing my fingers and hoping to actually post the game without too much delay.

And I'm feeling good about my progress this weekend, so wanted to end the weekend with a status update.  Not that anyone is *waiting* on a status update...but whatever, I like to contribute a post or two.

 

btw, it's just the same Runway 180 that was done for the TI-99 4/A, Compute! October 1983.

 

Rewritten in KickC/KickAssembler

 

I do hope to actually do one graphical improvement, if I get time, will implement it...if not I will release it with this look.

  • Like 7
Link to comment
Share on other sites

  • 2 weeks later...

Not trying to overly promote this, because of the fact that I have historically not finished things.

 

And - just sharing, but while I live in the United States, I own a home in Kremenchuk, Ukraine - so, you probably can guess for various reasons related to family and economic ties to this issue in the world today, I'm a bit distracted.


But, I did make progress and decided to do a quick video.

 

I really feel like I just need one strong push to finish, the tech hurdles, I think are overcome. I would just be so surprised if there was a major issue now.

 

 

  • Like 6
Link to comment
Share on other sites

It's still a WIP.  per the original spec, Airspeed 50 causes a stall, but good catch.  Is that based on real workings of a plane?

 

printf("TO RECOVER FROM A STALL\n\n");

printf("INCREASE AIRSPEED ABOVE 60.\n\n");

 

hmm, it might be 60.....

Edited by Mark2008
  • Like 1
Link to comment
Share on other sites

10 hours ago, Mark2008 said:

Is that based on real workings of a plane?

Yes. Think of this: At 0 knots the plane doesn't fly. At 100 it does. Somewhere in between is a minimum flying speed, called the stall speed, which depends on wing design and weight.

 

Also, real naming of runways is with only two digits from 01 to 36. So you might call it Runway 18 (pronounced one eight).

Edited by ClausB
  • Like 1
Link to comment
Share on other sites

A business jet carrying 20 passengers - you'd expect a takeoff speed probably in the 120-130 knot range, stall speed probably near 100.

These can vary depending on load, conditions, altitude, air density etc.

 

Maybe put some such variables into the game - if the plane has limitations set in stone it'd probably become too predictable and easy.

 

Yeah... runway name.  Maybe something like "Runway One-Five" instead.

Edited by Rybags
Link to comment
Share on other sites

2 hours ago, Rybags said:

A business jet carrying 20 passengers - you'd expect a takeoff speed probably in the 120-130 knot range, stall speed probably near 100.

These can vary depending on load, conditions, altitude, air density etc.

 

Maybe put some such variables into the game - if the plane has limitations set in stone it'd probably become too predictable and easy.

 

Yeah... runway name.  Maybe something like "Runway One-Five" instead.

The game has 4 "complications' which are essentially shifting wind speeds.  On some set interval, there is a 1 in 4 chance, of hitting a complication, and so the landing involves (in theory) making micro adjustments.   However, in reality, after a while you figure out a land fast strategy.  

 

cool.  these are good ideas I'll see about making the game better.   plus I have one idea for a 3d runway effect in the green area.

Link to comment
Share on other sites

The numbers at the beginning of runways denote their magnetic heading and are rounded in multiples of ten degrees.

For your runway... Runway 18 has a magnetic heading of 180 degrees. Letters added after the number like this (18L, 18R, or 18C) designate that runway’s position relative to parallel runways and can have meaning such as left, right, or center etc.

Link to comment
Share on other sites

Being able to extend flaps would also be helpful.  Flaps change the shape of the wing which increases lift, but also increases drag, allowing the aircraft to slow down easier and reducing the stall speed, two things useful for landing.  Flaps typically have multiple settings (given in degrees) depending on the aircraft.

 

Link to comment
Share on other sites

15 minutes ago, _The Doctor__ said:

generic aircraft... um em err..... that's not how that works....

Really?  Nobody ever writes games and just sticks arbitrary details in for an aircraft?  Ooh, I wonder what fighter jet is used in Time Pilot!

  • Haha 1
Link to comment
Share on other sites

Why the straw man? Strange rationalization for sure.

26 minutes ago, Panther said:

Really?  Nobody ever writes games and just sticks arbitrary details in for an aircraft?  Ooh, I wonder what fighter jet is used in Time Pilot!

Hmmm a fantasy time traveling game in which no landing physics are involved as an example... Reach much? Not a very rational statement at all.

This is a game about flying approach and landing aircraft. Context matters. Air speed and type of craft matter. There are some overlaps in small ranges of craft.

It isn't like one couldn't have different data to plug in, there are tons of aircraft sites giving everything a person would like to know. Easily plugged into most simulators and a number of games/sims incorporate just that. Rudimentary games follow some basic principles even if they aren't in the context of this particular game. A game who's hole purpose is to get the speed and angle correct with winds taken into account shouldn't have any issue matching up the text book numbers. I never quite understand when people jump in and say something and feel the need to defend whatever it is, just to defend it. It's clear the op and game maker cares, he's asked about visuals and other things in the past and wants to make a nice game that isn't too complicated and covers the basics while looking good. He's well on the way to doing just that. With a couple of places attending to the details he will pull that off and make it a credible game for even aircraft aficionados to let things slide and enjoy.

Link to comment
Share on other sites

32 minutes ago, _The Doctor__ said:

Why the straw man? Strange rationalization for sure.

Hardly, as the comparison is in that they are both games, neither is an FAA approved simulator.  The original Runway 180 was written in BASIC and published in a magazine.  Given the title, which specifies a runway number that wouldn't actually exist, I doubt there was much attention to detail in the creation of this game.  It's great that Mark2008 is interested in improving the game as he converts it to Atari.

 

Edited by Panther
Removed unnecessary content.
Link to comment
Share on other sites

Actually I took the time to read about the program... and it's parameters... as well as looking at the listings from the TI... One thing is certain,.. Just a little knowledge can go a long way.

 

It's a Cessna 180 SkyWagon... that it was loosely written after... hence the name of the game having multiple meanings... runway number and the nod towards the craft rolled into one... There's a runway and a 180...

There were two versions of the basic game made, tweaked for difficulty and game play.

 

50 kn would be appropriate for this craft as it full on stalls at 48kn...  tweaking the game to match the current plane graphic would be in order...So you could change the math or change the graphic, no biggie.

not a big ask to change stall etc. It's a good simplistic game that followed some basic parameters for fun. I like it.

Edited by _The Doctor__
  • Like 2
Link to comment
Share on other sites

Hey - can you get the same details on the cool fighters used in Star Raiders, Rescue on Fractalus, etc.?  I want to make sure the details from those 1980s games check out 100% factually or I'll have to stop playing them.

  • Like 1
  • Haha 2
Link to comment
Share on other sites

I think if we were in an alternate universe and those were real ships, we would need to. We can't have junior taking the space ship out for a spin and having the disk wipe out half the galaxy!

Maybe if we were porting said game we'd follow the same code though....

Link to comment
Share on other sites

  • 2 years later...

Very Cool!

Back in the day as a chilled I imputed the Runway 180 :)

 

In the 90's when i discovered vt9t and associated utilities I dumped my cassette to wav then converted to a 99/4a disk image.  i still run it in MESS/MAME.

 

If any one wants Runway 180 in .txt or my 99/4a disk image feel free to PM.

 

Full Props to James Dunn!
image.thumb.png.8c2fbc1eafdbe0b39969bf61acbfab1d.png

Edited by JL
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...