Ah, I just got home from get off work. . . The 6 hour time difference between Asia and Europe is indeed a troublesome situation that affects communication. . I saw that post. . (Based on my poor German, I'll reply in English...)
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To be precise, for the flying vehicle, I don't need too many changes. . What I redid in TPF2 is the part based on the airport framework. This is to ensure the maximum compatibility of the mod with the works of other authors. (In addition, I am not a professional programmer, everything is just a personal hobby. The following content is mainly my own experience and experience of making MOD, which may be very unprofessional.)
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For TPF2, UG has made a lot of adjustments and optimizations when developing games. Compared with the TF / TPF-1 era, UG has simplified and modularized all kinds of Lua, API, SCRIPT, and module calls. . These TPF2 era designs have indeed brought convenience to MOD production, especially for MOD authors, which simplifies the complexity of MOD production, which is very good. .
However, the modularized bring convenience to MOD making, but also cause trouble to the scalability of MOD. This is what I feel deeply. . . Why do I say this? Let me give an example. Taking the TPF2 industry as an example, many authors should also be considering the integration of various industries, such as the integration of bus stations/train stations with the industry. Add more functions and modules. . . But if you write the mod exactly according to the TPF2 code format, you will find that this will not be successful. You can't put various modules together. They are equal, but cannot coexist. . You can't use the IF command either. . The original design purpose of UG should be better MOD writing and running efficiency. . But it does bring constraints to the expansion ability of MOD, there are pros and cons. . . .(This is the most intuitive feeling I currently feel when making mods, there may be mistakes. Yoshi )
Therefore, if you want to expand the MOD function in TPF2 and integrate your own ideas and creativity into MOD, please throw away the MOD writing ideas in TPF2 format first. This convenient design will limit you to the framework. .
When making helicopter and seaplane mods, I have also experienced many attempts and failures. If I make MODs according to the fixed format of TPF2, it is estimated that I am still in the process of solving various module conflicts or module function failures. . . . . For the airport processing, the first thing I have to do is to discard some module calls and some parameter commands. The consequence of this is that the passenger/cargo modules cannot coexist. But it also unlocks my limitations when making mods. Why do I have to write various local slots XXXX parameter commands? Why do I have to write a command to load XXXXmodules? ? Is initialModules XXXX really what I have to use for MOD? ? ? And in order to accommodate the previous bunch of commands and parameter definitions, I have to set up various parameters of the airport runway. . . What will these codes do for the mod I'm making now? ? ? ? so. . . All I have to do is. . Throw away these modules and code! ! ! Now, I call the shots at my airport.
All commands, modules, and functions of TPF2 are actually similar or even common, and modularity means that you can discard one or more of them separately, and then load new content. . Abandon the unnecessary codes and commands in the MOD, simplify everything to meet the needs of your MOD production, and then carry out targeted function writing and optimization and loading of various additional modules on this basis. .
All settings of TPF2 are actually universal, and the problem of TPF2 is the coexistence and conflict of various modules after modularization. . In TPF2, a type=XX may change the definition and properties of a model. . So, if the parameters of a bus stop are changed, can it also stop the plane?
Never, never, never rigidly follow the fixed format of TPF2 to make your mods, you can enjoy the convenience brought by modularization and code simplification, but it may also limit your play. And what you have to do is to jump out of the fixed ideas that may arise when making TPF2-MOD.
Brain holes, creativity, and flexibility are the basis for ensuring that you make interesting mods.