I have airport, there is a plane which was re-fitted for moving goods. In 2-3 tiles from airport I have loading bay, where goods are available.
How to load goods to aircraft?
openttd
I have airport, there is a plane which was re-fitted for moving goods. In 2-3 tiles from airport I have loading bay, where goods are available.
How to load goods to aircraft?
The station has to accept goods:
To do that it has to have enough commercial town buildings within its catchment area (it doesn't matter that the whole town has enough, the individual buildings must be near the station!) to generate a full demand of goods.
This Small Office Building, for example, only provides one eighth of a goods need.
While this Highrise Commercial building provides one half (four eighths).
There has to be enough buildings of this nature within a station's catchment area for the total goods demand to be at least one whole.
These buildings appear much more frequently in larger towns and cities, and tend to be clustered near the centre of the town - and again, your station must have them within it's catchment area for this to work.
Update: After examining in detail a function on line 2166 of town_cmd.cpp, it is my opinion that the town chooses the building completely randomly based on two factors: the tile's "status" (which just controls whether a tile is 'available' for building on) and the town's "radius group". This is also corroborated by my experience in-game, which is that towns will build different types of houses based on how big the town is and which 'ring' the tile is in. Hopefully this is what you wanted, but I'll preserve the rest of my answer in case anybody else finds it useful.
Update 2: After reading your comment, I feel compelled to point out that the below paragraph should answer that question (on road access). Having said that, I'm a bit confused since I've never experienced the problem you're referring to - admittedly I greatly prefer "original" layout over 3x3 grid; perhaps it's simply my lack of experience in 3x3 grids that has caused the greatest amount of confusion in regards to this answer - for that, and the lack of organisation/coordination in later editions of the answer, I apologise.
It is my belief that for a square to build it must have road-access (otherwise the town will build a road for it), 'road-access' is defined by a road within 2 squares (ie an adjacent square must be a road). There is no particular way to build roads that will encourage or discourage building on a particular square - the town requires it, but will build the roads itself if necessary. There's no way to "force" a town to build in a particular square.
If you disallow town road-building, you will need to fill in road access according to the above rules in order for a square to build (road within 2 squares).
The old (fairly off-topic) answer:
I've played the game for a number of years now, and probably can't offer anything more definitive than said sources but I'll give it my best shot anyway.
The bit in bold is there because it is the factor that keeps cropping up in code, and I think is the most important factor in growth. If the town has not reached its goal, it will not grow (unless you are funding its growth).
Also worthy of note: funding a town twice in a row doesn't appear to be economically-sensible. It seems the town will be funded for growth for the next 3 months at the point you fund it - funding it again will not increase this to 6 months, it stays fixed at 3 months. The second funding is, therefore, wasted. (this is according to my interpretation of the source code)
The following factors affect whether a square will be built on [source confirmed]:
According to the code as I've read it, these are the only factors affecting whether a specific square will be built on or not. As for when a square will be built on, see the rest of my answer about town growth rate (a much more complicated topic).
The following factors affect how quickly a town grows:
The following things appear (to me) to be a placebo affect at best:
The following factors definitely have nothing to do with town growth (but are worthy of note since many people think they may help/hinder):
This answer is meant to be comprehensive but may not be exhaustive. I will come back and improve on it later on, when my girlfriend lets me play again (something about "becoming obsessive"... I dunno what she means, I mean 10 hours a day is healthy... isn't it?)
Best Answer
The airport as well as the Loading Bay should have the same name i.e. they should be part of the same combined station
This is called a Feeder Service. To set this up you should either
You can only have one dock and/or airport in any given station at a time, unlike road vehicle and train stations.
You can remove a component of a combined station using the dynamite tool which will remove just that individual station, not the overall thing. The exception to this is train stations, where dynamiting one part of a train station will remove all of them (or not, if there are trains in any of them).
Do check out the wiki because this is explained much better there.
Combining Stations wiki
Feeder Service wiki