I’m sure I’ll be corrected if I’m wrong, but don’t the tilt trays only work properly for the forward direction and one side direction, not both side directions only? That is how I use the tilt trays and my baggage claim system (three claim areas, each with one carousel, off one baggage bay) works as intended, with baggage going to the carousel and the passengers for that baggage waiting at the correct carousel for their baggage.
The baggage claim area cannot extend over separate carousel loops as it is intended to define “one significant area of access”, i.e. the system relies on the fact that all parts of that area is accessible from its origin. It’s not a matter of it not being smart enough, we could certainly develop an algorithm that would differentiate the different accessible loops but that would not be efficient from both a performance (it would be a very heavy calculation operation) perspective but also from a game-play perspective as we’d have to set some arbitrary limit on how many carousels that could be covered by a single area and then communicate that.
You mean my try #1?
No, that’s perfectly distributed. At 12 stands there are 6 flights on one claim, 6 on the other. 99.9% of the PAX also got to the the correct claim. Only the baggage don’t do it:
(btw: the orange arrows on the tilt tray are false)
Thanks, @Olof, for this explanation. But I don’t understand all what you say, sorry! What does that mean for a player? One bay → one way of belts → one claim area? Two bays → two separated way of belts → two claim areas? And every claim area only with one carusel?
I see the problem not in the pathfinding algorithm. Like you see in the last screenshot, the algorithm works fine. The destination claim is the one, who figure out the flight (not to see in the screenshot, but the signed flights are correct) and where the PAX are waiting for their luggage. All what not happened, is, that the luggage is able to find the correct target (=claim area) or, other words: the single piece of baggage is not able to follow the correct running pathfindung algorithm.
Sorry, but this is not true, you see it in my example. It doesn’t work with one bay and two claims. The same second, I made the 3rd screenshot in my last post, one floor up:
Look to the 3rd flight on the monitor. It’s on the top claim, the owner of the suitcase is also waiting there, but the suitcase is on the way to the bottom claim.
@Manni: Wenn du möchtest kannst du mir direkt schreiben und ich helfe dir bei Fragen.
(for the others: if you would like you can send me a message and i help you with your questions.
But now I have some problems and I’m not sure if therefore i have to make a report or it’s cause my airport is to big.
After playing for about 3 hours the automatic flight schedule inserts some random flights.
Yes, you are right, I have set “Forward and left”. I tried it now with “To Target” (and have waited to baggage of new arrived flights) and have the same issue.
[see posting #430 and some previous, also ACEO-43843]
It is NOT a bug, it was my mistake. I’ve found the reason for that.
In the beginning of this game (extreme mode - save every cent you can save ) I’ve got builded small check-in-counter, Without the knowledge, that they can’t handle baggage.
So I’ve builded later the baggage system and realized too late that I had the wrong counters. Since active counters cannot be demolish, I built more, small ones, to exchange the correct ones with medium ones. This led to the situation that both small and medium-sized ones were in operation.
And the flights on which the baggage-icon turned gray were exactly those were handled at a small counter. The arriving luggage was picked up, but there was no baggage service for the departing PAX.
Please let us stack Contractor contracts, when owning 6 blocks, it takes forever to build something and since you cannot influence the build queue at all, you can wait forever when a certain object is blocking a major archery change or when your Baggage Bay is not delivered, but the whole network is ready.
Can we already see somewhere if your airport has any blueprinted items on field? Just found I forget a few wall pieces in a terminal building that were blueprinted for a long time.
Would it be possible to add the shift-select to vehicles, that is now available for Check-in Desks?
Oil Trucks can be stranded on stands, when there was a manual dismissal; 43902
Do computers in staffrooms have a function? Never build them, I am amazed at this moment how much they are used and it explains all the standing around of staff that I never understood, so a “man” in a thought cloud, is a computer request.
When copying check-in desk and queues, I always get a zero cost quote.
The rating system in the game works crookedly. The overall average rating is 96%, with no de-icing, no catering, and no aircraft cleaning service.
In addition, at level 0, only stands, landing waiting areas and roads, everything else is underground, and the stands and runways are organized in such a way that planes run into each other, buildings, and cars on all sections of their route. Those. it’s like settling a family of 3 on 20 square meters, and writing that the rating of housing comfort is 96%. ))) Common Sense = 0.
Finding current default version increasingly unplayable. I don’t doubt for a moment the glitches reported will be fixed by the great team behind ACEO fingers crossed it is soon! I totally appreciate ACEO is not their top priority since full release.
Shop demand issue requiring game reload between days or demand decreases over time (mostly discussed on Steam forums). Also opening new shops within same game load causes issues with balancing usually customers primarily going to most recently contracted shop.
Pre-security areas shop issue mentioned previously. passengers used to wait outside for check-in to open or go inside and sit down to wait. If you have a shop nearby, once seats are full the passengers will all stampede the shop regardless of demand/distance causing check-in delays and unrealistic crowding of shop (food franchises work perfectly in that location, maybe shops can be tweaked in same way so that the shop demand comes after the trigger to walk into terminal?)
Remote stand shuttle buses won’t leave the gate until too late, 1-2 game hours after last passenger has already been processed onto the bus. Remote flights delayed 1-2 hours without alternative. (Previously an issue on older versions and was then fixed to trigger the bus to drive to stand once everyone is there)
Franchise staff arrive/leave from random transits of any terminal causing delays starting shifts. Also some passengers turn up to wrong terminal (i’ve checked, they aren’t visitors)
Car parks are barely used. As example my airport with 40+ has no more than 10-20 cars total across all car parks and getting “issue leaving/reaching airport” error also causing delays.
Catering delays, suspecting that in use trucks are being prioritised for selection instead of idle/parked trucks, Experimented with 10, 20, 30, 40 trucks for a large airport, extra vehicles doesn’t fix the delays, suspecting allocation issue for job tasks.
Each are relatively minor but when combined together as discussed in other threads and this one by others, the game becomes unplayable. I’ve had to close most shops and close remote stands, airport is barely making a profit, whilst it’s a interesting challenge, hopefully the glitches will be fixed in next release
That is interesting. This is exactly the phenomenon I saw yesterday for the first time and I wanted to ask how I can prevent it. It is interesting, however, that it is the other way around in my game: the older coffee shop is the one that has a lot more customers (left). The coffee shop on the right (also 3-star, same size, same conditions) opened 2 days later and has very few customers.
I’d suggest experimenting with the seating, trying playing a day with no seats before security (check-in areas), then reload and add as many seats as possible, see how it impacts the shopping. Also try clicking the shop “room” and watch the green marker over the passengers using or walking to the shop The seating/shop glitch seems to drive the passengers directly to the nearest shop on entering the terminal waiting for a desk to open.