Ive done similar built large seating areas in basement levels to offset the shop congestion glitch, its a good short term fix (to clarify, i have arrivals shops in a secure area, this issue is isolated to departing customers turning up to check in)
I think previously passengers only entered terminal if;
Their check in has opened
There is a spare seat to enter terminal and wait.
The incentive for player was to provide waiting areas near check in to increase satisfaction and get passengers inside sooner to start using facilities
I think the shop/facilities demand needs to go back to only beginning once they are already able to enter terminal for their desk or to sit and wait. This would fix the glitch and prevent messing up the passenger timings/demand
I could imagine a graph where we see how many desks will be used/required with a line with the number of desks we have.
Same for the transit capacity, security capacity etc.
Could the game get a switch, to disallow allocation of no parking assigned vehicles, now new vehicles enter the depot, but then will start servicing immediately, which means, you cant assign them a parking spot from the depot storage with new vehicles, but of-course assigning parking spots from the order menu would be even more cool.
It’s a lot easier to have a look at these if you include the bug report number of each thing you mention (please don’t report issues in bulk here without mentioning a report number). I am also not seeing any widespread reporting of these types of issues, we’re currently averaging about five to ten reports per day, most of which originate from either corrupt saves or some building related features - thus the priority of fixing these types of problems are for now low (as a result of complaint driven development).
Thanks Olof and I do understand entirely it is now released as a full version.
The shopping issue primarily is the demand dropping after each game day as discussed on steam mostly I think, impression was it was already being looked into but can report if witness it still occurring on latest experimental. Will try and bug report the franchise staff at wrong terminal issue ahead of it occurring (reloading a savegame once i’ve seen it happen).
ACEO-43971 - Bus not leaving gate when reaching 100% passengers processed
B6328 @ Gate T1 - D5
72 passengers
boarding complete 0858
bus left gate 0934
Scheduled Departure 1005 Behaving the same as bug did previously, then was fixed during Beta (I think) to ensure the bus leaves as soon as 100% are on the bus. Save game also has passengers walking between terminals and franchise staff leaving from different terminals transits, also barely any carpark usage but regular warning that transits are full
ACEO-43979 - Franchise staff using wrong terminal transits
I don’t contest that there can be a discussion around the functionality of certain systems on certain communities but in order to have a look at it I will always need bug reports. If 10 people who discuss an issue on a platform all report that issue, we’ll immediately see that there’s something going on there and will be able to quickly take a look!
Has the 1.0-22 release been pushed out? I am on the experimental branch, however, I’m not seeing an update and game version still say 1.0-21. I’ve reloaded Steam, as well as toggled experimental updates off then back on.
Windows 10. I do have one other update queued from Steam for another game, so I do appear to be getting other updates. I’ve never had this happen with Airport CEO before, as I’ve always seen the update as soon as it is posted here. No mods or anything loaded for the game either.
EDIT: Weird, but, it seems that other game update may have been blocking others. I went ahead and just updated that other game, and after doing so, the Airport CEO update showed up, as well as 2 other game updates. I can confirm I now see 1-0.22 showing. Thanks.
The queue now runs through the entire terminal (and through the toilets ) and there is almost no customer in the café next door.
The consequence is that nearly the half of the flights do not depart with all PAX.
Here they complain that visitors and passengers do not shop in shops and cafes. I have reverse focus. In a “bistro boheme”, with a daily sales plan of 255, they made purchases about 4,000 times per day. 5 stores in the terminal, and the number of purchases ranges from several hundred to several thousand. With traffic of ~ 13,500 passengers per day, purchases were made ~ 7,000 times.
What I’ve done? I started the game on another very powerful computer, instead of my “calculator”. Also, the happiness of the staff in 10 minutes of real time fell from 88% to 63%.
There was also a trick when 4 large planes got up just before takeoff. I didn’t understand what they were waiting for. And they were waiting for another large plane, which was traveling from the far end. As a result, he rode for takeoff … on the grass, cutting off the section of the taxiway that was busy.
Naturally, this path is no longer there, because there are other planes on this path. The question is, why does a plane that starts moving from the far end receive priority during takeoff? Or do you want to say that it was he who started the movement from the stand first than the other 4 planes waiting for him?
There it is done differently, and I have seen it many times. There is a priority of entering the runway. The plane, before leaving for it, checks if there is another plane that left earlier. If there is, then he simply waits for the one who received the priority to travel the path where they both must intersect.