It’s not that flights are being backed up, but the game is scheduling flights to occur negative hours ago. For example, it’ll be 2100, and the game will schedule a flight for 1500 on the same day. Obviously you can’t have flights be scheduled now for 6 hours ago.
Does that happen even after a full flush out of the flights? I.e. if you have a completely empty flight planner and start it up again, does it schedule in the past?
Yeap, multiple times has happened. In fact, this seems to happen more frequently when just starting up the auto scheduler. Maybe this has something to do with the flight planner thinking that the spot is empty because the plane has already left and decides to schedule it. Or maybe there’s an error with it choosing the next day instead of the current day for the flight to arrive.
I think it’s quite silly that you can’t bug report a large game. The game says to email and I try and email a bug report and I’m told they don’t take bug reports for security concerns. So what are you going to do? Ignore bugs with bigger games?
This game was built on spaghetti code, so it is really only feasible to send bug reports on smaller saves because it would be a massive file size. New game should be different in almost every way. If you want, join the discord and ask for help with screenshots there.
I’ve already tried and it’s a game issue code.
There are two reasons as to why there is a size limit in the bug reporting system. One of them is that there’s a significant cost related to hosting these very large zip files, that can quickly add up during bigger releases, and we are currently in a state of business and development of Project Venus where we need to be very conservative with our IT costs. However, those costs would of course be justified and the backlog could be maintained, if those massive saves were of significant use to us during the debug process but in 9 out of 10 cases they are in fact not; which is the other reason. This is because the Unity editor adds a significant overhead compared to running the game in a standalone build and for massive airports that can often result in an extremely inefficient debug session. Sure, there are some scenarios where we need to do that anyway if the issue is so rare that it really only happens for that specific airport, but in the absolute majority of cases it is much more efficient to receive medium to large sized airports instead and try to detect, analyze or profile the issue there which will then be applied to all airports. We will always ask for logs on massive airports which fail the payload check, something I will do in the next e-mail correspondence to Carrot (which I presume it is).
The message stating that you should try and e-mail your data instead is a bit too generic for the payload check fail, I agree, it’s mainly intended for when the user has an issue connecting with the server.
We are looking at this issue of course, as well as other issues, and there’ll most likely be another update deployed later today.
I too am having issues with flights being scheduled in the past, which persists on 1.0-42.
As suggested, I closed all the stands, cancelled all the flights, saved and quit, restarted - and the issue persisted.
What DID fix it was closing all the stands cancelling all the contracts, then reopening the stands, and adding the contracts… the fix was only temporary though.
After about a week of game time, the issue recurs. Flights being scheduled by the auto planner in the past.
Here you can see offending flight OK247 on L2 scheduled in the past, overlapping with another flight. Though perhaps not immediately apparent, OK900 is another such flight.
The issue is apparent here in the flight monitor. It is past the departure time for OK900 yet passengers are just starting to arrive at the airport. This is because it was only added to the schedule after it’s departure time by the auto planner.
This is not a problem of airport throughput. Note AL722 with all passengers through security 2 hours prior to departure, or AL109 nearly fully-boarded an hour prior to departure. The problem is the auto planner putting things in the past.
I attempted to check with the beta branch on 1.0-43, however aircraft stop arriving at the airport after a few minutes, regardless of empty runways and stands.
Basically, with the auto-planner, the game is unplayable.
Okay with 1.0-43 flights also stopped coming for me again. I didn’t know it broke again…
Please note that the 1.0-43 version on the experimental branch is experimental! It’s available there now but should not be considered an official release at this point as we’re testing some stuff out!
Did you check the notification field of the flight planner when that happened?
Check the notification field of the flight Monitor??
I’m not sure where the notification field is on the flight Planner, if it is there, unless you meant monitor.
Anywho - so Update: the experimental 1.0-43,
after once again purging my flights as described above
is mostly kind of working-ish.
Flights Still stop coming after a while, but they seem to start again if you simply pause and unpause update: no, not reliably. Not sure when or why the issue clears.
As far as the notification field of the flight monitor, when the flights stop coming - there is no notification. The flights display “en route” like everything is normal, but the landing time has passed, there is no notification, and the runways show
Flights in pattern: 0
Here are examples of affected flights.
I think, if the autosave interval is set to 5 min and the game is set to medium speed, the issue isn’t noticeable because, the compulsory pause while it autosaves is enough to kick whatever function needs kicking, but - yeah, somethings getting stuck somewhere.
The issue happening:
After pausing and unpausing.
Note that those en-route flights now either show a late landing, or “Delayed”
When was -43 released cause I didn’t see release notes
Will have to wait and survey a bit as we need more data on this issue, see if anyone else (i.e. in the backlog) is experiencing similar issues.
All right, here’s Airport CEO 1.0-43 on the experimental branch containing these two official fixes:
Release notes - Project Mercury - Version 1.0-43
Bug
MERCURY-47061 Uncaught NullReferenceException in flight update and planning look can in very rare instances on extremelt large airports cause flight traffic to stall
MERCURY-47044 Flight status sanity check algorithm can for very large airports with a multitude of schedule flights cause significant lag spikes of up to 15 seconds
time to grab out my old xxl save for a test
/edit: So I was not on my XXL airport now, but my current build faced some lags the past days when I run tests with only a handfull of flights. Today I went up to 100 flights per day and it runs smother than on -42. On -42 I have noticed small lags every few seconds last weekend.
There is still a very small lag every 30 to 35 seconds. I guess on lower hardware this can still be annoying.
Here a short clip of the traffic in max game speed and the short lags…
But let’s see how the players with bigger issues run with V -43
I actually have an even bigger build… I should load it up…
What about flight delivery stability? No unexpected non-showing aircraft as been reported here earlier?
So uhh yea flights aren’t coming still. I’m emailing logs as we speak.
EDIT: I lied, they’re just coming late despite the gate being empty… logs being sent. The gate from the bottom, the 3rdfrom the bottom is A1 and 2nd from bottom is S2, both show flights with timers ticking BUT nothing at the gate and them not landing.
Additionally, still having flights scheduled in the past/current.
-42 runs much better with flights coming nonstop.