Airport CEO Alpha 29 released

Ummmm… I’m guessing this incorrect. Did you mean across all cores in relation to one?

% can only phisically go as far as 100%. You cannot use more than a 100% unless you add more cores, but then why not use the average across all of them?

Mac’s report across cores and threads and not a general average. So that is correct per C/T.

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We’ve moved offices now and are back online investigating this high CPU utilization problem! :slight_smile:

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ACEO-9731
Small commercial aircraft occasionally get stuck taxing to the gate on arrival, leading to extensive delays(scheduled-9:45 pm, actual-2:40 am)

Started a test airport today to test pathfinding in a variety of different situations. Logged a few this morning and am working on a few other scenarios to put the simulation through to see how it handles it.

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Hey all, here’s an update on the high CPU load: We’ve found two issues, one is resolved with Alpha 29.6-9 and the other one needs more work which we’ll look at tomorrow.

Believe it or not but the main menu is more demanding to run than you’d think, the flying aircraft is rendered in real time and that means a lot of particle systems to generate those beautiful contrails. But there’s no point in rendering this scene in a higher frame rate than 100 FPS which is why we’ve limited it to that. In some cases it appears that the high CPU load from the start menu could travel over to the game world.

The second problem is a GPU bottleneck issue, there’s something wrong with the rendering of the terrain texture shader. We’ll be looking into optimizing this the coming days.

This is currently only deployed on the experimental branch!

    Release notes - Airport CEO - Version Alpha 29.6-9

Improvement

  • [ACEO-9709] - FPS limited to 100 in start menu to lower CPU load
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The pathfinder for airplanes still likes to set your half airport on hold for 1 plane. Can we please get some kind of zone-blocks or something? Like with train-tracks? so, a new reservation path will be generated from each block edge in stead of a reservation of half the map.

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It was a lot better around V25 I know. Fredrik made some serious implements with it that seem to have slowly eroded away. Would love them back too.

Oh, I found a nice bug; Will build on an empty field later on;

When you build a security station, in a staff room block, and then remove the security station, the staff room is no longer a complete staff room block; since the game will remove the staff zone too. From that moment the staff room does not function anymore, lol!

Wasn’t a request dropped recently where it removed the function of the removal of security stand removing the zoning underneath it?

Yeah, it’s deteriorated over time due to various performance improvements and changes. We’ll look into getting it back up to speed as soon as possible as I agree that it does have a serious impact on airport operation performance.

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I’m playing on the default branch and since the 29-6-8 update on that branch, the general gameplay has been laggier, with occasional freezes that last a few seconds (not autosave as I turned that off). This didn’t happen when 29-4-4 was on the default branch. I hope this can be resolved.

Average FPS has also been lower and CPU usage has increased.

Fredrik has been out sick for the beginning of this week and so the texture shader issue is currently on hold (which is what we believe is causing this performance problem) but we’ll address this for the remainder of this week. I’m currently working on several remote stand related bugs and other passenger and vehicle behavior issues. Alexander has already become productive and have as a welcome present implemented a medium sized information disk (which we soon also will enable a behavior for):

We’ll deploy a new experimental update tomorrow with these changes! :slight_smile:

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The info desks look very cool!!! :heart_eyes:

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13 posts were split to a new topic: The window topic

Please do! :smiley:

A new version will be deployed within an hour or so.

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Around 2am at a guess?

Aha, thats why I got an error

… reload still errors out, thought you had fixed bug reporting on internal?

Good evening,

Alpha 29.7-0 is on its way out right now, mainly targeting the weird CPU load issues we’ve had including a fix for the main menu, a fix for zoomed out viewing (caused by a GPU bottleneck) but most likely not yet the overall load when starting a new world. We’re still looking into this problem and are testing viable solutions.

As for this update, it partially targets some improvements to passenger behavior and a few initial bug fixes for agents transitioning remote stands (several performance improvements caused checks relating to remote stand shuttles to break). We will continue to test remote stands during the next week to make sure we’ll flush out all bugs but to also try and adjust some operational values.

Important: Remote stand bugs previously introduced (i.e. displaced passengers and ramp agents) might not get automatically fixed with this update and we’ll mainly be targeting prevention of thos bugs rather than post-release fixes. However, if we discover that a lot of saves share common issues we might implement additional fixes (as we’ve already done for some identified common problems).

And also… in this update @Alexander has already made a dent! :smiley: … two new desks have been implemented along with visual improvements of others including seats and sitting work animations for employees. Alexander will continue to practically familiarize himself with the code base by implementing new items we have in the backlog throughout the coming weeks (we have quite a few!!!).

This version will soak on the experimental branch during the night and most likely get transitioned to the default branch tomorrow, unless any new more critical bugs have been introduced or if we discover something else during tomorrow’s testing.

Here’s the change log:

    Release notes - Airport CEO - Version Alpha 29.7-0

Improvement

  • [ACEO-9775] - Enable passengers to find seating if no check-in desk has been booked for a certain flight
  • [ACEO-9776] - Enable passengers to walk around aimlessly within a certain distance as a wait activity if no other desired activity is executable
  • [ACEO-9806] - Enable passengers to interact with information desks

New Feature

Bug

  • [ACEO-8808] - Ramp agents in many cases can get stuck on remote stands or service car stops
  • [ACEO-9134] - Terrain texture shader rendering GPU bottleneck causes high CPU load
  • [ACEO-9613] - Passengers in many cases can get stuck on remote stands or airside shuttle bus stops
  • [ACEO-9616] - Passengers can in some cases fail to claim baggage and stall at baggage claim areas
  • [ACEO-9665] - Passengers not able to complete a certain activity can in rare cases get teleported to airside shuttle bus stops
  • [ACEO-9800] - Persons can not utilize benches
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