Airport CEO Alpha 29 released

Sorry, but that’s not entirely correct. What you are seeing are pre-assigned vehicles by a controller at the airport services and even though it would be “realistic” for the player to also handle this job, overloading (which is what the initial complaint was) will definitely happen. This was one of the main points in this idea fueling-truck-logic-rework to have the depos act as mini services controllers… This would reduce the CEO [player] micro-management task, thus allowing him to focus on expansion and problem-solving, while also being efficient in performing the servicing tasks.
I know that thread mentioned fueling [simply because fueling is the most common servicing task in the current state] but the logic is applicable to most servicing.

1 Like

We could implement that too, if it were to receive enough votes. There’s nothing that would keep us from implementing vehicle parking objects as hubs for a set of stands, except for additional development time and additional strain on the job task system (as that would mean more in general, and more complex, sorting).

Well, neither, because in real life a scheduler also takes into account the travel time for the truck from the previous job [or depo] to the actual job. So you have the scheduled push-back time from which you subtract the calculated time that the truck would take to travel from previous location to the task location and that is the moment when the job would need to be initiated.

Waiting for feature voting to open :pleading_face:

Agreed, but in terms of technology we’re simply not there yet at this point. To get a really accurate deployment you cannot simply calculate the time once, you need to account for traffic, possible congestion and road interruptions caused by the player or other events. In a real world airport you can rely on the fact that it’s designed by architects who in most cases know how to layout an airport (which we cannot count on the player to be partly because of inexperience but also because this game is not a simulator but a tycoon game) and operated by professionals with human-level intelligence (which you cannot call the in-game employee and vehicles at this point… :stuck_out_tongue: ).

The system in its current shape tries to do a trade off between not arriving too early and not too late and there are some ways you can affect that, but I agree that it is far from perfect. It’s an early access game after all, and so is the stand assigning feature of vehicles. All should be improved over time!

2 Likes

whooa … no need to over complicate with traffic calculations and rush hour… leave some room for poor design and management :wink:
Though on that topic, it would be nice that the efficiency variables to depend on the hired COO level. Something like if he/she is a “no-clue” type of COO tasks begin as current, if he is a level 2 distances are computed, traffic is accounted for lvl 3, etc.
I agree that this is something to look forward to.

1 Like

I love that idea. How about setting a condition that if all passengers are thru security the pushback can initiate while boarding is underway? I can understand that pushback can be needlessly unavailable if passenger are struggling to reach the gate on-time, but if they are past security then only poorly planned layout can stop them and that is on the player to figure out.

What about boarding staff? Can they be dispatched if it’s past boarding time while deboarding is still underway?

I have planes traveling a bit long to the gate (no traffic, just long way) and by the time they arrive, boarding is already delayed and I have wait further for deboarding to complete to dispatch staff from the other part of the airport, because the only rerely stay in the nearest staff room

2 Likes

1 Like

Well, that’s one of the more tricky parts about making a game like this. There’s a difficult trade off: Either we dispatch a truck immediately when boarding starts but if that boarding takes several hours to complete that push-back truck will be unavailable for other jobs throughout that time period. However, if we (like we do now) don’t dispatch a pushback-truck then the aircraft can sit for quite a while on the stand waiting for an available push-back truck before being able to leave. In the end though I think we’re better off with the current system, as there now is an option to either build a vehicle depot nearby (this system at least should try to dispatch job tasks close to the vehicle or assign a push-back truck to the stand.

We might also do some changes where you’d look at more variables than just time for when deploying a push-back job, i.e. “when X time is remaining and/or when Y passengers have boarded” but it all comes down to a specific airport’s layout and how it operates. It’s quite complex and again I am always open to new perspectives and ideas.

Maybe give us a slider per stand.

Blockquote
How about setting a condition that if all passengers are thru security the pushback can initiate while boarding is underway?

I love this idea… and one more… if the plane has one passenger remaining for >5 minutes, execute stupid passenger protocol whereby a security person is dispatched to pummel the moron delaying everyone starting on their vacation and screwing up the entire airport schedule… (/fingers crossed)

1 Like

I’ve noticed that no secure staff room has any airport staff in it. They always go to the rooms outside of the secure area to rest. Sorry if this has been discussed before Just want to get it out there in hopes of a fix :smiley:

1 Like

I’m just having horrible issues with when assigning vehicles to a stand, or depo it just breaks all jobs for some reason, anyone else having this issue?

Can you provide a print-screen?

Late night deployment here with Alpha 29.6-1. You’re correct that there were many critical issues with stand assigning vehicles as expected, so here’s the update to fix them all (jinxed!):

    Release notes - Airport CEO - Version Alpha 29.6-1

Improvement

  • [ACEO-9474] - Transitioned vehicle depot and parking lot buttons from "aircraft infrastructure" menu to "infrastructure and transportation" menu in build panel
  • [ACEO-9478] - Added a page system to employee panel to prevent lag when display multiple employee containers
  • [ACEO-9485] - Generic incremental naming method for all non-drag placeable objects

Bug

  • [ACEO-8642] - Rare null reference issue can cause franchise employees to get stuck
  • [ACEO-9174] - Runway set to "departure only" does not always connect to stands properly
  • [ACEO-9401] - Service vehicle assignment dropdowns do not close properly when focusing on other UI elements
  • [ACEO-9433] - Missing null reference check on spawning of job task related trailers can cause assigned service vehicles to get stuck in a loop
  • [ACEO-9459] - Missing null reference check for job task objects with assigned vehicles can cause the job task dispatchment system to stall
  • [ACEO-9475] - Vehicle lights do not enable properly after unparking at night
  • [ACEO-9476] - Stair truck top visible when parking at vehicle depot
  • [ACEO-9491] - Vehicles assigned to non-stand parking object sometimes cannot execute job tasks properly

New Feature

  • [ACEO-9363] - Small service vehicle parking lot

More to come tomorrow!

Also added this:

Foundation and light poles are built yourself. Dev blog drops tomorrow! Zzzz…

11 Likes

Thank you so much!!!

1 Like

I really like that one. Is it possible to build them indoor? That would be a first step to realistic sized vehicle depots. :slight_smile:

It looks nice but I was hoping something more “optional” like we can design its size (how rooms are), its capacity etc… When I first heard this concept; I was planning to add a parking lot in between 2 stands for every 2 stands. Like how on the example picture 1:

But now I think I cannot place it perpendicular to road. I also have to add a piece of road.

I really like that one. Is it possible to build them indoor? That would be a first step to realistic sized vehicle depots.

Totally agree. When multifloor feature is made, we can make a 1 large sub-basement floor for parking of airport vehicles.

1 Like

:raised_hands::raised_hands::raised_hands: I see this happening too and would love a fix!

@Olof: I guess this would be a good opportunity to also think about a functionality that I once proposed “Computer Systems”. If you have not purchased a “Dispatch System”, the game will use its standard algorithm to dispatch tasks to vehicles or ressources. With a Dispatch System the user could manually set thresholds or limits or minimum times for each vehicle or staff.

1 Like

The bigger the airport, the more prominent the problem of travel time for service vehicles and will eventually warrant further time slowdowns, however my idea of the below still stands: