Airport CEO Alpha 33 released (The Big Bird Update)

And same here. Not the best update last night, but that’s why we’re testing. :slight_smile: Oh well, it makes me go to the gym today if nothing else … was sat yesterday thinking “I really must go” but was too engrossed in getting my first large stand. :smiley:

Same too. I think bug reports + screenshots is failing at same points. I experienced same with looping bagage carts while I expected them to drive to the bagage bay.

What on earth is happening to this truck? :joy::joy::joy::joy::joy:

What the?!

1 Like

Panic update secretly deployed???:thinking::thinking::thinking::thinking:

The window needs fuel.

1 Like

Previously a cleaning truck, or fuel truck for that matter, has begun its job task at the stand and only ordered an additional required job task once it’s run out of fuel or cargo area. That issue there means that these vehicles now calculate if they will be able to complete the job before they start it and, if not, immediately order a new job task for another vehicle which immediately heads over to the stand and waits until the occupying vehicle is done. Should speed up the overall turnaround process as job task are order proactively instead or retroactively…

… but that also means that we have some new logic which is what is causing the issues everyone has reported with fuel trucks, for example, and will be fixed later today! :wink:

7 Likes

Just wondering, but can we have something similar for staff as well?

All too often my flights get delayed because staff take almost forever to get to the boarding desk from the staff room. Can they calculate how long they need to get there, and leave before that?

(call me impatient, maybe I don’t want to wait for Alpha 34 and moving walkways)

No, that’s really not the same use case unfortunately.

1 Like

Note sure if designed this way, but one way roads building inside a terminal, i tried on -1 and -2 foor, you cannot select one way markers?

I already reported this as a bug :wink:

Temporary fix is to remove a square of foundation and build a one-way road there.

2 Likes

I have turned off all turnaround services (except for catering which seems to work with the new logic) until the next patch.

I really would love when a service is finished, the truck should immediately go to the place to refill or empty, not wait until it is 90% full or empty.

Example: After a fuel truck finishes fueling, head directly to the fuel depot to refill to 100%, after a garbage truck cleans out an aircraft, even if it is only 20% full, head to the dump and empty. This would stop the 10% problem as I call it, a fuel truck with only 10% fuel heads to an aircraft, or a garbage truck with 90% full heads to clean an aircraft.

1 Like

Olof said this is an issue they will address. Apparently medium aircraft requests aren’t spawning unless you built a medium stand, even though your large stand accepts medium aircraft.

1 Like

Hello again! New day, new deployment, Alpha 33.2-2 is here with (hopefully) final fixes for all of your turnaround service problems! We’ve ran multiple tests with all of your reported issues and are seeing stable results so let’s count on this one being a better version.

We’ll be back tomorrow! :slight_smile:

    Release notes - Airport CEO - Version Alpha 33.2-2

Bug

  • [ACEO-11177] - Janitors and service technicians always run to their jobs
  • [ACEO-15232] - Baggage transfer analysis system on stand can in rare cases not terminate correctly for a certain flight causing the next flight's baggage transfer to terminate prematurely
  • [ACEO-17389] - Tutorial does not always recognize when stand is connected to baggage bay
  • [ACEO-18077] - Passengers fail to find nearest seat on other floors
  • [ACEO-18132] - Aircraft does not always use correct runway entry
  • [ACEO-18173] - One-way arrows not visible inside terminal
  • [ACEO-18199] - Warning message not displayed for check-in desks placed in secure area (not allowed)
  • [ACEO-18223] - Runway traffic setting does not serialize correctly
  • [ACEO-18242] - Object placement grid not visible on upper floors
  • [ACEO-18252] - Baggage handling fees not invoked for ULD transfer
  • [ACEO-18274] - Tutorial contains instructions referencing to old runway system
  • [ACEO-18384] - Missing vehicle sub type check when spawning delivery vehicles can cause construction material shipments to be blocked by other shipments
  • [ACEO-18385] - Unwalkable delivery site causes path finding errors
  • [ACEO-18400] - NullReferenceException can in rare instances cause aircraft to not land
  • [ACEO-18411] - NullReferenceException thrown when searching for template buttons in placement panel
  • [ACEO-18427] - Medium flights generated if only small stands exist
  • [ACEO-18437] - Placing a runway causes entry exit warning to immediately pop up
  • [ACEO-18443] - Economy panel does not always allow to scroll the entire window distance
  • [ACEO-18444] - Incorrect transit structure retrieval method can in certain cases cause transportation vehicles not to find a suitable transit structure
  • [ACEO-18445] - Flights requiring several fuel truck loads cause looping job task behavior due to incorrect tank load percentage calculations
  • [ACEO-18461] - Catering truck can in rare instances fail to load the last meal
  • [ACEO-18470] - Aircraft cabin waste collection at stand does not always terminate correctly
  • [ACEO-18475] - Incorrect setting in path finding algorithm causes passengers and employees to in most cases walk in straight lines
  • [ACEO-18486] - Airport logos are rendered at different sizes when created at different resolutions
13 Likes

Awesome! so I opened my ABQ airport yesterday (as you asked me to check on it with the new release) and did some updating of runways and Service parking lots. and then reopened my small gates & medium gates to see how the new releases affected them… Passengers are now making it to the aircraft without it leaving them behind! YAY! However, I am still having issues with the baggage delivery for small stands. The baggage truck just keeps doing circles at the baggage bay and the baggage never gets to the plane. All of my medium stands are working correctly though for baggage. I can’t send a bug Issue as the airport is too large… @Olof

Also, it always says 0 for baggage? Is there a reason why it always says 0 until the baggage actually gets picked up from the plane or dropped off at the plane (in this case, it never gets dropped off at the plane so it always says 0 in the flight monitor and stand progress menus

shouldn’t baggage numbers show up in the flight monitor from the beginning instead of saying 0? the airline would have this info on how many bags for arrival or departure as soon as the plane lands or the passengers check in…

No, not really. The system generates the baggage when passengers depart so we have no way of knowing how many baggage exactly that could be generated (since it’s random for each passenger). That matches reality, it’s rare that there is an exact number of how many baggage are arriving with an aircraft and the airport often relies on estimates. I agree that it shouldn’t say “0”, more something like “Calculating…” or something else, but we actually never know how much baggage there will be until everyone has deboarded or until all baggage has been loaded onto trailers.

6 Likes

Catching up, loving the new release! Apologies if I missed this already, but do only certain airlines have big birds? And as I’m continuing from pre Alpha33, will I need to cancel old airline contracts to get airlines flying the big birds in to my airport? (Or am I best to start a new build?)
Amazing work devs! Loving the new features! :+1:

Nope, Garbage trucks still not completing jobs for me in this version.

It’s very likely that you’ll have some issues running your airports from the -1 version with this one, I’d recommend cancelling all flights and run new ones instead to make sure you’re working with a fresh version.

1 Like

I’ll try that …
Is there an easy way to cancel all the flights?

EDIT: Done it :slight_smile: