Well… ACEO never wanted to be a game, forcing it’s players into any certain gameplay…
Did devs really change this approach…?
It happened with A34.
Okay, What am I doing wrong? I have my scanning set up and im getting emails and being fined multiple times a day, $5000 every time. And Im seeing baggage passed through the blue tier 3 manual scanner (scanned by security officer) and it says explosives on it after it passes through. why wold the security guard allow bad stuff through? and I have them trained to the max. How do I have this set up wrong??? Im losing so much money!!
I have no idea what’s going on with baggage scanning. It’s very broken right now. I think that the error rate is simply set too high on Tier 3. As far as I know, Tier 1 and Tier 2 are “perfect” since you get penalized for sending a “good” bag from Tier 1 into Tier 2 or from Tier 2 into Tier 3. So everything comes down to how good your Tier 3 is.
One fail-safe would be to require bags to pass multiple Tier 3 scans before going to the plane, and to require bags to fail multiple Tier 3 scans before being destroyed. It gets messy.
This example looks ridiculous but you get the point: a bag would have to fail 3 scans to be destroyed, or pass a minimum of 5 to be loaded onto aircraft. Theoretically it could pass 4, fail 1, pass 4, fail 1, then pass 5 before being loaded. That would probably eliminate any bad bags getting through. But if the error rate is too high, nothing will ever be enough.
I had a test where I sent bags through five Tier 3 scanners in a row. I saw a bag with “wine” pass four scans and then fail the fifth. The officer that rejected the wine had a lower rating than the others, but not by much (light green). The rejected bag then went through five more Tier 3 scanners, and passed all five, thus not being destroyed.
I also suspect that the “bags->aircraft” rating plummets to 0% when bags are destroyed, regardless of whether those bags were dangerous or not. My “bags->claim” rating also falls to 0%, even though I’m sending bags directly from the baggage bay to the reclaim area.
I didn’t bug report this yet because I wanted to ask this question here in case it’s a MOD bug.
People are not getting happy when shopping. I watch someone walk around and their boredom/happy slider stays red. The shops are filled with people shopping and buying but nobody gets happy, then everyone is late for boarding and I only board half an aircraft when everyone is actually in the airport past security.
Is this a mod bug or an ACEO bug? I’m using a mod for business shops and food shops.
Made exactly same observations. Even if my test were with 2x tier3 scanning ‘only’.
Maybe add an extra manned security station at the end of the 5 specific baggage scanners.
I started a new airport with Inverness (UK) as the nearest city. I get offered flights to Inverness Airport (INV) ie the real life Inverness airport, which has a total flight distance of around 1km! There should probably be a minimum flight distance or flag to exclude the any airports of the nearest city from the flight generation system.
There also doesn’t seem to be much variation in the desintations offered - 9/10 of the small flights at my airport are to Bremen!
Did you se same IATA/ICAO code for your airport? There shouldn’t be flights from real life airports to game airport IF IATA/ICAO codes are same.
I wouldn’t want to use the code of the nearest airpot just for that when i’m building a fictional airport. So only the code check is not enough in my opinion.
The concrete update will be pushed with our next deployment thanks for letting us know! Also, you’re only supposed to be able to update to concrete from the Runway- and Stand display if you have concrete researched.
Is there any way, to see what I’ve already researched and what I did not yet research…?
Window for new projects is empty, but I can not remember having researched anything with “concrete”…
So It’s possible, that this research project just didn’t show up at my airport…?
There is an issue with the copy-tool: when copying complete rooms:
Randomly staff zoning or room area is shifted by 1 row up/down or one row asides from the original, when placing the copy:
Already reported, but forgot to write down number…
hello,
at the beginning I’m sorry for my english. I played, saved the game and turned it off. Now I want to play again, unfortunately the game does not start
Does anybody know, what’s about “airline satisfaction” in flight planner?
seems not to be related to rating, and since A34 it is constantly at 0%, even if everything (except some dangerous baggage caused incidents) is running smoothly…
Getting very few flights from airlines is not a huge, but an unhandy effect…
I’m not sure it would be very realistic to build 50 small ATC towers and then be able to handle 500 flights per day. We don’t want to put in construction limits and some airports around the world have one or two ATC towers of different sizes (one usually handling ground control and one air) but we don’t want to open up for cumulative adding since it’s anchoring in realism would be pretty far off.
It’s mentioned in the object description, i.e. when you’re about to build it and review the description. I’m not completely against adding a panel but there wouldn’t be much else information on that panel so it’s something we’ll need to think about.
As I
That system will be replaced once the airline overhaul is completed (has been pushed to Alpha 35). Today, as mentioned in the ratings display, the GA rating impacts how much GA traffic you receive. The security rating impacts fines as you mentioned and passenger rating will, as of Alpha 35, also impact what businesses want to establish shop at your airport. This is the first public iteration of the rating system and as we balance it, fix bugs associated with it, and continue to complete the game more aspects and systems of the game will be hooked into it. It’s a process that will take a few weeks if not months to fully complete in a good way.
I agree, but that would be a nightmare to communicate to a new player both from a game play and UI aspect but also I would be unsure of how to properly implement it from a code perspective. Remember that we do not only have you CEO pros who hang out at this forum to cater to but also new and aspiring CEOs who don’t know the full ins and outs of an airport. While I of course can understand the criticism of the “simple” limitation the ATCT size, we argue that it’s a fair trade off between making sure that ATCT sizes have a purpose but also easy enough for everyone to understand. And like everything else, the number of flights limited are up for discussion as they are guesstimates and can be balanced.
Yes, this image is incorrect and will be replaced.
The philosophy behind Alpha 34 is making sure that stuff has a purpose, an impact and a place. For avid players who’s been with us from the start it’s been easy to understand that baggage, for example, has just been more or less eye candy but for all the other players we see, the new ones, everything that’s available in Alpha 33 but without purpose is difficult to understand. We haven’t changed any approach but we’re done implementing stuff without at least some form of purpose and as we finish the game, if something is completely without function it’s either going to get one or get axed.
That said, this particular discussion was centered around GA infra quality and GA rating and as I’ve mentioned a few times and which you also brought up:
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This is the first public iteration and contains several bugs with a big impact, let us fix those first and then we can get together and discuss how…
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… we’re going to balance things and make sure that they impact stuff purposefully without routing everyone down the same game path.
However, I do believe that the ultimate airport in Airport CEO, one that is worthy of an airport of the year award and that has a 100% rating, is comprised of a GA section. I’m open to disabling the score if you disable GA traffic, but then the maximum airport rating should be limited to 75%. Otherwise we open ourselves up to strange discussions regarding what the purpose of GA is beyond the initial stages of the game, what the purpose of a rating system is at all and why the game even would pose a challenge to a player. And those are fine questions, if the game is a sandbox simulator, which Airport CEO is not. A player can still run an airport without GA and have no negative impacts on any other parts of the game as airline and business, passenger and security are completely decoupled from the GA rating - just not win the airport of the year award. And this is interesting to me as it instead allows for building different airports that serve different purposes, airports that are big and focused only on passenger traffic or airports that are medium sized but includes everything and able to win airport of the year.
Bugs, most likely. Report and allow us to iterate!
I’ve noted that existing contracts from prior games will show 0% and never change. New contracts work as expected from my perspective.
Nope, I used a fictional one
Only way to find out is to disable the mods, get a new vanilla contract in or rebuild the shop and see what happens.