Airport CEO Alpha 35 released (The Terminal Update)

Awesome update so far. Let us help figure out the kinks <3
Vending machines color is reset when loading a game.
Elevators need to have a setting like the bus and taxi stands, so you can choose what side to enter and exit.
I am getting no domestic flights.

Also how does the terminal paint tool works? Can the buildings still be connected? Or if they are physically connected, it’s one terminal? What does the tool need to cover?

Is there anyway to see on a boarding pass if a passenger is businesses or economy?

How are you dividing passengers once they are out of the gate?

You can find details about this in the dev blog: Dev Blog 145: Passport checkpoints and immigration, self check-in, segregating departure and arrival and more!

This is horrible!
And the colors always blind you when you clcik something (else) to build, so you need to disable zones-and-all all the time.
SMH, how could someone choose those colors??

And, while I’m at it: the price tag whenever I build something is so dominant, while the thing I want to build is hardly visible.


Placing a small door… can you see it’s orientation? It costs 50€

Edit: I stopped playing after 30 minutes because my eyes hurt. This is bodily injury caused by negligence.

all room are disappeared after i load my save.

Anybody else struggling to get their small aircraft stand on “International flights”? I have literally no clue on how to change this…

The rest of the update looks awesome btw!

Only medium and large stands do international flights

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I was trying to separate the departure and the arrival like LGW Terminal North (departure on the 2nd floor with gate and arrival zone on the 1st floor)

But people came from the arrival area with other escalators to the gate…

So now I’m using the self-boarding desks because they are one-way. And now it’s working:

If anyone wants to do a one-way system like me, I suggest using walkaltors and self-boarding desks to isolate the PAX!!!

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Looks awesome mate

@Stu can medium stands be international stands with the “realistic international stands” off?

Thanks, I worked on the North terminal before the update, so now I’m implementing the new stuff and the South Terminal. I’ll post something about this project in the next weeks!!

I don’t think so.

Love this latest update have been waiting for travelators/walkalators for ages. Cannot wait to try out multi terminal play

I submitted a few bugs so far while playing in sandbox mode. One thing I noticed was that my employee bladders are very small. They are hitting the bathroom every 45 seconds or so it seems. I’m wondering if it’s some debug that was accidentally left in the alpha release.

The other issue is with restaurants and the stainless steel table not being counted in the franchise contract requirements. So I can’t sign any franchises that require said table even if I place a whole bunch.

Still, glad to see new content introduced and I’m happily poking away at them to see if I can find anything else that’s buggy.

I also thought that the segregation comes in the form of new zones: Usually, at airports there are no walls in the middle of the jetway entrance.My imagination can be seen on the picture: staff zone=departure zone, international zone=arrival zone. Arrows represent the flow of pax.

Btw I tried to build a little terminal to showcase some solutions to this airport, but the game created 200 secure zones which created massive lags… Reported.

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I agree; the extra bold/saturated zones is a huge step in the wrong direction. At first I thought it was a testing/diagnostic thing, but it really is hard on the eyes, ESPECIALLY with large secure areas. Lots of items trigger the zones overlay, so I’m always hitting Z-X to turn them off. I hope the devs take these complaints seriously.

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Vehicle path-finding requires refinement. Constantly having gridlock situations like this due to historically terrible vehicle path-finding. F10(Unoccupy All Road Nodes) does not alleviate this mess. These vehicles haven’t moved for an hour. I tried selling them to no avail. To be sold, they must be able to drive off property. Saving and reloading do not fix the situation.


Instead of using what i would consider harse a wording. I would encourage you to use a move positive language towards the developers of the game as they are doing everything they possibly can to inprove the game, you have to remember that you are still playing an alpha version of a game, meaning it’s still in rapid development.
Instead you could have rephrased it as fallows “Vehicle pathfinding still needs additional improvement” or the alike.

With that said when a vehicle does not move it useally means that you have found a possible deadlock. I would suggest you try to do a simple save and reloading of the game. In most part that should fix the issues with vehicles. But before doing so i would report it with a picture to the developers via the in-game bugreporter.

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Tis well to see the Internet White Knights charge forth, armor glinting in the sun, banners unfurled, lances ready to strike. LOL

@lundz this vehicle path-finding problem has been around since day one. The devs have known about it. We’ve discussed it here extensively. Yet, instead of fixing it, they make shiny new toys for us to play with. It is frustrating. Harsh words? Huh! You should see what’s been written in the past.

Yes, I agree with @lundz. You shouldn’t be so harsh to the game developers who are trying to make this game for you. If they didn’t want to, this game might not even be a thing. @Olof, @Fredrik, and @Alexander are working hard to make this game the best it can be.

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