Shut down the bus stops and taxi stands. The subways are much more efficient since there’s no limit like the bus stops. Pax very rarely use subways if bus stops exists.
In honesty, the bus-es themselves need to be reworked, i.e. they need to be able to carry way more people per 1 bus; plus, there should be a higher preference for subways than bus-es.
Yeah, unfortunately we can’t address the bug that has already happened. The fixed issue is the bug causing this behavior which means that it should not happen again. If you cancel the fuel contract the deliveries will be reset.
This is constantly balanced and Alpha 35.4 will yield a higher demand for passengers using subway entrances. These are very complex systems and something we’ll continue to balance throughout the remainder of the development.
As currently a lot of busses, cars and taxis spawn, I already get a huuuge traffic jam even with an only 1000pax airport.
Sometimes I feel that those 80km/h vehicles drive slower that a pax walks. Speed in courves and speed itself also needs an improvement in my opinion.
And that one single entry/exit is a bottleneck as well.
I would love to see an entrance highway-like. Every airport in the world has an highway connection and with the load of vehicle that arrive at the airport we need bigger access (and maybe a second access point)
Let me check, am not playing that airport right now, am preparing my Penang design for the A35 update going mainstream. But, will do so and post.
Are you using up/down tunnels in your design? I’ve noticed that they can mess around with the pathfinding of the delivery trucks when they are too close to the checkpoint and other service facilities.
Good evening everyone! We’re deploying the hopefully last experimental only update, Alpha 35.4-0, which will soak on the experimental branch for a few hours and then be transitioned on to the default one if it passes all tests.
Here are today’s fixes:
Release notes - Airport CEO - Version Alpha 35.4-0
Improvement
[ACEO-27713] - Slightly decreased medium aircraft distances to improve route generation in certain areas
Bug
[ACEO-25637] - On rare cases removed aircraft can block paths which stops aircraft movement
Loving the update. Just wondering if anyone has highlighted that the current system for seeing job allocation for staff and vehicles becomes useless with multi terminals - as I have 2 terminals and lots of staff, but one terminal is bigger and therefore has more staff, if job allocation says there is a shortage I dont know which terminal is short staffed. Same for vehicle allocation.
Can we add an option to toggle between terminals?
Hope that makes sense?
Still people are stuck at my airport after secuirty, thesolution you gave me does not retain between saves, and also not working sometimes anyway! ACEO-27800
It does and I fully agree! Will see when we can find time to add that!
I’ve checked your save, the “issue” is that you have two different entrances to the same international zone area (one on the bottom floor and one on the upper). The system can handle this but it takes a bit longer, as I watched the persons stalled after the security check-point to eventually move on.