Airport CEO Alpha 35 released (The Terminal Update)

The Baggage drop of also has to be conected to a baggage bay via revolving Band and to a designated baggage bay

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The self baggage drop off points need to be connected to a baggage bay :slight_smile:

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I find that the self-check-in stands only work with the baggage drops, and therefore a baggage-handling system (unless there’s a way I haven’t yet discovered). So if you haven’t got a baggage system set up, then the only check-in desks you can use are the manned ones.

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But then the combination of baggage drop and self check in shouldn’t work when you have no active baggage system. But this is not the case. Pax will use the self check in desks even if baggage handling is not yet researched.

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I deleted my message and placed it in a category more appropriate to my question, which is support.

Thanks and sorry for the inconvenience.

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Probably a bug or more likely an oversight. I’ve tested before and it seems automated check-in desk also needs to be located near a baggage drop. Thus it seems intended that they need baggage handling to function at the moment.

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I’m really just waiting for bigger maps, as a person that uses this game to design pretty airports, not really to make money in the game’s way, without larger maps as it stands the game is just kinda unplayable for me. When I asked about it in the AMA, I just kinda got a vague answer of “soon tm” :confused: I really hope it’s sort of a priority.

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I think larger maps also need to come with APMs or other ways to get around the airport faster.

On the current map size, with the main terminal on one edge and a toast rack satellite about 70% of the map from it, flights often depart late because people can’t get there in time even if I spam moving walkways.

Or, the devs could just slow down time again.

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Plz provide a minimap so I could change my current focus faster with out zooming out and tolerating a huge slow motion drag.

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Bigger maps will probably be looked at during the beta phase, it’s not planned for Alpha 36 for now

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Very small update rolling out now, Alpha 35.5-4, on the experimental branch! :slight_smile:

    Release notes - Airport CEO - Version Alpha 35.5-4

Bug

  • [ACEO-28536] - Various incorrect livery assignments
  • [ACEO-28619] - Terminal numbers can in rare instances not default to lowest possible causing various exceptions
  • [ACEO-28673] - Missing null reference check in shelf sprite population can cause rooms to disappear on reload
  • [ACEO-28959] - Can't load more than 20 airline logotypes in item building panel
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I feel like it might be time for another short (high-level) roadmap update. Some potential topics:

  • In Devblog 152 it was mentioned that you aim to release by the end of the year, does that mean Alpha 36 is supposed to hit internal end of next month and experimental the month after?
  • What are the (high-level) plans for after 1.0? Will you take a break and spend some time exploring some concepts (not related to AirportCEO) or will continue straight away with more updates?
  • What are the plans for AirportCEO in general? Are you planning on a long-term update-cycle with multiple DLCs/updates or are you planning on adding a few additions before moving on?

Of course, make it as specific (1-1-2021) or broad (Q1 2021) as you wish, but I feel like you have quite some things mapped out in the background and it might be nice to share some elements :wink:

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Dev Blog 153 hasn’t been created yet @RubenGass. Dev Blog 152 is the latest.

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Whoops, you are correct, edited it

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Is anyone still having issues with passengers maxing out the queue for cars to pick them up? I jusr submitted bug 29511 if the devs see this. I am watching no cars arrive at my airport at all. If they do, they just go to the parking lots. None will pickup or drop off curbside.

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Guys, if you now have more contracts than your monitor resolution gets, you can’t see them all on screen anymore. It even cuts of the airport logo.
May could you split them up in several rows instead showing all in one line?

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I have noticed since the Alpha 35 release, the flight generation seems to have gone back to random small municipal airports that otherwise do not see commercial service or would be incapable of handling larger aircraft. When the switch was first made to the community built databases, things seemed to work quite well, I noticed most flights were scheduled to airports that are capable of handling airline flights and already do handle airline flights. Since the most recent update, I am getting some random small town airports that are not capable of or do not have commercial service. For example, have a 777-300 to Paso Robles KPRB which does not have airline service (and really is not capable of a 777), A321 to Oconee County Regional KCEU, while it has “regional” in the title, it does not have and is not capable of airline service. Dobbins Air Reserve Base KMGE, is a military airbase and does not have a joint civil air terminal. Chehalis KCLS, no airline service and not capable.

Is the system drawing on runway length to generate flights? I can see a few other examples such as Stevens Point Municipal KSTE and McCall Municipal KMYL of being available in ACEO for flights on say a Caravan but not on a CRJ and certainly not with an A320 or 787.

Any chance some balancing or revert back to the originally implemented community developed airport list? At least balance it back so only larger population centers are getting flights on CRJs, 737s, A320s etc.

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I must say, I never thought of using the staff zoning in that way, though I had used it to stop passengers taking staff shortcut doors and force them to take the scenic route via shops and cafes.

Great tip, thanks

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I think this works as long as there are no seating near by in the arrival area below. I didn’t have seating below as there was a long walk way to the baggage claim. but I know some people with this zoning had pathfinding issues when there was seating in the arrival area below because the departing pax couldn’t get to them to sit down. just keep that in mind

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It can cause problem with pathfinding. For example pax might want to try to get to the departure desk from the arrival as it is considered one security area, or go down to washrooms you may have built for arriving passengers. It works better to completely separate them - that is have no secure zoning connecting them. You will then need to have ways for staff to enter and exit each secure area. I also allow a way out of departures secure zone for pax too in case their flight is cancelled or they miss it.

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