I have a remote stand that is serviced by a plane, that is closed and has errors on it.
Bug report gives a 500 error
Reload solved it.
Its repeatable, so no fluke
Lol, a reload disappeared a ramp, and the runway is giving no errors. ~ 32482
I have a remote stand that is serviced by a plane, that is closed and has errors on it.
Bug report gives a 500 error
Reload solved it.
Its repeatable, so no fluke
Lol, a reload disappeared a ramp, and the runway is giving no errors. ~ 32482
Why do I need now two small de-iceing pads? For GA and commercial?
There should be a third option to accept bothā¦
Why is it possible to build Oil depots underground, but not De-Icing fluit depot?
My builders have issues, they stand around and do not move ~ 325xx and 32510 (after reload) ~ AFter a unity crash on a second reload attempt, I booted into the game again, and they started moving again.
Just now, I stumbled upon a international zone artifact, the zoning did not update after a removal of an object that did remove the zone under it. (international manned checkpoint). The same with unmanned checkpoints.
It seems the demolish bug is only an issue, if you have build terminal, and then want to delete something that is not terminal. But its not really constant in appearing.
The slider in the De-ice-fluid order bar is reversed from the Oil sliders.
With the baggage loading bug unresolved, its hard to push the airfield to 95% satisfaction.
Can we get a slider to force the pathfinder to first handle commercial traffic and GA traffic after?
When a Volcano moves a flight, it also moves all repeating flights connected with that flight. That makes a big mess later in the week. Can a Volcano please only move flights that are in the time-frame of the Volcano and all flights that are then bounced forward, but not all repeating flights, of the original and all those bounced flights.
It took me a while to figure out how the mess happened. Also, Volcanoās seem not to have cool-down timers, so you get one every 48-72h
For now, what would really help;
Well, a 2 percent chance is still a chanceā¦
It didnāt really have any purpose or impact so it was simply removed.
Yes!
Yes, but currently bugged.
Sure, but on the 1st time :v ?
Also, the reason I was suggesting the ability to set salary is perhaps to add more dynamics to union strikes, and also a way to counter the increase to salary from negotiating with staffs later on.
i have been following the development of the economic side since the beginning and you have also revised the rating.
But for me it is still a bit too simple or not profound enough in the economic area.
a 1 star airline pays as much for flights as a 3/4 star airline. Also the landing fees, passenger fees etc. should be adjusted according to the reputation of the airline. The cheaper the airline, the cheaper the income. What you then negotiate in the contracts is then the next step.
You have made such a big, great and important step in the development of the simulation, now the economic focus has to be adjusted (also the fact that you get 2-3 star inquiries at the beginning, but that was already a topic)
You are doing a good job!!!
I feel that if the economic system in the game got more complex, some people would be to overwhelmed. In my honest opinion, I think the current system is complex. Also, what game is that screenshot from?
But in my opinion it would be understandable for everyone, if cheap airlines can/would pay less
than expensive/prestige airlines.
This is a game from 2000 - Airport Tycoon/Airport Inc.
I donāt understand why a lower rated airline should pay less. In real life they have to pay the same price for the services.
Thatās why low cost carriers try to save the money in other things.
For example: a jetbridge costs more, so thats why many lcc prefer remote gates. And to save money for the stair truck service, Ryanair even mounted own stairs in itās planes.
This game has the potential to become a leading one in airport simulation, I donāt think devs should shy from complexity. Otherwise there is always flight tycoon if you want simple
Except the devs have explicitly stated that this is a tycoon game, not a simulator.
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That being said, I still wish for more depth in the management aspect. But as andy mentioned, rather than having multiple price points for airlines, Iād find itās better to make higher stars have additional requirements, e.g. automated bag drops, ticket/sales office, lounges, etc. That being said, at the current implementation, higher star airline already brings in potentially higher revenue on account of them bringing in larger planes than lower star ones, which can pack in more pax.
The management feedback can be a lot better at a lot of places. Just a few of the top of my head;
@Jet its Airport Tycoon screenshot I think.
Thanks for your feedback. The tycoon part needs more depth. What is the point of airline ratings if a 1/2 star rated airline has fewer requirements but pays the same amount? And yes, then they only get one remote stand, but in the game all airlines are equal, although they have ratings
Few issues which I encountered, rather important
Keep in mind plane routes are also generated based on its minimum/maximum distance, so large flights wonāt just appear between Warsaw and Gdansk. Likewise, itās possible for the game to generate large plane flights from New York to Honolulu / Anchorage (domestic).
I was writing this as an observation to the other post I made, but feels like this belongs here; is it possible to extend the turnaround time for large planes involved in an emergency? Accepting a large plane with emergency that requires refueling, Iāve seen a lot of delays in turnaround on account of the time it takes to refuel the aircraft.
Good evening all! Hereās todayās fixes in Alpha 36.3-4, dropped on the experimental branch for a few hours of soaking before being put on the default branch if proven stable than -3 which is currently deployed there.
The issue with internal zones being spawned outside of stands is fixed but the zones need to be cleared manually in order to disappear, they will not reappear once removed.
Release notes - Airport CEO - Version Alpha 36.3-4
More fixes coming tomorrow!
Yay, my first bug report that has been patched! (It is the only one I have subbmited and then posted on fourm.) otherwise, Good job devs!