Airport CEO Beta 1 released

Does anyone else have the problem with the automatic baggage check ins? I am able to devoted baggage successfully like I always have able to but since beta- my passengers now do not check in baggage if using the automatic check in

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Some folks are reporting the same issue. Building a medium check in desk and activating it is being reported as a “solution” to getting the auto baggage drops to work

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Also check you have them connected to a baggage bay

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[ACEO-33608]: Draggable Airport Logo is rendered black when placed outside of terminal with object rotations 90° & 270°.

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10x10 terminal foundation would be 40x40 squares = 1600sqm

1444sqm = 38x38 squares, which accounts for a wall running around the perimeter square, so sounds like it’s correct

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Yes but the Foundation shows only 400sqm

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Ah, in which case they have got the maths wrong!

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So if you don’t have enough deicing stands at once, will planes just go around it and not wait for an available pad?

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Planes line up at de-iceing pads and wait until it’s their turn.

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I just got the failure to deice emergency, clearly they didn’t line up some how…

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Still waiting ACEO-33119…

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Late to this discussion, but only having subway entrances also doesn’t work. From experimental Alpha, when you only have subway entrances, no pax actually check-in. I’ll check for the latest beta later, but I have a feeling it’s the same. Is this intended behaviour?

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My airport only has subways and it works just fine. If you saw passengers arriving and then not checking in, most likely they’re arriving very late and check in has closed. I suspect that subways have a limited rate at which they’ll spawn passengers, so you probably need multiple (I have like 15 at my airport).

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Would it be possible, to have all ground floor buildings, automatically switch to ground floor, if you want to build them? ~ Stands, Runways, Taxi-lanes, etc.


Drawing staff-room does not imply staff zone.


Why does a save-game not save view-port orientation?

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With the new feature ACEO-32238 holding point restrictions, is it possible to have large/medium aircraft arriving and only medium departure? I’ve put the restriction before the holding point large aircraft finds alternative routes, or sits at the bay unable to find route to the runway or doesn’t use the other runway which is departure only runway.

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Anyone an idea, why the middle walkelator is not used? (top middle one, its one of 3, west to east.) ~ 33670

Summary

Seems it has to do with distance; I widened the gap, and now it is working ~ its seems that 2~4 blocks does not work, but 6 does.

Summary

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very nice.

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It works :smiley:

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Good afternoon everyone, just checking in with a quick little weekend update because it’s difficult to keep our hands away! :slight_smile:

Beta 1.0-9:

    Release notes - Airport CEO - Version Beta 1.0-9

Bug

  • [ACEO-33092] - Runway is excessively damaged during emergency landing
  • [ACEO-33101] - Office desk not colorable
  • [ACEO-33108] - Food production ser to zero causes production to be indefinitely stalled
  • [ACEO-33487] - Missing distance check during person queueing can cause static queueing to deadlock
  • [ACEO-33502] - Public parking lots are incorrectly counted as service vehicle parking lots for terminal data display which can cause confusion regarding vehicle parking availability
  • [ACEO-33515] - Shift length values can in rare instances reset after loading
  • [ACEO-33562] - De-icing failed emergency incorrectly invoked for aircraft that were pushed back before sub zero degrees
  • [ACEO-33570] - Large de-icing pad covered with dark overlay
  • [ACEO-33596] - Typo in aircraft hangar description
  • [ACEO-33615] - Incorrect material on light poles causes excessive draw calls during night
  • [ACEO-33626] - Baggage bays missing terminal connection if multiple terminals exist do not highlight this in UI
  • [ACEO-33654] - Blast fence object has incorrect size setting causing it not to be buildable
  • [ACEO-33660] - PAPI light object has incorrect size setting causing it not to be buildable
  • [ACEO-33671] - World notification icon not always spawned properly
  • [ACEO-33680] - Roof detail shadow visible in terminal
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ACEO-33696 - reporting here because I can’t get a screenshot of it via the bug reporter:

I get mouse-over descriptions of objects when I’m not moused over them, but this forbids other objects from being placed there (a mouse click to place it causes the tool to be deselected). Objects CAN be placed at that location if I manipulate the camera to avoid the the mouse-over description.

Picture #1: The passport checkpoint is on the floor below (annoying, but whatever…) but I can’t place a wall here because placing an object when/where there’s a mouse-over description causes the wall tool to be deselected.

Picture #2: Here is the floor below, and you can see that I still get mouse-overs for non-existent objects - the security exits are nowhere near here (there is nothing on the floor below this). Still I cannot place an object any time the location of my mouse causes a description to appear.

Side note: It appears I also cannot zoom (with scroll wheel) if my mouse position causes a description to appear.

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