Airport CEO Beta 1 released

  1. The game wasn’t exactly designed with that in mind
  2. The general counterargument for this in the modding community is to take a look at SimAirport’s workshop, there are 15 different A320 variants of various quality, and mods need either one or the other… this results in lower quality and worse experience.
  • I personally suggest a program that allows aircraft models to be send from the community and checked for quality and then implemented.
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Ok, thank you!

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To celebrate ACEO going into Beta on Default branch, my game stats topped a milestone…

Blame lockdown and me looking for something different to do… game bought 12 March, 800 hours logged…

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The previous beta 1.1-0 release contained a few issues that we don’t feel comfortable with on the default branch for two weeks so we’re pushing the deployment of beta 2 forward for about 24 hours in place for beta 1.1-1 on the experimental branch, scheduled for default release tomorrow, with the following changes:

    Release notes - Airport CEO - Version Beta 1.1-1

Bug

  • [ACEO-32285] - Airline logo overlaps airline name on stand
  • [ACEO-33751] - Price for bird strike prevention system inconsistent
  • [ACEO-33777] - Transit structures do not correcty clear queueing passengers causing airside shuttle buses to stall during remote boarding
  • [ACEO-33804] - Various ULD related coloring issues can invoke strange graphic appearance on ULD container interaction
  • [ACEO-33820] - Logos built underneath objects can in rare instances not be correctly demolished
  • [ACEO-33834] - Vehicle parking validation system does not work correctly which in rare instances can cause same vehicle to occupy multiple parking slots
  • [ACEO-33861] - Missing sub zero temperature verification check when aircraft take off can cause invalid de-icing fines to be invoked
  • [ACEO-33866] - Negotiation points reset at every reload
  • [ACEO-33870] - Land animals can spawn within the airport perimeter if fence is placed on the edges of the map
  • [ACEO-33874] - New airports start with 0% rating score across all categories
  • [ACEO-33888] - Bird strike prevention system devices not deserialized correctly causing them to be ineffective at reload

Improvement

  • [ACEO-33871] - Added even more deep logging to uncover root of extremely rare contractor pathfinding exceptions
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That’s a whopping 133.33 hours, 5.5 (24h) days and 16.625 working days at average a month in the past 6 months :thinking: :scream_cat: :bowing_man:t4:

Respect!

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Managed to get this working with an international terminal. Arrivals and departures completely segregated with one automated passport desk as as exit in the departure section to allow departing passangers a way out should their flight get cancelled.

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…and no complaints from the PAX about trying to access things on the ‘other side’?

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Think this may have broken something, now as soon as the bus arrives at the stop the bus leave and boarding is marked as complete with 0 passengers boarded. Tried to bug report but gives an error 500.

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Arriving PAX are funnelled directly to passport control with jetway split between arrivals and departing PAX and then a security exit so they exit quickly. For PAX flying out of the airport I have toilets and shops near check-in and once they are through security and passport control I have more shops, restaurants, toilets and lounges for them. The only time they mix is in my unsecured terminal entrance.

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As long as the arrival part is an independent security and maybe international zone, you won’t get issues.
If there is a connection between the arrival and departure side, there could be the chance that someone wants to visit an object in the non reachable area.

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My attempt was a regional airport (my Admins hadn’t got round to researching Large Aircraft). The departures side was at Level 1 for jetway access to stands, when the PAX offloaded they were directed straight down to Arrivals on Level 0. There was a staff-only staircase which connected the two levels so my minions could go about their business.

I had cafes, shops and toilets on both levels, but arriving PAX wanted to visit the (larger) cafe in Departures and the departing PAX wanted to visit the toilets in Arrivals because it was closer to the Gates - even after I built a (closer) new set of toilets in the middle of the Gate area.

Then I had a flight cancelled due to technical fault and the bumped PAX started complaining about not being able to go home again. It was easier to de-zone the staircase and let them do what they darn-well please…

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I think it works in my design due to the way I can split departing and arriving PAX at the jetway. Without being able to completely segregate the arriving PAX all the way through the airport until they reach the unsecured zone at the entrance I think you will get PAX wanting to mix for the reasons in your post.

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This is what I was using, Departures on Level 1, direct access from Boarding Desk to the Jetway. Arriving passengers went from the Jetway down the stairs to Arrivals on level 0. This was an A35 build so some of the save files aren’t loading under B1.1

It all worked, up to the point where the whole area between the Gates and Baggage pick-up was a mass of PAX with red speech bubbles wanting to eat at the Departures cafe and use the upstairs toilets. Similarly, the Departing PAX were wandering around with their legs crossed wanting to use the Arrivals toilets.

The main issue is the PAX not being satisfied with the facilities provided on the Level they are on. They have a ‘whole world’ knowledge where they should only have knowledge what they can currently see. They shouldn’t be looking through floors to find a destination, they should be restricted to access to areas on their current zone (as in Check-in, Security, Departure Lounge and Gates, or Arrivals area and Baggage Claim) and recalculate when they (have to) change floors or zones to see what they can access there.

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I love how you managed to get the numbers in there. That’s beautiful.

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Any one else having the modding page loading forever ending up with a time-out?
I’m subscribed to 4 mods from the Workshop. :confused:

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Kinda difficult to bug report this, but as can be seen, might need to adjust the UI for the flight number (especially with three-digit airline code). Also, what’s with the space next to the flight code? Feels a bit weird.

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Did you have shared secure zones that both arriving and departing passengers used on level 0? In my design, they are kept separate.

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CEOs! I need your help. I have a problem with rating, especially with quality and staff friendliness. I have many shops, cafes, 4 airline lounges (6 large gates and 4 medium). I play sandbox so I always try to build high quality objects. So right now I have no idea how can I improve quality :frowning:
About staff - weird for me is that I have surplus of staff, I reduced their shift time and still most of them has “red” energy. They have many staff rooms and their own toilets. They are also trained (not fully, because game doesn’t allow me to - I clicked on blue button few times and that’s all I can do :confused: ). That is also a point where I have no idea what can I do more… or maybe if I see that 90 are working right now I need 90 more to be ready to change shift?
What is weird also, is what you can see in these pictures taken literally after rating changes. I didn’t change anything with aircrafts fees (most left, 4 from the top) - it was 98% and changed suddenly to 56%. @Olof is that a bug??

picture 1

picture 2

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Try double staff, while one group is on break another can takeover. Also F12 is screenshot!

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About pax wanted to eat in departures. Try to have different secure zone for arrivals. It does work for me. But you have to provide entry and exit to every zone - if they have cancelled flight they leave via exit in “departure zone”.

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