Airport CEO Beta 2 released

More bad weather :v

Why does air traffic control, accept Large emergency flights, with a closed runway and no operating stands?

A player (llondru ) in a Steam forum showed that he scanned arrival baggage with Tier I and Tier 3 and the scanners found contraband. Those that did were sent to the Destroyer. Should arriving baggage have contraband? Or, is that a bug? If not a bug, does scanning arrval baggage increase the security rating?

It depends on how efficient the baggage scanning has been at the departure airport, I suppose…

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I find that with medium flights, as well. When putting in my first medium stand(s), the airlines on the small stands start offering medium flights almost as soon as I place the first medium stand. What I do now is place all the taxiways, build the terminal facilities, etc, etc, and wait until the last moment before placing the stand, otherwise I have 20 medium flights stacking up waiting for me to schedule them in the flight planner…

I think that the scanning of bags and the outcome if a bag will be destroyed is regardless of if it is scanned pre- or post-flight. It will probably just be a percentage calculation and not an exact science and the game knowing if it is pre- or post-flight or even what is in each and every piece of bagage. I think if you have several scanner systems after each other and if you follow a bag it will have different content every time it is scanned and at random bags will get destroyed. Never tried that, interesting experiment :smile_cat:

Edit: Build this scanning ā€˜monster’

and can confirm that my above statement is completely wrong in regards to the bagage content… :blush: In the above sequel ā€˜monster’ scanner the bags are scanned 4 times before they can go to the departure belt and all the way the content stays the same! Very cool stuff!! I will sit in a corner with my donkey ears on and try to learn something about programming… :man_student:t3:

Edit 2: Did some further analyses and can say that not all bags are treated that way, if a bag was scanned as ā€˜unknown’ when they pass the Tier 1 scanner they are marked as ā€˜unknown’ every time they pass the Tier 1 scanner and always turn out to have the same content when scanned by the Tier 2 scanners :smile_cat: Have seen a few that eventually get destroyed by the last Tier 3 scanner in line.

Has anyone noticed that nedium aircraft will never use a large runway unless forced to? I wish the game could disperse arrivals evenly. I even have the odd small aircraft use large runways, but never a medium one. It wreaks havoc on ground taxiing.

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For a while I already wondered what happened, but now I understand; when you build a boarding desk, in International Zoning, the staff room of that object, cannot exist in the International zone, due to a zone conflict in the engine. So, 2 things happen;

  1. The international zone is removed on that location
  2. The non-international zoned pieces are revealed on demolishment.

Same for all staff objects placed in international zone.

Yes, the devs have said that staff zone and international zone have the same priority therefore staff can enter and exit an international zone without having to go through passport control which makes sense as they aren’t actually travelling. If you delete a staff zone in an international area and then want passengers to be able to use this area you would need to re-zone as international, same as when you delete walls and the zoning is removed underneath them so you have to re-zone appropriately. Passengers should ignore staff zones in international areas however and it should not impact on path finding. If you are having path finding issues in your international zones please post some screenshots and we can investigate for you. :slight_smile:

Hey, they are emergency…

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Bug 34659, had three passengers holding up a flight, and they were sitting in the gate area, right next to the boarding desk…

Same for Tables.

ACEO-34663 - Looks like carstops are not retrieving passengers?

Can the Email pages also be broken into parts?

Just loaded in 700 emails and the game almost crashed.

I’ve had that on one of my builds since Beta dropped on Default. My current build looks OK at the moment…

Auto-delete inbox after every 12 days is good.

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Something like that yes.


Can we get a red warning token on the Flight Planner when the MAX FLIGHTS number is reached?

Having so many stops is problematic anyway. You will cause huge traffic jams. Maybe the game now limits the amount of cars to prevent that? Use more subways and remove at least 3/4 of those stops.

I had that problem with only 8 stops on a small terminal (this had two subway entrances), and 10 stops on the medium terminal next door (with 3 subway entrances), with separate road entrances to each, so the number of drops is not relevant.

Where I’ve previously had this issue (probably due to my poor design), it has affected all three types of transit structure equally, I haven’t had anything like the queues at the bus or taxi stops when the car stops have been affected this way.

On A36 I had a similar arrangement with none of this issue, and my current B1.1-2 build is OK so far, small terminal has 6 stops, and two more are under construction…

still having this, for me, gamebreaking problem. When I delete the security zone from the arrival, the game seperates the international zones. But as soon as I connect the Arrival-International-Zone to the Jetway, the game connects the international zones so that is it one big zone and making my passengers want to go to the places, they can’t. :frowning:
Made a Report for this: 34707

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