Yeah, no rear right door too so it’s gotta use the left one.
It actually drives around to the left side. As soon as it is attached and deploying, the truck makes a 180° turn and ends up like that.
I’ve got the same issue. The carpets all work fine, half the wooden ones work fine, and the marble/black ones work maybe half the time. Seems to be random.
True, I’ve 2 bathrooms with tiles and 2 without, they just don’t stick into the glue I guess 
I’m also having problems loading my airport. Stuck at “Almost Done”. Airport created on 3.1-3, worked yesterday in 3.1-4 but not now on 3.1-5.
I guess I’ll take a shower instead of playing. sigh
Workers are not arriving for work in shops and restaurants. Tried sending ingame bug report but got error 500, no connection to server.
would really like to see more data points for climates added. Reno might as well be Fresno even though they’re largely different climates/topographies. Moving in the right direction. Hopefully this can be modded or improved. Also, would it be possible to add another category of frequency to incidents: uncommon, I mean going from common to rare is an appreciable jump. Either they happen quite a bit or seldom.
First time playing game on default branch
Really solid implementation of the build mode. The map size increase. The increased picture size of the building menu. The weather system of Denver is now pretty accurate. It forgot the snow there previously. Well done.
This seems accurate, we will have a look at it immediately tomorrow.
Another day, another late update! Here’s what we fixed today in beta 3.1-6:
Release notes - Airport CEO - Version Beta 3.1-6
Bug
- [ACEO-34016] - Employee panel text can clip out of view for some languages
- [ACEO-34017] - Wrong hover text on close security button in operations panel
- [ACEO-35467] - Catering and cleaning turnaround services use the same door on Fokker aircraft
- [ACEO-36356] - Tutorial panel is not updating tutorial states correctly
- [ACEO-36472] - R&D projects research speed takes a lot longer than advertised
- [ACEO-36477] - Time indicator line in flight planner not consistent with actual time
- [ACEO-36478] - Tiled objects (walls, fences and so forth) get double charged even if tile already is placed
- [ACEO-36481] - Vehicles can spawn at planned world entrance tunnels
- [ACEO-36487] - Uncaught null reference exception in terminal tile on deserialization can cause loading procedure to break
- [ACEO-36488] - Planned walkable objects converted to built from planned do not update their access for pathfinding
- [ACEO-36509] - Operation costs for built tiles are counted as construction cost
- [ACEO-36555] - Incorrect rotation point for rear door on MD-80 aircraft
New feature
- [ACEO-36385] - World entrance tunnels can now be set to entry or exit only
Yay! Now we can make fully one way road systems in our airports!
This will create awesome bug reports! ![]()
I still have version 3.1.5, i have uninstalled and installed the game again to see if I got version 3.1.6 but still 3.1.5
Also here version 3.1.5 and already saved game will hang with the text: almost done.
(Mac version)
same here still showing version 3.1.5
Are the world tunnels associated with what areas they link to? For example could one world entrance lead to carparks and another lead to bus and taxi? Or one lead to terminal A and another to termimal B? Or are they randomised for spawning cars/traffic?
Great feature regardless just curious 
Looks like there’s been an update issue from Steam on some areas, redeploying now to push the update through!
Are the world tunnels associated with what areas they link to? For example could one world entrance lead to carparks and another lead to bus and taxi? Or one lead to terminal A and another to termimal B? Or are they randomised for spawning cars/traffic?
Yes, tunnels know what objects they are connected to, along with delivery requirements and such. We have not yet tested all scenarios but as of -6 we’ll see how well it performs.
@Olof what about my issue of secuirty station unmanned? ACEO-36512
That’s been fixed but you need to load the save, save it and then load it again. At that point the staff will start working by those scanners.