Baggage scanning

@Sprool Number 5 is not a replica to number 3.
In number 5 the rejects get destroyed immediately and correct once get a manual scan, opposite to number 3.

@EG0611 I believe that for now, as Olof says"…is not correctly simulated.", all behavior of the scanners seems to completely at random.

The problem with your design is intersections, as the bag does not get a pathfinding to next scanner, but a pathfinding to baggage bay, any scanner on that route will be taken in account. Only the baggage destroyer seems to be able to destroy the path, so the “bag” does not do anything with the status “rejected” it just moves on a different traject with still the same destination as far as I could test it. Not sure if it is correct.

The only advice for now is just to place the scanners as it feels right or looks nice from your perspective as long as there is no correct simulation established.

Good points.

The organics, guns, money scanners would be more useful for inbound international luggage when customs and immigration is implemented.

So of course I could implement that now - all inbound flights luggage is checked for contraband and if I find any, I send it to the cargo destroyer! The PAX won’t get their bag in baggage claim. :smiley:

There should be a bag that is loaded with “Guitars” that is destroyed every time. Thanks United.

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Great observations. I will adjust my scanning going forward to have those items customs cares about moved to the incoming baggage and omit them from outgoing. Not sure why I never gave it a second thought.

Yup, that’s exactly what happens at the Airport I work at as well…
There is no way they can do it en masse.
There have been a few occasions that customs/MPI have decided to do full checks on a flight, and the backlog is horrendous… (That’s why it doesn’t happen very often.,)

I like the 3 options and descriptions! I use the 3rd for all my scanning. I never thought to use the other options. Thanks for the diagram and ideas for other options! Cheers!

Here is my setup :

I like the idea of all bags being scanned with increasing level of security and any rejects being a definitive illegal thing, because if we put additional scanner after the rejected to double check if the content is indeed illegal, this mean that we are likely to not use higher security scanner for the clean output of the level 1.
Which imply that all baggage considered clean by the level 1 scanner might just require level 2 or 3 (specific or manned) scanners to detect the illegal content.

To make sense as a gameplay mechanic, illegal contents should have 3 level of detection related to the 3 level of scanners, any illegal detection should actually go through a manual search station to check the content of the bag (no need to push things up to police and stuff like that though) which can help dealing with false positive, as any false positive should result in a pissed off passenger (we destroyed his bag after all) resulting in reputation loss.
The higher tier the scanning station, the more time the scanner should take to scan it, after all a guy can’t analyze as fast as a computer, but might actually by observing carefully see thing that a computer can’t detect.
This would make setup with potentially multiples identical scanners (for throughput) a necessity if we don’t want slow baggage route, which would encourage the use of tilt tray and more elaborate setup.

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Some good pointers and ideas. For the next game play update (after Alpha 32) we’ll make sure that scanning baggage has an impact, along with other game play factors.

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Any reasonable explanation, why to do low level security scans if there’s a high level security scan in the same chain anyway?

You must be a bureaucrat.

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Because each is specialized, the low level basically catch the most things but it won’t be good against shielded or hard to find stuff, the medium level is specialized into specific type and will detect almost everything and the third level is for what the two first levels being automated could simply miss because a human could see things which will fool a computer but aren’t really good with humans.
Like a password being literally “password” would be easy to find for a person, but for brute force hacking (simple ones who don’t include often used passwords of course) it would be harder to find than “235HDB3” which a human would struggle to find.

Imagine level 1 scanning as a brute force cracking software where it only list through characters, it will be good against all number only and short passwords.
Level 2 is optimized for multi threading and use GPGPU and contain a list of all often used passwords and can deal with longer and more elaborate ones, including sentences and any variant like replacing a s with $, adding numbers or caps or replacing letters with numbers as leet or number of the letter in the alphabet etc.
The level 3 is a person who can search for personal info and try to figure out easy passwords like having one identical to nickname, birth date, name, name of pet or stuff like that which would be hard to find for level 1 and 2 but a human who can’t really goes fast through all those words have better chances to get a match.

Edit : Please, don’t use “password”, your nickname, date of birth (even reversed) or pet name as passwords, those are bad idea, especially “password”.

The airport I work at has some what the game would consider lvl 1 scanners, which automatically checks the content of a bag. If the bag is rejected, it gets passed on to an (in-game) lvl 3 scanner where an officer will manually scan the bag and take actions accordingly. This indicates to me that option 3 or 6, depending on how many scanners you want to use, are the most fitting.

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What I’ve always wondered playing ACEO and using the bagage scanning and destroying system, is what happens IRL with a bag that is being scanned (both automated and manual) and marked as ‘not to be passed through’? And what happens with the owner of the bag? In ACEO the bag is ‘just’ destroyed, which also is a bit of a question mark when explosives/weapons and/or drugs/chemicals are in there :thinking:, and the passenger can just continue on with their journey, but can imagine IRL that the local authorities also want to have a word with the owner of the bag…?

I’m not aiming that we need another level of complexity in the game, was just wondering how that works in real life :wink: On the other hand, it would not be a strange thing if a passengers bag is being found and marked as to be destroyed, that the passenger is not allowed on the plane anymore for example. :relaxed:

I’m imagining a new “security” room where pax whose bags or themselves didn’t pass the security are being escorted, searched, interrogated and jailed by the security officers and an external police car arriving at the airport when there is more than 0 pax kept in such jail to take them away. :wink:

On another note, quite big percentage of bags are being marked by the scanners and then destroyed even when having higher level scanning of baggage just marked by the lower level scanners. I feel some half of passengers for each plane would need to be jailed. :sweat_smile:

On another note, quite big percentage of bags are being marked by the scanners and then destroyed even when having higher level scanning of baggage just marked by the lower level scanners.

Indeed, the reality number is now completely off, but the feature is there it only needs some fine tuning.

I really like that design! might try that one out myself! Thanks for sharing

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Your welcome, but I might (as I like to do) look through how it is exactly done in real life and comeup with gameplay idea, because I guess those who put the manned search station after the rejected baggage are right, a manual search is probably performed to confirm illegal items, also I never heard of baggage destroyer in real life, I think that is only an Airport CEO thing.

Of course it is, else you would destroy pieces of evidence in real life. :smiley:

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And passengers would be extremely pissed off if because of a single thing (which might be a false positive) their whole baggage were destroyed, but hey we can’t just put the whole judiciary thing in Airport CEO so yeah.
Though a possible gameplay alternative would be that the manned station actually manually remove the illegal content of the bag (as if it analyzed it and take pictures and stuff to make it a proof) and put it on the belt to the destroyer but the baggage itself goes back to the main belt.

‘Unfortunately’ I work on airside so I’m primarily involved in the logistical aspect of baggage, not the administrative. I do occasionally have to be present during a bag-search for legal reasons because an item of baggage is only allowed to be opened with either the passenger present, or an independent third party not from the security team (me).

Generally one of three things can happen:
-Either the ‘prohibited’ item, often some form of batteries, is removed from the baggage in presence of the passenger after which the baggage is loaded and the passenger boarded onto the aircraft.
-If the prohibited item is something illegal, such as a weapon or large amounts of cash, the baggage is rejected and the passenger gets picked up and handed over to border control.
-Finally the entire baggage item could be rejected which means that it will be picked up by the ‘lost&found’ department and kept there for an x amount of time to either be claimed, or destroyed if not claimed. If possible the passenger will be informed and he/she can choose whether to fly anyway or stay behind.

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