[Implemented] 'Path validation' - A function to validate routes of (complex) objects

Dear all;

This is a rewrite an earlier post. When building logistic simulations or pathways in a system that has logical steps, like Airport CEO, you as an executing CEO should have a way to test pathways within the logical functions within this simulation for simple and complex objects in game.

The reason why proposing this, is that a lot of threads with questions in forums are related to path-finding related issues, be it Baggage, PAX or Staff routes. When building a wing or a complex object, you should be able to validate paths, before using the complex object or wing.


Example objects that would benefit potentiality from path-finding evaluation before opening them up*;

  • A new stand
  • A new cargo bay
  • A new runway

Before opening any of those object, you as executioner should be able to see all routes that are involved with these objects and the infrastructure that supports it.


Simple object example;

When building a secure road checkpoint, the validation tool should report an alert, if the checkpoint entree path cannot find a route tot the map entree point. This could be indicated in an object listings panel with a VALID/INVALID path indicator.

Complex object example;

When building a baggage bay, you have to connect lots of objects, that all need a valid path for the system to be operating smoothly, the baggage bay should list all connected object with a VALID/INVALID path indicator.


Objects and complex objects could be listed in a “path-validation” window; so you have a complete airport overview of ‘non valid’ paths. It could do with a Tree like structure to see dependancies of object relations where you could collapse on object group level.

-* Cargo Bay 1
-** Check in Desk (count #)
-*** Baggage route from - Check in Desk 1 to Cargo Bay 1 - VALID
-*** Baggage route from - Check in Desk 2 to Cargo Bay 1 - INVALID
-*** Baggage route from - Check in Desk n to Cargo Bay 1 - …
-** Stand (Count #)
-*** Stand 1 to Cargo Bay 1 - VALID
_**** Secure path - VALID
_**** Taxi way path - INVALID
-*** Stand 2 to Cargo Bay 1 - INVALID
-*** Stand n to Cargo Bay 1 - …


Validation paths that objects could list;

  • Secure route (SECURE/INSECURE)
  • Staff route (TRUE/FALSE)
  • PAX route (TRUE/FALSE)
  • ROAD route to DEPOT (TRUE/FALSE)
  • ROAD route to MAP-ENTREE (TRUE/FALSE)

Objects categories that could benefit from this way of validation;

  • Travel objects (Bus, Metro, etc)
  • Desks (Check-in, Boarding, etc)
  • Road objects (Secure checkpoint, depots, etc).
  • Rooms (Staff rooms, shops, etc)
  • Airplane related objects (Stands, runways, etc.)

False flags; It could be that the validation paths will try to validate paths that are non-relevant to an object, this is why you should be able to click the validation indicator to put in ignore mode. This way non relevant paths will not be reported in that object tree. To simplify nullification of pathways, you could it possible to list objects in manual super groups, which you then could nullify as super group for validation.

Example where you would disable super group 1;

-* Stand 1
-** Secure checkpoints group 1 - VALID / INVALID (DISABLE GROUP VALIDATION)
-*** PAX route from Secure Checkpoint 1 to stand 1 - INVALID
-*** STAFF route from Secure Checkpoint 1 to stand 1 - INVALID
-*** PAX route from Secure Checkpoint 2 to stand 1 - INVALID
-*** STAFF route from Secure Checkpoint 2 to stand 1 - INVALID
-** Secure checkpoints group 2 - VALID / INVALID (DISABLE GROUP VALIDATION)
-*** PAX route from Secure Checkpoint 3 to stand 1 - VALID
-*** STAFF route from Secure Checkpoint 3 to stand 1 - VALID
-*** PAX route from Secure Checkpoint 4 to stand 1 - VALID
-*** STAFF route from Secure Checkpoint 4 to stand 1 - VALID


Validation triggering;

The processing power of validating lots of paths continuously, could be massive. So, from game perspective, you could run (complex) object validations based on a trigger button that could state ‘TRIGGER VALIDATION’. The simulator could run validations every one 24h period in game on super groups for example, so, that when extending your airport you dont have to trigger lots of validations, just the one you are working on currently. A ‘re-validate ALL’ button could exist in the tree, but trigger a pause while calculating. Revalidate buttons could be located on objects too, for all paths of that object, or with a tree on a path rule level. (example; “BAG route from check-in desk 1 to cargo bay 1”). The moment it lists “true”, you know your system works and you can enable it in operations panel.


Hope the idea is clear, questions welcome.

Thx for reading.

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