[Mod] AirportCEOTweaks 2.3.6: Misc Patch

Air France and Tarom are the only (not Businessjet)-Airlines who operare it still

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In preparation for the new airline mods to come out using this CBM, I created a “fake” workshop item that modders can mark required. It just says to download this mod w/ a link to the original post of this thread.
Modders how to use:

The item itself:

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1.1
formerly 1.1.1

  • Added “makewindow” command for active liveries
  • Added “xact” as shorthand for “exactly”
  • Made livery log-spam toggle-able
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I don’t know what is possible or whether you’re taking suggestions but…
I really want the small/medium/large flight filter on the flight planner to work at the contract level, so that I don’t have to hunt through every contract to find which ones have large flights available.

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Suggestions are great!

Thinking of my own experience… I completely agree. I’m actually working with code adjacent to that right now as I set up variable turn around times; if it’s an easy enough thing to add I’ll put it in the next update. If it’s difficult it will still go on the list for later.

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2.0

Formerly 1.2.0

links & changelog in the main post… oh also there’s a Trello now

I originally planned a more ambitious update, but there are things that, while the technically work (sometimes)… they are not ready yet. This update contains play-adjustable turnaround times when scheduling manually, as well as the “unhide layers hidden by z-level” feature that a few livery authors were waiting on to ensure compatibility of look alikes that use this mod with unmodded installs. Airlines will also offer flight more directly on the basis of their satisfaction and size.


Everything below is not in 2.0; but is considerably closer to being realized given the groundwork that is in 2.0. Much of it is technically implemented, but is still to buggy to be enabled for general use… None of it is impossible.


What I’ve been working towards is really an overhaul of the flight planning game-play loop. The core concept is that your airport will be asked to handle several different types of flights with differing requirements. For example, commuter flights will demand a short turnaround time and prime hours, but reward you with extra bonus money. A high-class international flight will require extensive servicing on the ramp but may not be quite as picky about departing at rush hour. Cargo flights will typically ask to park for many hours, but don’t need almost anything from you during this time, and are happy to be scheduled at night when the passenger flights are in less demand.

To make the differing flight types feel a bit more authentic, they will be assigned by differing types of airlines. Crown talks big talk about being the most luxurious flight in the sky, so you won’t ever see their plane come though requesting a record breaking turnaround time and no catering. Likewise real airline mods should be able to simulate both budget carriers and VIP exclusive services.

Because there suddenly a lot more meaningful choices to be made about assigning aircraft to stands and flight times (think about a high-volume economy stand with many boarding desks vs a remote stand for cargo and contingencies), the auto-planner cannot be expected to keep up. That’s why I’m interested in making the manual planning experience a lot less tedious. Airlines will offer flight contracts which renew; growing in length to reflect their confidence in your services… or being canceled if you fail to meet the requirements you signed up for. If you do your job right and assign flights to times and stands that can satisfy their particular needs, those flights will continue to operate on your schedule (almost) indefinitely; or until its you who thinks its time to change course.

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Hey, is there a discord server for this mod?
Also - is it possible to add flight crew like in sim airport and for the general aviation a pilot or something.

So just to clarify, this won’t conflict with other mods other than the Negotiable Turnaround Time and Autoplanner settings mod, right? Also, will this mod run at all times while ingame, or just when activated. Thanks!

Afaik those are the only two other published script mods for this game. All other “mods” are actually just contracts with skins and/or logos. Those won’t have a conflict.

Hey, is there a discord server for this mod?

@t1a2l I am on discord and am particularly active in the ACEO modding group discord. A dedicated discord is a “maybe one day” but feel free to reach out.

Also - is it possible to add flight crew like in sim airport and for the general aviation a pilot or something.

It is something I’ve thought about and think would be neat. Right now I’m prioritizing features that change how the game plays in terms of player decisions. For now, there are a lot of things that would take less effort to make happen and add more to the experience of playing the game. As I build my competence reworking the game’s systems there may come a time when I decide to do this as a side project, but it definitely won’t be for a while, and I can’t commit to it.

So just to clarify, this won’t conflict with other mods other than the Negotiable Turnaround Time and Autoplanner settings mod, right?

@ATS_guy andyc is correct that all airline/business mods will work fine; the only place where I interact with these is in making new features optionally available to them.

Also, will this mod run at all times while ingame, or just when activated. Thanks!

The mod will run only when activated. The default behavior after installing is that the mod is activated, but deactivating it lets you play without the mod without having to manually uninstall. I’d mostly expect this to be useful later on in development once the game-play balance is significantly altered by my mod.

I had to do a manual download, because of some issues with normally downloading it, even though I’m on PC. I have downloaded it but how to I put it in the game now, (since I did a manual download.)

You need two things:

  1. UModFramework. This is a program that you install with an installer. Links in the post, including to the UModFramework wiki install page (I have that linked as being for mac support, but the wiki page has instructions for all OS’s).
  2. My mod itself. This is a file with the extension .umfmod. If you’ve successfully installed the framework the file should be associated with the program and can be installed by double clicking. If that fails, you need to copy and paste the file to whatever-your-aceo-root-directory-is\uModFramework\Mods. for me this is as follows:
C:\Program Files (x86)\Steam\steamapps\common\Airport CEO\uModFramework\Mods

I took a look at the path, but I don’t have the uModFramework file.

Go ahead and create the folder(s). I believe it should have been created when the framework was installed, so if when you launch the game you do not see a UMF overlay on the main menu, the issue is likely that UMF didn’t install correctly. In that situation I would refer to their wiki.

Keep in mind, I did manually install it, so it didn’t get anything else.

I’m stupid, and misread something in it. I missed an entire step.

Get it working now?

Just an update for those interested: I moves cross-country and started a new job over the last two weeks; so I’ve have had little time to work on things; the 1.2.1 update is not very far along and will mostly involve bugfixes.

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1.2.1 Beta
2.1.0 In New Scheme


Author’s Notes

Franky, 2.0 (formerly 1.2) was a rushed and buggy mess that I (incorrectly) thought I could finish before my move. Sorry about that.

2.1 (formerly 1.2.1) is essentially what that update should have been. Flight types are now enabled with just enough functionality to see what they’re about and start getting feedback before “finishing” them in 2.2 (formerly 1.2.2).

I’ve made a bit of a philosophy change in this update. Previously I wanted to have every feature of the mod be toggle-able in settings. I still do. However, supporting this means testing every combination of different settings with many heavily interacting with each other. Toggle-ability is not canceled, but it is postponed. In general, I plan to make a feature toggle-able at the time that it becomes “mature”. This will mean that its code base is fairly stable and refactored to something vaguely readable. For the current round of airline/commercial flight changes, I expect this to come around update 4.0 Anyways, on with the update…


Not-The-Update: Beta

UMF generously manually curates mods uploaded to their site for safety and compliance with basic ground rules. This inherently means there’s a delay between uploading and the mod going public. This scares me, because I don’t want to drop an update that accidentally breaks everything only to have to wait three days for the patch to go public. Therefore, when I have an update ready, I’ll let it sit on the forum via manual download for a few days. If nothing is on fire, I’ll send it to UMF, and a few days later it will go public for automatic download via UMF. Anyways, on with the update…


Not-The-Update: Github

I did a github. I don’t know what I’m doing. Its for the source code, if you care. Maybe a wiki, one day, maybe. Anyways, on with the update…


Flight Types System!

Airlines now have both a star-rank (vanilla) reflecting their “prestige” or importance in the airline industry, as well as an “economic tier”. where “star-rank” describes the airline directly, “economic tier” describes the airline’s target audience. Economic tiers are as follows:

  1. Budget
  2. Normal
  3. Above-Normal
  4. VIP

These are manually distributed among vanilla airlines according to those airline’s descriptions. For mod airlines, a guess is taken based on star-rank. This guess will be made smarter in 1.2.2 as I get more feedback from modders.

These airline traits influence the types of flights offered. Flight types are as follows:

Economy
Economy flights usually want a fast turn around and don’t care about things like catering. PAX are crammed in tight.
Commuter
Commuter flights are usually short hops. They are similar to economy flights in that they care more about turnaround time than services on offer, but this tendency is less extreme.
Mainline
Mainline flights are closest to vanilla airport CEO. They want a balanced turnaround.
Flagship
Flagship flights are important to the status of an airline. Expect to provide full services.
In 1.2.2 these flights will become very demanding with deep satisfaction penalties for failure to provide all that is requested.
VIP
These are all business class flights. They are similarly demanding to Flagship flights, but have reduced PAX capacity and widely varying turnaround time requirements. They are often offered in short or one-flight series.
Cargo
These flights have no PAX. They will request cleaning at most. They are likely to sit on the tarmac for a long time. Cargo services are not (yet) simulated.

The pop-up that displays in the planner now indicated the flight type and turnaround type requested. It also indicates the number of passengers vs the capacity of that flight. Expect higher loadings during the day. Complain to me when an economy flight is operating over the exit-limit for the aircraft type (actually please do; I am trying to tune these things).


Airline/Flight Behavior Changes!

Airlines will now add more flights at the end of a contract when a flight completes. This will happen if they are satisfied with your performance (currently delay-based, this will be more nuanced in 1.2.2) and there are at least three repetitions of the flight already scheduled. This means that as long as an airline is happy with the service it gets in a given slot, the flight will remain in this slot indefinitely.

If a flight is not renewed and slips below the threshold of three remaining repetitions, it is doomed to expire (as it would have in the vanilla game). This is also the case if the player cuts the series short by canceling all future flights (hold shift while canceling a flight) at a nearer date than 3 days in the future.

The length of contract offered initially by airlines is now dependent on both the airline’s size (star rating) and satisfaction. In the early game it should be important to grow your relationship with small airlines to the point that they reliably renew their flights with you beyond the three-day expiry threshold.

The little number in the flight slot UI now reflects repetitions remaining after the one you are viewing; helpful for knowing how far out a slot is booked.

The UI indicator in the flight planner for an airline’s number of offered flights now instead reflects the number of offered flight-series.

Renewing flights will schedule at the same time-slot as the last flight in the series. If you’ve scheduled new flights several days out at a time that interferes this may create overlap. The three-days-out rule for renewals ensures that it is safe to modify your flight schedule any time in the upcoming three days.


Changelog

1.2.1

It is recommended to disable the auto planner when starting to play with 1.2.1, and enable it only cautiously, one stand at a time. The design goal of the update is that autoplanner is not necessary.

  • Turnaround times depend on type of flight
  • Airlines extend flight contracts when satisfied
  • Airlines cut short flight contracts when upset
  • Airlines operate various flight types based on their economic focus
  • Some airline descriptions updated/retconned to match new game mechanics
  • Flight types displayed in flight info window, as well as expected PAX vs PAX capacity
  • PAX capacity depends on flight type
  • PAX load factor depends on time of day
  • Fixed some planner bugs from 1.1
  • Rewrote service request system for baggage, catering, cleaning, fueling, ramp service
  • Added setting to disable baggage service on small stands (vanilla behavior is default)
  • Added setting to disable baggage service on stands with no baggage bay (improved behavior is default)
  • Depreciated settings for experimental flight types and new contract lengths

Link!

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I LOVE <3 <3 :smiley: this, this is awesome. Wanna say how much I appreciate all the work.
I have some feedback and some info to share.

INFO: I loaded the mod and loaded my game that already have booked flights.
Those flights that are already planned, on those the number for full capacity is off.
After closing stands and rebook a flight it is correct.

BUG: My real issue is that no booked flight will initiate pushback.
I closed all stands, saved the game, quit and started again, then booked one flight as a test.
All the numbers look good, but after boarding. It did NOT initiate pushback.

Question. I booked a flight that arrived From Norway, but after Turnaround Departed to Greece?
Is that from this mod? Because vanilla flights would arrive and depart from/to the same destination, pls correct me if this is not the case.

So, If it is from this mod, are you able to put the destination in the flight planner instead of the arrivals info? It would be better to know were it’s departing too, than arriving from in my opinion.

So as seen in the pics, this flight arrives from Norway and is then departing to Greece.
In the flight planner(where you book flights) the top flight is shown, but I would much more prefer to know where the flight is heading after turnaround. Or even both would be very cool.