Multi-Level Extensible Cargo Bay Baggage Handling Setup

Updated with bigger images. Click to make bigger.

Hi Dallas

Even I checked your tutorial, I still don’t know how to solve this!

No one’s working at the loading bay, I have tons of ramp agents wonder around the same floor doing nothing, and secure+staff zoning has covered the entire floor. Luggage system has no problem (the bay is loaded). Pullforce car is waiting in the parking lot, operation tab for baggage handling is enabled, and the stand is connected to the loading bay.

All seems fine, but I just can’t figure out what’s holding it to work! Then I’ve noticed it says " Deactivated and will not operate, but it is obviously opened.

Would you able to help? I’ve reported the bug, but it might take days or weeks to get response from the developer. Thanks in advanced

@joe1986930, can you repost image showing the baggage flow? Include the Level -1 underground as well. If you’re willing to provide the Savegame file, via DropBox (or similar file sharing), that would really help.

Thanks for helping! Here’s the save file through WeTransfer
save file

I don’t think the baggage flow has problem tho, but I don’t know what else…

@joe1986930 All the Cargo Bays are activated for me. I don’t get that Deactivated popup you’re seeing.

I save and load the same game, the popup has gone, but still no ramp agents working there…
It says the employees can’t find the path to the location… but they are all walking around it, and the entire area is marked as restricted and staff only…
Have you tried to see if it works?

I see the Security staff are at their stations at each level. According to your Procurement Screen, you unlocked all your Scanners before you unlocked Baggage Handling (there’s two hours remaining before unlock). Baggage Handling is Disabled in the Operations Screen. Therefore, Staff will not go to the Cargo Bays until unlocked and enabled.

Sidebar: On Level -2, you have three conveyor belts leading into a Tilt Tray which goes to a Scanner III. That’s not how that works. Only ONE path into a tilt tray; one, two, or three paths out.

1 Like

Thanks Dallas…
I just tried to reload the game, and everything is working again.
I think there’s definitely some bugs there tho, cause I’ve been running the game for hours, so the baggage handling systems should be unlocked (full speed playing for hours). and that’s why I got the wrong popup earlier as well. Should try save & load in the first place!

Thanks for the help :slight_smile: Appreciated !

The point is that a manual scan is supposed to be deeper than the automatic I guess. You could argue that it should be first instead maybe, but then again I don’t think it matter too much.

Best regards

My newer airports have ONLY the manual scan. No Level I nor Level II scanners.

I’ve done a video tutorial on this set-up, thanks dallas for the idea.

1 Like

Why is everything in a line? Secondary scanners can sometimes falsely tag luggage as harmful. I know this because my layout is somewhat similar to this.
https://forum.apoglabs.com/uploads/default/original/2X/0/0d0d131cda04668986b1b910213e6f459185142f.jpeg
Except, I don’t build Primary Scanners as they are quite unreliable. So, the bags from check-in directly go through the secondary scanners. The rejects then go through the manned scanner. And, some of these rejects actually pass through the manned scanner.

I remember @dallas explaining this somewhere in the forum. :thinking:

EDIT: This is the thread: Security Scanners Reliability.

EDIT 2: Okay. I’m wrong about the primary scanners. I thought they could report both false positives and false negatives. My bad. :sweat_smile:

2 Likes

Yesterday I had the stupid/smart (not sure what it was…) idea of resolving the crossing problem with a baggage carousel - a circle of baggage belt with several tilt trays in every direction as exit. All incoming baggage would go somewhere onto the carousel and should then take the right exit to go on.
Unfortunately it seems the pathfinding system couldn’t get along with this, all baggage stopped once it got onto any tilt tray (even outside of the carousel). Probably because there’s not just one single correct way but an unlimited number (going around the carousel as long as you want).

I’ve worked with caroussel like builds before to make arriving and departing bags pass the same security scanners. Didn’t have problems. I’ll build one on a recent build again and see if i have it now.

Just had evrything working with a loop situation. Can you show your setup so we can see if there’s a construction error @Gerwanese ?

In my recent game I’ve removed it because of the problems, but if I remember tommorow I could change it back to the loop.
I guess you’ve set all the tilt trays to “to destination” (default setting)? When I set them to specific directions, all baggage moved on but many bags ended up at the wrong place.

When you set directions it alternates between them without looking at destinations.

Can you please post a screenshot of the build? I would like to see how it works.

Here you get some screenshots. Actual distance between first and second screenshot is much further, but just straight line so that shouldn’t matter.



First image shows connection to baggage bays (on top). Second the underground part towards baggage claim and scanners.

In the original setup it got stuck travelling both ways.
How, after I rebuilt the small circle in the second picture, the green way is working perfectly. However the red line is where everything gets stuck (as you can see with all the luggage waiting on the top 4 tilt trays).

Probably before it didn’t work because I had connected the baggage claim areas not to the lower right corner of the circle but to the lower left corner (which meant the luggage travelling the green way had to make a decision there as well).

1 Like

Okay, in this rebuilt version some of the directions inside the circle are wrong, obviously that’s the problem here. However I’m pretty sure in the original setup it didn’t happen (I checked that many times).