Possible idea for performance issue

I love this game, I think it’s great, and like many, when you start reaching 1500+ passengers this game slows down tremendously.

The same thing happened in prison architect. And I read this all had to do because of all the calculations that had to be made for every moving part in the game from passengers to planes.

Fine, okay… how do we reduce the number of calculations required so the game can continue to function normally?

I thought to myself this morning, how much do I really care about knowing about each individual passenger? I love building airports!!

I also thought that regardless of what I do my airport, X amount of passengers are going to show up and fly. My airport has nothing to do with how many passengers the airlines attract!

So! In the interest of wanting to build an airport and focus on scheduling planes, runways, logistics, why don’t we, after we reach a certain size combine all the passengers for one flight into one massive passenger.

It takes this passenger say 150x (assuming the planes holdsbut150 people) more time to check in, and to pass through security.

Now the program is processing 1 passenger per flight. To compensate for all the other parts of the game. This one passenger could carry 300 bags, require 7 bus trips to actually arrive, spend obscene amounts at food and stores, and take forever to bored. You can even increase the size of the passenger to match how many are on the plane.

I would much rather build an airport to manage 500 airplanes rather than see 500 little heads running around my airport.

There’s my two cents and it doesn’t require a massive amount of programming. Just parameter changes.

Disagree. I love simulation games because they kind-of simulate reality. For sure you have reaaaally big people in airports (and they always appear to be sitting next to you), but this would be too much. :wink:

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This might help you :slightly_smiling_face:
it’s on the experimental branch right now

What am I looking at here?

okay! I see! We can reduce the number of passengers per flight!!!
Does that mean we lose out on income in the shops and restaurants?

Yes for now as this is seen as a temporary solution until we have rolled out the improved path finding system. However, if we still get performance issues after that (path finding is not the only performance heavy aspect of passengers), we will keep the ratio and balance the game so that income from shops etc will be increase to match the ratio. That way it could be possible to have 1 passenger per flight as you described. :slight_smile:

The issue seems to be that similar/same calculations are made quite often. I am not sure whether wayfinding takes into account other pax or moving objects. If not, 150 pax of a single flight could be spawned, but in about 5 groups, with each group using the same pathfinding results for navigation around the terminal.

Simutrans does a similar thing for ships, if I remember correctly. All ships on the same line use the same cached routes.

You guys have an advantage, in prison architect, every single perisoner/staffer matters. Here it doesn’t! We can change the value of each passenger.

When can I start reducing the number of passengers?

That slider is already in game, so you can adjust the values in the current build already (you just lose income).

As to the one big passengers solution, I like seeing my airport having to cope with lots of people, adjusting security queues, watching which shops are making money etc. I wouldn’t enjoy one big passenger to be honest.

I went through all the available options I can’t find the slider.

Are you playing on experimental or default game version?

I am playing on the version Steam Launches for me

It’s only on experimental, to get on try this:

  • In your Steam library, right click on Airport CEO and click on “Properties”
  • Click on the “BETA”’ tab
  • Change the drop down to “experimental”

Be advised that experimental branch has many new features bugs and changes that tutorials don’t cover. Some of these bug may even break old saves un-returnably. So if players are not experienced enough, we don’t suggest experimental branch to people

2 Likes

Okay, so I logged into the Experimental branch, and I got rid of all the pesky people and now I feel as if I’m free to really build a big arse airport.

Is there a way I can get infinity money? I only ask because w/out the income from the restaurant and shops, things could get dicey for me financially.

F9. motherlode :slight_smile:
Or rosebud for some extra cash

rosebud?

Type it in, in the debug window (F9)

what geeks of the sims we are xDDDD

1 Like

@chag: If you want to set your cash level to any level, you can edit the GameData.json file in the save game folder: C:\Users\USER\AppData\Roaming\Apoapsis Studios\Airport CEO\Saves
NOTE: change “USER” to your Windows user name

Use any text editor. Search for the “funds” keyword.

I use this method to make starting the games extra hard. I start a new game with $250,000 and save it. I reset the funds to $150,000. This means that I’m taking loans right out of the gate. I’m starting on a shoestring while clawing my way out of debt. Ahhh…wonderful. I’d set it to $0 if I could, but the first loan level usually doesn’t allow enough cash to start a working airport.