Airport CEO 1.0-0 released

Place wall there :wink: so stairs will be only for arriving passengers

correct as @mbobojar mentioned.
On the floor you see on which side passenger enter and leave the jetbridge. This allows you to split the area by a wall, flower or a staff zone and force arrivals to use the escalator.
image

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The current Steam Reviews are looking quite good for the game. Many seem to like it and while there are people not upvoting or recommending the game, they do it mainly for the reasoning the game was released ‘not finished’ in their eyes and lacking detail in certain aspects like personal management, missing cargo etc.
One particular review stated, that the game would rather be named ‘Airport architect’ as they deem the CEO aspect is lacking a bit. Most people consider the game well done in a way or the other.

Just to report what I read there.

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when it comes to the complete Portuguese translation

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Rolling out 1.0-4 now, both on experimental and default, containing a final fix for the Apple M1 text label rendering issue.

Patch notes available on Steam: Steam :: Airport CEO :: Airport CEO 1.0-4 released

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All in your hands. Take it and complete, fix translation errors in one. ))

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It dawned on me what bugs some of the Steam players wrote about. :rofl: :rofl: :rofl: :man_facepalming:

This is the streamer to whom the developers sent the key to play the game for the audience. )

Wasn’t sure where to ask this…
Curious if there’s a hard limit to the number of airline mods that can be loaded in, or if a bad mod can break others.

I’m trying to figure out if this is a game issue or mod issue where I’m seeing contracts never loading, cancelled contracts don’t repopulate on the available contracts list either, Auto planner fails to schedule small planes, and liveries being switched around. It doesn’t resolve till I terminate all contracts and reload all mods.

Just noticed there is no mention of when Airline lounges get unlocked in R&D Projects. But I see they get unlocked with the Extended Commercial License. Should there be info in there about that? Or maybe even a R&D project for it?
@Olof @Alexander

Extended Commercial License Project Brief

And my other question is what do airline ratings affect? I read in one of the devBlogs that it will affect how much pax will spend at lounges. Is this still true and are there any other things ratings affect for airlines? As a modder im curious for how I set the ratings for my modded airlines. :slight_smile:

And why do you start off as a 3 star airport with a blank new map? I’m curious as to the thinking behind that?

Thanks for any info on this :heart:

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I can give you following information and tipps about using mods:

  • There are non confirmed theories that the sytem only loads 150 mods/contracts.
  • As mods fill RAM and VRAM a lot, it is recommended only to activate those mods you want for a specific savegame. Big modpacks are nice but often you won’t use all airlines within them.
  • Mods with the same contract name cause that only the first one appears
  • Check also the last update date of mods. If they are before November 2019, they won’t contain big birds (when the real airline has them)
  • Some of the ACEOMM (Mod Manager) Packs have broken planes or contracts. Don’t use those mods anymore. The Mod Manager project is outdated and replaced by the Steam Workshop.
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How many flights they offer :slight_smile:

That’s the airline statisfaction. If 100%, they offer 50 flights. No matter if it’s a 1 star or a 5 star airline.

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Hmm… I think #1 may be my issue out of those.
Once it says loading 150-160 businesses on startup, that’s when the problems seem to appear.

Congratulations. You guys made a great game. I wish someday it will be a 3D game, can’t wait to see airplane from 360 degree view and spotting it take off and depart from the airport.

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@Olof Guys, make sure that the turbojet planes cannot ride on the dirt surface of the taxiways, otherwise realism is trying.

These are good estimations, we have no hard limit on how many mods you can load but the figures you mention do leave it up to the device as to how many can be input.

Thank you! :slight_smile:

That’s another one of those gameplay in favor or realism cut, it messes with the tutorial otherwise as well as some newer players that only run with the grass strip.

@humoresque see, I am not the only one, “players”.

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my congratulations and happy journey!

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Good find, yes it should! Adding it now :slight_smile:

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Rolling out 1.0-5 now on the experimental branch with the following fixes:

    Release notes - Airport CEO - Version  1.0-5

Bug

  • [ACEO-42158] - Passengers always perform purchases regardless of business class and content at store
  • [ACEO-42175] - Planning mode overlay for rooms does not disappear after construction
  • [ACEO-42307] - Terminal quality rating almost always impossible to increase above 50%
  • [ACEO-42395] - Baggage claim requirements text incorrect
  • [ACEO-42400] - Flight information displays cannot be moved
  • [ACEO-42416] - Incorrect research description for Ford trailer trucks

Improvement

  • [ACEO-42425] - Remaining stand connections available for baggage bay now exposed in baggage bay panel
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