Lol, something is up though, should I have thought about routing more?
Ah, it is a grid lock.
Maybe crossings can have STOP sign like behavior, so road vehicles do not block crossings?
Besides, please forbid vehicles to turn on crossings.
Can we get road check point, bridge like, that allow a white/black list with vehicle types?
I managed to build a plant in and outside my terminal, bug report is in.
You have to set this in the steam client, sometimes you need to rollback to stable before it upgrades to most recent experimental. While that happened mostly when you came from an internal build.
What is the airport ratings you all have on this version?
Atm my ratings are horrible due to a big rebuild and my first experience with remote stands, the thing is; they dont restore at all.
We could really use the subset statistics for the ratings, so we can manage the airport on it.
Can we get Tilt Trays to get some logic to them, this belt is going north south and has a split strait/right, but it will hard split strait when their is a queue there, can tilt trays with a SPLIT skip a split option the moment it is queued up?
I am not sure, setting it to let me use Beta’s didn’t help either, I think it was just some sort of bug, in the end, it resolved itself after a simple reinstall so, no harm done, thanks for the advice though!
Quick update: All focus is currently on the new performance update. We’re targeting internal testing of it as soon as possible and once that’s been completed we’re going to write a detailed devlog talking about exactly what changes are made and how they impact the overall simulation performance capabilities of ACEO!
Quick update: All focus is currently on the new performance update. We’re targeting internal testing of it as soon as possible and once that’s been completed we’re going to write a detailed devlog talking about exactly what changes are made and how they impact the overall simulation performance capabilities of ACEO!
Olof I don’t know why but you sound so happy and confident on this message… Does that mean you guys acomplished the performance update better than you targeted?
I want to test the same average airport save, comparing the default version with the next internal version, with 5000 passengers (and then 10000) on a mid range PC before drawing any conclusions as to what we’ve accomplished but considering how massively different the rendering solution we’re working on now combined with the coroutine architecture overhaul I at least expect nothing less than a very notable improvement. From a technical stand point I’m very impressed of our achievements so far and it goes to show that we’re not slowing down our continued game development learning process, quite the contrary.
I notice that if I quit to the game menu and start a save, upon that reload there are minors bugs like ramp agents hung up at the belt loader, planes won’t board passengers, and the baggage system is disabled. But if I quit to the desktop and relaunch the game, in the same order I just did via the game menu, it launches perfectly. Not sure if it happens to anyone else?