In the background there is a merger system which combine all the tiles you place to larger chunks. This saves on performance as Unity doesn’t have to render each tiles individually, which could easily be in the hundreds of thousands on a large airport. The downside of course is that this creates some lag when they are built as the tiles area need to be re-calculated. We are aware of this and have a task to optimize it when time is available.
Edit: FYI, we found a bug causing freeze when building certain objects which is not related to the merger system.
@Puma I tried out two different airport save where I ran into the problem of airplanes not boarding (and boarding is the last task to complete the flights). One was in a build about 2 experimental branches ago, and the other was built in 28.5 or 28.6 (cannot remember exactly).
Thank you Fredrik, I created a brand new airport with 28.6.2 and I only found 3 very minor visual bugs that I reported. Although I couldn’t find time to test baggage system. But anyway thank you for the update
Is it possible to allow the shuttle buses to leave the terminal on time? Some passengers only check-in and get on the bus 2 hours after departure so every single aircraft scheduled at remote stands depart 2-4 hours late just because I cannot let shuttle buses leave the terminal on time.
Is it possible to allow the shuttle buses to leave the terminal on time? Some passengers only check-in and get on the bus 2 hours after departure so every single aircraft scheduled at remote stands depart 2-4 hours late just because I cannot let shuttle buses leave the terminal on time.
Check your passenger and staff movements, especially airport staff. Do passengers stuck on somewhere like security, check in or shops? Do airport staff reach to boarding desk on time of “start of boarding”?
I have never seen any delays on remote stand due to delay of bus.