Airport CEO Beta 7 released

Oh, the no baggage system required for small stands is awesome.

1 Like

I’m not really sure I agree it’s a bug, we need to balance this game for every airport and not for single cases. The entrance area is huge and traffics a lot of people waiting for check-in to being and with only one store (which is kind of unrealistic for a check-in area of that size) you’ll definitely see a lot of passengers there as the waves pass through. I’m not sure I agree that the numbers are that unrealistic, but I have made additional tuning (specifically to how long they’re shopping) - however, with one shop in a large check-in area with hundreds of passengers who’re looking for something to do, a lot of them will want to visit that shop.

As for the departing passengers, I agree that some very low number of them would be interested in doing something after leaving the secure zone. This does not seem to be the case as of now, which I’ve also changed.

2 Likes

We’ll see how it fairs in -4! :slight_smile:

1 Like

Last update before another weekend! Here’s beta 7.0-4…

    Release notes - Airport CEO - Version Beta 7.0-4

Bug

  • [ACEO-41030] - Passengers gets teleported from transit items on load causing them to sometimes end up in blocked off segments
  • [ACEO-41031] - Passengers spawning at jetways are visible on above floors for a brief period
  • [ACEO-41032] - Staff can on very rare cases get incorrect permissions causing pathfinding to fail
  • [ACEO-41051] - Incorrect road node fetching can cause vehicles to get stuck or roam
  • [ACEO-41073] - Passengers getting information at information desks can enter airline lounges they do not have access to to do so
  • [ACEO-41081] - New connection update system does not trigger correctly when altering certain ATC related settings on objects
  • [ACEO-41083] - New connection update system does not trigger correctly when object construction is completed
  • [ACEO-41086] - Missing null reference check in validator for road type can cause contractor shuttles in extremely rare instances to deadlock
  • [ACEO-41093] - Vehicles do not align their trailer when parking in a stand waiting position
  • [ACEO-41098] - Parking lots do in rare instance not update their walkable area causing passengers to not find paths

Improvement

  • [ACEO-41071] - Optimized pathfinding to reduce CPU load on some significantly complex airport layouts
  • [ACEO-41074] - Slightly improved passenger leisure (eating, shopping) activity selection
6 Likes

Airport is now working!
Still rocketed to 100% CPU after loading had ended but this time I let it run for a minute, alas still 100%. I then paused the game and left it for about 30 seconds and unpaused. The game no longer ran at 100% and was fine!
I also found a group of passengers who couldn’t access a baggage bay that their bags weren’t at and built a path so they could access it and the CPU usage went down a bit more.

Can airlines actually cancel their contract with you as of now?

I haven’t used remote stands in a while so I don’t know how long this has been happening:

B7.0-4 on experimental branch

ACEO-41128 - Arriving passengers from remote stand fly across terminal to security exit.

All other passengers from attached stands go the long way round to the security exit…

~ Can you post a print screen with zones enabled? ~ Jasperwillem

O.O that’s a new one, then again I have not played ACEO in a while

Are you sure that the path is correct? Those cases usually happen when they can’t find the correct path.

1 Like

Yes. All the PAX from the jetway-connected stands follow the correct path. Most of the PAX from a Remote Stand bus follow the path shown in the image above.

The path analyser shows the correct route (via the stairs to Level 1, etc…) and it passes.

ACEO-41136 - The Catering Trucks only use one Caterting Depot.
I’ve got four Catering Depots, one for each Terminal. But the Trucks takes the long way to drive to only one Depot. The roads between the terminals are not connected. (Beta 7.0-4)

In Beta 6 there wasn’t this problem.

I had to shut down the catering at my airport since they all kept going to the one depot that serves a smaller terminal and is in a pretty convoluted road area which worked with lesser traffic, but not with 40 stands worth of trucks going to it. They were also ignoring terminal assignments…

Maybe it’s more personal preference with the franchise balancing :slight_smile:

The joy was short lived as it’s now back to pre-security shop/cafe (1 of each type, departure customers only)
Shop Sales 1,500+
Food Sales 300-400

Secure area shop sales (total for around 3-4 of each type, departure customers only)
Shop Sales 500
Food Sales 900

EDIT: The issue is if the passenger hasn’t a seat available to wait for check-in (when they pause at the transit structure waiting to walk into terminal), they will instead of waiting, stampede to the shop immediately and use up the demand immediately :wink:

There will be far more important things to tweak and focus on I’m sure. But I’ll live in hope that a tweak might be possible to prevent this “waiting outside, craving a shop” situation, maybe it’s a side effect of the improvements made to franchise demand over reason versions. Ideally if passengers only start to crave franchises once they start walking to in like usual. Unless of course it’s a chair shop :wink:

Enough seats for every passenger waiting to check-in
Shop sales pre-security = 229

Not enough seats for every passenger
Shop sales pre-security = 1100+

Where are your catering trucks parked? It seems they have to drive a very long distance just to reach the depot and get loaded. It’s better to keep them parked next to the depot.

Then the stand usually deploys a catering truck which is parked at the closest catering depot for the stand.

1 Like

In my games, I always try to have some buffers for my food trucks, so not all trucks are busy when all stands are full, so the pickups of food can continue non stop.

1 Like

Hi, sorry for my persistence, but can an airline actually delete their contract?

The Great Baggage Experiment continues.

Another airport, this time with a small stand-only terminal and a medium stand terminal. No baggage handling on the small terminal, full baggage handling on the medium terminal. When the baggage system is enabled, the flights in the small terminal won’t check-in because the small check-in desks aren’t connected to a baggage handling system. They can’t handle baggage!

Therefore the question is, what is the point of this change?

[ACEO-40971] - Baggage handling set to not a requirement on small stands even if globally enabled

I was thinking about the same this night and changed it, but again the trucks take the long way.
Red = Terminal 3 | Yellow = Terminal 4 | Blue = Wrong Way | Green = Right Way

Have you sent this version in as bug? It looks like a really good example for the devs to find and fix the issue.

1 Like

No, not yet. But i could if this would be helpful.
I wasn’t sure if i should send to an other report for the same case.