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Genre: Simulator, Strategy, Indie

SimAirport

Multiple Floors! April 2018 Patch

We are thrilled to bring MULTIPLE FLOORS to you on the general release default branch! Building an airport across 5 different floors is truly a game changer and it brings a completely new & unique gameplay experience to SimAirport.

MULTIPLE FLOORS!!! Escalators, Stairs, Moving Walkways, and more!


This single update, known as the Multi-Floors Update, quite literally contains a higher number of features & additions from the "big stuff" category than any update that we've released prior.

Moving walkways are consistently a top request and while it wasn't an easy one to implement, that is indeed what we've done. The ability to build vertically -- to take your airport from the world of constrained simulators, and to instead step into the realm of real-world possibilities -- that has easily been the most desired feature, and one that we've been vocal in our desire to tackle. That's precisely what we've done and we're excited to bring it to you. Tonight we invite you to the next level.

Build your airport with real-world possibilities and reach new heights!

What's Next?


Of course the first question that we hear after releasing any update, including huge updates, is what will be next! It's a great question and it is one that we are excited to answer. We're especially excited to continue our ongoing collaboration with you, the community, and in order to better facilitate that ongoing collaboration we're rolling out a few more new things to make things easier going forward.


  • SimAirport Survey - 2018 Edition


    If you've been with us since release you may recall that we ran a survey early last year to better understand the community and get a feel for what everyone was looking for out of the experience that is SimAirport. It's back! Similar to the first but updated for relevance. Your feedback is what allows SimAirport to flourish, so please consider taking a few moments to complete the survey. By doing so you'll be playing an integral role guiding the future of SimAirport's development.

    Take the SimAirport 2018 Survey Now >>

  • SimAirport Roadmap - Updated & Interactive for 2018


    We have historically released a new roadmap every few months, but the document often is quickly and it really doesn't contain everything that we're thinking about or that's on our proverbial 'primary radar'. Tonight, we're including an extra fix -- we're fixing the Roadmap itself!

    Official SimAirport Roadmap >>

    We will continually keep this roadmap updated, in 2018 and beyond, and we invite you not only to take a look -- but to actively participate as well! You can check out each card, vote on them, read & post comments with your ideas & details, and really get hands-on with the future of SimAirport's development process.

  • Update Video


    We just barely had enough time to squeeze the video in this month while sticking to the deployment schedules, burning through bug fixes, preparing the roadmap, attending to our personal schedules (and getting taxes done!) -- it's been a whirlwind as we work to wrap up this monster update. Unfortunately Rob was tied up on the day of video capture, which means that you're stuck with Arthur -- who's been known to be a bit wordy & opinionated -- but the show must go on! Hope you enjoy, and Rob apologizes in advance for not being available to control Arthur's rambling!

    Multi-Floors Update Video, for April 2018 >>

  • Existing Saves & Backwards Compatibility


    This update IS backwards compatible though there are a few things to note when bringing an existing save into this patch. Additional details can be found below, and in the full change log as well.


    • Gates (XL and L) now require second floor doors; gates from existing saves will work on the first floor however, and can also be one-time transitioned to being second-floor.

    • Baggage System has changed substantially in the latest version. When loading an existing save, all baggage-related conveyors & objects will be removed upon initial load. For baggage guidance we recommend A-Train's fantastic baggage video. Thank you @A-Train for being such an asset in the community!

    • Fuel Pipelines have changed only slightly but will also be removed upon loading existing saves. Pipelines now require floor -1.




[H1]Full Change Log - Multi-Floors Update, April 2018[/H1]
Finally, the juicy details in all of their glory! Below you will find the full patch notes for tonight's update!


NOTABLE CHANGES




    Multiple Floors - Core Details

    • Adds floor selector on right side of main HUD UI
    • Default hotkeys are page up/down keys - can change in preferences
    • Adds new floor transition objects: Escalators & Stairs
    • Small Aircraft Gate requires a ground-floor door; can also purchase 'Stairs' gate upgrade to make it 2nd-floor accessible instead
    • Large and XL Gates require 2nd floor door for the jet bridge
    • Baggage Carousels requires connection from "below" ("same level" and "above" varieties to come soon)
    • Preliminary luggage movement visuals have been re-added

      Note About L/XL Aircraft Gates in Existing Saves
      ALL gates in existing saves will continue to work on the Ground floor. You can make a one-time transition on Large & XL gates from existing saves by selecting the gate and clicking "Set to 2nd Floor". New LG/XL gates built will always require second floor doors and cannot be changed. Small gates require a first floor door (and second floor door when stairs upgrade is present).






    Utility Network Changes



    • Conveyors and baggage objects (except Baggage Depot) require indoor areas
    • Draw validations reduced for conveyors; 3-way intersections allowed
    • Conveyor segments limited to 1 "consumer" per segment; connections must still pass through a hub
    • Adds Conveyor Transition objects which allow conveyors to move between floors
    • Conveyors are considered as non-walkable tiles
    • Fuel pipes now require outdoor areas; fuel pipes are limited to being on Floor -1
    • Note: Existing saves will have all baggage & fuel related objects removed upon initial load




    Moving Walkways



    • Use the moving walkway tool to draw & extend walkways (similar to runways)
    • Select a walkway and click "switch directions" to invert walkway movement direction




    Bonus Money for 100% Boarded and 100% On-Time Flights



    • Bonus begins at $200/flight and can reach $2k/flight max
    • Max bonus is reached after 15 consecutive "100%" days
    • Any delayed or cancelled flights, or any pax missed flights, causes bonus to reset
    • Calculated & credited in the early AM each day, for the prior day; completely tax free!




    Translation Support



    • Full in-game translation & localization support
    • Four complete language packs included
    • Chinese, German, Dutch, and French
    • Change languages via: Options -> Gameplay -> Language, then restart SimAirport
    • Public repository for adding new language packs & submitting improvements




GAMEPLAY IMPROVEMENTS AND CHANGES



    Gameplay Balance

  • Increases initial starting funds -- starter airport +$200k, from scratch +$250k
  • First $10k of daily net profit is now exempt from income tax
  • Reduces the base tax rate on property/land value
  • Reduces and adjusts prices for Administrators
  • Reduces hourly costs on multiple objects
  • Reduces kiosk worker hourly costs
  • Airport Pricing no longer requires research
  • Adds estimated taxes to cashflow estimates on top HUD money hover
  • Adds 'Airport Valuation' report to Finance Hub, display only (future uses: taxes, sell airport, etc)
  • PA Speakers now substantially more effective at getting passenger attention

    Passenger AI


  • Major passenger distance heuristic improvements
  • Improves Utilization and awareness of garbage bins vs dropping litter
  • Overall passenger object/action selection quality dramatically improved
  • Information need no longer impacts Pax desire to get tickets, now primarily impacts pax post-security
  • Tweaked passenger departure attenuation, resulting in more urgent desire to handle departure-related needs
  • No longer consider objects that could get them stuck or that have no exit path
  • Less likely to leave a secure area to use a non-secure object when otherwise “starved” for something to do
  • Pax AI Report improved: while active, hover gates or aircraft to highlight the pax for that aircraft/gate (very helpful!)

    Quality of Life / UI / UX


  • Build Menu searches both name and description, uses localized/translated version
  • Adds gate size filter to the Airlines UI
  • Adds 'See Interested Pax' button to smart objects, shows which pax considering the object & how strongly
  • Adds user setting for disabling shadows & ambient occlusion (Graphics tab)
  • Adds setting for disabling day/night cycle (Graphics tab; time still moves without getting dark)
  • Adds user setting for Zone alpha transparency (Gameplay tab)
  • Zone Toggle preference/hotkey now only toggles zone text
  • Adds 'Kiosk Scheduling' button to retail kiosk objects & adds a 'selected object' highlight to the scheduling UI
  • Improves the scaling of assignable object dialogs to reduce overlapping bounds
  • Selecting Fuel Pipe will now change the view to -1 (the only valid level for fuel pipes)
  • Secure area reporting now differentiates between 'Secure' (behind a security zone) and 'Protected' (unreachable by insecure)
  • Hides the Flight Crew checkbox when queue is assigned to a “Not Applicable” object (e.g. Ticketing Desk or Gate Agent Desk)
  • Adds a yellow highlight & active notification to aircraft with delayed departure due to late flight crew boarding
  • Added tooltips for Dirty Floors, Garbage Bags, Baggage Car/Hangar Vehicles

    Misc. Changes & Improvements


  • Zones now periodically re-validate while game is paused
  • Door placement is now blocked by pending construction
  • Passengers now must always have some route to leave the airport -- including prior to finishing security (which must be a fully non-secure when pre-security)
  • Construction workers now escort stuck pax out automatically; pax in "leave airport" state are eligible for escort (ie arrival pax & missed-flight departure pax); workers take 1 pax at a time
  • Construction now requires explicit removal of foliage/decor objects, no longer cleared automatically
  • Removes separation forces from laborer to improve their reliability when doing low-distance tasks
  • Gate to Ticketing Zone assignments are now be applicable on both ticketing desks and kiosks
  • Aircraft can now choose new departure runway if the original becomes inactive due to maintenance
  • Visual improvements for the base grass underlay
  • Roads now form a sector, improves pickup & dropoff pathing/behaviors
  • Large & Specialty hubs have been removed in favor of Small hub (continue to function when placed in existing saves)
  • PAPIs now limited to 2 per runway
  • Minor wording changes/adjustments on New Game UI screen for UX purposes
  • Updates taxiway, gate, ramp, and fuel port sprites for a bit better aesthetic 'fit'
  • Adds taxiway-to-gate easement sprite for visual improvement, updated fuel port sprite to match
  • Adds small angular sway to the luggage vehicle trailer
  • Improved positioning for luggage vehicle during loading/unloading aircraft

    Optimizations


  • Construction map invalidation, path cache re-generation, improves RAM usage & churn
  • Airline detail UI
  • Window environment calculations
  • Shadow geometry calculations
  • Passenger crowd audio initialization
  • Road rendering
  • Baggage network state refresh calculations
  • Grid line rendering when drawing Roads and Taxiways
  • Removes multiple legacy assets to reduce total RAM & vRAM usage



BUG FIXES



  • Fixes administrator wages not being included in top HUD Estimated Cashflow hover
  • Fixes a bug that allowed bypassing research requirements for OpsCP
  • Fixes bug with sector visual warnings that caused them to not be hidden for fully-isolated sectors
  • Fixes leftover bags on carousel if dismantled while running
  • Fixes a bug with Aircraft Gate hovers; always shows flight vs schedule times and asterisks indicate it differs (player changed schedule)
  • Fixes aircraft stuck upon deserialization in a particular state of Takeoff
  • Fixes “Repair Now” maintenance projects should always run through to completion, regardless of the maintenance window
  • Fixes depth sorting for benches
  • Fixes aircraft sometimes taking off in the wrong direction / facing
  • Fixes financial report categorization for several hourly expenses
  • Fixes bug preventing runway extension projects cancelation post-deserialization
  • Fixes staff appearing under ticketing desk “back” facing
  • Fixes Runway ILS object properties so that other objects can't be built on top of the ILS
  • Fixes agents arriving so early they remain unmotivated to proceed through the airport
  • Fixes a bug that caused task starvation (workers not building things), caused by maintenance tasks requested outside of the maintenance window
  • Fixes a golf cart related pathfollowing bug
  • Fixes a bug that caused stuck passengers on specific layouts with walls near LRT platform road frontage
  • Fixes agent visibility issue during deplaning process
  • Fixes an issue when retail delivery box ends up on a wall or has a no-path condition
  • Fixes vendor worker sometimes being double-flipped on the X axis when working at kiosks with certain facings
  • Fixes issue that could cause stuck janitors due to unexpected state transition during game load
  • Fixes agents sometimes going around behind body scanners to use them
  • Fixes sound settings in user preferences
  • Fixes a wall avoidance bug that could cause agents in narrow corridors to “cut corners”
  • Fixes wall-inset for some objects that only use two sprite rotations (garbage bin, etc)
  • Fixes one-way road arrow sort orders that could sometimes be wrong
  • Fixes usage markers not being removed properly on some objects (inaccurate "Blocks nearby object")
  • Fixes placement of retail inventory box sometimes being outdoors
  • Fixes a bug when cancelling a retail kiosk project when the workers have already spawned
  • Fixes News Vending worker appearance being being outdoors vs indoors lighting
  • Fixes Planning buttons all showing up as white
  • Fixes a bug with stuck maintenance projects (those committed to serialization)
  • Fixes Gate Desk to Gate assignment, works in both directions
  • Fixes bug that sometimes caused maintenance to not be performed as expected
  • Fixes an error when creating a zone when editing assignments is active
  • Fixes a bug preventing demolish road/taxiway tasks from starting
  • Fixes Administrators not showing up in Manage Staff
  • Fixes a demolish road bug that could result in invalid state, duplicate projects, and airport operational side effects
  • Fixes Fuel Delivery Truck stuck at spawn in a lane that doesn’t connect to target
  • Fixes Foundation not drawing walls at map boundary
  • Fixes numerous road related issues -- graph generation, invalidation, traversal/recovery, serialization -- improves vehicle reliability
  • Fixes Clear tool not running can-be-dismantled validations
  • Fixes fuel HUD being 1 game minute behind the true market price
  • Fixes a small memory leak on save/load game UI
  • Fixes airline details fleet pane scroll reset bug when switching between airlines
  • Fixes a bug with the 'corrupt save' dialog triggering when it shouldn't
  • Fixes a bug that allowed clicks to sometimes 'bleed thru' on selected object UI buttons
  • Fixes a race condition in vehicle map invalidation that could cause stuck vehicles
  • Fixes agents stuck on no-path to baggage for long periods of time without giving up
  • Fixes bug with aircraft pax timings report that caused report to get stuck and stay open
  • Fixes placement validation bug that allowed some objects to be placeable on foliage/decor objects
  • Fixes several vehicle sort order & occlusion issues when behind large objects
  • Fixes money description being empty for retail (Cafe) food income

Happy Birthday!

SimAirport's birthday is/was today! March 6th! Happy Birthday!! :)

At this time last year we were nervous & flooded with emotions, the hours & days leading up to the release were tense & challenging, thrilling even, though absolutely nerve wracking to say the least. Release day, and the time that followed, would prove to be an incredibly unique experience for us -- one filled with a wide array of emotions, numerous challenges to face, and plenty of mountains to climb.

We worked hard through those first few days, finding bugs and sorting through the chaos -- often working through the night to ship another set of fixes. All told, we shipped 20 patches in the first seven days -- all while riding the emotional waves. It was truly unlike anything we'd experienced in our careers -- there's just something different about building a game that draws you in closer than in any other part of our careers prior.

While there are definitely things that we would do differently if we could, we're thrilled with the progress that was made in this first year. We consider ourselves to be incredibly fortunate for the support that many of you extended & continue to extend to us.

SimAirport's community, the level of engagement, the interest and intellectual discussions that we are so lucky to be able to spectate & engage with, on a daily basis -- it's incredibly humbling and is beyond anything we imagined or had hoped for. For that, we cannot thank you enough -- for sharing your time and your insights with us, and the community as a whole; for your support of not only SimAirport but also of us, the developers. We thank you, and we look forward to continuing to work with you as SimAirport continues to evolve into 2018.

What was accomplished?


SimAirport was a very different game one year ago and it continues to rapidly evolve -- we're incredibly excited to continue sharing that journey with you -- but we'd like to take a few minutes to reflect back on the first year to see what we've managed to achieve so far. Here are just a few highlights (more here too, though slightly dated), including some of our personal favorites, and a few charts to give some perspective on our development paradigm.


  • Continuous, Consistent, Unrelenting Development
    Let's visualize it: SimAirport Patch Releases by Day which also included patches on 218 days of the 365 days in the year!

  • Multiple Floors
    We'd never have imagined it'd be in already (edge only, so far)

  • Localization Support
    Chinese, German, and more (edge only, so far)

  • Completely Revamped UI
    Modernized and entirely redesigned UI for a this-century feel

  • Systems
    Fuel Systems, Baggage Systems, Upkeep Systems, PA Systems, Vendor Scheduling, etc.

  • Everything's Bigger
    Larger maps (up to 20X+), larger runways, gates, and terminals, and more.

  • Aircraft & Airline Mods, Workshop Support
    Easily share your experience with the community

  • Numerous Reports & Heatmaps
    Night and day difference in management-oriented features since launch

  • Weather, Retail, Objects, Lighting, and More
    Plenty of refinements, too.


So, What's Coming in 2018?


Of course, this is what you came for -- you want to know what you can expect, where things are heading, and especially now that we're getting closer to moving Multiple Floors over to the Default branch! :)

We're still working on the next official roadmap and you can expect it to drop a bit after Multiple Floors hits Default but, in the meantime, here are some higher-level pieces that you can definitely expect to see us addressing as we move further into 2018.


  • In-Game Tutorial
    After a year, it's due time that we explained how to play instead of having to rely on YouTube! :)

  • Performance
    We'd like to see ~10k pax. No promises, but we know we can do much better than right now & we're certainly up for the challenge.

  • Gameplay Balance
    Should be a solid, ever-increasing progression ramp and not a single hurdle.

  • General Gameplay Polish
    Refine the user experience, fix the 'small stuff', finish the half-finished, update and improve tooltips, etc.

  • Smaller Additions
    Especially items that we have systems in place for already. EAM flights, passenger connecting flights, one-way doors, pricing imrpovements, deals/negotiations, etc.

  • Cafes & Duty Free/Shopping
    Fix and/or decide on the destiny of Cafes as the workings currently stand, re-implement new or fix existing to function better. Implement Duty Free and general shopping. Improve Passenger AI to utilize them appropriately.

  • AI & Behavior Refinement
    Shore up any recurring issues and rare problems, begin considering and initial implementations for random events.

  • New Gameplay Mechanics
    Government lobbying & grants; airline partners/relationships & negotiations; parking; transit additions/upgrades; scheduling; etc.


There's plenty more on our mind, too, but these are some of the things that we're really antsy to work on and get improved, fixed, or polished up. We'll get an official roadmap out soon to provide a more concrete timeline, and we're going to actively work towards a "live roadmap" both to save us time for future roadmaps and to improve our overall communication and invovement in the planning process on an ongoing basis.

Closing Thoughts


This first year went by so quickly, and it's incredible how much things have changed since the initial release. We're so fortunate we have the luxury of being excited about our work, and about what we're going to tackle each day. We're very excited for what 2018 holds in store and we hope you are, too.

We sincerely look forward to working with you this year, each and every day, to continue building SimAirport into the best game possible and ensuring that it lives up to it's fullest potential.

Thank you for supporting SimAirport, and thank you for supporting us.

-Arthur & Rob

Edge Translations and Progress Report

Tonight we’re releasing an Edge update which accomplishes a major milestone: game localization and translations. We also want to take a few minutes to provide a brief status update on our progress so far this cycle, and let you know where we stand on this cycle overall.

Progress Report


We’ve been quieter than normal lately, as you have probably noticed - for the first time since release we’ve been able to slow down a bit and really dig into some larger scale undertakings. Towards the end of 2017, the holidays and a few positive personal events took place, but as of the last few weeks we’ve been back to work as usual.

We’ve continued to be a bit quieter still, but it’s for a very good reason! We have been working very hard, staying very focused, and we're on track to hit the two major milestones we have set out for to begin the year -- localization and multiple floors!

It's our intention and expectation that we will hit both milestones this cycle; we're very much on track to do so. That said, we do also expect that the cycle will be running a longer than normal, most likely about two months in total -- this will allow ample time for bugs to be found & fixes and for any mechanic adjustments and balance changes which we anticipate will be needed due to the extra dimension.

Localization & Translations


The latest Edge update, released tonight, contains the functionality to support game localization and language translation throughout the game. The initial release also includes the complete German Language Pack, and we will be adding additional language packs throughout the next few as, as each is finished. Additionally, support for community-created language dictionaries has been added and we’ll be providing additional information on that in the very near future as well. For now we’d mainly like to focus on collecting your feedback on the German translation quality, and find any bugs or missing/non-translated text that we may have missed!

Head on over to the Edge forum for full details!

Multiple Floors


We continue to get closer with each day's worth of code -- we're quite close to having it ready for initial release on Edge. We expect it to arrive most likely some time next week and, once released, we'll then be spending the following weeks on fixes, tweaks/mechanic adjustments and, if time allows, potentially adding in a few additional enhancements that most likely won't make it in initially (elevators, 2+ floor w/ single escalators, etc).

We're incredibly excited for the future of SimAirport -- we're already off to a great start this year -- but we'll be taking SimAirport to the next level in 2018.

Holiday Fixes - December 26th, 2017

Hope everyone had a wonderful holiday! We are releasing a small update tonight to address a handful of issues that surfaced from the main December Holiday Update that went up last week.

This small patch includes an important performance fix due to an oversight on our part, a few minor usability improvements that caused some confusion, and it addresses several smaller issues that were brought to our attention as well.

We hope you all enjoy the remainder of your holiday celebrations -- we'll see you back here in 2018 with even more as we gear up and get under way for the next cycle!

CHANGE LOG



  • Disables a verbose agent debug log that was accidentally left on (could cause RAM over-usage/churn, and potentially crashes)
  • Fixes aircraft rotation on vertical runway takeoff directions
  • Fixes aircraft not rotating upon initially entering the runway
  • Fixes flight crew & first class not using correct security wing on some advanced layouts (multi-wing w/ lounge separating 2+ wings)
  • Fixes in-game preview image for Airport Sharing via Steam Workshop
  • Minor UI adjustments on Staff Hub hiring screen, for improved usability and context
  • Fixes a bug that prevented cancellation of dismantle object projects
  • Fixes Toolbox Locker counts being wrong (e.g. preventing dismantle)
  • Fixes Maintenance Operations showing incorrect default thresholds prior to unlocking required research
  • Fixes duplicated repair projects being created under special circumstances during saved game loads (caused "re-repair")
  • Fixes bug that caused Small Bar sprites to show partial bits of other sprites
  • Makes ATC Tower turn transparent when hovering over tiles it occludes

Holiday Patch - December 2017

It's that time of the year, and we have presents for you! Tonight we're rolling out the December 2017 update for SimAirport, and with it comes an entirely reimagined UI, multiple noteworthy content & feature additions, Aircraft mod support, tons of systems improvements and enhancements, and plenty of bug fixes too! We're excited to roll this one out to you tonight, and we hope you enjoy the new features & improved visuals that SimAirport will be sporting as our airports prepare to ring in the New Year!

December 2017 Update Video


In keeping with our new tradition, check out the SimAirport December 2017 Update Video that accompanies the patch! Check it out, let us know what you think, and we'll continue to do our best to improve each month, even as we work to overcome any remaining stage fright! =) We actually had a good bit more content for the video this month, but due to time constraints during editing we weren't able to get quite as much in as we had hoped for -- as always, we'll continue to do our best to improve on this front as well.

See the SimAirport December 2017 Update Video, on YouTube

Milestones & Overall Progress - Whats Next?


Before we get to the patch notes we wanted to briefly touch on our overall progress and what you can expect to see from the next few updates as we prepare to head into 2018. We worked extremely hard to deliver to you an ever improving and consistently evolving gameplay experience -- throughout the course of 2017. In many ways, we hope you feel that we've done a good job at living up to that goal, to this point at least.

That said, there are still tons more things that we know you want to see implemented -- and that we want to get implemented -- and, equally important, there are still a few items from the most recent Roadmap that we have not yet delivered to you. Most notably, Multiple Floors & Translations -- and so that's precisely what you can expect to see from in the next cycle as we head into 2018. Due to the size of the additions, as well as the holiday, it's likely that the next cycle may run a bit longer than usual by the time we get both of those features fully tested & stable -- but that's exactly what we plan to do, we'll be directing our focus towards those items.

There's more!


That's not all! We still have a lot more planned, even beyond those two major additions. We have a long list, but some noteworthy mentions include: random events, passenger & crew AI, lounge improvements/depth, luggage system re-revamp, general aviation, and a whole lot more.

We're tentatively planning to put out another survey in Q1 2018, and additionally to release another updated updated not long after -- so that we can make sure we're in tune with what you want to see, and in turn provide you with a more concrete picture of what to expect from SimAirport in 2018!

Thank You & Happy Holidays!


Finally, we'd like thank you all for your continued support -- for supporting not only SimAirport, but also for supporting us, the dev team, and for supporting one another in the community. We wouldn't be here without that support, and we sincerely cannot thank you enough.

Happy Holidays from the SimAirport Dev Team!


NOTABLE CHANGES




  • Airline Mods & Steam Workshop Support, Improvements



    • Adds ability to have custom Aircraft mods so you can create your own aircraft models
    • Ability to Create and edit Aircraft entirely in-game, using a new editor tool
    • Includes full Steam Workshop support for Aircraft Mods
    • Aircraft Mod schema & how-to available here
    • Adds a mod demo airport and a "Demo Spawn" button for Aircraft & Airline mods, lets you quickly preview new aircraft & airline sprites
    • All Workshop UIs improved and streamlined, generally more consistent throughout
    • Adds 'Auto-Resolve' functionality; when opening a save that used mods the game will now prompt to automatically download those mods for you



  • Adds new: First Class Lounge and Flight Crew Lounge



    • Passengers & crew prefer to wait in these areas when applicable
    • Passengers and crew may arrive to your airport a bit earlier when your airport has this amenity
    • Further lounge related features will be expanded upon in future updates (quality, airline-specific / dedicated, food services, etc)


  • User Interface Revamp



    • All UIs have been revamped and streamline, both visually and organizationally
    • Build menu reorganized substantially for a more organnized and hierarchical feel
    • Adds new in-game cursors
    • Combined Airline screen and Schedule screen into a single Flight Management screen; can resize/minimize the top & bottom as needed
    • Reorganizes things more functionally; adds new Staff Hub & Finance Hub
    • Heatmap reports moved to bottom right of main UI HUD; they now update live and can be used even while building your airport
    • Game loading interstitial screen updated
    • Tons of general UI fixes & improvements; cursor/resize/drag improvements, schedule drag improvements, research-locked visual improvements, etc.


  • Adds Kiosk Scheduling to the Staff Hub



    • Allows you to set how many workers are staffing each retail 'kiosk' at each hour of the day
    • Kiosk hourly costs are now based on worker count for the hour; kiosk objects have different max worker counts
    • Right click on any row to 'Apply to All' of the same type, or to copy/paste schedules between objects
    • Kiosk workers arrive and leave the airport by vehicle; they are not (yet) required to go through security
    • Object listing in the schedule UI is by "sector grouping"; highlighting a row in the UI will put a blue game-world highlight on the object being hovering
    • Scheduling UI will be receiving further improvements in future updates



  • Adds Maintenance Systems



    • Objects will deteriorate over time with continued usage
    • Objects at 0% condition, or under active repair, will not be usable
    • Daily maintenance window, configurable in Ops Control Panel
    • Neglect will cost more (time & material costs) than regular periodic maintenance
    • Adds research for more advanced configuration ability
    • Active on all runways, gates, restroom objects, and security objects to begin


    New Objects



    • Sushi Kiosk, retail
    • Pizza Joint, retail
    • Apparel Stand, retail
    • Bar - Large, retail; will receive future improvements, wanted to get it out since we've had the art ready for a long time!
    • Phone Charging Station
    • Handful of new misc. decor objects including several varieties of Coffee Table objects


  • Numerous RAM & CPU Optimizations



    • Notable areas include...
    • Zone drawing performance improvements, significant improvements (RAM & CPU)
    • Flight validations
    • Standby gates/gate change logic checks
    • Aircraft pathfinding
    • Rendering and draw calls
    • Road/taxiway “graph” representations and pathfinding
    • Construction indicators





  • GAMEPLAY IMPROVEMENTS & CHANGES



    • Revises staff distribution algorithm for smarter, holistic rebalancing (instead of arbitrary staff moving to higher priority objects)
    • Adds two new hotkey options, with defaults; Staff Hub (default: H) and Ops Control Panel (default: O)
    • Retail object monetary cost range effect on AI shifted down substantially; may require you to increase prices, likely requires further tuning
    • Optimizes memory allocation of passenger object selection
    • Runways can now be built nearer to Fences
    • Foliage objects (decorative trees/plants) will no longer produce a trash bag when dismantled
    • Vehicles will no longer complain “Stuck!” for 15 minutes if deserialized after having moved Dropoffs zone
    • Runway numbering scheme updated (a) 0 padded, (b) lower number always listed first on the name, (c) 10° offsets with more than 3 parallel runways (distinct names, was multiple sharing ’C’ suffixes)
    • Passengers & flight crew will no longer skip security when no bag scanners, metal detectors, or body scanners are active
    • Removes Gate <=> Ticketing Desk assignments and replaces them with Gate <=> Ticketing Zone assignments. Existing saves require re-assign, research still required.
    • Tweaks to money costs (negative utility), will impact various retail objects
    • Revise the money transaction display(s) to show the most recent 15 minutes of transactions; additionally performing intra-frame grouping of like-category transaction
    • Property taxes will now be applied before income tax calculation
    • Bank loan transactions are now excluded from income tax calculation
    • Fuel sell price spread increased to $0.15 (was $0.05)
    • Fuel off-site pending quantity is now limited to on-site capacity (i.e. requires infrastructure vs. just trading futures w/out ability to take delivery)
    • Fuel recurring quantity is now limited to on-site capacity, per day max
    • Aircraft will now select a departure runway prior to undocking from gate
    • Makes windows that overlook the outdoors have a positive environment effect
    • Adds 'Pax Timings Breakdown' button & display to Aircraft menu, shows categorical breakdown of where departing pax (for that flight) spent their time. Data is not serialized/saved, and is only computed while the aircraft is spawned. Will be improved upon further in the future.
    • Adds a visual helper upon selecting stuck aircraft which shows their current target and potential blockers (e.g. blocked by one-way taxiway markings, dead-ends, etc)
    • Functional warning icons are now centered on the object instead of positioned at corners
    • Encourages flight crew to substantially prioritize boarding; can now pursue the Gate Desk much earlier
    • Adds a Passenger AI 'debug report', bottom right icon on reports HUD.
    • Passengers now split between LRT and ground pickup based on your scheduled intervals; also will now only choose LRT if a train arrives within the next 2 hours
    • Passenger AI tweaks & improvements; no longer pursue negative-value objects, distance toned down, etc
    • Agents now use correct lighting when walking indoors vs outdoors
    • All new 'Career Mode' games will now begin with the Medium map size
    • Adjustments to Pax AI -- should result in more nimble & higher-awareness decision-making ability
    • Adds an auto-unstuck feature allowing passengers to get “out” automatically if new construction or zoning prohibits access to where they’re currently positioned. This can include temporarily walking through staff-only doors and lounges but does not include walking through walls.
    • Adds environment effects to a number of additional objects that didn't have them previously
    • ”Abort & Reconsider” will now also give passengers 15 minutes to ignore staff only doors (e.g. for cases where they accidentally got stuck)
    • Adds an additional heuristic to object selection that should result in better coordination and queue distribution
    • Prevents pax from using assigned security objects if they don’t fall within the same zone
    • Adds a tooltip displaying the assignment status of security objects, including a warning if they’re not in the same zone
    • Passengers in pickups zone will mostly idle in place instead of wandering, mainly for performance
    • Updated aircraft tooltip to show flight crew boarding status as a separate item
    • Edge scrolling will now activate after 2 seconds when otherwise in hit box region but blocked by UI elements
    • Adds a button to the object context menu that displays possible non-secure-only paths, to help troubleshoot when “Requires secure area” warnings are active on Runways, Aircraft Gates, Hangars, and Baggage Depots




  • BUG FIXES



    • Adds a pathfinding fix for destination sectors surrounded by a single security zone
    • Small edge-scroll / WASD camera pan fix
    • Fixes agents sometimes appearing under chairs while seated
    • Fixes an issue that could allow passengers to skip through walls at high game speed and/or low FPS
    • Fixes an issue that could result in aircraft getting stuck on taxiway in certain conditions with presence of one-way markings
    • Workmen will be less likely to walk on or through walls
    • Fixed a bug that allowed zones to be functional without any entrance/exits
    • Fixes a sector generation bug that could rarely result in incorrect “everything is non-secure” warnings and havoc with stuck agents
    • Revises text formatting of sectors report
    • Fixes coach pax should not be allowed to use objects that require traversal past first class lounges
    • Fixes “Break Deadlock” on aircraft not always ignoring one-way taxiway markings (e.g. after having been edited)
    • Fixes a bug allowing assignable security objects when completing Advanced Ticketing Research (should be Advanced Security)
    • Makes the one-way taxiway markings never occluded while in edit mode (was resulting in sometimes hard-to-decipher stuck aircraft)
    • Fixes passenger sometimes getting through staff only doors
    • Fixes functionality warnings sometimes not preventing object usage
    • Fixes an issue preventing dismantle of roads/taxiways caused by abandoned reservations
    • Fixes stuck aircraft if gate destroyed (a) after undocking and (b) before takeoff, then reloading game
    • Fixes an issue that could allow aircraft to skip gate reservation upon game load, which could result in multiple aircraft using the same gate
    • Fixes a bug that could result in stuck retail workers if a retail inventory task fails due to dismantled object targets
    • Fixes passengers sometimes hopping through walls when their target object is adjacent to walls
    • Fixes sector bug when clearing Fences
    • Fixes flight crews not being completely disallowed from staff-only doors
    • Fixes aircraft taking off from middle of runway
    • Fixes aircraft taking off with improper alignment
    • Fixes a bug that would have caused trash drops to be lower than expected
    • Fixes retail worker carrying food box offset
    • Fixes null reference when flight crew use seating
    • Fixes boredom getting too high too easily
    • Fixes remote bag scanners should only be assigned to at most one monitoring station (could result in erroneous warning if assigned to multiple then unassigned)
    • Fixes a crash/freeze that could happen on very specific map layouts during runtime and load game
    • Fixes a bug causing passengers to randomly have no objects in scope resulting in idle/wander behaviors (e.g. at drop-offs)
    • Fixes a rare bug that caused all pax to stop moving, caused by a task manager exception
    • Optimizes memory and CPU overhead on very large Cafes
    • Fixes a reservation integrity issue that caused aircraft to get stuck on pushback
    • Fixes a stuck aircraft bug when trying to reserve a runway that hasn’t been selected
    • Fixes aircraft stuck during pullback from gate related to intersecting runways. Runway endpoints must now have at least 1 adjacent taxiway node (that is not also a runway) — temporary validation until more refined takeoff behaviors are ready.
    • Fixes agents getting temporarily stuck in various places due to perfectly opposite steering forces canceling out
    • Fixes aircraft sometimes landing backwards
    • Fixes UI scaling - window position, drag bounds, etc. Also resolves UI scale-related issues on schedule & runway UIs
    • Optimizes the opening of Save/Load menus; makes 'Save Game' menu text input filter/search the saved game list.
    • Fixes a (potentially large) memory leak with sector generation/re-generation
    • Fixes passengers not in (new) pickups zone if it’s moved
    • Fixes land expansion hitbox indicator sprites (border) being trivially incorrect
    • Fixes one case where passengers could walk through walls when traversing through queues
    • Fixes flight crew heading to Dropoffs zone when spawning from light rail train
    • Fixes some baggage sprites invisible after reload
    • Agents will no longer walk through prohibited lounges (bug existed in certain airport layouts)
    • Makes Information and Environment overlay updates use background threads when updating internal data representation
    • Adds ‘stuck’ thought bubble to aircraft when no path to target (e.g. blocked by one way taxiway markings)
    • Updates the gate validation to check if no runways are set to accept arrivals or departures

Patch - November 5, 2017

Tonight brings the next default branch patch which contains a large & varied array of additions, improvements, bug fixes, and general quality-of-life enhancements. The full changelog can be found below, and we're also trying something new this time around -- for the first time, we've put together an update video to accompany the release.

The update video is a bit longer than we had initially anticipated, and it's our first time doing something like this (go easy on us, we'll get better at it!) so it's not perfect, but we hope it's something you enjoy & find insightful. Let us know your thoughts on it! It's something we definitely enjoyed doing and we'd like to continue doing them for each of the monthly updates going forward, especially if it is something that you all enjoy. If there's anything specific you'd like to hear us talk about just let us know and we'll definitely try our best to work it into the next video!

We'll be kicking off the next cycle this coming week, we've got a lot of great stuff coming this round and as usual we'll be shipping it to the Edge branch incrementally as soon as things ready for you.

Thank you for your continued support -- we hope you're all enjoying SimAirport so far, there's still a lot more to come and we hope you're as excited about the future as we are! Thank you!

View November 2017 Update Video on YouTube

NOTABLE CHANGES



  • Flight Crews



    • Crews will sometimes deplane and then be replaced by a new team of pilots & flight attendants.
    • Flight crews must be onboard for the aircraft to begin boarding.
    • Crews are required to go through security.
    • Chance of crew change is based on aircraft type & size.


  • Allows queues to be designated as multiple types



    • Adds new 'Flight Crew' type, in addition to the existing Coach & First Class types.
    • Dequeues will still happen from the queue with the highest priority designated type (i.e. FlightCrew > FirstClass > Coach), and then (in case of ties) by wait time.


  • Intersecting Runways



    • Runways are now drawn with the new Runway drawing tool
    • Runways can now be arbitrary length in either asphalt or concrete
    • Runways can intersect perpendicularly (requires research)


  • Security Flow & Remote Bag Scanners



    • New Remote Bag Scanners can be assigned to new monitoring stations, which can be operated by a single security staff member (more than 5 assigned at once results in slower bag scanner usage)
    • Security objects can now be assigned to one another, allowing you to to specify precise security flow & custom configurations


  • Misc.



    • Substantially improves overall performance while construction projects are active
    • Fixes Foundation tool ("double walls" and other quirks)
    • Adds new "Staff Only Door" object
    • Adds a number of various "Fancy Chairs"'" and similar seating objects
    • Adds One-Way Taxiway tool, can set Taxiways as one-ways for improved tarmac traffic management
    • Adds property & income taxes, several related research items
    • Many retail objects now allow their prices to be set (e.g. vending machines, retail kiosks, etc)
    • The base layer of the tile map has had its texture updated
    • Passenger AI object selection/re-selection substantially improved
    • Adds default lighting to all aircraft gates




GAMEPLAY CHANGES



  • Minor price & construction time adjustments to several raw materials
  • Adjustments to passenger AI heuristics and behavior based on player feedback
  • Fuel & LRT financials recategorized more appropriately
  • Personal passenger vehicles (including taxicabs) chance has been increased
  • Refuel request chance has been increased
  • Dirty floor chance has been increased
  • Retail objects (food/cafes) will now start out with empty inventory. When dismantled, available inventory will be sold at cost.
  • Adds a variable for tracking average basis (paid amount) on fuel purchases. This is a weighted moving average so will be inaccurate at first if you own any fuel already.
  • Replaces “Send Home” with “Abort & Reconsider”
  • Triples the maximum keyboard scroll speed
  • Multiple new research items (construction foreman, bank loans, tax-related)
  • Larger default map size
  • Reduces deplaning duration
  • Revises alignment on Office Desk & Ticketing Desk with respect to chairs
  • Research progress now shows time remaining
  • Queues will now display a pendant instead of coloring the graphics
  • Fuel deliveries will now occur at 11PM
  • Taxes will now be deducted at the end of current day instead of the following day
  • Land expansion parcel availability is now by total airport area instead of a fixed number of allowed expansions
  • Land expansion parcel cost significantly increased
  • Adds additional validations for detecting airport problems; revises wording
  • P&L report now includes a ‘net’ line item column that matches the totals found on cashflow chart
  • Passengers will no longer wait to cross the tracks when LRT trains are inbound
  • Deactivates a routine that would auto-dismantle decorative objects (trees, bushes, statues) when doing any construction over their tiles
  • Fixes some takeoff-related aircraft sound effects cutting out prematurely
  • Removes animation for underground utility endpoints
  • Cancels flights that still haven’t landed within 20 minutes of their scheduled departure time, to complement the existing “within 90 minutes of scheduled arrival” validation
  • Fuel market price now slightly less volatile
  • UI-related

    • Placement indicator fixes and optimizations (e.g. the dimensions text being occluded by main text)
    • In-game windows will now retain their size and position between game sessions
    • Adds a ‘Delete Save’ button to the Load Game menu
    • Operations Menu is now a resizable window
    • Adds a fuel HUD that can be optionally enabled; includes yesterday's demand + forecast for tomorrow
    • Adds a configurable hotkey for enabling the Planning Mode layer (default "L")
    • Various button icons updated
    • Adds dock icon notifier to top Weather UI, alerts when all runways are closed due to weather
    • Transit capacity report now includes 2 additional series for demand broken down by departure/arrival status
    • Human-readable task description for hangar vehicle tooltips
    • Adds 'Autofocus Build Menus' Preference (page 2), off by default. When on, opening a build menu will auto-focus the search field.




BUG FIXES



  • Reduces periodic GC from the functional object manager
  • Various minor UI bug fixes and improvements
  • Fixes an uncommon but reproducible crash that happened at midnight
  • Various edge scrolling issues resolved; expands hitbox area & exempts navbars
  • Fixes "resume game speed" not working when autosave invokes while paused
  • Graphics Setting improvements; should resolve any quirks on both OSX & Windows and generally be more reliable and better able to detect native resolution
  • Toilet Stall ‘abort’ issue fixed; could cause stuck passengers and similar issues
  • Ensures that when objects are marked for dismantle any agents will stop using it
  • Various optimizations to the abstract road graph cache and enables threaded vehicle pathfinding
  • Fixes a bug that could result in operations/transit services failing to spawn when running at very low frame rates
  • Fixes a bug that would prevent deserialized demolish conveyor tasks from completing successfully
  • Various performance optimizations (object pooling, functionality validation, map cache)
  • Demolishing fuel pipes will now update neighboring sprites
  • Fixes outdoor baggage claim resulting in stuck passengers and workmen tasks
  • Fixes a race condition that often resulted in pax using garbage bins twice per ‘hasTrash’ invoke
  • Fixes agents sometimes not facing the correct direction
  • Fixes ’NaN’ passenger satisfaction bug
  • Fixes a bug that could rarely cause passengers to partially oscillating between object targets when too many attractive options are present
  • Standby gates

    • Bug fix: sometimes failing to invoke when it otherwise could
    • Bug fix: sometimes invoking when it otherwise shouldn't (e.g. wait for busy runways; layovers past end of allowed standby period)

  • Fixes P&L report (should be limited to most recent 30 days)
  • Fixes cashflow report (datapoints not grid-aligned)
  • Fixes an issue that could result in vehicles spawning even if spawn nodes were occupied
  • Fixes an issue that could result in stuck agent if despawned and pooled closely after deserialization and then immediately reused
  • Fixes a deadlock when sharing a queue between 2 or more Gate Agent Desks assigned to different gates (now prohibited)
  • Fixes fences not added when reloading a game more than once during land expansion
  • Game loading (including land expansions) will now attempt to free up additional RAM as well as include detailed logging information
  • Fixes a stuck baggage cart, mid-turn, by fuzzy resolving its start node if it’s mildly “off road”
  • Fixes a bug that would allow pax to use any ticketing desk (when assigned desks are present) after editing a flight’s schedule
  • Fixes a chance that agents could be pushed past staff-only doors by separation forces of nearby neighbors
  • Fixes a runway validation that could incorrectly allow ‘off map’ runway drawing
  • Optimizes rendering of queues & fixes minor view-state bugs
  • Fixes a bug that could result in player preferences not being committed
  • Fixes a thread related race condition during map invalidation
  • Fixes aircraft spawn/despawn points not far enough off the map
  • Fixes grass underlay size
  • Fixes the marquee sound not stopped when resizing flight layover
  • Fixes an object pooling bug on food items which would eventually result in abandoned preparation task chains and idle staff
  • Fixes object pooling bug on passengers (various behavioral and needs-related bugs)
  • Fixes agents scooting into chairs that are flagged as not moveable
  • Several minor aircraft pathfinding related performance improvements
  • Fixes underground endpoint arrows not disappearing after aborted object placement
  • Fixes a sprite flipping aircraft during takeoff
  • Fixes an issue that would result in fuel resale to airline failing to generate an income transaction if the truck already had enough on board
  • Fixes a bug that could be exploited to sell fuel at a higher price than demand warranted
  • Fixes an issue that could temporarily cause agent hit boxes to not work (related to queue drawing)
  • Fixes income from airline refuel requests not working recently
  • Fixes an issue that would prevent aircraft undocking from the gate
  • Fixes baggage disappearing from carousel after deserialization
  • Adds a new command line option that can be used to assist in portability of saved games across different platform library runtime versions

Happy Halloween from the Dev Team!

Just wanted to wish everyone a Happy Halloween from the entire dev team!

Here's a little festive display of the passion that we have for SimAirport: https://twitter.com/SimAirport/status/925530976586842113

Wanted to also provide you all with a quick update on where we're at, especially since things have been quieter than usual over the last few days. Things were slow for us this weekend and during the early part of the week as we took a little bit of personal time to get caught up on general personal responsibilities. Robert was in the midst of moving and he's just now beginning to get settled in at his new digs. I spent much of the weekend catching up on my "husband chores" list, which had grown nearly as long as the suggestions thread -- so I was finally able to spend some time helping my wife get ready for our first daughter, who we're expecting to arrive 2 months from now (hoping for an on-time arrival)!

We're just getting back into the swing of things -- we've got a handful of small bugfixes ready, and some small additions/tweaks, though there are still two outstanding/un-fixed bugs remaining that we'd like to get resolved. Once we're able to track those down (possibly tonight, more likely tomorrow) then we'll be shipping the next Edge/Experimental update. And then, once we're confident that things are smooth & stable, we plan to deploy the Default patch and then we'll be pretty much immediately beginning the next patch cycle.

We're very much ready for the next cycle in fact -- we've got several things ready, or just about ready, and you can expect to be seeing the first of those things on Edge probably within ~24 hours or so of the Default patch going live (which we're hoping will be this week). Just to give you an idea of some of the things that we've got very nearly ready for the next cycle, it includes:


  • General Aviation
  • Passenger "Personalities"
  • Upkeep / Maintenance (concrete vs asphalt, it's going to matter soon!)
  • New UI (around 50% implemented right now and looks great; more info & previews will come very, very soon!)


Also expected to come during the next cycle (note: is subject to change!) are the following, which are less finished but are all in various states of completion right now:

  • First Class Lounges
  • Crew Lounges
  • Moving Walkways
  • Initial 'Staff Scheduling' concepts


We've also got a few other things we've been playing with that may or may not shape up in time for this next cycle -- not to mention the remaining items from the most recent roadmap (Multiple Floors & Translations, which we've been steadily working on as well) -- but we'll definitely continue to keep you posted as usual.

And finally, we did some audio/video recording to make a "dev update" video for you all; we'll see how it turns out, and if it turns out OK we'll be releasing that fairly soon as well. Worst case, we may need to do a second take of it -- but we're definitely going to give it our best shot! :smiley:

Didn't mean for this to get so long, really just meant to wish you all a Happy Halloween! Thank you everyone for your patience and for you continued support, we'll have more for you soon!

Patch - October 2, 2017

We're rolling out the default update tonight, this time around we've got a number of additions -- including the Fuel System & Marketplace -- and numerous important enhancements and a bunch of bug fixes, too. We're very happy to announce that tonight's update also officially brings Linux support to SimAirport!

It's been a great month for us, and along with the additions & fixes there have been a ton of enhancements that we expect will have quite a positive impact on gameplay. Altogether, the gameplay experience is now getting to a level that allows us to more freely put our efforts into the advanced, deep-gameplay features that we all want to see -- that we've started calling out in the SimAirport Late 2017 Roadmap -- and that be "layering on" from here. It's incredibly exciting for us, it means we get to focus more of our time on the "fun stuff" -- features, content, and even more robust simulation elements (multiple floors, anyone?), and it means we get to deliver these fun things to you, and that's what we really enjoy doing! =)

We'll soon be kicking off the next cycle on Edge, as most of you probably know (and if you aren't familiar with Edge, come check it out & say Hi! Updates are released almost every day during the cycle!). We're really excited for the next couple of rounds, there's a lot planned and we think you're going to really enjoy what you'll be seeing.

Lastly, we'd like to give a thank you to those of you who are in the forums helping us & others, and especially to those of you who hang out with us in the Edge forums every day! Thank you for your unwavering support & for your continued feedback. We really couldn't do it without you, and we really appreciate your help & guidance. Keep it coming -- feedback, reports, and saves -- and we'll continue to keep the updates flowing!

We're truly excited about what's to come, and we hope you are too! We'll see you all on the forums where we will be kicking off the next round soon.

Thank you everyone!


NOTABLE CHANGES




  • Full Linux Support



    • New 32/64-bit Linux builds added


  • Fuel System



    • Buy and sell jet fuel in the exchange with dynamic market price model
    • New infrastructure including fuel depot, fuel tanks, underground pipes, and output port gate upgrades
    • Manage refuel services successfully to attract greater airline interest
    • See details: Fuel Systems Setup Guide


  • Public Address System



    • Announces boarding & last-minute departure warnings to affected passengers, encouraging more complete boarding of flights
    • New infrastructure including PA speakers, amplifier, electrical zone, and CTO


  • Assignable Ticketing Desks



    • This can help steer passengers to deposit their baggage at the correct desks so it ends up at the right Baggage Depot, or to facilitate other more advanced airport configurations.


  • Misc.



    • Smarter Janitors: they now optimize spatial locality of jobs over all else (i.e. cleaning the immediate area first)
    • Queue Improvements: much better throughput, minimized gaps, and increased robustness in the face of integrity errors
    • Queue Edit Tools: revamped with drag & drop multi-tile drawing, consistent with other build tools



GAMEPLAY CHANGES



  • Major performance improvements in the render pipeline, including multiple lighting/shader optimizations
  • Adds a new research option for expanded capacity LRT trains
  • New objects:

    • Toilet Stall has replaced Toilet
    • Outdoor Pole Light & Outdoor Flood Light
    • News Stand
    • Decor Statue A & B

  • Enables a few new audio sources
  • Several minor balance adjustments for Passenger AI & objects
  • Improves the distance heuristic used for assigning outdoor baggage tasks which should result in increased efficiency
  • Removes an unnecessary heuristic applied to selecting metal detector vs body scanners
  • Body Scanner now takes less time for pax to use (whom also now lift their arms up briefly during scanning)
  • Misc. icon sprites updated; fixes ‘Show Wires’ not disabling object placement controller if active
  • Various Aircraft pathfinding changes & improvements
  • Adds new ‘Ramp Agent’ contractor; hire a Ramp Agent temporarily to get rid of stuck aircraft
  • Runway selection now based on a hybrid heuristic; factors in runway ‘occupancy’, favors smallest suitable, nearest distance from gate
  • Default airlines have had their core ‘Concerns’ updated to include minor interest in refuel services
  • Objects with transactional income (e.g. vending machines et al) will now show their pending batched income by day instead of hour
  • Staff dialog now shows “busy” count too
  • Minor tweaks to Electronics Vending, ATM
  • Numerous minor user interface changes (tooltips, scrollbars, verbiage, icons, etc)

    • Flight Schedule UI now allows column resize & right-click header to hide/show columns
    • UI Zone Notifier now includes a check for garbage zone capacity, is silenced for the first 30s of gameplay



BUG FIXES



  • Fixes a crash caused by a certain threaded job
  • Fixes “DLL not found” startup crash (when path contained non-standard characters)
  • Fixes an issue that could have caused application to hang on exit
  • Audio optimizations & culling; fixes audio stutter issue on large/dense maps
  • Fixes an issue with a subset of pax stuck after deserialization
  • Fixes a cascading movement failure
  • Fixes Small Aircraft Gate stairs not being flush with side of aircraft
  • Fixes Small Aircraft Gate stairs in wrong position when deserialized into docked state
  • Fixes movement contention (wiggle) with passengers wandering while waiting to get picked up
  • Reduces the amount of trash passengers leave around — the probability is now simulated correctly with respect to game time
  • Planning mode now always above all other layers, including bugfix when above wall-occlusion masks
  • The gender constraint applied to Male/Female restroom zones is now active for all object types (was previously only sinks, toilets, urinals)
  • Fixes LRT Platform limit 1 validation
  • Fixes a bug that could result in incorrect agent sorting order if Y-axis delta is very small
  • Fixes multiple bugs related to agent culling at low zoom
  • Outdoor-only foliage objects are now blocked by roads
  • Fixes the scrollbar on Operations Menu: Runways
  • Fixes a bug preventing placement of certain above-ground objects over conveyor belts
  • Fixes a placement validation erroneously applied to underground objects (usage markers walkability)
  • Above-ground ‘Demolish’ tool no longer demolishes underground utilities
  • Fixes a bug that caused Janitors to double-charge their hourly rates
  • Fixes a bug when trying to create a food order for an out of stock kitchen
  • Fixes SaveMenu + FuelMenu from blocking hotkeys — is now only enabled specifically when input fields are focused
  • Fixes a bug that caused passengers to sometimes be too happy with their current activity leading to missed flights
  • Fixes memory leak related to luggage loading & unloading
  • Fixes depth sorting/visual for several of the Retail/Food Kiosks
  • Fixes a shader related bug that may have rarely caused some graphical anomalies
  • Prep carts can no longer be placed on top of other objects or outdoors
  • Fixes runway lights not turning on/off as intended
  • Fixes an issue causing Garbage Trucks to get stuck
  • Various aircraft visual fixes including sorting order, lights, shadow, and rotation-related quirks
  • Fixes a bug in old save-fixing code (auto-dismantle objects with invalid placement) to prevent multiple construction projects being enqueued for the same object
  • Fixes an issue that caused aircraft to get ‘blocked’ for a short time when near a gate that another aircraft recently docked at
  • Numerous minor performance optimizations

Patch - September 7, 2017

SimAirport launched 6 months ago yesterday -- it's been an awesome ride so far, and we've got a great update for you tonight -- and we have a lot more in store for you still, too!

Just to give you an idea, and even though this patch took a bit longer than usual, this patch contains just under 500 "code commits", or individual sets of changes -- just in this patch alone! In total, we've shipped several hundred builds to you. On top of that, we've had hundreds of interactions with many of you directly, here in the forums & across many of our different channels. The community that has formed around the game is second to none, and we're sincerely grateful for the opportunity you've given us -- and for your continued support & feedback.

Most importantly, the game itself has improved dramatically -- hundreds of bugs have been fixed, numerous new features have been added, performance has improved by orders of magnitude, and overall we've implemented hundreds of things based off of player requests and your direct feedback.

The evolution you've seen so far -- just over this first short 6-month period of time -- we've come a long way. But we've got a lot more in store for you, and we're still here working hard every day, listening closely to your feedback, and iterating based off of it.

We're still incredibly excited for the future of SimAirport, and there's a lot more coming (we're already super excited about the next patch cycle's progress, soon to be on Edge branch!!).

If you haven't already, be sure to check out the most recent SimAirport 2017 Roadmap, and if you aren't participating in the forums yet there's no better time than now, and we'd absolutely encourage you to jump in!

Once again, thank you! We thank you for your continued patience, your support, and your participation and feedback. We truly do have a lot more planned -- and, as usual, we'll have more for you very soon! =)

And now, here's what you can expect from tonight's patch:


NOTABLE CHANGES & ADDITIONS



  • Adds Airline Mods -- Custom Airlines



    • Create and play with custom airlines and custom art. Includes full Workshop support. See how-to / schema info for details.
    • Working examples of more complex JSON setups, PDF templates, and more are available via the 'How To' topic
    • Thank you @Plotz for the PDF templates!


  • Adds Runway Operations Control Panel



    • Adds 'Runways' tab to the Ops Control Panel; allows you to set runways to allow only Departures, only Arrivals, or both.
    • Requires researching the new 'Aviation Operations' item
    • Adds 'Crosswind Maximums', makes various runway upgrades impact the maximum thresholds
    • Numerous changes to Runway selection, including smarter distance & size-based priorities


  • Adds Small Aircraft Gate



    • Has stairs and no jet bridge
    • Aircraft adjustments to appropriate gate sizes
    • Adjusted prices and material requirements for Small, Large, XL Gates
    • Default map now comes with a Small gate


  • Revised Passenger Satisfaction



    • Changes to top UI and hover, now shows trend direction & intensity
    • First class pax now have an increased impact on overall satisfaction score
    • Satisfaction now less volatile, will be a bit more challenging in general
    • Tweaks to initial spawn values, object/action interaction modifiers, need rating weights
    • Needs used only for driving AI no longer directly factored into rating
    • Note: When loading a older version save, the satisfaction rating may temporarily be skewed. Old saves are compatible however it may jump up or down for the first few minutes after loading -- after a few minutes it'll be using the new algorithm entirely & behaving the same as it would on a newly-created save.
    • As always, please let us know your thoughts & feedback. Too difficult, too easy? Too fast or too slow? Let us know, we're listening!


  • Performance Improvements


    Numerous performance improvements! We've optimized numerous aspects, with a focus on movement and agent rendering: threading adjustments that will allow us to better utilize multi-core processors and parallelize computationally-intensive work; other various startup and runtime optimizations, including memory/RAM optimizations; multiples rendering pipeline optimizations and improvements.


  • Misc. Additions & Improvements



    • Adds configurable key bindings settings to Preferences (page 2)
    • Added 'Ramp' outdoor tile, can be used for aesthetic purposes around your tarmac area (via request on Reddit)
    • Separates 'Break Deadlock' and 'Force Departure' buttons on Aircraft menu
    • Adds additional columns to Flight Status UI; column visibility can now be toggled via the "I" button, top left of the flight status screen
    • Adds a button to “Show All Queue Assignments”
    • Passenger object/action selection improvements -- should improve passenger distribution & object selection variation. May increase missed flights a bit, likely needs some further tweaking, is hopefully a solid improvement to pax behavior in general.
    • Adds aviation-style wind heading & velocity to the top UI weather hover
    • Left control key now displays crosshairs when using build tools


  • Staff Job Selection

    Revised to be more efficient. Includes fixes for a few staff-related bugs when more than enough staff are present (wander, stacking, fanning out evenly). Known: Janitors still need to be smarter.




GAMEPLAY CHANGES



  • Queues set to 'First Class Only' tinted a faint blue, helps distinguish them visually
  • Further adjustments to improve boarding rates, early boarding, boarding time awareness
  • Several queue adjustments, including a change aimed at improving the 'slow queue join' issue
  • Changes to default Airlines: interest rating sensitivity, interest percentage component adjustments, and sizable changes to Airline pricing sensitivity (now more price-sensitive, especially at the high end of the spectrum)
    NOTE: This change may result in reneged offers when initially loading any existing saves!
  • Zones that require non-secure area will now fail to meet requirements
  • Relaxes pathfinding constraints when starting on security exit/dividers — should reduce number of MM370 warnings
  • Passengers will no longer spawn for flights that are accepted but not yet scheduled
  • Adds some additional zoom-based culling, including hiding of construction indicators at higher zooms
  • Small adjustment to make passengers more likely to line up at Gate Agent Desks during pre-boarding
  • Updates Baggage Depot description and tooltip
  • Aircraft Gate hover info are now less verbose unless zoomed in
  • Electronics vending machine tweaks
  • Changed worker task assignments to prevent excessive 'task swapping' and retain priority properly
  • Adds ability to cancel queued but not-yet-started research
  • Updates descriptions on ILS/PAPI regarding maximum crosswind tolerance
  • Further tweaks to Passenger action/object selection; should be more attracted to gate area pre-boarding, less likely to miss their flight during boarding, and a bit more 'decisive'
  • Crosswind maximums adjusted: 12KT default; 15KT with PAPI upgrade; 20KT with ILS upgrade
  • Realtime Flight Status now shows # of ticketed Pax and # boarded pax; can be toggled on/off via the column settings on the UI
  • Aircraft will now prefer the smallest suitable runway that is available, and will select the nearest to their gate if multiple of that size are available when needed


BUG FIXES



  • Improves the movement code to now anticipate collisions with walls, mitigating an issue where agents could become stuck behind a sheer wall after getting pushed too far off path by other agents. In certain cases, this could also result in stuck aircraft (if waiting for stuck agent).
  • Fixes a few internal errors producing integrity check warnings
  • Fixes construction sometimes failing to complete based on erroneous ‘path available’ validation
  • Fixes an issue that could result in large swaths of passengers not moving because of a failed background job enqueue when engine is under extreme load
  • Fixed a bug on Flight Scheduler that showed an incorrect gate size requirement
  • Fixes LRT drop-offs, should always avoid Drop-offs zone
  • Fixes a bug that caused saves (and Land Expansion) to fail when a Small Aircraft Gate was present on the map
  • Fixes water emission position offset on sinks
  • Fixes an issue with agent appearance position offset not getting reset after using chairs
  • Fixes an issue with janitor serialization that could result in stuck after load game
  • Fixes an issue with pax not leaving after missed flight
  • Fixes an issue with passengers sometimes taking shortcuts through non-secure areas to reach a destination in their same sector (high chance of resetting their security status)
  • Fixes inconsistent mouse position / 'offset' when placing objects
  • Fixes an issue that could result in stuck aircraft if indoor luggage and no baggage claim zone
  • Reliability improvements to task assignment/manager for employee agents
  • Improvements to janitor clean floor task to be more resilient
  • Resolves an issue that could cause passengers to occasionally walk through walls
  • Fixes an issue that could result in queues becoming deadlocked (e.g. if placed on the edge of a sector or zone boundary)
  • Fixes a 'Move To Object' failure abort condition
  • Fixes a vehicle risk condition that could sometimes occur on parallel, half-offset roads
  • Vehicles should no longer drive on pending construction roads
  • Fixes indoor flooring, no longer removes walls (just excludes those positions now)


MISC



  • Adds a new Command Line option ("RESET") / advanced option (or 'Safe Mode'), which forces the game to forget all settings, preferences & graphics configurations
  • Updated code base to the latest engine version
  • Multi-core/multi-thread code runner updates, now using higher performance sync structures
  • Optimization to saving/loading game; reduces risk of 'Out Of Memory' crash and truncated output/corruption

Patch - July 18, 2017

A bit earlier than normal this month, tonight we're releasing a patch to the default / general release branch. Conveyor Systems have received some updates based on your feedback, several quality-of-life enhancements, and numerous bug fixes and improvements throughout.

If you missed it, we just recently released the updated SimAirport 2017 Roadmap -- be sure to check it out if you haven't already!

We've already been working on the next stuff and, as usual, we'll be back with more on the Experimental/Edge branches just as soon as we have it ready for you!

Thanks everyone!

Patch Notes for July 18, 2017



  • Conveyor System Changes -- By popular demand!

    • Conveyors inbound to a hub (blue, labeled with an "H") can now have 3-way intersections
    • Conveyor sections with a 3-way intersection will only be allowed to connect to other "to hub"/blue sections
    • The pink ("R") side of the network is unchanged, does not allow intersections


  • Adds a separate setting for keyboard pan speed
  • Adds the 4th facing for Bag Scanner!
  • Revises the flight status window; optimized, resizable, and condensed
  • LRT Platform can now be dismantled and repositioned
  • Several queue tweaks including improvements to prevent stacking
  • Revise the custom gate name UI to now support unlimited number of gates
  • Adds a 'Important Zone Problems' notification/alert icon to the Zones UI button (missing deliveries zone, zone full, etc)
  • Updates the capacity/demand graph, now incorporates arriving passenger demand (leaving airport) & ignores unscheduled flights
  • Fixes an issue with vehicles sometimes becoming stuck
  • Fixes an issue with construction indicator appearing under walls
  • Several Queue related tweaks to reduce issues with passengers entering too slowly or 'clumping'
  • Fixes the “# Bags Loaded” (outdoor luggage) always showing 0
  • Drawing walls/fences over defined queues is now prohibited
  • Fixes an issue that could cause stuck aircraft adjacent to runway
  • Adds a tooltip warning that runway lights do not carry over when upgrading runways
  • Adds hover tooltip to Supply Trucks to better communicate their current status
  • Fixes passengers initial movement target when closing in on an object — prevents overshoot and/or backtracking
  • Fixes light rail train 30 minute interval setting (will always spawn vs. checking for overrun)
  • Fixes the estimated transit capacity series on Capacity Graph, was 4x too high
  • Expands the collection of flight data metrics (e.g. actual arrival time, time spent doing X, Y, or Z) in anticipation of future reporting tools
  • Several timing & aesthetic improvements to bars & food-serving kiosk objects
  • Fixes CFO/COO/Janitor not being included in hourly wages
  • Fixes gate agent desk getting outdoor material on default map
  • Changes the secure areas report to show sector-like wings vs just “secure vs nonsecure”
  • Fixes a few conveyor/object placement validation bugs
  • Early Access dialog will now link to the appropriate Bug Report forum based on client version/branch
  • Slight visual fix for Passengers when entering defined queues
  • Fountains can be placed outside now
  • Removes the “Break Deadlock” button from vehicles (remains on Aircraft for now)
  • Aircraft pathfinding updates & upgrades
  • Fixes the UI money hover not limiting the number of recent transactions displayed
  • Fixes a sprite error on very large land expansion area indicators
  • Resolves the issue with road construction sometimes not completing
  • Fixes one issue with sectors job sometimes not completing successfully that could result in an inconsistent map state that shows everything non-secure, all zones failing validations, etc.
  • Slightly optimizes sector generation
  • Fixes recent transactions not limiting properly in the top UI hover
  • Fixes an issue that could cause projects to re-allocate supplies incorrectly
  • Fixes an issue that rarely prevented sector generation from finishing
  • Fixes several thread-safety related issues
  • Fixes the issue that caused sectors to generate incorrectly in some cases; this sometimes resulted in secure areas being incorrect, bad paths/through walls, etc
  • Makes the 'dock notification' icons more obvious
  • Fixes a bug that allowed objects to be placed on top of queues
  • Fixes a bug that prevented graphs from updating properly when game was paused
  • Fixed a bug that could occur when loading a save with a recently-spawned aircraft on final
  • Fixed an issue that caused staff task priorities to not always be observed
  • Fixes a queue heuristics bug that could result in 'looping' with some setups/layouts
  • Queue entry now faster, more direct, less 'jitter' before entering
  • Through-queue movement speed slowed down slightly
  • Passenger reaction time increased while in queues, reduces gaps
  • Conveyor endpoints now displayed prior to selecting conveyor tool
  • Changed underground view so that only the utility objects will be hovered/selectable
  • Audio updates, some new effects, updates to existing; feedback appreciated!
  • Profit & Loss report now categorized; old data will be in 'Undefined' category, new data will categorize properly
  • Several minor performance related changes, memory usage improvements
  • Minor Aircraft pathfinding tweaks, should avoid runways a bit more aggressively
  • Minor tweaks to 'Bird In Hand' heuristics, intended to reduce "looping" issues