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Genre: Simulator, Strategy, Indie

SimAirport

Patch Notes March 21, 2017

We've got a good bit in store this week and we're kicking it off today with some more fixes and general improvements to address some of the remaining issues we've heard reported most frequently. Here are today's patch notes:


  • Fix sorting order on some wall-affixed objects (toilets + southwall still under pax)
  • Fixed issue that could cause stuck vehicles in some circumstances
  • Fixed accumulation of checked baggage if flight never lands, or otherwise has departed with all passengers despawned
  • Fixed vehicles sometimes getting stuck when they’re essentially already on the destination
  • Fixed a bug that could often cause Baggage Car to immediately end its task and park in the hangar again, when loading a game as it was pulling out
  • Added camera zoom via click & drag of middle mouse wheel
  • Idle workmen will now help with the unloading of nearby supply trucks
  • Runway numbering w/ letters added for multiple runways of same orientation
  • Arriving flights should now arrive on time or closer to it (unless airport conditions cause a delay, such as no gate, no runway, etc.)
  • Fixed a bug with vehicles sometimes getting stuck at spawn point when pathing to unreachable destinations
  • Fixed ‘throw garbage away’ behavior to respect secured areas
  • Fixed a bug that could sometimes cause references to zones to be corrupted


As for the rest of this week, we've been listening closely and we're aware that there are some common themes that many are looking forward to. We expect to have at least several of them touched upon this week. Those things include...


  • Getting the cafe & kitchen cooking again
  • Flight Schedule UI Overhaul; by popular demand, this will be displayed & assigned by gate
  • Passenger AI tweaks & improvements
  • Further performance optimizations
  • Bug fixes!


Work is well under way on these items and we will be deploying some of then to the 'experimental' Steam branch periodically throughout the week in order to get player feedback, prior to putting them into a patch on the default branch. There are a handful of moderate-impact bugs oustanding, and we continue to review all files we receive to debug the issues and get fixes into the patches as fast as we can. If you've sent in a bug and we haven't addressed it yet, please be patient -- we're getting to them just as quickly as we can while ensuring that we devote enough time to each to identify the root causes of a given problem and get it resolved.

We know that many are eager for performance improvements, and we've identified several spots where we can obtain fairly significant gains in a reasonable amount of time; we'll be doing our best to get at least some of that into patches this week and we'll continue to optimize further as we go. Once the bugs are fully under control, we'll be circling back and optimizing even further as well.

Thank you to everyone, especially those who have been submitting bugs and sending in your save files, we really cannot thank you enough -- your assistance allows us to locate the issues much more quickly & efficiently, and is what allows us to quickly iterate and get the fixes out to you as fast as we can.

We'll have more very soon -- including a 'Roadmap' releasing this week -- and of course more patches!

Thanks again everyone, and please keep the feedback coming!!

Patch Notes March 19, 2017

Patch Notes March 19, 2017


  • Fixed some vehicles getting stuck when inbound
  • Fix z-order of Body Scanner after loading game
  • Passenger Pickup timeout added; set at 1 hour, passengers will walk off map afterwards
  • Garbage truck rescheduled, now midnight instead of noon
  • A few conveyor bag movement improvements (no lag fix yet, still debugging; accepting maps w/ issue)
  • Boarding timer now accounts for multiple gate agents & desks

Patch Notes March 19, 2017

Patch notes:


  • Fixed wall shadows not showing up initially after starting a game
  • Fixed vertical runway numbering
  • Fixed metal detector facing on the default starter map
  • Fixed a bug that prevented vehicles from properly re-routing due to traffic
  • PlacementIndicator / WallPolygon performance
  • Temporarily disabled weather/rain effect (performance)
  • Pickups now flush faster / more per vehicle (Bus capacities increased)
  • Temporarily disabled passenger cafe behaviors for revision
  • Misc. performance improvements, including some construction improvements
  • Queue and non-queue timings tweaked slightly
  • Sound effects update for runway IDs

Patch Notes March 18, 2017

Patch notes:


  • Minor optimizations to: pathfinding, agent behavior selection, and other misc. components
  • Fixed a crash when walls appear under a passenger's pathfinding target
  • Fixed Garbage Bin being used before it is built
  • Fixed a bug that would cause hidden objects at bottom left of map when saving with the object placement indicator active
  • Fixed a bug causing Supply Trucks to get stuck or drop off duplicate piles
  • Fixed a bug when destroying queues that resulted in passengers getting stuck
  • Fixed a bug causing Vehicles to not properly pathfind through traffic

Patch Notes March 17, 2017

Patch notes:


  • Fixed COO/CFO hiring regression bug (“counters on all staff buttons”)
  • Food deliveries now correctly debit instead of credit
  • Fixed a bug with pending Vending Machine income not being saved
  • Made the Aircraft “Break Deadlock” button enable immediate departure from gate, anytime after boarding has started
  • Fixed the passenger “Send Home” button contention with wandering
  • Fixed an issue with passengers getting stuck at ID Check Stands, or elsewhere, caused by their movement target being rounded into a wall
  • Vending Machine & Cash Register income changed from daily to hourly
  • Misc. construction & drawing optimizations (Vehicle movement/pathfinding; misc. memory optimizations)
  • Fixed an Aircraft stuck on runway bug
  • Fixed Aircraft stuck due to road or taxiway construction
  • Additional general improvements for Aircraft pathfinding
  • Volume settings are now saved between gaming sessions
  • Fixed sound defaulting to no volume on Windows
  • Vsync now always on, for all quality settings; removed from preferences
  • Multi-Lane access text changed to reflect 2 lanes instead of 3
  • Agent ‘flicker’ reduced
  • Middle mouse button added as alternate object placement rotation key
  • Misc. fixes and minor optimizations to baggage car
  • Cafe issues caused by movement rounding should now be resolved

Patch Notes March 15, 2017

Patch notes:


  • Dismantling taxiway/roads (or canceling construction of such) will no longer provide refund, only materials
  • Fixed bug after loading game pending construction objects/roads should remain half opacity. Also fix the road/taxiway sprites.
  • Show the arrow for one way roads during immediately after placement, vs only after being built
  • Added “count current” to all staff buttons
  • Resolved UI Toggle state not matching what’s shown when game is paused
  • Fixed an issue with Janitors sometimes getting stuck after save/load
  • Small aircraft will now prefer reserving small gates, leaving the large ones available for large-only aircraft
  • Bank loans can be repaid even if w/out enough money to repay entire thing
  • Delay and cancellation reasons are now visible in the Flight Status dialog
  • Application now mutes audio when application loses focus
  • Resolved bug with queued audio on Windows platform
  • Resolved a queue-stuck bug related to bleed-over of passenger state between spawning (Starting a new game is recommended although some "save fixing" code has been added)
  • Fixed a pathfinding cache bug resulting in agents sometimes avoiding destroyed objects, or walking through newly placed walls
  • Kitchen now requires Pizza Oven
  • Staff costs tweaked; hourly cost reduced, hire & fire costs raised
  • Additional Food/Retail fixes for Staff tasks to prevent lockup
  • Fix for Passengers to allow more reliable pick ups
  • Fix for Passengers in Baggage Claim to have more reliable claiming of luggage
  • Luggage Car will now retry to find a path if no path is available right away
  • Improvements to Aircraft pathfinding to better avoid getting stuck
  • Fix for Luggage Car that would result in it getting stuck on front roadway
  • Fix for golf cart staff baggage dropoff that could stall aircraft
  • Fixed a bug with one queue being “ignored” when the other ones attached to an object de-queue fine

Patch Notes March 14, 2017

Patch one:


  • Conveyors should now always load properly from existing saves
  • Aircraft 'Break Deadlock' button will no longer flash repeatedly
  • Passenger timeout for unstaffed cash registers increased to seven minutes [temporary fix]
  • Another non-pathfinding Aircraft movement 'stuck' issue resolved
  • Fixed bug that caused Passenger Pickup vehicles to sometimes get stuck
  • New games will now always start with the proper default Airline pricing


Update -- Unfortunately we're not going to get a second patch out today, despite our best efforts.

We'll be working to get tomorrow's patch out as early as we can, we just want to be completely confident that we've got all of the remaining queue-related bugs resolved before we do.

Thank you to everyone for your support and patience, and thank you for your assistance with bug reports. We're getting much closer to being bug free, and we've had several reports today of nearly spotless gameplay -- we've plenty of work to do still, but we're moving in the right direction for certain.

We'll be right back at it again tomorrow, as usual. Thanks again.

Patch Notes March 13, 2017

We've been working all weekend and we're incredibly excited to bring you today's patch. We've got a bigger patch than normal, so this will be the only patch for today -- but we're off to a great start for the week and we're really looking forward to continuing to churn through the remaining bugs, and to start moving towards the more fun stuff!

Thank you to everyone who's been playing, submitting reports, making suggestions, and helping others in the community; we really couldn't do this without you, and the fantastic responsiveness from you is a huge part of why a patch like this is even possible in such short amount of time. And now, on to the good stuff!

Patch Notes:

Kitchen/Cafe Fixes:

  • Fix a deadlock when reserving a Prep Cart
  • Update sprite positions and z-order
  • Reduces the chance of crowds (especially arrivals) enqueuing en-masse
  • Shortens the frustration timeout (when unstaffed) and introduces hysteresis to selecting another Cash Register


Aircraft movement & pathfinding improvements:

  • Should no longer get stuck; possibility is very substantially reduced
  • Replaced "Force Departure" with "Break Deadlock"; will allow head-on aircraft to bypass each other, is unlikely to occur
  • Aircraft should no longer have a propensity to back-taxi on the active runway


Extra Large Gate Changes & Improvements:

  • Fix the docking point position
  • Now require 3x adjacent taxiway in front, up from 2
  • Small aircraft can now dock at XL gates
  • Resolves bug with some flights erroneously getting canceled if only XL gates exist
  • Boeing 777 now requires XL gate
  • XL and Large Gates: numbering will now stay sequential


Additional Changes and Fixes:

  • Fixes construction project cancellation bug where construction blocker was not removed properly
  • Last-minute gate changes will now be attempted up to 1 hour past scheduled arrival
  • Fixes a source of a crash to desktop that could occur with Indoor Luggage/Golf Cart staff tasks
  • Agent Pickups can now fallback to walking off the map in extreme cases
  • Misc. AI/balance changes to Information; Frustration enabled at a low level
  • Several fixes with New Game UI not consistently setting the game up properly in all cases
  • Fixes sprite on newly placed Runway, no longer appearing as upgraded w/ lights by default
  • Game Time is now paused while saving
  • ILS/Glidescope Object now uses the correct outdoor lighting material
  • Foundation is now a fixed cost per tile
  • Fix Taxiway dismantle; should return 8 units of Asphalt, not 15
  • Building roads/taxiways now displays the net project cost, incorporating inventory
  • Misc. performance optimizations, including construction-related performance improvements



While your save game file from a prior version may work, due to the size & scope of this update we recommend that you start a new game -- since save/load functionality has been substantially improved, you'll have the full benefit of those improvements by starting a new save game. We do everything we can to not make save-breaking changes, and as we get past the bugs we'll be making special considerations to avoid doing so; but because nature of this patch specifically, we'd recommend starting a new game this time around.

Thank you everyone -- we'll be back tomorrow for another round as usual!

Patch Notes March 11, 2017

Another night of hard work and bug crunching, the team is working day and night alongside the community to make the SimAirport is as great as we can make it. A few hiccups here and there, but we are dedicated towards our goal of bringing everyone a stable game that is fun to play.

Patch notes:


  • Fixed autosave dialog not disappearing
  • Fixed subset of stuck passengers when destroying objects
  • Fixed bug with build/terrain validation errors not live-updating
  • Fixed baggage animation path on Baggage Carousel when vertically orientated
  • Underground shadow now covers the entire map (Large/XL)
  • Arriving Passengers are now much less likely to immediately need Restroom
  • Can now cancel individual flight contracts from flight schedule UI
  • Newly accepted flights are only scheduled for Tomorrow and forward
  • Schedule changes now effect Tomorrow
  • Top money display now always fits; turns red when negative
  • Start from scratch money amount increased to $1M
  • Fees are now being charged when airline terminates an offer
  • Minor Flight Scheduler UI improvements

Patch Notes March 10, 2017

Friday, that wonderful day where work is usually done for the week. The day where you hear the last bell at school or answer that last email and you know you have a few days to kick back and relax. We all love Friday for various reasons but while many of you plan on enjoying yourselves the team only has one plan in mind! Can you guess what it is?

We're planning on patching the game and making it as great as we can so you all have something to enjoy this weekend! Our community doesn't sleep and sometimes we don't either, but it's certainly well worth the effort to see how happy the players of SimAirport are!

This weekend will be a busy one for the team as we plan on continuing the bug fixing spree to make sure our community is playing the game as we intended it to be!

Patch one:


  • Garbage Truck now has a "Leave Now" button upon clicking it. This is a temporary fix for the vehicle getting stuck. (Button may cause other issues, only use in the event of the Garbage Truck getting stuck)
  • Error requiring the need to restart the game between loading a save or starting a new game fixed
  • Assignment UI bug for Queues leading to blocked UI interaction resolved
  • Small errors with saving and loading system fixed


Patch two:


  • Flight validation now happens later to prevent a full-day of cancelled flights
  • Video settings should now save properly, including VSync and Fullscreen
  • Alternative Zoom Keys (minus and equals)
  • Passengers now have a "Send Home" button
  • Supply Trucks, Delivery Trucks, and Garbage trucks have a "Leave" button
  • Aircraft now have a "Force Departure" button
  • Added Auto-Save function (in Preferences; disabled by default)
  • Minor save-related bug fixed
  • Vysnc is now enabled by default


Leave Now Button: We will be rolling these out to a few more vehicles and aircraft in an effort to temporarily solve bottlenecking while we work on solving the root causes of the issues. These buttons should only be used as a last resort. We will have at least several more of these buttons rolled out in today's second patch.


As with most patches we would recommend starting a new game whenever a large patch comes out to hopefully clear up any bugs that might have been solved.

Please check back throughout the day to see what we've fixed or changed. All reports will be taken into consideration so please keep them coming!