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SimAirport getting some great upgrades ready for the Steam Deck

A little building and management on the go? SimAirport from LVGameDev LLC sounds like it might be a good choice, with the developer highlighting upcoming changes and improvements for the Steam Deck and it will help all platforms.

Read the full article here: https://www.gamingonlinux.com/2022/02/simairport-getting-some-great-upgrades-ready-for-the-steam-deck

Dev Update: Steam Deck and Performance Improvements!

To kick February off we'd like to talk about the upcoming SimAirport update - along the lines of a dev-log, so you know what we're currently working on & what you can expect from SimAirport in the near future!

[h2]Steam Deck[/h2]
Valve will soon be launching the 'Steam Deck' and as the release of the hardware nears we've been working on making SimAirport compatible with the new handheld! Luckily SimAirport already runs on Linux, and we have confirmed that both native and Proton options are already able to run on the Steam Deck!

Our initial testing on Steam Deck did reveal several issues and some quirks - from screen resolution to controller bindings & even some audio issues. Several UIs required a bit of reworking while others may just need a small nudge in the right direction. For example, the top UI generally fits, unless the fuel HUD is enabled; to solve this the entire top UI now is able to move to the left and "attach" to the Menu button. This is a general change so you'll benefit even if you're not using the Steam Deck but happen to be playing on a smaller resolution desktop monitor or on a laptop!

Lastly, we're currently working on making sure the Steam Deck controls can be fully utilized in the most optimal way possible. For this we're reworking a good chunk of our input-handling code which will result in a good default experience on the Steam Deck, and it will also enable the use of controllers on other platforms, too! :)

On the whole, we're thrilled to say that SimAirport runs well on the Steam Deck after some tweaks it's fully playable -- including all Workshop content & mods being available on the platform!

[h2]Performance Upgrades[/h2]
We generally strive to find performance improvements whenever possible -- though we're also somewhat limited by a number of factors: architecture & age of the code-base, size/scope of refactoring, compatibility/legacy concerns, engine issues, GPU support, etc. Despite that, we're constantly looking for ways to improve performance -- incremental steps & big leaps alike, and we get especially excited when we're able to find improvements that can positively impact "late-game" & large airport performance.

We're thrilled to say we've found a relatively substantial performance improvement related to the agent (passenger) AI -- specifically in how the AI determines whether or not an object can be reached. Previously this reachability check was unintentionally being run on an overly low-level & granular layer of abstraction; as airports grew in size this became an increasingly costly operation and the result was that performance deteriorated faster than expected or intended as agent (passenger) counts increased. While we've faced these same types of issues in the past, and dealt with them, this one was substantially more hidden due to the 'smaller' role it plays in AI decision-making process -- specifically, the issue was with checking distance to "lifecycle" goal. After the fix, reachability is now checked at a higher level of hierarchical abstraction, and overall performance for larger airports is substantially improved.
TLDR: Bigger airports run better & more performantly, by a pretty good margin. :)

Feedback from players testing out the latest edge versions has been quite positive -- we're hearing frame-rate improvements & decreased CPU load across the board & drastically reduced instances of "overrun"/the game is able to update agent AI without 'falling behind' (i.e. none stopping for calculations) much more consistently, and even at relatively high agent/passenger counts.

[h2]Queue Overruns[/h2]
Queue overruns happen whenever the game is running faster than it is able to handle agent 'AI' jobs/calculations. At some point, these 'jobs' (or sets of calculations) can 'stack up' on the job queue and the queues run "full". When this occurs agents may not correctly update or may stand still waiting for their AI to update, causing them to not be making timely decisions & missing their flight, etc...

This update also includes a change in how the game handles these types of 'overrun' scenarios. While the first part of the update is intended to improve the performance of the AI job itself, reducing the time each job takes (and therefore reducing the potential for overruns), our handling for scenarios where 'overrun' state did happen was not optimal. Previously, SimAirport would rarely slow down because it missed jobs on the job queue -- which was the intended outcome but was not working quite right -- this is now fixed, so now all AI jobs are counted correctly and the game will "slow down" if it detects an overrun condition (allowing game-time to run 'slower' [vs real-time] so that agents are acting/reacting at the correct pace based on the CPU resources/load available).

We've also improved the visual of this slowdown - the game will now show the actual slowdown in the clock as the speed number will be capped; we hope you'll rarely, if ever, actually see this occur -- but the mechanism is there so that the algorithmic complexity is able to scale with the available CPU resources & to do so in such a way that the gameplay itself (ie passenger 'outcomes') is wholly unaffected.

[h2]Final Words[/h2]
If you'd like to help us with this update be sure to check out the edge branch (Instructions on how to switch) - we're always happy to talk on the forums and on Discord about the current cycle, and we're excited to be bringing this update to you in the near future!

Be sure to let us know how you like these more "in-depth" dev-log style of posts between updates -- we love to share what we're doing, and so it's helpful to know if you find the content & details interesting (or would like more/less details, etc).

We'll continue to do our best to listen to your feedback and utilize it to continually improve -- on every front, from gameplay to the content & format of our updates -- we appreciate any/all feedback, and we thank you for joining us on the journey! =)

As always, thank you -- the community -- for all of your help with providing valuable feedback & bug reports, testing on edge, suggestions & ideas, and even just sharing photos/videos/builds. And a special thank you, to those who make mods, too!

Thank you!!

December 2021 Update

Just shy of 2022 we'd like to present you the December update for 2021 - while it took longer than expected on our end we're happy to release this load of fixes and improvements to you all.

[h2]Patch Notes - Notable additions[/h2]
[h3]Remote Gate Improvements![/h3]
    Remote gates have gotten one highly requested feature as well as some general improvements and bug fixes (e.g. not loading a plane if part of the crew is already on the plane while the rest are still on a bus).

    Remote bus pickups now have three modes, Pickup & Dropoff, Pickup Only, Dropoff Only. By default the P&D mode will be selected which works the same as the previous implementation where the same stop will be used for both arriving and departing passengers. In addition to the modes you can also assign several bus pickups to the same remote gate.

    The Pickup Only mode - as the name states - will be used to load any departing pax onto the bus that would like to get to the aircraft. The Dropoff Only mode will do the reverse, it's used for any arriving pax coming into your airport being dropped off from the aircraft.

    In addition, while using the Dropoff Only mode on a remote bus pickup it can be assigned to as many remote gates as you wish meaning you can have a central dropoff area for all arriving passengers.

[h3]Steam Integration Improvements[/h3]
    We've updated our Steam integration in this cycle - while the old version wasn't broken it did start to show it's age (e.g. in the missing mods dialog not correctly showing the status).

    Coming with this upgrade we also reworked the missing mods dialog - it will now correctly show status for downloads and, as soon as all mods were downloaded, will ask if you'd like to reload your game right now.

    The menu will also include mods besides airlines and aircraft - so any object mod or script mod that may be required for a save.

[h3]Modding Improvements[/h3]
    With this update saves will now store all mods you've been using while playing including any script and object mod besides airlines and aircraft.

    This means you can now safely share your games with friends or on the Workshop an other people can correctly load the game with all objects in place - made even easier with the improvements to the missing mods menu mentioned above :)

    The update also helps us out - if you run into an issue with this version while using a lot of mods we can debug it with the mods you've been using, so no broken or unusable airports on our end anymore!

    Lastly, small but notable, the capacity of dumpsters can now be modded.

[h3]MacOS Text Issue Hotfix[/h3]
    We just set live the Hotfix for MacOS not having any text, be sure to let us know if any text issue still remains or rendering is now back :)

    The hotfix is live as of now (January 2nd ~21:20 UTC) - you may need to verify your files if you don't see the update yet.

[h3]A few words to you![/h3]
    Thanks for being patient with us through this year - we're really happy to get this update out to you!

    I'd like to say sorry for the delay though - many of you know we're a small team, sometimes we underestimate what needs to be done for a release and this was definitely the case with the December update. We would've liked to have it out a week ago right around the holidays but pushed it back a week to get some more issues fixed (check the changelog below for all fixes/improvements).

    At this point I'd like to mention our discord server - while we're active on most platforms Joscha is usually around to answer questions on discord, if you run into any issue you'd like to discuss or have any questions in general be sure to let us know! Link: https://discord.gg/ShqSSEK

    And lastly, we wish everyone a happy new year! May 2022 be a good one!


[h3]Full change log[/h3]
  • Fix moving the ATC Tower may cause no planes to land until reloading a save.
  • Fix "Show non Secure Path" button on objects that require a secure area but are in an unsecure area. It now actually shows the path correctly :)
  • Fix runways not being placable close to fences. Fences were already placable close to runways so now both work.
  • Rework how aircraft sprites are loaded. Previously all aircraft sprites would be loaded at once, they're now loaded only when required. In addition fleets in airline details will use a smaller image instead of the whole aircraft sprite. This should save a lot of VRAM helping systems with iGPUs as well as older GPUs.
  • Fix road reachability sometimes determining a bus pickup cannot reach the gate while the vehicles are using it without a problem (more technical: The reachability check did not include both directions on the apron side, it now does since vehicles on the apron can drive on the road both ways).
  • Fix issue where a runway may be removed even through the dismantle project was cancelled.
  • Fix tasks to dismantle upgrades from runways and baggage hubs when dismantling the base object not saved/lost after reload.
  • Fix upgrades comming up as "UNKNOWN" and in a bugged state if dismantling the base object and reloading the game.
  • Fix runways not correctly being detected as usable if it was marked for dismantling, saving the game and reloading the game and cancelling the dismantling again. Previously the game would detect the runway only after another reload, now works correctly.
  • Fix notification hover text showing the full text of any object previously hovered over if the cursour was moved from said object onto the notification.
  • Add new notification in case a passenger was not able to board a plane in case they're unable to reach the gate door from the gate agent desk.
  • Fix "Browse Saves Folder" not actually opening the browser on MacOS.
  • Fix possible nullref in mod status menu.
  • Overhaul missing mods/mod status menu. The menu now lists all mods (not just aircrafts and airlines) and the download will now run correctly with updates being shown in the list.
  • Saves will now store what mods were used at save-time. Sharing a save will now bring up the missing mods screen for all mods correctly and with the overhaul all mods can be downloaded easily.
  • Fix the naming convention of some languages.
  • Fix remote bus pickup stating it requires a door on the ground floor while working perfectly fine underground.
  • Fix PA Amplifiers erroring with "Must be placed in valid electrical zone" in case it's placed facing towards a wall.
  • Fix aircraft gate flyout menu (the one for reports/overlays) always being disabled.
  • Fix time slot highlighting in master flight schedule ending after ~50 gates - we did not expect ya'll to have that many gates but it will now scale to the window so I dare you to break it again!
  • Backported some fonts and the font choosing/updating system from SimCasino - changing language should be a lot more consistent in terms of actually showing the new right font.
  • Fix crew boarded state not correctly being set on some remote gate flights in case only part of the crew is on board of the plane while another part is waiting in the second bus. Save fix included :).
  • Fix possible issue with objects failing their functionality checks.
  • Fix possible issue with apron buses in case a plane doesn't arrive or depart on time.
  • Fix maintenance panel not correctly working in case a mod needing maintenance is missing.
  • Fix several issues with maintenance trying to start out of window or without actually needing maintenance.
  • Fix not being able to change bus pickup assignment if no plane or bus is using the pickup or any assigned gate while a plane was scheduled on any gate.
  • Improve runway placement tooltip - now only shows the 5 planes with the longest requirement that could use the currently placed runway.
  • Update steam integration (for stability and workshop compatibility).
  • Increase max pathfinding length for planes to enable bigger maps (planes could get stuck due to not being able to pathfind on some modded sizes).
  • Fix maintenance not correctly finishing in some cases.
  • Add ability to connect bus pickups with the terminal using sidewalk and crosswalks (like remote gates already work).
  • Add ability to assign more than one bus pickup per gate.
  • Add ability to select what mode a bus pickup should run in (Pickup & Dropoff (default), Pickup Only, Dropoff Only) - In Dropoff only mode a bus pickup can be assigned to as many gates as you wish.
  • Fix remote gates in walking mode not working if crosswalk is used as last walking part adjacent to the gate.
  • Fix objects taken down for maintenance before actually having to be maintained.
  • Add warning on metal detectors, body scanners and bag scanners in case one of their usage positions is not in a security zone.
  • Fix reception desk is placeable on walls and outdoors.
  • Fix maintenance sometimes getting stuck when the task fails due to a nullref exception.
  • Fix objects may not be correctly staffed if a worker doesn't correctly get to the object.
  • Increase max flight count per airline (mostly helps with modded airlines).
  • Fix fuel UI hover showing "Current Reserves" where it should state "Pending Deliveries".
  • Fix fuel amount could overflow on the valuation UI (the cash calculation was not affected).
  • Fix wander near object task could choose a position to wander to that would end up in the agent having to re-do security.
  • Fix wrong detection of when walking through walls is needed - in some rare cases workmen could not path and a construction project might get stuck.
  • Fix runway tooltip breaks when placing runway lights using instant build while having the game paused.
  • Enable thirst and hunger for arrival passengers.
  • Fix gate ticket zone were assigned twice on save load.
  • Fix pax may run around on the grass when deplaning from a walking remote gate.
  • Fix hover box sometimes loosing its layout when leaving the hovered object.
  • Fix missing text on police cars and fire trucks.
  • Fix "Z fighting" on the flight scheduler, now the time row is always on top.
  • Improve flight schedule entry UI, the line spacing is smaller and it'll shorten the airline name to better fit in the little space available.
  • Modding: Fix uploading UI never resetting the tag selection.
  • Modding: Fix mod airlines and aircrafts sometimes breaking due to bad ID datatype.
  • Modding: Add ability to view local aircraft and airline mods while offline.
  • Modding: Make dumpster capacity moddable; attribute "Capacity" was added to the config with type int. The base game one has a default of 10.

Not Forgotten! Upcoming December Patch!

As some of you may have heard on our recent live streams, we are actively working on an update for SimAirport!!

We've talked about it on our last few streams & we have discussed it quite a bit on Discord (be sure to join!) -- but we wanted to make sure everyone was aware, hence the post today! :)

[h2]Timeline: Holidays 2021[/h2]
The plan for this update is going to primarily be fixes, though (as many of you who know us can likely guess) we'll be doing our best to sneak in some quality-of-life improvements and enhancements as well. :)

Specifically, we'll be addressing several issues that have come up over the last year or so, and adding some better contextual guidance for some of the more advanced things that we've heard struggles with. We've also got some performance improvements lined up, along with some changes that we expect will help new players tremendously while also making life simpler for existing players, too.

We're working on getting this patch out to everyone by the end of December -- right around the holidays -- with edge deploys to begin rolling out in the upcoming days!

Thanks for your patience while we've been working on SimCasino -- we're truly privileged to have such an amazing, dedicated, and awesome community -- working with all of you has and continues to be amazing, and we look forward to continuing to ship new stuff out for SimAirport again very soon!

As always, if you have any questions be sure to let us know, either here, on discord, during a live-stream, or wherever you'd like to contact us!

Thank you!!

Interview with SimCasino Composer Jerry Martin!

[h3]We've posted an interview with composer Jerry Martin in our SimCasino news! Check it out now, and make sure to add the game to your Wishlist if you want to stay up to date![/h3]

[h2]What is SimCasino?[/h2]
A Modern Casino Tycoon Simulation in full 3D glory. Build the casino. Set the odds. Expand into a luxury hotel/casino or go cheap & extract max profits. Keep the vault secure at all times, and beware of criminals & cheaters!!