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Content Galore - July 2019



Grow your airline relationships, negotiate deals, lease office and lounge space, and try to grow your airport empire. Beginning today, you can even turn your airport into a 24/7 international powerhouse -- new high-efficiency worker scheduling capabilities, janitor patrols, you can even negotiate and schedule highly-requested 'EAM' flights!

Brand new mechanics add even more depth along with numerous QOL and UI/UX improvements, TONS of content, numerous bugfixes, and a little bit of everything in between. Dive in and let us know what you think!

Developer Live Stream - July 2 @ Noon PDT

We'll be hanging out and live-streaming on Tuesday -- stop by and say hi!
When: Tuesday, July 2nd @ Noon PDT
Where: On Steam, YouTube, and Twitch!


Thank you for your continued interest and support, and especially to those of you helping us test & iterate over on the Edge branch. Thank you!! :)

And now, the full patch notes...

Hotfix - July 2, 2019: This morning we became aware of a bug that could cause errors to occur in the background, causing log-file writes that might slow the game down. A hotfix was prepared and has been released to address this issue. :)

Airline Deals & Negotiations

Negotiate custom deals with airlines! Airlines now have new needs and desires, and you can work with them to build a partnership that helps you both. Charge them higher runway and terminal fees, or even negotiate flat-rate daily fees! In return, you may offer them exclusive Flight Crew Lounges, First Class Lounges, Offices, Gates and more!

    Key Highlights
  • New Tutorial Added: 'Airline Needs and Negotiations'
  • New 'room value' mechanic added to Negotiatiable Zones, based on: size, open space, window view, ease of access, and environment (click negotiable zone to view)
  • Airline Needs: Trust, Communication, Service Reliability, Passenger Satisfaction, Fuel Satisfaction, Facilities Quality

    New 'Sales Rep' Staff Type!

    Sales reps (and administrators) can be assigned to airlines; both improve communication with airlines, raise interest, and are a catalyst for fruitful negotiations!

    New 'Conference Room' Zone!

    Host meetings with the Airline Executives in conference rooms to further improve communication and overall airline relations. Leased conference rooms will host daily meetings.

    Negotiation Mechanics

  • Negotiables include: Cafes, Cafe Profit Share, Stores, Store Profit Share, Fuel Satisfaction, Conference Rooms, Guaranteed % of Pax per Flight
  • When offices are leased, airline executives will use them along with your facilities, providing additional profit potential
  • Sales Reps are less expensive than administrators, but admins have negotiation abilities & skills that can have a bigger impact on your bottom line. Use both to nurture relationships most efficiently
  • Take multiple rounds to negotiate, and see how offers progress via the negotiation history tab

    Airline Executives

  • New 'Reception' zone & Reception Desk object. Reception desk must be staffed by a security guard & creates a secure area behind it
  • All executives must use a reception desk to access the secure sector and cannot use regular security zones
  • Facilities beyond a reception zone cannot be used by passengers
  • Executive facilities, such as airline-offices and conference rooms, must be built in a secure sector


New Government Grants Mechanic

Six different 'tracks' in total, each a series of grants with unlockable rewards. Rewards include EAM Flights, objects, pricing abilities and more.

  1. Airport Basics
    Helps provide boost for starting on new map, only available on 'blank-slate' starting maps.
  2. Passenger Experience
    Expand the airport's number of passenger facilities and improve the environment.
  3. Airline Services
    Make your airlines happy, provide fuel and baggage, and more!
  4. Investments
    It takes money to make money! Invest capital and hope to see a positive rate of return.
  5. Airport Efficiency
    The region's gateway to the world economy must not be held back by inefficient management!
  6. Maximizing Profits
    This government cannot afford to bail out this airport. Ensure healthy & growing profits to appease the taxpayers.


Staff Scheduling Improvements + Janitor Patrols

  • Staff Scheduling improved to allow creating distinct schedules per staff type
  • Janitors can now be scheduled & you can assign them to areas / create patrols for them


Timelapse Capture

Create high-quality timelapse captures of your airport's construction without any third party software. Access via the 'Timelapse' tab of the in-game Preferences menu, or setup a custom keybinding to toggle recording. Utilizes a high-performance video capture via GPU, though is not supported by all hardware/drivers combos (is unfortunately unsupported on OpenGL/Linux).

Added 15 New Steam Achievements

  1. Accomplished -- Win a scenario
  2. Unaccomplished -- Lose a scenario
  3. Environmentally Friendly -- Environment rating of 85% (min 200 pax)
  4. The Open Road -- Have 5,000 cells of road
  5. A* -- No missed flights in a 24-hour period (min 200 pax)
  6. Local Airport -- Board 2,500 passengers in a 24-hour period
  7. Regional Airport -- Board 6,000 passengers in a 24-hour period
  8. National Airport -- Board 8,000 passengers in a 24-hour period
  9. International Airport -- Board 10,000 passengers in a 24-hour period
  10. Good luck, we're all counting on you -- Have an aircraft land in harsh weather
  11. Oilgarchy -- Make $1,250,000 in profit selling fuel
  12. Scientific Method -- Unlock all technology in the research tree
  13. Sellout -- Sell your airport for a minimum of $25MM.
  14. Beginner Operator -- One day of perfect ops
  15. Overloaded Operator -- Ten consecutive days of perfect ops.


More Notable Additions

  • Adds ‘Use Legacy Sprites’ option to Gameplay tab of preferences menu (near bottom)
  • Adds new ‘Crosswalk’ object
  • Escalators now allow you to ‘Switch Directions’
  • Adds maintenance to moving walkways & can now set walkway speed; higher speeds require more upkeep to prevent breakdowns
  • Adds new Agent Render Mode setting to preferences, allows you to use the most efficient rendering method that your hardware/GPU supports. Included render modes are 'V2' and 'Legacy' and a 'Aggressive Culling' version of each. Experiment to see if your GPU supports 'v2' and see which provides your system with the best performance. When supported, we recommend 'V2+AC'.



GAMEPLAY

  • Adds new Security Zone validation for UI/UX purposes via multiple inquiries: if at least 1 security object is staffed within a security zone, require that at least 1 object of EACH TYPE has staff. Types: 1) ID Check; 2) Bag Scanner; 3) Metal Detector / Body Scanner.
  • Tweaks to passenger pathfinding costs to not avoid one-ways & security exits as harshly
  • Maintaining a runway will now take down crossing runways
  • Reworked animation of vehicles entering and exiting hangars
  • Changed airport vehicles "road priority" vehicles will now prefer a road that is on a gate over a taxiway
  • Slightly increased cost for taxiing on runway vs. entering a runway to cross it
  • Optimized maintenance of runways; planes will be blocked from taxiing on or crossing runways under maintenance.
  • Pax now attempt to exit if they become stuck behind an area they shouldn't be able to access
  • If AI latency becomes too high, the game will slow itself down automatically until the AI requests catch up. Should mitigate issues where construction in busy airports could cause delayed passengers; further work is being done to optimize this to make it less likely that this slowing occurs
  • Janitor schedule mode now auto-moves & zooms to the garbage zone; is for convenience & to help new players figure out where janitors are 'based' when applying custom schedules.
  • Tweak arrival pax Leave Airport need urgency (increased)
  • Adds new Bag Carousels with network ports on 'same level' & 'from above'
  • Can now hire/fire staff directly from the Staff Schedule Overlay
  • Game now auto-pauses while the scheduler is on
  • Picking up multiple dirty areas/floors now causes garbage bags to be spawned
  • Steam Achievements no longer available in tutorials
  • Adjustments to subsector partitioning and pathfinding weights to prevent pathing through objects on long-distance traversals
  • Scenario Play Mode: no longer allows selling airport or importing additional airlines. You can still add custom airlines inside the scenario editor, but not while actually playing a scenario -- to ensure they're played as intended
  • Tutorial no longer allows importing additional airlines until all objectives have been completed


UI/UX, OPTIMIZATIONS, AND MISC.

  • Adds over 30 new base Aircraft models, courtesy @ThomseN -- HUGE THANK YOU!!
  • Adds 'Mod Preview' feature back for custom aircraft / airlines
  • Optimizations to state machine routines & janitor task assignment algorithm
  • Updates to latest Unity game engine version and enables updated incremental GC feature; should any issues/crashes arise via this change then we have a hotfix standing by, fully ready to go -- it contains everything listed above except this item.
  • Performance improvements for agent movement
  • Update all translation files to/from i18n repo
  • Optimize 'need update' routines and make multi-core capable
  • Adds 'Agent Render Mode' dropdown user preferences
  • Adds Clone Tool hotkey action (binding is 'V' by default)
  • Optimizes all agent renderer modes & agent appearance/render controllers
  • Adds distinct icons for each type of pax highlight viewed via aircraft/gate/pax flow overlay
  • Aesthetic improvements on gate sprites, ramp, and adds blend feathering
  • Optimizes sprite lookups and path-following routines
  • Flight schedule UI improvements to better accommodate wrap-around EAM flights
  • Quick Select Improvements: Deselect with second keypress; is now rotation aware; now works on construction-in-progress objects
  • Adds hotkey action for 'Timelapse Capture Toggle' (no key set by default)
  • Adds some simple non-rectangular visual flair to roads/taxiwys, runways, and gates
  • Hovering level selector on HUD now allows scroll wheel to change levels
  • Changes sector re-generation sequencing to greatly reduce the number of map-state generation cycles that are required for terrain/tile construction. Improves performance during construction.
  • Most agents now actively avoid pathfinding through areas with ongoing construction
  • Changes to agents detection of outdated map state, improves responsiveness & performance
  • Zone text now appears above agents/objects when zone has warnings to display
  • Pax hover now using a tighter absolute zoom before showing full verbosity
  • Optimize 'path renderer' used for queues, patrols, and similar
  • Consolidates pathfinding 'rules' for various agent types across all types of pathfinding systems
  • Optimize allocations on some zone validation & text display routines


BUG FIXES

  • Fix reachability checks, zones and sectors will again check for reachability to pickup/dropoff or an LRT station
  • Fix and re-work bus and LRT hover texts
  • Fix rare kitchen storage bug when containing legacy 'donuts'
  • Fix long-named objects in build menu causing overlap
  • Fix build menu UI not saving size setting
  • Fix timing issue when deserializing tasks to empty trash bin
  • Fix issue with workmen picking up tasks a bit too early
  • Fix several kiosk marker positions for better aesthetics
  • Fix vehicle pathfinding failure/error in certain scenarios where no target exists
  • Fix and improve floor transition object load balancing
  • Fix LRT platform usable before construction is complete
  • Fix taxiway/runway reachability & distance calc bug related to one-ways
  • Fix pax wander behavior not avoiding roads by default
  • Fix and improve 'Rest Object' usage behaviors, movement & aesthetics
  • Fix bug that allowed creating 'split' two-way conveyors, bypassing the validations
  • Fix stretching image issues in the research screen
  • Fix more dropdown 'scroll speed' UI issues
  • Fix scaling on assignment dialog not always scaling with zoom
  • Fix passenger hover on top HUD causing large framerate drops
  • Fix maintenance tooltip not translating properly
  • Fix assignment mode bug when switching between objects & floors
  • Fix pax able to go through one-way objects in the wrong direction
  • Fix ATC Tower lights & gate numbers not respecting underground opacity slider
  • Fix pax boarding even when GAD not staffed
  • Fix Pax AI consideration requests not correctly prioritized
  • Fix underground level 'greyscale' and road visibility issues
  • Fix zone overlay slider to be parabolic impact on color
  • Fix conveyor connections not always visually 'connecting' correctly
  • Fix passenger hover text not in translation files
  • Fix and improve "adjacent ... already considered secure" warning message
  • Fix Build Menu UI 'resize' cursor inverted
  • Fix some reports inconsistently named ('Heatmap' is now 'Overlay')
  • Fix pax standing at info screens in weird/awkward positions, facing wrong directions
  • Fix Rest need activation threshold set too high
  • Fix FCrew & First Class not using their respective lounges enough
  • Fix wrong dialog text shader usage; should fix issue with dissapearing font/text
  • Fix issue with retail supply orders sometimes failing to load & preventing retail deliveries
  • Fix rare null reference in Food Display queue size heuristic
  • Fix tutorial unintentionally able to be closed with ESC
  • Fix fuel price change not getting exclusive keybindings
  • Fix some debug-related allocation occurring in public builds
  • Fix offers sometimes not being cleared for certain airlines after selling airport
  • Fix high object-density areas having too much weight & causing poor path selection
  • Fix numerous UI & presentation/spacing issues & non-translatable texts -- including:

    • Janitor not showing the cost in the Staff Hub.
    • Research text not fitting on the research tech tree screen
    • Keybinding dialog screen overlapping a lot.
    • Clock not formatting AM/PM correctly in languages that don't use AM/PM
    • Transport Operations titles heavily overlapping
    • In-game mod status menu now translatable
    • Passenger analysis screen UI converted to translatable text
    • Overlay titles are translated reusing tooltip names
    • Timelapse options screen now translatable

Live Stream + Dev Cycle Status



Hope everyone had a great month and is as excited as we are for the summer to really be getting under way! We wanted to take a moment tonight to provide you with a few updates, and to let you know about an upcoming dev live-stream this weekend which you're all invited to attend! :)

Dev Live Stream: Sunday, June 2 @ 11AM Pacific

Join us here on Steam, over on YouTube, or on Twitch this coming Sunday for an afternoon of gameplay, chatter, and gameplay discussion! Hope to see you there!

The 2019 SimAirport Survey

The results are in and the response has been really impressive; we thank those of you who took the time to provide your thoughts, it was very helpful and the overall turnout surpassed our expectations by far. We'll be talking more about it during the live stream this coming weekend!

The Lifecycle of SimAirport

Don't worry -- we aren't finished quite yet!! The game has come a very long way already, and while we really aren't finished yet, we have started to plan for the transition to full release.

You don't have to worry though, that will not mean the end of Edge and it won't mean the end of patches -- there are still a number of things we want to get implemented, even if some of them are delivered via post-release patches. The roadmap breaks it out pretty well, and we'll be talking more about the transition on the live-stream, too!

    Summary - SimAirport Release Transition
  • SimAirport will transition to full release by end Q3 2019.
  • Expect the price to increase upon release.
  • Default & Edge patches will continue -- this will NOT be the end of patches!



The Current Dev-Cycle

It's deja-vu all over again. This one already feels like it's been a long one, and I have the seemingly omni-present feeling that we didn't get enough into it; but upon looking over the notes & roadmap, I'm pleasantly surprised & relieved.

Tonight marks the official 'feature complete' point for this cycle; we actually reached that point a little earlier, but as always there has been more that we really wanted to get into this cycle. I'll admit, there are still a few things really close that we may try to slide in but for the most part this one is a wrap. We've still got plenty of debugging to do, so tonight really marks the beginning of the bug bash for the cycle -- nonetheless it's a good milestone to reach each time around. :)

Curious what you have to look forward to? Here's a sampling of what's on Edge right now and that will be coming to Default in June!

  • Airline Relationships
    Nurture the relationship with rich negotiation mechanics, desire for leased offices, lounges and other facilities, new conference rooms & sales rep staff, and more.

  • Timelapse Video Capture
    Smooth capture features tailor-made for sharing your creations.

  • Old Passenger Sprites Re-Implemented!
    Ask nicely and thou shall receive! Switch between the new & the old sprites any time at the flip of a switch! They're both great, but the old sprites are awfully cute we admit! =D

  • Government Grants System
    If you need a little 'push' to help get your airport going in the right direction, these government grants are just what you were missing. Kicks the gameplay up a notch. Oh yeah, allows you to earn EAM Flights too!!

  • Steam Achievements
    If you think you've been there or done that -- then try these on for size! A total of 15 new Steam Achievements to earn, running the gamut from beginner to hardcore difficulty, there's something for everyone.

  • Janitor Area Patrols & Scheduling
    Tired of having your janitors roam the airport inefficiently when the trash leaves it proverbial calling card? This is the answer, and it'll save money on staff wages, too!


There's more of course, those are the key highlights. We've got more in the works, including: no-limits mod support, more performance, transit improvements, new aircraft, and more.

Thank you! Join us on Sunday @ 11AM!

Hope to see you during the live stream this Sunday @ 11AM Pacific -- if you're around definitely stop by and say hello, we'd love to have you!

Thank you everyone -- still more to come! :)

Scenarios, Realism, One-Ways and MORE!

Are you ready? Today we bring you SimAirport latest update -- featuring new 'Scenario Mode' gameplay, multiple new features including one-way passenger routing objects to play with, upgraded security process realism, and a metric ton of quality-of-life refinements and bug-fixes.

We've got a few other things for you, too -- let's dive in!

Developer Live Stream - April 20 @ Noon PDT

We had so much fun with the live stream that we're going to try our best to make it a much more regular occurrence! We'll be live-streaming tomorrow -- stop by and say hi!

When: Saturday, April 20th @ Noon PDT
Where: On Steam, YouTube, and Twitch!


We will add live stream links to this post ~10 minutes before we go live!

SimAirport Survey - THE 2019 EDITION

Our third survey since release, these have proven to be priceless in helping us keep the aircraft aligned on the glide path. Of course it all depends on you to help keep us on course -- so we ask you to take a few minutes before and head over to the survey -- help keep us stay on course! :)

Take the SimAirport Survey - 2019 EDITION >>>



Default Patch Notes - April 2019

Finally, here's the full list of what's new in today's patch!

Daily Deal - SimAirport, 40% Off

Today's Deal: Save 40% on SimAirport!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Tuesday at 10AM Pacific Time