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SimAirport News

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!