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SimAirport update for 19 April 2019

Scenarios, Realism, One-Ways and MORE!

Share · View all patches · Build 3753720 · Last edited by Wendy

Patchnotes via Steam Community

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!

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

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! :)

[quote]
Take the SimAirport Survey - 2019 EDITION >>>
[/quote]

Default Patch Notes - April 2019

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

  • Scenario Mode & Scenario Editor

  • Create scenarios & play them

  • Workshop support for sharing & playing contributed scenarios

  • Adds 'One-Way Path' Placeable Object

  • Yep, not kidding! :) Finally, the 'one way door' type object!

  • Improved Security Process Overhaul

IMPORTANT COMPATIBILITY NOTE: This change is fully compatible, but you will want to re-arrange your security to best suit the new more realistic passenger flow! :)

  • More robust AI-driven pax behavior & distribution at security
  • Pax now do: ID Check, 'drop' at bag scanner, then metal detector/body scanner, then 'grab' at bag scanner
  • Improves responsiveness to staffing changes & slower queues in security zone
  • Improves throughput for security objects
  • Optimizes performance and multi-core usage for security related behaviors
  • Adds 'Quick Select' Build Feature

  • Default is 'Q' key. May require manual key assignment if you have custom keybindings.

  • Hold & release 'Q' when hovering an object to quick-select object for placement

  • Hold & release 'Q' when hovering a floor to quick-select it; if hovering no floor Foundation tool will be selected

  • Hold & release 'SHIFT+Q' when hovering a zone to quick-select that zone type

  • Construction Tools & 'Auto Foundation' Features

  • Adds 'auto foundation' on multi-floor objects, satisfies 'existing foundation' requirement

  • Logic & visual improvements to underground road drawing

  • Aircraft Gates allow roads under but them only sides/edges

  • Dismantle - remove objects but not flooring; also removes utilities

  • Demolish - remove foundations, sidewalk/ramp, roads, taxiways, runways

  • Adds new 'Concrete' floor type to remove indoor flooring back to concrete

GENERAL & GAMEPLAY

  • Clone tool now selectively removes zones as needed on placement
  • Update all localization strings to/from github repo
  • Error handling adjustments / improvements
  • Minor changes to the way build version data is handled to aid with retroactive save analysis & debugging
  • Clean up repair project cancellation routines
  • Add keybind action for hiding UI (no key assigned by default)
  • Boost effect intensity and distance on many decor objects
  • Increase number of tasks issued for dismantle jobs for faster projects
  • Increase throughput of coffee & drink retail objects
  • Hangar vehicles now prefer to traverse on roads vs taxiways
  • Hangar vehicles can transition directly from roads when driving to gates
  • Environment report distinguishes minor differences better via non-linear colors
  • Tweaks & balance adjustments to multiple decor & retail kiosk objects
  • Flight Crew now report to GAD & board flight even if desk is unstaffed
  • Slight balance tweaks to boredom need attenuation
  • Increased speed that bags become available on baggage carousel
  • Clone tool now ignores objects it can't handle instead of invalidating drag
  • Slight increase to info object effects / advertisement
  • Add 'auto-hire' feature to Staff UI, off by default
  • Mega Rich achievement disabled in Tutorial and requirement increased by x10
  • Add 'resize' capability to main build menu
  • Optimizes assignment mode UI
  • Optimize passenger AI routines a bit (CPU)

BUG FIXES

  • Fix pax AI's LCDistance heuristic not handling security exits properly
  • Fix rare stuck workers when project canceled with deliveries zone full
  • Fix ATMs not used after deserialization
  • Fix a subset of agents stuck that occurs near walkways & escalators/stairs
  • Fix staff management overhead mis-categorized as taxes
  • Fix sector partitioning bug that confused pax AI on some layouts with one-ways
  • Fix for legacy saves with runway stuck in construction when bordering land perimeter
  • Fix duplicate hover handling of in-progress object construction
  • Fix subset of supply piles from cancelled repair projects not being freed & returned
  • Fix reward not being correctly deserialized in scenario mode
  • Fix aircraft stuck after deserialize if their gate gets destroyed
  • Fix scroll speed on scenario objectives UI
  • Fix Bonus UI inaccuracies on # missed-flight pax & delayed flights
  • Fix delayed/canceled flight counts being delayed in scenario mode
  • Fix cache bug that lead to problems when installing mods
  • Fix pax going to Idle/wander when they should be selecting an object
  • Fix gate-distance being too heavily weighted in passenger AI heuristics
  • Fix Gate Desk not being selected if passenger is too bored
  • Fix stuck luggage vehicles which in turn could cause stuck aircraft
  • Fix aircraft gate validation incorrectly interpreting one-ways as inverted resulting in inaccurate validation warnings
  • Fix environment need increasing when if cell has green env. rating
  • Fix bug that lead to Bars and Coffees to affect hunger instead of thirst
  • Fix ghost details entry was sometimes visible in perfect ops bonus UI
  • Fix bug with queue distribution specific to Gate Agent Desk objects
  • Fix unable to return supply pile to storage when dropped off map
  • Fix achievement identifier mismatch on tutorial completion
  • Fix store browsing not providing any satisfaction
  • Fix able to build 'overhang' structures via clone tool bug
  • Fix retail object selection causing error/unsatisfied pax
  • Fix food display usage task save/load related bug
  • Fix unintended interaction with underground & ground floor sprites
  • Fix toilets display render order
  • Fix bag carousel luggage animation offset slightly
  • Fix retail / goods deliveries not being carried to final destination
  • Fix maint. duration slider allowing inputs over 24 hours
  • Fix Runway/Gate directional reachability when roads/ramps are used
  • Fix pax sometimes being inexplicably transfixed on objects
  • Fix multiple object-agent interaction bugs, cleaned up legacy code
  • Fix agents getting stuck in cafe after deserialization
  • Fix repair projects not releasing supply piles to storage (includes save fixing code)
  • Fix agents not reporting to GAD unless it is staffed
  • Fix bug that could cause incorrect retail supply deliveries
  • Fix staff schedule bug that caused over-removal of schedules
  • Fix 'Browse Saves Folder' not working on Linux
  • Fix task cancelation bug that could result in undefined state
  • Fix construction task enqueue/priority issue
  • Fix several taxiway light / light related visibility bugs
  • Fix underground opacity preference slider
  • Fix depth/sorting for Escalators when placed next to each other
  • Fix existing un-removed retail supply piles
  • Fix depth/sorting for fuel tank vs road ramp
  • Fix bug allowing duplicate retail inventory orders
  • Fix old/legacy save fuel truck issue, may require manual 'jumpstart'
  • Fix hangar vehicle bug that could cause some tasks to not complete, sometimes requiring 'force departure'
  • Fix several construction project related deserialize errors
  • Fix retail delivery not occurring in certain situations
  • Fix Perfect Ops Bonus UI, 'day 0' erroneously displayed & arrow should open 'details'
  • Fix Small Gate Stairs sorting order versus passengers
  • Fix land expansion needs to check for administrator present, not fired & has office
  • Fix bug that allowed more than 1 dismantle project in a given cell
  • Fix incorrectly being charged more than once for administrator wages
  • Fix Gate Agent Desk usage position inconsistency, now in 'front' of desk
  • Fix bug that allowed two admins of same type to be hired
  • Fix sector partitioning issue with road ramps causing undefined pax behavior
  • Fix dismantle of placeables located on map boundary to become stuck
  • Fix camera & save-game preview image related bug
  • Fix agent appearance hideLegs routine not working properly
  • Fix several staff scheduling related bugs
  • Fix screen resolutions sometimes appearing more than once
  • Fix cafe wait time heuristic, several adjustments and improvements
  • Fix Chef not leaving airport due to staff scheduling bug
  • Fix objects/roads able to be build on top of LRT track
  • Fix path planning/following related issues with Road Ramps
  • Fix multiple issues related to starting funds & funds tracking with scenario editor
SimAirport Depot - Windows Depot 598331
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SimAirport Depot - Windows 64 Depot 598333
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SimAirport Depot - OSX 64 Depot 598334
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SimAirport Depot - Linux Depot 598335
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SimAirport Depot - Linux 64 Depot 598336
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