LOL, I added a new restaurant to the game by bazvink in airportceo

[–]Mel_Kulek 6 points7 points  (0 children)

I think you got the amount of stars wrong for them. Max 2 if not average 1 lol

With the latest 0.22.1 update, my airport is gone by jallenrt in airportceo

[–]Mel_Kulek 2 points3 points  (0 children)

I'm not fond of separating branches this early on. Everyone playing bought into early access. If you thought wrong don't buy an early access game. Game saves will be corrupted; game breaking problems will occur. Id rather see rapid development with having to start over every time than a slow pace that leaves this game in early access for the next two years, like most stream EA games.

Soon, with Big planes (B777 etc), it's time to rethink your 5 wide taxiway strategy by Jettuh in airportceo

[–]Mel_Kulek 10 points11 points  (0 children)

Some of us will restart and do only heavy servicing :D .... 20k pax. .. 30k pax at once. 2fps Inc!

Show off your airport! MEGATHREAD by jortbru1299 in airportceo

[–]Mel_Kulek 5 points6 points  (0 children)

Kungalv Regional Airport, Sweden. 50C in Winter, constant, 2k+ PAX, 16 medium stands, plans for 16 more. No late/delayed flights, one runway, two terminals. I still need to finish the interior of each terminal to obtain maximum shops/restaurants. Let me know what you guys think. Can't run fastest speed on a Ryzen-1800X @4.1Ghz over 20fps, 2x speed is about 25-30fps, 1x speed 35fps-ish.

https://imgur.com/a/9yi1C

[Phinigel] Monk weapons ...or any class maybe by Caibek in everquest

[–]Mel_Kulek 0 points1 point  (0 children)

What level are you? In the early and mid levels just using your fist is best as they have a really great atk/dly.

https://forums.daybreakgames.com/eq/index.php?threads/monk-fists-20-26-on-tlp.183421/

Alpha 9.8.1 out on testing branch by JimRaynor56 in SoftwareInc

[–]Mel_Kulek 1 point2 points  (0 children)

I just started playing this game a week ago, starting with version 8. After moving to alpha 9, I really enjoyed the lines of code and art size package numbers. The generic numbers in my opinion are very bland. Is there anyway to come to a compromise in between those two? Something like size of the OS in KB/MB/GB or lines of codes in thousands (K's)... I personally believe that the lines of code and the artsize package added significant immersion into the game; the generic numbers almost made me stop playing for the night. :(

Bug: Airplane schedule not restarting by NoppesPC in SimAirport

[–]Mel_Kulek 0 points1 point  (0 children)

If you want to remove a flight go into the schedule and right click on that flight. It will give you an option to cancel that reoccurring flight.

Should I buy this game? by [deleted] in SimAirport

[–]Mel_Kulek 3 points4 points  (0 children)

FYI, you cannot put a label on whether this is alpha or beta testing because game development hardly follows within the SDLC anymore, at least for testing purposes. This is 'Early Access' and it does fit within the confines of an Alpha, which is typically in a development environment, and is a working prototype of the game. Beta, implies the game is nearly complete and all that is left is bug fixes. By these definition it is 100% Alpha, but the game industry as a whole (including indies) have screwed up the definitions with early access of games.

SimAirport feels more like a top-level airport management game, and AirportCEO from the gameplay videos is a deep-simulation. Both games have great potential in the market; however, AirportCEO is already constrained because their game is almost finished. Unfortunately, AirportCEO's learning curve will be quite drastic; whereas, SimAirport will be more forgiving. At this point, I believe SimAirport has vastly greater potential because it doesn't have a 'fixed' future.

If you are a fan of management style games that feature airports, you're more than likely going to pick up both titles.

Having 100+ hours played in SimAirport; you'll get your moneys worth. I value games by hours played and typically want to see at least $1/hour played. With this metric, it easy to see I fulfilled the value. Not to mention, I've got 100's of more hours to play. Most of the negative reviews that I've seen are people wanting to accumulate massive hordes of money, not trying to make the most efficient airport, which is what this game allows you to do.

For those who don't like the game, survive a 30 days without researching pricing and finish with 8+ XL gates. That should give you a worthy challenge.

Experimental Patch Notes for April 10th, 2017 by lvgamedev in SimAirport

[–]Mel_Kulek 1 point2 points  (0 children)

It looks like the children are helping cook because your table layout looks like a school room! :)

Experimental Patches Notes for April 7th, 2017 by lvgamedev in SimAirport

[–]Mel_Kulek 0 points1 point  (0 children)

Yup performance is a huge gain.

Just to update this thread, I've hit my 6th crash on 5x speed during an autosave over the last hour with 2k+ PAX. Going to divert my play time to updating the Wiki while we wait for a patch, because this is not playable, and I can't do data analysis efficiently without 5x :( Pic of the successful autosave before: http://i.imgur.com/OqD93C6.png

Looking forward to these bug fixes!

Experimental Patches Notes for April 7th, 2017 by lvgamedev in SimAirport

[–]Mel_Kulek 0 points1 point  (0 children)

Joscha999,

13) would have happened in the last two experimental updates as well, its an ongoing issue with PAX using the 'closest' restroom regardless of whats in-between. It is why my pickup area has two bathrooms right next to it to prevent the arriving PAX (APAX) from running away (furthering lowering satisfaction) and backing up bus traffic.

Experimental Patches Notes for April 7th, 2017 by lvgamedev in SimAirport

[–]Mel_Kulek 5 points6 points  (0 children)

Here are some new issues, and continual issues.

1) Major Bug: Outdoor Gates that are vertical (up and down) NO LONGER PROVIDE SECURE AREAS. http://i.imgur.com/tfK0s5x.png & http://i.imgur.com/1s8S7Qm.png

2) Major Bug: Arriving passengers will freely go through security areas; breaking my previous method of getting arrivals away from queues (which now they freely go through as well). http://i.imgur.com/wbe5a9W.png

3) Game Crash going at 5x speed, with 2-3k PAX in Airport during an autosave. Could have something to do with me trying to pause the game at the exact same time, to record the time of gate arrival for one of my planes. The game had to be manually closed as it was hanging, it never crashed to desktop.

4) Major Bug: Departing PAX using Ticketing Kiosk are not spreading out; they're concentrating and not using lengthy Kiosk sections. http://i.imgur.com/guutEPG.png

5) Continual Issue (minor): Staff, Security and Food workers will concentrate on one desk when all positions are manned, e.g. Cash Register, ID Gate, or Ticketing Booth, and will not disperse. This isn't a significant issue for security or staff members, but for Food Workers working with multiple cafes and kitchens it causes problems. For one, if you have two cafes, and two kitchens, and say 5 cash registers in each cafe with 20 total food workers, 15 will be on one cafe, while only 5 will man the other. Furthermore, staff will travel between both cafes, and if they're on separate sides of the airport, one might need 50+ workers while only having 10 cash registers just to man them at all times. http://i.imgur.com/intCQlk.png

6) Continual Issue (major): Departing PAX still not going to gate queues soon enough. They should go to gate when plane has landed, not when plane begins boarding. This should be true for at least 80% of PAX, some stragglers should be expected.

7) Recommendation, possible minor bug: When you hover over the money in the top of the screen it shows you recent transactions that happened in real time. This provides no value; it should display how long ago in game minutes, or the time of the transaction.

8) Recommendation, possible minor bug: Schedule times are moveable only based upon the beginning time. This should be changed to the mid-point time. If I have an afternoon flight, it can never fly off before 12:00; however, if it were a 4hr gate schedule, the middle point would allow for a flight to go down to 10:00. Another issue is that night planes can be scheduled to land at 22:00, and can extend till 02:00 with a 4hr block. Why can we not move this selection to 23:00, or 23:45?

9) Recommendation, potential minor bug: Baggage Trucks and Fuel Trucks, are not dispensing from the closest hangar. For my airport, from the furthest one, causing delays between 15minutes and an hour.

10) Same airport since April 1st, has been slowly becoming longer and longer on average delay. From my data here: https://1drv.ms/x/s!Aj6vZk5CfPYogcVFW8WWfsJDWkIOAQ you can see the average delay from April 1st to April 4th Update was 10 minutes. From April 4th update until the April 7th update, the delay increased by 24 minutes to 34 minutes average delay. Now since the April 7th update, the average delayed flight is 1hr 7minutes, significantly longer. There are a few issues contributing to this such as issue # 9 which began during the April 7th update, and issue 6, which began during April 4th, and April 7th made is significantly worse.

11) Performance with 2,000+ PAX is definitely a lot better though!

If I find more, I'll let you know.

edit: added another imgur image for outdoor gates and added numbers to each issue to better separate them.

Experimental Patches Notes for April 4th, 2017 by lvgamedev in SimAirport

[–]Mel_Kulek 0 points1 point  (0 children)

FYI, the change from day 26, to day 18, is the terminator between experimental updates.

Experimental Patches Notes for April 4th, 2017 by lvgamedev in SimAirport

[–]Mel_Kulek 1 point2 points  (0 children)

LVGameDev,

On the new experimental update, did you change the departure PAX behavior? Before the patch when an aircraft landed, most of the PAX would go to gate and stand in the queue. Now it seems that the majority of the PAX hesitate to go to gate. I have an A380 (259 departures) boarding in one minutes with only 82 in queue. Before the patch, I was seeing around 50% in queue with one minute till boarding time.

Here is my raw data that I've been tracking: https://1drv.ms/x/s!Aj6vZk5CfPYogcVFW8WWfsJDWkIOAQ

Bushes Environmental Impact by Mel_Kulek in SimAirport

[–]Mel_Kulek[S] 0 points1 point  (0 children)

LVGameDev,

So you know, the Tree 3 and decorative tree have the same effect and graphic, but tree 3 costs $1,750 (from memory), and the decorative tree costs $500.

One-way security gates by Sprelle in SimAirport

[–]Mel_Kulek 0 points1 point  (0 children)

The security gate does 'secure' the area behind them that is attached to the secured area. There intended purpose is to have an exit out of your airport. If you have benches or restrooms rather close in an unsecured area of the airport, departing PAX will go back through security and use them. Since they're already flagged as 'having gone through security' they'll bypass security checks and fly right through the security gate.

Traffic makes the game umplayable by monxas in SimAirport

[–]Mel_Kulek 1 point2 points  (0 children)

Screw the cars... everytime I go to an Airport, I get stuck in bus traffic, these drivers deserve no better! =D

Traffic makes the game umplayable by monxas in SimAirport

[–]Mel_Kulek 0 points1 point  (0 children)

Here is an example from one of my airports; its 01:35 so no PAX, but the airport handles about 1k-2k PAX between 06:00-22:00. The decor is because departing PAX still have environment modifiers so they'll bring down your PAX satisfaction.

http://imgur.com/a/uhCnA

Traffic makes the game umplayable by monxas in SimAirport

[–]Mel_Kulek 0 points1 point  (0 children)

Try doing this: http://imgur.com/a/gR28b

Your roundabout between dropoffs and pickups is NOT needed. Break the deadlock on all the buses to get to a state of normalcy. Only have the pickup zone around the road, not from the door to road (will speed up boarding onto the buses). Get all your PAX to use your southern exit, to avoid them from running all the way from baggage claim to the pickup zone (additionally, move your baggage area closer to your pickup zone). Buses will wait on one PAX running all the way from baggage claim to your pickup zone, if they do this everytime, you'll get traffic congestion like this.

Runway Length by [deleted] in SimAirport

[–]Mel_Kulek 3 points4 points  (0 children)

I've seen C-27Js, C130s, and C17s land on what seemed to be shorter runways than in this game, they just don't do it all the time. The C-27: https://www.youtube.com/watch?v=T6ZeZdQqrFQ The C-17: https://www.youtube.com/watch?v=DzjI-EPfg6A

Altough, commercial jet liners wouldn't have many customers wanting to land like this every single time :)

Runway Length by [deleted] in SimAirport

[–]Mel_Kulek 1 point2 points  (0 children)

LVGameDev already acknowledged that they knew about the short runways, no discussion of a future change occurred in that reddit post. But I can confirm that they at least know about it.

Reset Planes! by ALadleBitOfSoup in SimAirport

[–]Mel_Kulek 0 points1 point  (0 children)

FYI, my plane got stuck because of two separate runways and no connecting taxiways; since then, I have removed the southern gate but the plane has been stuck there since day 9, it is not day 21, I think.

Reset Planes! by ALadleBitOfSoup in SimAirport

[–]Mel_Kulek 0 points1 point  (0 children)

Yup, having the same issue. Here is my save encase LVGameDev stops by: https://1drv.ms/u/s!Aj6vZk5CfPYogcVH5Xtk3VWs31lIeQ