A bit earlier than normal this month, tonight we're releasing a patch to the default / general release branch. Conveyor Systems have received some updates based on your feedback, several quality-of-life enhancements, and numerous bug fixes and improvements throughout.
If you missed it, we just recently released the updated SimAirport 2017 Roadmap -- be sure to check it out if you haven't already!
We've already been working on the next stuff and, as usual, we'll be back with more on the Experimental/Edge branches just as soon as we have it ready for you!
Thanks everyone!
Patch Notes for July 18, 2017
- Conveyor System Changes -- By popular demand!
- Conveyors inbound to a hub (blue, labeled with an "H") can now have 3-way intersections
- Conveyor sections with a 3-way intersection will only be allowed to connect to other "to hub"/blue sections
- The pink ("R") side of the network is unchanged, does not allow intersections
- Adds a separate setting for keyboard pan speed
- Adds the 4th facing for Bag Scanner!
- Revises the flight status window; optimized, resizable, and condensed
- LRT Platform can now be dismantled and repositioned
- Several queue tweaks including improvements to prevent stacking
- Revise the custom gate name UI to now support unlimited number of gates
- Adds a 'Important Zone Problems' notification/alert icon to the Zones UI button (missing deliveries zone, zone full, etc)
- Updates the capacity/demand graph, now incorporates arriving passenger demand (leaving airport) & ignores unscheduled flights
- Fixes an issue with vehicles sometimes becoming stuck
- Fixes an issue with construction indicator appearing under walls
- Several Queue related tweaks to reduce issues with passengers entering too slowly or 'clumping'
- Fixes the “# Bags Loaded” (outdoor luggage) always showing 0
- Drawing walls/fences over defined queues is now prohibited
- Fixes an issue that could cause stuck aircraft adjacent to runway
- Adds a tooltip warning that runway lights do not carry over when upgrading runways
- Adds hover tooltip to Supply Trucks to better communicate their current status
- Fixes passengers initial movement target when closing in on an object — prevents overshoot and/or backtracking
- Fixes light rail train 30 minute interval setting (will always spawn vs. checking for overrun)
- Fixes the estimated transit capacity series on Capacity Graph, was 4x too high
- Expands the collection of flight data metrics (e.g. actual arrival time, time spent doing X, Y, or Z) in anticipation of future reporting tools
- Several timing & aesthetic improvements to bars & food-serving kiosk objects
- Fixes CFO/COO/Janitor not being included in hourly wages
- Fixes gate agent desk getting outdoor material on default map
- Changes the secure areas report to show sector-like wings vs just “secure vs nonsecure”
- Fixes a few conveyor/object placement validation bugs
- Early Access dialog will now link to the appropriate Bug Report forum based on client version/branch
- Slight visual fix for Passengers when entering defined queues
- Fountains can be placed outside now
- Removes the “Break Deadlock” button from vehicles (remains on Aircraft for now)
- Aircraft pathfinding updates & upgrades
- Fixes the UI money hover not limiting the number of recent transactions displayed
- Fixes a sprite error on very large land expansion area indicators
- Resolves the issue with road construction sometimes not completing
- Fixes one issue with sectors job sometimes not completing successfully that could result in an inconsistent map state that shows everything non-secure, all zones failing validations, etc.
- Slightly optimizes sector generation
- Fixes recent transactions not limiting properly in the top UI hover
- Fixes an issue that could cause projects to re-allocate supplies incorrectly
- Fixes an issue that rarely prevented sector generation from finishing
- Fixes several thread-safety related issues
- Fixes the issue that caused sectors to generate incorrectly in some cases; this sometimes resulted in secure areas being incorrect, bad paths/through walls, etc
- Makes the 'dock notification' icons more obvious
- Fixes a bug that allowed objects to be placed on top of queues
- Fixes a bug that prevented graphs from updating properly when game was paused
- Fixed a bug that could occur when loading a save with a recently-spawned aircraft on final
- Fixed an issue that caused staff task priorities to not always be observed
- Fixes a queue heuristics bug that could result in 'looping' with some setups/layouts
- Queue entry now faster, more direct, less 'jitter' before entering
- Through-queue movement speed slowed down slightly
- Passenger reaction time increased while in queues, reduces gaps
- Conveyor endpoints now displayed prior to selecting conveyor tool
- Changed underground view so that only the utility objects will be hovered/selectable
- Audio updates, some new effects, updates to existing; feedback appreciated!
- Profit & Loss report now categorized; old data will be in 'Undefined' category, new data will categorize properly
- Several minor performance related changes, memory usage improvements
- Minor Aircraft pathfinding tweaks, should avoid runways a bit more aggressively
- Minor tweaks to 'Bird In Hand' heuristics, intended to reduce "looping" issues