SimAirport - lvgamedev
Patch Notes

  • Reduced passenger build-up/swarming in some cases at zone boundaries
  • Fixed a UI bug on Schedule Editor when having a large number of gates
  • Fixed a few bugs related to assignment dialog being up while creating kitchen/cafe zones
  • Kitchen/food delivery improvements; deliveries now scheduled for noon
  • Fixed a bug related to checking whether objects are functional or not
  • Vehicles now do better target-selection to avoid getting stuck
  • Fixed a bug resulting in leftover trash/dirty floor when no trash zone
  • Fixed a bug with the '# Standing' for aircraft hover during boarding
  • Adjusted passenger AI to better distribute & re-check intentions
  • Adjusted agent-positions for using several kitchen/retail objects to prevent no-path conditions from causing lockups
  • Pending construction prep carts no longer usable until finished constructing
  • Fixed a bug that could cause excessive garbage buildup due to an agent pooling issue
  • Fixed several issues with Garbage pickups & stuck garbage trucks
  • Greatly reduces chance of passengers missing flights due to their lesser needs/stuck at Cafe
  • All passengers should now engage in getting picked up within 1.5 hours after having missed a flight
  • Fixed a bug with redundant dismantle object projects resulting in a demolish to grass
  • Fixed a bug with kitchen objects sometimes not getting fully restocked
  • Fixed a bug with dropped off passengers being stuck when the airport is not functional / they spawned bored, outside
  • Fixed a class of bugs resulting in stuck pax + staff when the objects they started using (or were headed to) are destroyed
  • Fixed an issue with placing walls where doors had been previously
  • Fixed an issue that could rarely result in queues becoming 'stuck'
  • Fixed an issue that could cause workmen tasks to get stuck after firing workman
  • Several save/load fixes & minor performance improvement
  • Fixed an issue with placing Dumpsters & Doors on zones
  • Fixed a bug with RetailCashRegister showing kitchen as “no inventory” when should be “not assigned”. (Sorry, kitchens may need to be reassigned)
  • Janitors will now assist with loading garbage into garbage trucks
  • Adds a handful of new flooring colors/tile visual styles
  • Adds a new design/style of cafe chair & table
  • Some decorative bushes can now be rotated
  • Adds a basic 'Planning Mode' set of drawing tools
  • Enables Cafe/Kitchen functionality again!

Save Game Files from Previous Versions
We encourage you to start a new game with this patch, however many recent saved games will work fine. Depending on the age of your saved game, you may experience issues attempting to play on this latest patch however. We make every effort to ensure that patches are backwards compatible with older saved game files, but it is not always realistically possible. When reporting bugs please try beginning a new game to ensure that the issue isn’t related to an old save game file.

Specific Known Issues in this Update
  • Multiple kitchens / cafes: Staff priorities are not properly tuned yet which may result in staff running back and forth between cafes/kitchens in generally undesired ways.
  • Performance: We are aware that performance is a problem for many players right now and we will be focusing on it much more directly in the coming updates. Performance is critical to gameplay in SimAirport and we take it very seriously; you can expect to see substantial improvements in the near future.
SimAirport - Ramsis
Patch Notes

  • Reduced passenger build-up/swarming in some cases at zone boundaries
  • Fixed a UI bug on Schedule Editor when having a large number of gates
  • Fixed a few bugs related to assignment dialog being up while creating kitchen/cafe zones
  • Kitchen/food delivery improvements; deliveries now scheduled for noon
  • Fixed a bug related to checking whether objects are functional or not
  • Vehicles now do better target-selection to avoid getting stuck
  • Fixed a bug resulting in leftover trash/dirty floor when no trash zone
  • Fixed a bug with the '# Standing' for aircraft hover during boarding
  • Adjusted passenger AI to better distribute & re-check intentions
  • Adjusted agent-positions for using several kitchen/retail objects to prevent no-path conditions from causing lockups
  • Pending construction prep carts no longer usable until finished constructing
  • Fixed a bug that could cause excessive garbage buildup due to an agent pooling issue
  • Fixed several issues with Garbage pickups & stuck garbage trucks
  • Greatly reduces chance of passengers missing flights due to their lesser needs/stuck at Cafe
  • All passengers should now engage in getting picked up within 1.5 hours after having missed a flight
  • Fixed a bug with redundant dismantle object projects resulting in a demolish to grass
  • Fixed a bug with kitchen objects sometimes not getting fully restocked
  • Fixed a bug with dropped off passengers being stuck when the airport is not functional / they spawned bored, outside
  • Fixed a class of bugs resulting in stuck pax + staff when the objects they started using (or were headed to) are destroyed
  • Fixed an issue with placing walls where doors had been previously
  • Fixed an issue that could rarely result in queues becoming 'stuck'
  • Fixed an issue that could cause workmen tasks to get stuck after firing workman
  • Several save/load fixes & minor performance improvement
  • Fixed an issue with placing Dumpsters & Doors on zones
  • Fixed a bug with RetailCashRegister showing kitchen as “no inventory” when should be “not assigned”. (Sorry, kitchens may need to be reassigned)
  • Janitors will now assist with loading garbage into garbage trucks
  • Adds a handful of new flooring colors/tile visual styles
  • Adds a new design/style of cafe chair & table
  • Some decorative bushes can now be rotated
  • Adds a basic 'Planning Mode' set of drawing tools
  • Enables Cafe/Kitchen functionality again!

Save Game Files from Previous Versions
We encourage you to start a new game with this patch, however many recent saved games will work fine. Depending on the age of your saved game, you may experience issues attempting to play on this latest patch however. We make every effort to ensure that patches are backwards compatible with older saved game files, but it is not always realistically possible. When reporting bugs please try beginning a new game to ensure that the issue isn’t related to an old save game file.

Specific Known Issues in this Update
  • Multiple kitchens / cafes: Staff priorities are not properly tuned yet which may result in staff running back and forth between cafes/kitchens in generally undesired ways.
  • Performance: We are aware that performance is a problem for many players right now and we will be focusing on it much more directly in the coming updates. Performance is critical to gameplay in SimAirport and we take it very seriously; you can expect to see substantial improvements in the near future.
SimAirport - lvgamedev
It's time for another SimAirport patch and we have also released the SimAirport Roadmap that we mentioned in the previous patch notes!

SimAirport Early Roadmap

A few days ago we came across a bug related to zones and 'zone references' which turned out to be one of the primary root causes of the cafe/retail issues. It has required us to take a slight detour to address the underlying root issue and we're just about through that now. We anticipate having that fix, and cafe/retail itself, fully up and running very soon and you can expect to see it on the experimental branch early next week. We'll then be proceeding to get that out in a general availability patch as soon as we can thereafter!

Patch Notes
  • Fixed a bug with Flight Info Display incorrectly emitting Environment effect instead of Information
  • Fixed the “# standing > # departing” bug when 2+ desks are assigned to a gate
  • Aircraft can now depart earlier than scheduled departure time if otherwise ready to leave (boarded & loaded etc)
  • Demolish tool now must be used adjacent to outdoors areas; helps prevent confusing islands of “outdoors” surrounded by “indoors”. Use ‘Clear’ tool to clear indoor areas and keep them as indoors.
  • Minor memory allocation improvements [performance]
  • Fixed an issue where workers didn’t complete a tasks or stopped mid-way through
  • Fixed aircraft becoming stuck when their runway was destroyed while at the gate
  • Nearby construction workers will now assist in unloading Supply Trucks
  • Airlines UI now shows available flights broken down by morning/afternoon/night
  • Existing indoor decor will no longer be removed when placing flooring
  • Fixed an issue that sometimes caused security & zone validations to stop running
  • Fixed multiple small save/load related issues
  • Flight Schedule UI Overhaul -- Scheduling is now done by gate.

Note - When loading an existing save from a prior patch you may end up with some cancelled flights for the first day until you have adjusted your schedule accordingly. Schedule changes only take effect for 'tomorrow' and forward.

Thanks everyone -- and as usual, we'll have more for you as soon as we can!!
SimAirport - LVGameDev
It's time for another SimAirport patch and we have also released the SimAirport Roadmap that we mentioned in the previous patch notes!

SimAirport Early Roadmap

A few days ago we came across a bug related to zones and 'zone references' which turned out to be one of the primary root causes of the cafe/retail issues. It has required us to take a slight detour to address the underlying root issue and we're just about through that now. We anticipate having that fix, and cafe/retail itself, fully up and running very soon and you can expect to see it on the experimental branch early next week. We'll then be proceeding to get that out in a general availability patch as soon as we can thereafter!

Patch Notes
  • Fixed a bug with Flight Info Display incorrectly emitting Environment effect instead of Information
  • Fixed the “# standing > # departing” bug when 2+ desks are assigned to a gate
  • Aircraft can now depart earlier than scheduled departure time if otherwise ready to leave (boarded & loaded etc)
  • Demolish tool now must be used adjacent to outdoors areas; helps prevent confusing islands of “outdoors” surrounded by “indoors”. Use ‘Clear’ tool to clear indoor areas and keep them as indoors.
  • Minor memory allocation improvements [performance]
  • Fixed an issue where workers didn’t complete a tasks or stopped mid-way through
  • Fixed aircraft becoming stuck when their runway was destroyed while at the gate
  • Nearby construction workers will now assist in unloading Supply Trucks
  • Airlines UI now shows available flights broken down by morning/afternoon/night
  • Existing indoor decor will no longer be removed when placing flooring
  • Fixed an issue that sometimes caused security & zone validations to stop running
  • Fixed multiple small save/load related issues
  • Flight Schedule UI Overhaul -- Scheduling is now done by gate.

Note - When loading an existing save from a prior patch you may end up with some cancelled flights for the first day until you have adjusted your schedule accordingly. Schedule changes only take effect for 'tomorrow' and forward.

Thanks everyone -- and as usual, we'll have more for you as soon as we can!!
SimAirport - lvgamedev
It feels like an eternity already but it was a little less than 3 weeks ago when we released SimAirport publicly into Early Access. It's been an absolutely wild ride ride so far but we're honored to have so many of you playing and having fun with the game already -- even at this early stage of the game's life! We have been having a blast working with you in the forum and via email, getting bugs tracked down, and getting fixes & patches out to you as quickly as we can.

We really want to thank those of you who have jumped on board early with us -- you've been great so far and we're really excited about what the future holds as we continue to work together to craft SimAirport into the best tycoon-style management game out there.

There's still a lot of work to be done, and it's certainly not going to happen overnight, but we're incredibly excited for what the future holds for SimAirport over the long-term. Just as we have been over these quick first three weeks, we'll continue to be here day-in and day-out -- listening and engaging directly with the community, working on fixes, updates, content, and above all, actually shipping patches -- for the long haul.

Our community has tons of ideas, and we have many ideas as well; we wanted to prepare a roadmap of sorts, and that's what we are delivering to you today. Game development is definitely a fluid process, and things are subject to change, but below you will find a rough outline of how we foresee the development process evolving over the next few months and we've called out some specifics that we know we'd like to get addressed, or implemented, sooner than later.

Keep in mind that the roadmap below is not written in stone, and is not all-inclusive; especially given that we like to stay directly engaged with the community, so if something comes up, or the community has a great idea, or there's anything important to the game that comes along unexpectedly -- we won't hesitate to deviate priorities temporarily and get it addressed or implemented.

The one thing that won't be changing? Our dedication to SimAirport, and to the community that has formed around the game so far. We'll be here working on this game not only until it is considered 'finished', but for a long time after that too -- together with your participation, we intend to explore the boundaries of tycoon-style management games in SimAirport.

Roadmap Notes:
  1. In an effort to stay nimble and ship patches fast, and the fluid nature of game development in general, we aren't putting specific timeframes on these 'stages' of development. Rather our goal is moreso to convey and share our perspective and the overarching stages we foresee in the shorter term future of SimAirport's development cycle.
  2. Coinciding with the release of this roadmap, we will soon be doing some basic structuring & reorganization of the Steam discussion forums in an effort to better cater to the ongoing development lifecycle, to make things easier to find for you and to make it easier for us to see what's important to you.

Bug Bash -- Everything working, flawlessly
  • Zones; zone editing, movement, assignment handled properly in all cases
  • Cafes / Retail; working perfectly
  • Destruction of in-use or planned-to-use objects always handled correctly
  • Incremental performance improvements
  • Nothing stuck. Ever!
  • Passenger AI Improvements
    • Task switching, reconsideration
    • Distribution weighting improved
    • Memory footprint reduced (performance)
    • Queue timings adjusted to function as intended
    • First class passengers given meaning
  • Minor requested additions, as time permits
    • Flight Scheduling UI & Concept Updated [done]
    • Janitors, Workers help with loading, unloading trucks [partially complete]
    • Storage zone, Supply Piles being returned to Storage
    • Additional minor object additions / options (decor, chair types, etc)
    • UI enhancements, UI screen additions, planning mode, etc
Performance -- Construction & Ops are smooth, at reasonably large pax counts
  • Crowd pathfinding fully merged; replace alternates for long-traversal paths
  • Construction; remaining synchronous invalidations handled asynchronously
  • Textures; support lower-end GPUs via size reductions or shipping multiple sizes
  • Misc; track down game exit CTDs, begin tracking down problem memory leaks
Content & Gameplay -- The FUN begins!
We have a LOT planned, and it’s just a matter of time before we get there. We’ll be adding some things in sooner than later, in some cases even within other update cycles that aren’t dedicated to content addition. In other cases, we’ll be waiting until we’re really within a full ‘content mode’ update cycle.

Please Note: This list is NOT all inclusive of our plans. It is just meant to be a representation of some of the things that we’re confident we want to get implemented sooner than later. We will be getting to a lot more over time. There are also no guarantees; items from this list could be removed, re-prioritized or even skipped entirely.

We listen to and engage with our (fantastic) community quite often; we’re always willing to listen and learn from our players, and there’s even a fantastic thread that we follow quite closely in our forum. As a result priorities may shift, ideas may change, or new things may become more important -- please consider the following list only to be a rough guideline, there are a LOT more things we want to do beyond just these things, and we’ll be shipping many content updates & patches over time!

  • Passenger Transportation
    • Dropoff & Pickup via Light Rail Train
    • Parking Structures
  • More objects to satisfy, entertain, and profit off of your Passengers
    • Bars, Restaurants, Take Out/Fast Food, Delis, etc
    • Duty Free shops, newsstands, clothing stores, etc
    • Systems depth; more for-sale items, inventory control, custom pricing
    • Misc. entertainment options; arcade games, news stands, TVs, etc
  • New Systems & Existing System Improvements
    • Weather system improved; impacts operations
    • Staff assignments; assign staff to desks or areas
    • Information System; increase impact, additional objects
    • Research Additions
    • Game Progression Re-Balance
    • Airlines that require services, offices, lounges
    • Refuel systems; fuel truck, fuel pipelines re-implemented
    • Reporting; data, charts, historic insights
  • Misc.
    • Steam Workshop integration with save sharing & mod support
    • Game localization & language translations
SimAirport - LVGameDev
It feels like an eternity already but it was a little less than 3 weeks ago when we released SimAirport publicly into Early Access. It's been an absolutely wild ride ride so far but we're honored to have so many of you playing and having fun with the game already -- even at this early stage of the game's life! We have been having a blast working with you in the forum and via email, getting bugs tracked down, and getting fixes & patches out to you as quickly as we can.

We really want to thank those of you who have jumped on board early with us -- you've been great so far and we're really excited about what the future holds as we continue to work together to craft SimAirport into the best tycoon-style management game out there.

There's still a lot of work to be done, and it's certainly not going to happen overnight, but we're incredibly excited for what the future holds for SimAirport over the long-term. Just as we have been over these quick first three weeks, we'll continue to be here day-in and day-out -- listening and engaging directly with the community, working on fixes, updates, content, and above all, actually shipping patches -- for the long haul.

Our community has tons of ideas, and we have many ideas as well; we wanted to prepare a roadmap of sorts, and that's what we are delivering to you today. Game development is definitely a fluid process, and things are subject to change, but below you will find a rough outline of how we foresee the development process evolving over the next few months and we've called out some specifics that we know we'd like to get addressed, or implemented, sooner than later.

Keep in mind that the roadmap below is not written in stone, and is not all-inclusive; especially given that we like to stay directly engaged with the community, so if something comes up, or the community has a great idea, or there's anything important to the game that comes along unexpectedly -- we won't hesitate to deviate priorities temporarily and get it addressed or implemented.

The one thing that won't be changing? Our dedication to SimAirport, and to the community that has formed around the game so far. We'll be here working on this game not only until it is considered 'finished', but for a long time after that too -- together with your participation, we intend to explore the boundaries of tycoon-style management games in SimAirport.

Roadmap Notes:
  1. In an effort to stay nimble and ship patches fast, and the fluid nature of game development in general, we aren't putting specific timeframes on these 'stages' of development. Rather our goal is moreso to convey and share our perspective and the overarching stages we foresee in the shorter term future of SimAirport's development cycle.
  2. Coinciding with the release of this roadmap, we will soon be doing some basic structuring & reorganization of the Steam discussion forums in an effort to better cater to the ongoing development lifecycle, to make things easier to find for you and to make it easier for us to see what's important to you.

Bug Bash -- Everything working, flawlessly
  • Zones; zone editing, movement, assignment handled properly in all cases
  • Cafes / Retail; working perfectly
  • Destruction of in-use or planned-to-use objects always handled correctly
  • Incremental performance improvements
  • Nothing stuck. Ever!
  • Passenger AI Improvements
    • Task switching, reconsideration
    • Distribution weighting improved
    • Memory footprint reduced (performance)
    • Queue timings adjusted to function as intended
    • First class passengers given meaning
  • Minor requested additions, as time permits
    • Flight Scheduling UI & Concept Updated [done]
    • Janitors, Workers help with loading, unloading trucks [partially complete]
    • Storage zone, Supply Piles being returned to Storage
    • Additional minor object additions / options (decor, chair types, etc)
    • UI enhancements, UI screen additions, planning mode, etc
Performance -- Construction & Ops are smooth, at reasonably large pax counts
  • Crowd pathfinding fully merged; replace alternates for long-traversal paths
  • Construction; remaining synchronous invalidations handled asynchronously
  • Textures; support lower-end GPUs via size reductions or shipping multiple sizes
  • Misc; track down game exit CTDs, begin tracking down problem memory leaks
Content & Gameplay -- The FUN begins!
We have a LOT planned, and it’s just a matter of time before we get there. We’ll be adding some things in sooner than later, in some cases even within other update cycles that aren’t dedicated to content addition. In other cases, we’ll be waiting until we’re really within a full ‘content mode’ update cycle.

Please Note: This list is NOT all inclusive of our plans. It is just meant to be a representation of some of the things that we’re confident we want to get implemented sooner than later. We will be getting to a lot more over time. There are also no guarantees; items from this list could be removed, re-prioritized or even skipped entirely.

We listen to and engage with our (fantastic) community quite often; we’re always willing to listen and learn from our players, and there’s even a fantastic thread that we follow quite closely in our forum. As a result priorities may shift, ideas may change, or new things may become more important -- please consider the following list only to be a rough guideline, there are a LOT more things we want to do beyond just these things, and we’ll be shipping many content updates & patches over time!

  • Passenger Transportation
    • Dropoff & Pickup via Light Rail Train
    • Parking Structures
  • More objects to satisfy, entertain, and profit off of your Passengers
    • Bars, Restaurants, Take Out/Fast Food, Delis, etc
    • Duty Free shops, newsstands, clothing stores, etc
    • Systems depth; more for-sale items, inventory control, custom pricing
    • Misc. entertainment options; arcade games, news stands, TVs, etc
  • New Systems & Existing System Improvements
    • Weather system improved; impacts operations
    • Staff assignments; assign staff to desks or areas
    • Information System; increase impact, additional objects
    • Research Additions
    • Game Progression Re-Balance
    • Airlines that require services, offices, lounges
    • Refuel systems; fuel truck, fuel pipelines re-implemented
    • Reporting; data, charts, historic insights
  • Misc.
    • Steam Workshop integration with save sharing & mod support
    • Game localization & language translations
SimAirport - Ramsis
We've got a good bit in store this week and we're kicking it off today with some more fixes and general improvements to address some of the remaining issues we've heard reported most frequently. Here are today's patch notes:

  • Fix sorting order on some wall-affixed objects (toilets + southwall still under pax)
  • Fixed issue that could cause stuck vehicles in some circumstances
  • Fixed accumulation of checked baggage if flight never lands, or otherwise has departed with all passengers despawned
  • Fixed vehicles sometimes getting stuck when they’re essentially already on the destination
  • Fixed a bug that could often cause Baggage Car to immediately end its task and park in the hangar again, when loading a game as it was pulling out
  • Added camera zoom via click & drag of middle mouse wheel
  • Idle workmen will now help with the unloading of nearby supply trucks
  • Runway numbering w/ letters added for multiple runways of same orientation
  • Arriving flights should now arrive on time or closer to it (unless airport conditions cause a delay, such as no gate, no runway, etc.)
  • Fixed a bug with vehicles sometimes getting stuck at spawn point when pathing to unreachable destinations
  • Fixed ‘throw garbage away’ behavior to respect secured areas
  • Fixed a bug that could sometimes cause references to zones to be corrupted

As for the rest of this week, we've been listening closely and we're aware that there are some common themes that many are looking forward to. We expect to have at least several of them touched upon this week. Those things include...

  • Getting the cafe & kitchen cooking again
  • Flight Schedule UI Overhaul; by popular demand, this will be displayed & assigned by gate
  • Passenger AI tweaks & improvements
  • Further performance optimizations
  • Bug fixes!
Work is well under way on these items and we will be deploying some of then to the 'experimental' Steam branch periodically throughout the week in order to get player feedback, prior to putting them into a patch on the default branch. There are a handful of moderate-impact bugs oustanding, and we continue to review all files we receive to debug the issues and get fixes into the patches as fast as we can. If you've sent in a bug and we haven't addressed it yet, please be patient -- we're getting to them just as quickly as we can while ensuring that we devote enough time to each to identify the root causes of a given problem and get it resolved.

We know that many are eager for performance improvements, and we've identified several spots where we can obtain fairly significant gains in a reasonable amount of time; we'll be doing our best to get at least some of that into patches this week and we'll continue to optimize further as we go. Once the bugs are fully under control, we'll be circling back and optimizing even further as well.

Thank you to everyone, especially those who have been submitting bugs and sending in your save files, we really cannot thank you enough -- your assistance allows us to locate the issues much more quickly & efficiently, and is what allows us to quickly iterate and get the fixes out to you as fast as we can.

We'll have more very soon -- including a 'Roadmap' releasing this week -- and of course more patches!

Thanks again everyone, and please keep the feedback coming!!
SimAirport - Ramsis
We've got a good bit in store this week and we're kicking it off today with some more fixes and general improvements to address some of the remaining issues we've heard reported most frequently. Here are today's patch notes:

  • Fix sorting order on some wall-affixed objects (toilets + southwall still under pax)
  • Fixed issue that could cause stuck vehicles in some circumstances
  • Fixed accumulation of checked baggage if flight never lands, or otherwise has departed with all passengers despawned
  • Fixed vehicles sometimes getting stuck when they’re essentially already on the destination
  • Fixed a bug that could often cause Baggage Car to immediately end its task and park in the hangar again, when loading a game as it was pulling out
  • Added camera zoom via click & drag of middle mouse wheel
  • Idle workmen will now help with the unloading of nearby supply trucks
  • Runway numbering w/ letters added for multiple runways of same orientation
  • Arriving flights should now arrive on time or closer to it (unless airport conditions cause a delay, such as no gate, no runway, etc.)
  • Fixed a bug with vehicles sometimes getting stuck at spawn point when pathing to unreachable destinations
  • Fixed ‘throw garbage away’ behavior to respect secured areas
  • Fixed a bug that could sometimes cause references to zones to be corrupted

As for the rest of this week, we've been listening closely and we're aware that there are some common themes that many are looking forward to. We expect to have at least several of them touched upon this week. Those things include...

  • Getting the cafe & kitchen cooking again
  • Flight Schedule UI Overhaul; by popular demand, this will be displayed & assigned by gate
  • Passenger AI tweaks & improvements
  • Further performance optimizations
  • Bug fixes!
Work is well under way on these items and we will be deploying some of then to the 'experimental' Steam branch periodically throughout the week in order to get player feedback, prior to putting them into a patch on the default branch. There are a handful of moderate-impact bugs oustanding, and we continue to review all files we receive to debug the issues and get fixes into the patches as fast as we can. If you've sent in a bug and we haven't addressed it yet, please be patient -- we're getting to them just as quickly as we can while ensuring that we devote enough time to each to identify the root causes of a given problem and get it resolved.

We know that many are eager for performance improvements, and we've identified several spots where we can obtain fairly significant gains in a reasonable amount of time; we'll be doing our best to get at least some of that into patches this week and we'll continue to optimize further as we go. Once the bugs are fully under control, we'll be circling back and optimizing even further as well.

Thank you to everyone, especially those who have been submitting bugs and sending in your save files, we really cannot thank you enough -- your assistance allows us to locate the issues much more quickly & efficiently, and is what allows us to quickly iterate and get the fixes out to you as fast as we can.

We'll have more very soon -- including a 'Roadmap' releasing this week -- and of course more patches!

Thanks again everyone, and please keep the feedback coming!!
SimAirport - Ramsis
Patch Notes March 19, 2017

  • Fixed some vehicles getting stuck when inbound
  • Fix z-order of Body Scanner after loading game
  • Passenger Pickup timeout added; set at 1 hour, passengers will walk off map afterwards
  • Garbage truck rescheduled, now midnight instead of noon
  • A few conveyor bag movement improvements (no lag fix yet, still debugging; accepting maps w/ issue)
  • Boarding timer now accounts for multiple gate agents & desks
SimAirport - Ramsis
Patch Notes March 19, 2017

  • Fixed some vehicles getting stuck when inbound
  • Fix z-order of Body Scanner after loading game
  • Passenger Pickup timeout added; set at 1 hour, passengers will walk off map afterwards
  • Garbage truck rescheduled, now midnight instead of noon
  • A few conveyor bag movement improvements (no lag fix yet, still debugging; accepting maps w/ issue)
  • Boarding timer now accounts for multiple gate agents & desks
...