![]() ![]() Moving walkways, multi-story structures, additional terminals, one-way taxiways, staggered schedules, and careful standby gate allocation - these are but a sampling of the concepts you'll leverage on your way to truly mastering the art of large-scale airport operations. Large & complex airports require extremely smart designs. Avoiding bottlenecks for 10k+ pax will likely require different tactics! Aim for profitability by scaling up, but remember: more passengers, more problems! Getting 2,000 pax out is easy. ![]() The starter airport helps get aircraft landing & cash flowing almost immediately. Simple & familiar controls for a smooth takeoff Deeply simulated gameplay where each detail makes an impact - down to the trash cans. Challenge yourself to create an efficient & profitable international hub in Career Mode, or create an artistic masterpiece without credit rating worries in Sandbox Mode.Ĭonstruct your terminal, hire staff, sign airline contracts, tweak the daily flight schedule, configure standby gate availability, plan & design your infrastructure - bag handling systems, roads & taxiways, fuel systems, runways, gates, hangars, service vehicles, and everything in between. If there are, the aircraft will switch over to that gate - and likewise, the passengers will begin to move towards the flight's new gate.įallback time blocks are setup per gate and are totally customizable in terms of time allotment a gate can indeed be a fallback even if it also has scheduled flights assigned to it at the same time, but beware that this may mean those scheduled flights are more likely to get "bumped" since other aircraft could end up using the gate as their fallback (potentially leading to cascading failures) if their originally-scheduled gate is occupied.Īpologies for the mouthful - hopefully that helps explain the concept and the potential uses, and maybe gives you some ideas on how you can leverage it to create highly-efficient setups.You control everything, from the cruise-altitude decisions to the smallest ground-level details. When an aircraft is due to arrive soon, and starts checking to see if his gate is available - and it's not - instead of cancelling, the flight will instead look to see if there are any other gates available that are configured as fallback gates for the current time (and that are large enough for the aircraft). You can now set a gate, any gate, to have 'Standby Times' - these are 'blocks of time' for a given gate during which that gate will be considered a candidate as a "fallback". ![]() We then implemented the player-controlled scheduling mechanic, similar to what you have now (though substantially less usable & robust) - but aircraft no longer would try/attempt to use any other gate, and if their gate was taken the flight would eventually end up being cancelled.įast forward to last night's patch, and we've given you the control back - full control. This was very disliked by players, the community - it often meant that you'd end up with cascading failures that you had no control over, sometimes causing a small flight to take a gate which would then bump/cancel a later larger flight, costing you money. When we originally launched SimAirport, all gates acted as "Standby Gates" - flights would automatically fail over to any available gate.
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