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Snollzie 25 ABR 2017 a las 2:30
Metal Detector vs Body Scanner ?
I'm more after faster security

With 21 gates including 6 large theres a ton of passengers always massivly cluster f*cked at the body scanners - just wondered before i go and replace all the body scanners with metal detectors.

Which is the fastest or streamlined version?
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Mostrando 1-14 de 14 comentarios
KingCos19 25 ABR 2017 a las 2:48 
you just need more... they'd cluster around metal detectors too...
Dan The Legend 25 ABR 2017 a las 2:58 
I do feel that the metal detectors work better than the body scanners. The clustering is worse on the body scanners because the time it takes one dude to go through the body scanner is longer than that of the metal detector. I only use body scanners on my "lesser wings" like only for gates that take in the smaller beechcrafts and such. Makes sense that the body scanner takes a bit longer aswell as it is the slower, but safer option.
Última edición por Dan The Legend; 25 ABR 2017 a las 3:00
Snollzie 25 ABR 2017 a las 4:08 
i'll try it with metal detectors i'm around 2-4k passengers at any given minute so its getting a bit crazy now.
Snollzie 25 ABR 2017 a las 7:10 
Metal Detector sooooo much faster!
bleck9999 9 MAY 2018 a las 13:14 
If metal detectors are faster and cheaper, why do the body scanners exist? They're bigger and slower from what this thread claims. Perhaps a WIP thing as right now there are no threats to stop at security, maybe this will become a thing and body scanners will increase the likelihood of detecting them. It makes sense that they'd be slower, speaking from personal experience at an airport you need to stand still with your hands in the air rather than walk-through with the metal detecters. Still seems backwards that the more expensive option has no clear upside. Not usually how videogames work.
Scifiwriterguy 9 MAY 2018 a las 16:50 
I used to have this clustering problem regardless of what machines I was using until I assigned machines to one another. Create "lanes" of one ID Stand > Baggage Scan > Body Scan by assigning them to one another.

Unassigned, pax can't distribute properly and tend to form clots. With the machines assigned into lanes, all of my pax clustering problems vanished.
Última edición por Scifiwriterguy; 9 MAY 2018 a las 16:51
Dick_Marcinko 9 JUL 2018 a las 14:41 
I still get them clustering even when I assign them. I did, however, solve the flight crew problem by banning flight crew from all the other lines except the dedicated flight crew line. By forcing them to the flight crew line it meant they never got caught in the chaos.
kiwicalifornia 11 JUL 2018 a las 15:01 
Ive found the same thing as Dick_Marcinko..Even having assigned devices all the way through still has crowding.. Its almost like the pax travel through the ID stand and then the baggage scanner at a fast speed and then they hit the metal detectors which process pax at a slower speed than the ID/Baggage and that causes the bottleneck.
kiwicalifornia 11 JUL 2018 a las 15:02 
lol... User names are censored????
LVGameDev  [desarrollador] 11 JUL 2018 a las 15:15 
@kiwicalifornia -- Please watch your language, this is a warning. ;-) Kidding!! :-D

Edge should have further improvements to this security clustering, meaning they should be splitting up pretty evenly at any given stage of the security process without assignments.

What I mean by 'stage' is that the pax don't currently take into account the "next step" when they consider which ID Check stand to go to -- they're only looking at the ID Check Stand queue (and ensuring that the security zone it's in gets them to their gate of course) when it comes to wait time consideration; they aren't also considering if a given ID Check is nearest to the least-congested bag scanners. This is true whether you're using explicit security flow assignments or not.

When they finish at ID Check, they should then be considering which bag scanner to use based on wait time & distance (this specific 'scoped to security' distance lookup uses line-of-sight, while almost all other pax AI distance calculations use true walking distance). IIRC this was bugged until quite recently due to an oversight in the Pax AI calculations that made it disregard all except the 'nearest' object specifically when running a 'scoped to security' run (cause was a mis-configuration on the bag scanner if recollection serves me).

If anyone is playing on Edge and still seeing issues with this please let us know, but I'm fairly sure it should resolved there; if I have a chance to play after I finish coding tonight I'll try to take a closer look and see if I have any issues in my current main save/airport though. :)

@Snollzworth, Re: OP / Which is best -- They currently perform identical functionality and there is no differentiation between them from a security/securing your airport perspective; timing-wise I think that the metal detector is a bit faster right now. In the future we'll be adding differentiation to them though, so that there's actually a functional difference; probably either the "risk level" of missing something (contraband, etc) and/or government/inspector related incentives.
Última edición por LVGameDev; 11 JUL 2018 a las 15:16
Dr.Acula 12 JUL 2018 a las 9:45 
I actually had problems with clustering around Body scanners as well. However I managed to fix it by pretty much having a setup like this:

Passport.......-.....Bag scanner........-....body scanner
.......................................................\/
Passport.......-.....Bag scanner........-....body scanner
......................................................./\
Passport.......-.....Bag scanner........-....body scanner

That means the top/bot bag scanners are connect to two body scanners while the mid bag scanner is connected to three body scanners. In the game it looks something like this:

https://steamcommunity.com/sharedfiles/filedetails/?id=1439155374

One might think that this would cause more problems, but it runs actually very smooth.

The 7 lines (7x passport, 7x baggage, 7x body scanner) in the bottom area of my security are fed by two waiting lines - one for economy and one for first class and crew. However they still share the security lines at the end. So if there are not first class passengers or crew the lines will still handle economy passengers.

All about efficiency...
Última edición por Dr.Acula; 12 JUL 2018 a las 9:55
Scifiwriterguy 12 JUL 2018 a las 10:45 
Cool idea! Almost like pipeline load balancing, but with passengers.
SupremeChalupa 12 JUL 2018 a las 20:08 
1 ID stand -> 1 bag scanner -> 2 body scanners (with 2 grid squares between each item) = minmal backups in security. 14x2 per "train". Add in a 10 square queue per train and you've got a throughput workable solution. Cause Security wages are cheap.

*edit*

Roughly 8:1 Coach to first class for trains. and 1-2(I mean 1 is enough) Flight crew train per airport.
Última edición por SupremeChalupa; 12 JUL 2018 a las 20:10
Dr.Acula 12 JUL 2018 a las 22:54 
Publicado originalmente por supremechalupa:
1 ID stand -> 1 bag scanner -> 2 body scanners (with 2 grid squares between each item) = minmal backups in security. 14x2 per "train". Add in a 10 square queue per train and you've got a throughput workable solution. Cause Security wages are cheap.

Try my setup. There won't be any backing up at the body scanners even though I have an even number of of bag and body scanners.
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Publicado el: 25 ABR 2017 a las 2:30
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