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Otherwise we might be able to help further if you give a few screenshots of what you have so far. :)
Some things to keep in mind:
• Baggage hubs are configurable. While you're limited to five objects on any single conveyor line, such as five ticketing desks, you can reset the hub's port assignments. So rather than being stuck with the default ports you see when you place a hub, you can change them to suit the hub's function. When putting in your ticketing desks, for example, you can change five of the hub's ports to Producer ports, allowing you to connect 25 ticketing desks to a single port. (You need one port for a two-way conveyor to connect to the rest of the network.) The same goes for baggage carousels: reset four or five of the ports to Consumer mode and attach up to 5 carousels per hub. That by itself will save you a ton of space and spread.
• Speaking of ticketing desks, they're the only thing that puts baggage into the system. So if you have kiosks (and you should!), those pax are unlikely to use the baggage system. If they do have bags to check, though, they'll head to a desk to drop them off. So ensure you have adequate deskage to handle your peak passenger bubble.
• Conveyors and hubs can be installed on *any* underground level. This is particularly important when you note that fuel pipes can only be installed on -1. There are two main schools of thought on this issue:
School 1 - Interleaving. By running your baggage system under your terminal buildings and fuel lines under taxiways, the two never have to collide, as they will interleave rather than intersect.
School 2 - Dive and Surface. Or, you can let them intersect, diverting your baggage conveyors down to -2 to go under a pipe, then bring it back up to -1 on the other side. This is generally more expensive in foundation spending, though.
Between the two, for a nice and compact system, I'd recommend School 1. It's nowhere near as messy or patchwork.
• Baggage depots have two connections: a producer and a consumer. Make sure you attach both - which you know, but the bigger the system, the easier it is to overlook one of them. Lots of threads have started because of that little goof...and I made one of 'em, back in the day. ;)
• Don't let the conveyor animations convince you of...well, anything, really. It just tells you that both ends of the conveyor are plugged into something. Efficiency isn't factored in.
• Don't overload. Hubs have effectively unlimited capacity, but your depots do not. Generally, commit a baggage depot to no more than 2 gates, but you can push it to 3 for S gates. Ideally, you want one baggage depot handling a pair of gates just for truck movement efficiency; the farther the trucks have to go, the slower things go and the less efficient it is. On big planes, that can be a killer. Same goes for your vehicles; have as many assigned to the depot as the depot is to gates and you'll never run into a snag there.
• Count up the maximum number of flights you have arriving at the same time, then add two - build that many carousels. And add more as you expand. The last thing you need is a backup in baggage claim because of insufficient carousels; in a big system, those tiny inefficiencies can add up fast, and it's a headache. Some of the carousel strategies used in a small airport just don't scale up smoothly.
• I mentioned saving, didn't I? Yeah, make sure you do that. With separate filenames.
• If you see golf carts running around...well, you've screwed up. Not a big deal, but golf carts are only used when the baggage system can't deliver or pick up for a certain gate. Check to make sure there's a depot assigned to the gate, and there's at least one truck assigned to the depot. So view golf carts as a sign that things aren't running as they should. The funny part is that they're more useful the bigger your system gets; you can track them to their destination for an easy debug tool - they'll drive straight to any mistake or gap in the system. :)
And if something goes wrong or you just feel stuck, use the good 'ol F12 key to take a screenshot and post it here in the forum. Everybody has a baggage system tangle at some point or another, so there's a lot of us who are happy to help you untangle it. :)
EDIT: Minor corrections. Office brain on a Monday...
Have 5 ticket desks connect together (max) run these to a hub. so 10 desks need one hub.
have these connect together using the "2 way" converyer. these go out to your planes. good luck.
the best way to build clean thing, it's to reserve place and floor for this if possible, on my side, the building of my airport have 5 floor, and i put all the thing for the baggage travel and the security to the more deep floor, (-2),
for the floor (-1), i keep it for the pipe and ticket and cafe and other small thing,
for the ground floor, more small building for baggage and other and all the rest it's for the runaway and door for plane,
for the second floor (1), i keep it for the embarcation door and bench for sitting ect...,
for the 3 floor, i keep it for the office, electric area ect...,
the best way i found for the bagage it's to put the building for the travelling vehicule neer all around the border of my base neer the road and i have make an another road to the sud to east, it's more than enought for the 50 xl door, and i have some place too in the center of the map for some rapid work, all this building send the bagage to the level -2,
when you build your system, try to use the less possible the small connection of the hub, build hub neer all your srtegic point for splitting the baggage to send it up, and try to use more the two way line, and if you try to put it neer all the border of your map, you can send line anywhere after, and it's better to try to planify before building...
Doesn't that get pretty expensive, Flick?
https://steamuserimages-a.akamaihd.net/ugc/993492320936184923/A51257C28422A0033CF85C64F06DAAFC1A82537E/