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We basically have to ensure that players don't remove the road unless they have ample supplies already available and/or some way to detect that condition & "teleport" supplies in -- otherwise it's very easy to end up with an airport that cannot be rescued due to a traffic jam that has no way to exit the airport, no way for supplies to be delivered, etc....
You can make use of the land on the left via underground roads and/or underground "hallways" to get your pax, and a terminal, on the left side. When playing on the live-stream this weekend that was actually something that I did, building a second 'large aircraft' terminal on the left-side of the road with the pickup/dropoff zone being underground approximately between the two / below the train tracks.
We'll definitely look at allowing demolish on the default road (and LRT tracks) for future patch releases, though!
In order to allow vehicles to operate offroad, that would require completely changing how the pathfinder calculates vehicle paths, essentially making all non-object tiles valid while applying weights to make certain tiles more attractive to the pathfinder. It'd very likely be a significant rework. It'd be much simpler (and cheaper computationally) to run a sanity check to determine if deleting a section of road would break continuity.
As the dev explained a little further up on this thread, they'd like to do that, but haven't found a suitable way that won't involve large amounts of UI/UX rework. It is on their plans, however.
Yes, I read the dev post but I thought that it is not quite the same thing. Only changing the position of the road at the start of the game, not repositioning the road by a construction tool yourself in the later gameplay. I don't know if that concept/Idea is as difficult to get in the game as the other one, but I would think that as a start setting (like road on North, south, east, west border of the map) could be easier to implement.
You know, that's a pretty elegant solution to the problem. With multiple default road positions, it sidesteps the need to have error checking for the roads since it's guaranteed to be complete. And it shouldn't be too difficult to implement because, really, it's just changing a series of coordinates in the map...
That's a great idea. :)
Geez, you built a runway on the other side as well? My idea is to just build the gates and runways on the right, and everything else (baggage claim, ticketing, pickup/dropoff) on the left. I don't have enough money or personal energy to actually do that, but I made a start on it. Uploaded the airport to steam, too, if you can somehow find it.
Well, that really wouldn't help you much. See, traffic is spawned as needed, but LRT trains only arrive on schedule. Once you're at maximum frequency, there's no more capacity available via that route. So having a second or third set of tracks wouldn't accomplish anything; there's never a traffic jam (or, at least, there shouldn't be) so unlike additional road lanes, additional tracks wouldn't solve anything.
That said, if you're running lean on the number of pax your LRT system can move, make sure you have the train arrival schedule pushed up as frequently as you can.
Wait, how is relocating pickup and drop off underground possible?
You can build underground foundation, build a road next to it, dismantle the walls, and assign pickup/dropoff in the "indoors" part of the foundation. Works perfectly.
You briefly have no pickup/dropoff while you erase the above-ground one and make the underground one.
Screenshot: https://steamcommunity.com/sharedfiles/filedetails/?id=1805284531