![]() ![]() You may be bottlenecking (and the OP as well) by using only one GAD per XL gate. Baggage can be loaded and unloaded any time within the time your plane is at the gate, so they have a few hours to get it done. If you stagger arrival times pretty well, you should probably be able to get away with half that many vehicles and maybe fewer. I haven't done a whole lot of experimenting to find out exactly how many hangars and vehicles needed to support per gate, but I think two baggage cars and one fuel truck per gate is almost certainly too much as well. ![]() You should for sure be able to get planes in and out of an XL gate faster than 4 or 5 hours. When flights take off delayed, check their passenger flow the next day - usually you will get an idea where the pax lose too much time. Originally posted by Snowpig:My best practice here is: one medium hangar per XL-gate with two baggage and one fuel truck.Īfter accepting contracts and placing them in the schedule check your transportation if it can handle the pax load. In most cases that's the quickest way to find problems :) One tip I can give everyone is trying to be a passenger inside your airport, start off with the dropoffs and go all the way to the gate using ticketing and security. ![]() Is your boarding quick enough (may need more gate desks) and/or your turnaround time set too low (mind that SA has a different time scale, you won't get turnarounds like in real life, try using around double what is usually working in real time - even though that may be too short still)?Īs you can see there's a lot to take care for when building an airport. Are pax distracted by stuff near the security or pre-security and don't go to the gate? (Add PA speakers in those areas)! Can pax reach all their objectives or are they blocked / have to take long routes? Can pax get through security without queueing for long? Can pax get through ticketing without queueing for long? Can your pax come to your airport (or is transport capacity too low)? Generally you want to find the area of your airport that is slowing down the whole process and fix it. ![]() We can revisit it in the future, but generally it's shown itself to not be intuitive enough right now, on those tiles specifically, and I can't think of any fairly-quick solutions to address it at the moment.From what you wrote I'm guessing that you actually have planes landing and departing but cannot get the planes filled completely, if there's some issue with the gate itself please let us know what exactly! We can work around some of the issues, for instance by exempting the "cannot pause on a one-way" when the tile is the start or destination node that solves that one, but doesn't help with the long hold aspects.Īll in all, after seeing & debugging it on saves we receive via email (probably 20+ times in the last 30-60 days or so) it just made the most sense, for now at least, to not allow them there. We also see them where they force really, really long holds (due to the intentional inability for aircraft to pause on a one-way) - often resulting in temporary+ no-paths, because it exceeds the threshold of future-pathfinding checks - which leads to cancellations or, more commonly, "Final Approach" until canceled. We see a few things happen, including undocking/docking path attempts that encounter one-ways that force the aircraft into a no-path condition. They are unable to legally occupy, at their forward-most position, a one-way taxiway unless they are continuously in motion & moving in the direction that the one-way requires. It's really an artifact of the way they work with pathfinding when aircraft need to 'Pause', or otherwise occupy/hold clearance on a given taxiway tile (including during undocking & docking), they can only do so on a tile that they legally occupy. The reason is because we got tired of debugging maps that had issues caused by one-ways set on the gate-adjacent tiles. ![]()
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