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Airport Master: Change Log: Versions 0.1.x
Please note: Airport Master is currently in Early Access Public Alpha stage of development. Some features described here may (and will) change from version to version as game development progresses. If you participate in early-access public alpha testing, keep in mind that savegames created with earlier versions may become unreadable in newer versions.
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This section of Airport Master Changelog lists changes introduced to the Public Alpha version of the game in versions 0.1.x Public Alpha. See Airport Master Latest Public Alpha Version Changelog. For earlier versions changelogs, please see changelog sections for versions: 0.3.x Public Alpha, 0.2.x Public Alpha
Airport Master Early Access Public v. 0.1.9 Alpha released MAR 17, 2017
Game workflow
- Introduced new regular flights scheduling sequence in preparation to new Player-managed flight scheduling mechanics - the new system accounts for time slots intersecting and if too many flights strive to get the same time slot, gently moves conflicting time slots apart (within reasonable interval); for now this works fully automatically and serves the purpose of not allowing for uneven regular flights distribution in flight schedule, in future versions, once the Player gets full control over moving regular flights' time slots upon signing slot-contract with operator Airline, this mechanics would serve as Player's advisor, offering optional nearby time slots on flight schedule sheet in case any significant airspace (and\or aircraft ground parking spots) overlapping occurs
- Added Vending Machines upgrades mechanics and economy
- Fixed fuel consumption on several aircraft where incorrect calculation took place upon converting gal\hr to L\sec - now all aircraft use same L\sec fuel consumption formula
- Fixed passenger buses not receiving correct route for ground movement after loading a saved game
- Fixed Flight School airplanes reporting training flight complete multiple times and thus causing an exception that was in turn causing weird behavior of all further flights of Flight School airplanes
- Improved Flight School daily roster planning algorithms to account for weather forecast (TAF) and general flights schedule
- Changed how ATC data on aircraft is stored in saved games, now all agents that require saved aircraft data subscribe to unified ATC broadcast and all accept the unified data format - this should add more flexibility on larger airport with larger number of aircraft and also is a step to making savegame-files version-independent
- Fixed Fuel Truck #2 becoming available after savegame loading if corresponding upgrade have not yet been purchased
- Added two new initial new game startup game states (used at the very beginning of a new game before flight scheduling algorithms kick in). Initial states of a new game are randomly selected upon each start of a new game with equal probability
- Further balanced vending machines profitability (nerfed low level of VMs upgrades profitability and upped high level upgrades profitability) - the balance is in no way final, as VMs profitability will be re-balanced again when Gift Shop profitability and Cafeteria profitability get balanced altogether
- Added electric power consumption smoothing algorithm to all taxiway and runway lights during dusk-dawn cycle changes and when visibility reduces to LVP conditions
- Temporarily disabled individual runway and taxiway lights reporting 'out of order' status to maintenance facility as currently Player is unable to take any action to fix the broken light in question; this will be re-enabled with maintenance facility introduction in further versions
- Non-regular flights now have random turnover times, not less than minimum turnover time for aircraft type and no more than two hours (the latest value will become Player manageable via scheduling sheet UI in further versions)
- Fixed annoying glitch when game was saved during aircraft engines shutdown sequence and then re-loaded the last engine in sequence would run on idle for extended period of time before being shut down by flight crew) - now if such saved game is loaded, the standard shutdown sequence is initiated with no delay on last engine in sequence
Aircraft
- Added new aircraft type Looney L20V Tribute Ultra (real-life prototype Mooney M20V Acclaim Ultra), the newest version of all-times general aviation classics! Looneys are easily recognized even at a distance thanks to signature tail and stabilizer shape. The following liveries of L20V were added (all privately owned): N215G, S224N, L701U, F-ISHR
- Fixed bug with too much pitch smoothing upon reaching cleared altitude (or Flight Level) - this resulted in a very weird bug on some machines (presumably those with CPU occupied by many processes running) - a plane would reach say 999.99999 feet instead of cleared altitude of 1000 feet and will not climb further nor pilot would consider this value to actually be the same altitude - thus planes (mostly slower and with lower climb-profile) may have flown out of the game world - this is now fixed; pitch smoothing is redone in such a way that it does not produce really obscure floating point values and additionally, pilots now consider 999 feet to be 1000 feet
ATC
- When 'extend downwind' command is now issued by ATC, it is now supplied by range of extension, i.e. was: 'FSC123, extend downwind', now: 'FSC123, extend downwind 2 nm'
- Reworked ATC's traffic resolutions when mixing slower and faster traffic on final
- Reworked ATC's traffic resolutions when mixing IFR and VFR traffic on final
- No lineup\takeoff clearances are allowed now, when there is an aircraft that is going around and said aircraft is above the runway (on upwind leg of visual circuit or on runway heading when executing published IFR missed approach procedure)
- Fixed bug with Time slots and Squawk code data loaded from savegame being overwritten by dummy data in process
- Fixed bug with IFR arrival time slots not being reported correctly by ATC unit to actual flight strips upon savegame loading
- ATC Time slots and Scheduling Time slots are now unified, this allows for more robust and transparent management of time slots both by player and by ATC units
Sound
- Reduced range at which aircraft engine(s) sounds spread (temporary, this will change back to full range when weather engine is fully implemented and in game, since atmospheric sound dampening curve influences all sounds in the scene (e.g. in high moisture conditions the sounds spread less etc)
- Added more types of engine sounds range spreads - previously was: Jet & Prop, currently following types of engine soundwave range exist: Small piston engines, Small turbo props, Medium turbo props, VLJs, Small Jets
- Added variable function of aircraft noise spread depending on altitude and angle to camera (this if highly experimental feature for now and thus it only affects hearing range by no more than 10% of value typical to engine type)
Visual enhancements
- City: added new types of houses: 8-storey living building, 10-storey office-type building
- City: added StoreStar Warehouses on the opposite side of main airport road as a part of city venues and attractions (StoreStar Warehouses will facilitate cargo traffic)
- Timetables in Passenger Terminal and Control Tower now display day-of-week of a flight together with time of flights; flights are now correctly sorted from earliest to latest and timetables update more frequently
User Interface
- Added display of mouse cursor changing to hand when moving cursor over any non-UI object that can be clicked and on click it takes Player to managing related facility, business or object (e.g. Player 'walks' in main camera view and hovers mouse over Passenger Terminal building - the cursor changes to hand icon and if Player presses LMB, the view transitions to Terminal camera view, if then he hovers over a Vending machine again the cursor changes to hand icon and if Player presses LMB the view transitions to Vending Machines management screen etc.)
- Fixed in-game settings window fonts may have broken up at certain screen resolutions, now fixed
- Fixed Squawk, Time slot and cleared altitude fields appearing blank or misreading on Flight Strips after savegame loading
- Aircraft information window now correctly states 'aircraft is flying visual circuit' (as opposed to 'visual circle' pilots' slang).
- Added Vending Machines management screen - player can access this screen either by pressing Manage Vending Machines button in Admin Building UI screen (under Terminal Business) or if player is inside Passenger Terminal by clicking any vending machine in his sight
- Implemented all upgrades to Vending Machines via management screen UI
- Added new screen to Help system: Help Screen #3 explains how to read and understand ATC FlightStrips and how to easily distinguish flights by FlightStrips color coding
Airport Master v. 0.1.8 Alpha released MAR 8, 2017
Private build for Closed Alpha Testers (CAT) group
- PC\Linux\Mac interoperability and compatibility & weather engine testing build. Details for CAT-group members only.
Airport Master Early Access Public v. 0.1.7 Alpha released FEB 13, 2017
Game workflow
- Implemented strategic resource - electric power: all power consuming items now have set values of power usage (in kWh), they report being on\of and power manager lets player monitor and manage power use. Currently following items consume power: taxiway lights, runway (border and threshold) lights, approach lights (PAPI and MALS), apron light masts, control tower, surveillance radar, VOR, 4xNDBs, ILS localizer and glideslope transmitters on both rwy ends, terminal Doppler weather radar; Buildings: meteorology office, flight school, security department, airplane service hangars, fire and rescue building, airport administration, FBO offices, passenger terminal, Cafeteria (separate electrical power usage model); road light poles, taxiway signs, vending machines
- Implemented electric power accounting values: current power usage (in kWh and MJ), average daily power usage (kWh), actual energy used this day (kWh), actual sum to be paid on daily payment cycle time
- Airplanes: pitch angles on approaching altitude cleared by ATC smoothened for all IFR departures and arrivals, speed limits on all STARs for twin-turboprops increased in order to improve arrivals timing
- Navigation: MONET intersection (north of airport, over the low mountains range) SIDs (MONET 1B & MONET 5C) and STARs (MONET 3B & MONET 8Y) are now enabled and in game, available to be used as departure and arrival routes for runways 17 and 35 respectively.
- Airports: new airports added - Tornton Muni (JOTN), 733nm out, municipal; Sequoia Ranch (JASR), 233nm out, general aviation airfield
- Names and avatars: added 30 new male names, 30 new female and 30 new surnames to person name\avatar generator module for more diversity
- Airlines: new airline added - SkyFly - fleet of 2 PC13-NGs, base airport: Tornton Muni (JOTN)
- Airlines: new flight scheduling algorithm for all non-regular airlines' flights
- Airlines: FlightsCool (airport based flight school, FSC) flight planning algorithm changed significantly: now an airport-scheduled event happens at 9.05am called Flight School Roster Planning upon which FSC training flights (VFR) are scheduled for working hours (9.00 - 17.00) - typically FlightsCool will schedule VFR LOCAL FLT slots at 10, 12, 14, 16 hours and will cancel scheduled flights if airport is IMC (no VFR flights possible) conditions - this is done for two reasons: 1) to better integrate with upcoming full weather engine; 2) make the day less occupied by frequent training flights in schedule
- FBO: implemented fuel tankers refill at filler facility correctly (including proper UI redraws)
- FBO: implemented new Upgrade option: Centralized Pipeline Fuel Delivery Rate to G\A stands (player starts with L1 at 1 liter per second rate, and may upgrade up to L3 at 3 liters per second rate)
- FBO: implemented new Upgrade option: Fuel Truck Refill rate via Filler facility (player starts with L1 at 50 liters per second rate, and may upgrade up to L3 at 140 liters per second rate); this Upgrade option also affects Fuel Trucks' fuel loading into customers' aircraft wing tanks - at L1 rate is 17 liters per second and at L3 rate is 37 liters per second
- Passenger Terminal: added baggage security scanner on entry from city as part of airport security workflow (guards positions, salaries, baggage scanning, property surveillance)
- Passenger Terminal: added trashbins (with collecting garbage; to be implemented as cleaning and maintenance game mechanics in later versions
- Steam integration
- Fullscreen: default fullscreen behavior changed from exclusive mode to fullscreen-window mode
Aircraft
- Added new aircraft type Pontius PC-13 NG (real-life prototype Pilatus PC-12), high performance passenger single turbo-prop. Two units were delivered to SkyFly airline (E-DKTC & E-DBGF), one unit to FongAir (N307R). Private operators received GR-NLT (a symbolic aircraft livery to commemorate Airport Master being greenlit on Steam Greenlight in Jan 2017) and TN-JAK.
- New livery added for VE20 - EC-DOB (operated by SkyFly)
- Fixed all aircraft requiring post-flight ground services sending wrong amount of waste to be removed by cleaning and maintenance vehicle (caused waste buildup)
ATC
- Tower now correctly identifies GO AROUND procedure for VFR and IFR traffic respectively
- Implemented full support for EXTEND DOWNWIND and ORBIT LEFT \ ORBIT RIGHT ATC traffic management commands
- Implemented support for ORBIT RIGHT (instead of going to HOLD over VOR) at ILS APPROACH clearance if traffic is tight on final (latest traffic cleared' distance to approaching aircraft is less than safe separation distance) - ATC still may elect to give HOLD VOR or HOLD NDB or ORBIT AND BACK ON LOCALIZER traffic separation instructions.
User Interface
- Electrical power monitoring and management screen added. It can be accessed from Administration building screen or by clicking Power Usage panel in main game UI; this screen presents data on 7 categories of power consumers, current, average and peak energy consumption as well as sum due to payment on daily basis
- TimeSkip UI element appearance now accompanied by sound
- Financial display in main UI now correctly colors itself Green if balance is positive and Red is balance is negative, also visual blinking effect on transaction (income or expense) prolonged a bit and blinking coloring made more distinguishable
- Financial display in main UI is now formatted with leading zeroes to more conform with typical financial view (on contrary, financial display in Airport Administration screen displays data without leading zeroes)
- Fully implemented FBO-1 management UI - fuel tanks for JET1A and 100LL data, upgrade buttons, fuel trade contracts
- Added Game Tips display and Savegame Possible Incompatibility with Later Versions display notice to game loading screen
- Fixed maintenance vehicle cleaning progress display not rotating towards current camera resulting in weird-looking UI sprite
- In-game menu buttons revamped for more stylish and eye-pleasing look
- In-game menu version and build information - fixed reading build number latest digits and year in date
Sound
- New real-world sounds for PC13 type aircraft (engine startup, idle, rev up\down, shutdown, gear motor operation) recorded in hangar and on parking stand from real PC12 with Hartzel prop - huge thanks to Tony for another field-job greatly done! (note: the volume of prop blades spinning at low prop speeds sounds were re-mastered in studio for less-ear-disturbing (quieter and lower band) sound during engine startup and run-up)
- New ambient sounds of electricity transformers running at power substation: a high-voltage inverter and 24-to-48 Hz AC transformer
- New UI sound effect for TimeSkip UI element appearing on the screen (aviation-style chronograph ticking about every 30 seconds while TimeSkip is available) - thanks for this sound effect recording to Tony - recorded from decommissioned cockpit clock of a 727 (now proudly ticking its second life in our office))
Cameras
- Fixed bug when switching to ObjectCam using keyboard key 3 (not clicking on object in game world) caused the camera to position itself under ground with false indication of target object tracked - now set to display random trackable object
Visual enhancements
- Added ground markings near Meteo-station (ground movement network in entire apron area is coming to completion soon)
- Landing gear tires smoke effect disabled on all aircraft due to graphical glitch present in visual effect in fog (low visibility) conditions, this will be re-worked to blend-in with fog\visibility effects and re-enabled in future versions
- Removed obsolete security frames from pax terminal exit doors
- Two smaller flights information displays positioned above baggage carousel replaced with one larger display at the same spot but facing pax benches - better readability and more logical at this position
- Fixed airplane beacon lights still flashing after engine shutdown
- Fixed dual street lights incorrectly reading the time of activation value from Lights Controller (thou power usage value was correct)
Airport Master v. 0.1.6 Alpha released DEC 20, 2016
Game workflow
- Implemented TimeSkip feature - now at any time there's no activity at the airfield (no active flight clearances, no taxi clearances, no service vehicle jobs and no daily events in progress (such as Saly payouts, runway inspections, fire and rescue team drills etc) - the TimeSkip icon appears in top left corner of main game screen UI with information to what time and what next event a Player can skip time to - this may be either a flight (arrival, departure, local) or some scheduled event periodical or one-time. Upon clicking TimeSkip icon - the game world fades to dark for a second and then time and events advance to given day\time. This is very important game mechanics allowing for uninterrupted endless gameplay! Note: during TimeSkip phase all financial operations are simulated: i.e. all vending machines in Terminal building continue to work but yield reduced profit - so if a Player early in the game completes daily flights service and it's night-time and the next flight is early in the morning and Player elects to skip time to that point, vending machines will approximate reduced sales of items during night-time, if stocks are depleted they will take same amount of time to be re-filled at same cost (so cost-profit will not change to this aspect), but overall sales of vending machines will be reduced at least by half during TimeSkip. Same works (with minor exceptions) for all time-dependent businesses.
- Copy of Airline's Loadsheet is now saved with aircraft data (fixes bug with contradictory data in loadsheets issued by an Airline within two game sessions (after saving\reloading a game)
- Fixed data polling for following vehicles types: Baggage Cart, Fuel Truck, Fire\Rescue Truck
- Fixed ATC-flags 'service vehicle released from current task' & 'service vehicle completed task' not freeing up GND's traffic awareness slot
- Fixed ATC providing QNH from its own data instead of querying Meteo-station (QFE was OK)
- Game is now paused before saving and unpaused immediately after saving is complete
- A more flexible inside-building camera\character controller implemented: now world gravity affects stepping on stairs, turning and descending from elevated objects (walkways, stairs) - this way feels much more realistic
- Fixed GND allocating parking positions at general aviation stands or main apron parking stands based on number of engines and wingspan instead of more utilitarian approach when aircraft that only need centralized avgas (100LL) fuel are accommodated on G\A stands and those requiring full-scale service (cleaning, catering, JET1A fuel, baggage, passengers) are accommodated on main apron stands - this now works correctly
- Upon receiving takeoff clearance, all aircraft now will hold on runway before initiating the takeoff roll for some random time between 3 and 15 seconds in order to complete "before takeoff' checklist
- Passenger Terminal camera was ignoring Airline Reps stands colliders on player movement, causing un-intended behavior while player was moving inside terminal in this area - fixed
- Initially a player's avatar was placed in Passenger Terminal at wrong elevation relative to floor surface - this sometimes caused a glitch when player had to look up to step on the first step of stairs between ground floor and floor 2 - fixed
Aircraft
- Added new aircraft type Endrewer Phantom 300 (real-life prototype Embraer Phenom 300), modern business twin-jet. 4 aircraft of this type are added to the game: N226U & N751S (operated by BusyJet), F-PLME & SV-HOR (operated by private owners)
- Added new livery for privately operated RJ10 type - AZ-COL
- RegioJet 10 code changed to correct RJ10
- LOD-distance fixed on 3D-models of some of P05T-type aircraft (resulted in too large viewable distance for some details, fixed)
- Adjusted (corrected to real-world performance data) fuel flow on some jets with winglets and some without winglets; once again refined fuel flow approximation algorithm so resulting calculated fuel needed almost perfectly matches real-world data
- Ground spoilers (interceptors in ground spoilers mode) implemented
- Landing lights and taxi lights are now treated as groups of lights (not individually as it was implementer previously), a handy optimization of performance plus more flexibility when adding larger, more complex aircraft lighting systems
Service vehicles
- Maintenance truck mechanics changed: new plane cleanup routine consists of stage 1) waste removal in stacks of 8 units (empty food trays, organic waste etc. all in stacks of 8 per time required to remove a stack of 8) - this is charged by a player-set per stack rate after all cleaning\maintenance operations complete; stage 2) aircraft interior cleaning and turnaround maintenance procedures take place within certain time (that depends on upgrade level of maintenance trucks) - during this procedure a balloon style UI-popup appears above the truck indicating percentage of completion; afterwards another flat-rate fee is charged for cleaning procedure
- Fixed fuel trucks slowing fuel loading way too much at the end of refueling procedure
- Added cleanup code for various vehicle animations attempting to re-run after savegame loading
Airlines
- Fixed: private aircraft sometimes issued flight plans incorrectly specifying operator field (airline), which resulted in Slot coordinator assigning them "undefined flight' callsign prefix (XYZ) instead of agreed marking such flights as "PRV' for convenience (usable in timetable and schedule views only as ATC still addresses private operators using aircraft registration number);
Terminal Businesses
- Added electronic advertising stands to ground and second floor (will become purchasable items in future versions). Stands display customer's ads in slideshow mode. It is planned (as a part of larger airport customers relations model) that upon signing a contract with airline, Player will be able to offer advertising spots for said airline within terminal premises and on outside walls facing the city (for now these four ads spots are reserved for competition battle between BusyJet and TravelAir in career game mode), however electronic ads displays in passenger area are not and can be used by Player to invoke direct and indirect profit.
- Added ATMs to passenger terminal - currently just for visuals, but later on those will function as a part of in-terminal business (on par with vending machines)
Airport Economy
- Added Player-controlled Aviation Security fee (charged per each arriving, departing and transit passenger upon first security check of said passenger at any Terminal security point. This fee is paid by an Airline at the moment of passengers leaving or entering the Terminal). Aviation Security fee can be set in Administration\Finance screen
- Added salaries payout for Airport security personnel (as usual at 17:50 daily)
User Interface
- TimeSkip user interface control added - displayes TimeSkip button, info of an event skip is possible to and day of week and time of said event
- New type of on-screen notifications added: simple info - this type of notification does not require user to manage anything and is used to display information messages only such as: runway inspection is underway, salaries been paid at due time etc. Clicking a simple info message in the list removes this notification.
- User notifications are now colored more distinguishably
- Aircraft information window (available on mouse hover over in overview camera and always-on in object-view camera) now correctly displays progress info for runway lineup and runway vacate phases of flight (previously lineup and vacate were reported as taxi operations, which is not the case) - fixed
- Finances panel of main game screen UI now locked to status panel - letting it be freely dragable was not such a good idea as users were able to drag it out of sight or to a position that would prevent Finances panel display Incomes\Expenses quick hint or react to user clicking it
- User notification icon in main game screen UI moved slightly higher to better blend in with new line-up of topmost user interface elements
- Added X (close) button to Help screen - now it can be closed by clicking X button in top right corner, by pressing ESC on keyboard or by clicking '?' (Help) button in Main game screen UI
Visual enhancements
- Added MLMB4Ts (multi-layered multi-blended 4K textures) to terrain around airport. MLMB4Ts are genuine 4K-resolution meaning Players with latest video cards will get the best rendering quality, thou players with older video cards (specifically with less video-memory onboard) will also enjoy great quality as MLMB4Ts mip-map naturally to capabilities of a video board on game loading
- Asphalt textures slightly lightened for better view with upcoming rain effects
- MALS-lights intensity slightly reduced to imitate lights "appearing out of darkness' - this setting is still pretty much controlled by ATC and will be set to higher values when LVP is in effect
- Optimized and re-worked taxiway lights: intensity of glowing blue light in atmosphere increased (as of inside tests with fog\mist\heavy rain) to increase visibility and achieve more realistically looking effect; taxiway lights now cast normalized light spot on the ground\asphalt\paint around them; improved algorithm of taxiway lights querying lights controller for on\off flag; introduced taxiway light INOP (malfunction) flag - currently not in use, but will be used in later versions to simulate occasional random lights burnouts and\or physical damage to the light - maintenance service of the airport would schedule repair of such lights the next shift after lights go to off stage (typically during low-traffic loads); taxiway lights' color filters (covers) made more transparent, so a player can see the insides of a light when camera is positioned close enough to one
- Optimized runway border lights (white) - pretty much in the same way as taxiway blue lights
- Optimized and re-worked runway edge lights - previous model of dual light caused problems with light coronas being mixed at per-color values; new model allows for clear unmixed color of light and light projection, furthermore it's less polygons and now edge lights look more realistic especially with fog\mist\rain effects in scene
- Some advanced surface details added to apron surfaces (asphalt and concrete) and concrete on stands A1 thru A5 and G1 thru G8 - mostly water drain grills, surface cracks, chipped paint and oil spills
- Added 'Stop. Aircraft crossing' signs to all driveways that intersect taxiways, namely near points F2, M2 and tower and radar driveways intersecting with taxiway Delta
- Fixed graphical glitches with Arrivals hall wall, wall near Departures exit; replaced stairs textures with new enhanced ones in Terminal Building
Sound
- New type-specific sounds for E30P recorded at the hangar and on service parking on the real 300: gear extension\retraction, flaps motor, engine startup, idle and rev up \ rev down - all thanks to Tony!
- New generic-type sounds for flaps motors: three new versions are recorded, processed and in game: one from a well-aged Piper, one from modern VLJ and one from Phenom 300 - all in great quality and noise reduction \ processing, stereo with dual input mics
- Piston-engine single-prop sounds calibrated and equalized for ZN17 and V28A types of aircraft, resulting in audibly distinguishable prop sounds for 2-bladers & 3-bladers as well cylinder ratio
- New sound setup for turbo-prop engines on VE200 type of aircraft with signature turbine whistling heard on late startup and as turbo-prop engine spools
- Jet engines on R50X revamped with more roar on thrust setting from 75% upwards and more reverb on lower and especially idle thrust setting
- New ambient sounds balancing system introduced, which takes care of smooth mixing of all sound ambience in a given area based on blending priorities, time-related effects, sound reverberation and blocking areas - very CPU-friendly, which in turn allows us to further enrich ambient audio environment of the airport and surrounding areas
- New ambient sound effect: cicada - these adorable singing insects now populate 5 different areas within airport territory - specifically those where there's much grass (and those planned to be occupied by bushes); cicada behave as they do in real life - they sing their mating song during hottest time of the day and they sing slightly tonally different version of it late at night (considered to be territorial and protection song); once in while (randomly) one can hear single louder male cicada;
- New ambient sound effect: crickets - two different songs in 4 different locations, all audible during late evening - early night hours provided temperature is high enough;
- New ambient sound effect: random cars passing by along the main road leading to Passenger Terminal, FBO and Admin Building area; effect randomized based on time of day and some other factors
- New ambient sound effect: city proximity sounds - a quite nice and atmospheric mix of typical city sounds - more distinguishable by day and softer by night
- New UI sound for simple info type of notification
- Default view (HOME key on keyboard) for Airport overview camera changed from facing Passenger Terminal to facing Airfield
Airport Master v. 0.1.5 Alpha released NOV 28, 2016
Private build for Closed Alpha Testers (CAT) group
- PC\Linux\Mac interoperability and compatibility testing build. Details for CAT-group members only.
Airport Master v. 0.1.4 Alpha released NOV 15, 2016
Aircraft
- Added new aircraft type Tucnal P2005T (real-life prototype Tecnam P2006T), the lightest certified twin-engine aircraft in the world. 3 aircraft of that type are added to the game: DG-SZG, N811C, N113Y - all operated by private pilots.
Airport facilities
- Removed overruns on both ends of Runway 17-35; there will be no MIL ops in Appleton airport, so no need for these runway features
- MALS approach lighting systems added on both ends of the runway 17-35 (currently available from initial new game state; will be available to player as an upgrade option in later versions)
- Fixed colliders on all navaids - due to migration to new optimized colliders, older blocky colliders became buggy and may have caused inadvertent stops and slowdowns of free roam camera and maintenance vehicles operating in vicinity of said navaids (e.g. maintenance truck unable to complete VOR electrics servicing due to faulty colliders preventing the truck to achieve appropriate position on service pad at VOR-antenna etc.) - all fixed now
Passenger Terminal
- Working arrivals\departures screens are added to arrivals zone (installed on baggage carousel), also fixed other information screens sizes and positions in Terminal building.
- New optimized Lighting in passenger terminal has been implemented which significantly reduces previously noticeable FPS-lag when switching from any inside-lit building to Terminal camera view; added new specular lightmaps & light emission maps for some objects in Terminal building; reduced volumetric lights coverage space volume in Terminal building
User Interface
- Fixed an annoying bug when clicking some of the UI panels which were drawn over the aircraft caused the mouse click to trigger UI events associated with said aircraft (inadvertent click-thru).
- Revamped save\load game window
- Changed behavior of main Notification\Alert icon - previously it did not respect Hidden user interface (mode that can be used for taking beautiful screenshots and UI-less videos), now it's behavior changed to still play aural warnings but never show Notification\Alert icon until user switches UI-display back to normal
- New Meteorology office UI added - displays METAR, TAF (once weather prognosis updates are acquired by player), decoded weather info as follows: meteo conditions (IMC or VMC), LVP (whether are in effect or not), horizontal visibility, ceiling, wind on ground, pressure (QNH & QFE), temperature and dewpoint, temperature at 3000ft, FL70 and FL110; also data from various player-upgradable sensors is displayed in meteo-screen. All information is presented in aviation-specific format and expandable easy-read view for new players, all values have cross representation between metric and imperial units.
- Status panel and Finance panel are moved higher in main UI, made 100% scalable, space reserved on Finance panel for future resource display (electric energy); two new values added to Status panel display: days passed in game & QNH pressure as in METAR
Weather
- New rain effects added to dev-branch-builds; still got some minor issues with rain cloud base alt at aircraft visually crossing cloud base and through cloud, but way way better than previously used rain effects
- First implementation of pressure mechanics and its influence on weather in the area added to the game
- Layered temperature spread (an advanced implementation of ISA) added to the game with most attention to altitudes from GND to FL130. Since temperature and atmospheric pressure are very important weather factors in the game's atmosphere implementation it enables us to make leaping step towards completing our dynamic weather system
Game workflow
- Completely revamped the save\load game functionality to allow multiple savegame slots, complete world state reset on savegame loading, fixed several annoying bugs with saving notifications, airline status and resources handled by ground service vehicles
- Fixed bug with autosave being triggered on incorrect time interval
- Game Day (not to be confused with day of week) added to the game chronology - this is purely statistical parameter, displaying how many full days passed in game world since the game started. It will be used later in statistics and achievements.
Airport Master v. 0.1.3 Alpha released OCT 13, 2016
Initial public Alpha release including release on Steam Greenlight.
This section of Airport Master Changelog lists changes introduced to the Public Alpha version of the game in versions 0.1.x Public Alpha. See Airport Master Latest Public Alpha Version Changelog. For earlier versions changelogs, please see changelog sections for versions: 0.3.x Public Alpha, 0.2.x Public Alpha