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Steam News25 January 20188y ago

Airport Master Early Access Public v. 0.2.5.1a RELEASED!

Note: This is a bug-fix build, addressing bugs that affect gameplay with various severity. These bugs were reported by Airport Master Players after the release of v. 0.2.5a.

Full notes

Full Airport Master update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

6 fixes1 addition1 change0 removals
  • Gameplay
  • Fixes
  • Performance
addedNote: This is a bug-fix build, addressing bugs that affect gameplay with various severity. These bugs were reported by Airport Master Players after the release of v. 0.2.5a. Savegame files are compatible between version 0.2.5a and 0.2.5.1a thou if you run across a problem\bug described in this patch note after updating AirportMaster to v. 0.2.5.1a, it is recommended to start a new game, otherwise you can continue playing a game from v. 0.2.5.a Changelog follows:
fixedGame workflowFixed ground service vehicles drive resolutions in vicinity of entry to service parking; Catering Vehicles were erroneously giving way to all other vehicles while waiting to enter AeroDelish Catering Building service driveway, thus in some situations creating congestion at this spot, which in turn could have caused vehicles lockup; fixed; thanks to Chrisophe Lemaire for detailed bug-report and providing his savegame file for analysis
fixedGame workflowFixed bug with Flight School theory flight hours not being counted correctly during TimeSkips: instead of adding the time which was skipped multiplied by reduction coefficient, it added only the reduction coefficient itself, which resulted in theory hours filling up too quickly; fixed; thanks to Chrisophe Lemaire for bug-report
fixedGame workflowFixed bug with Helicopter (under some circumstances on some CPUs) may have never actually started the final approach sequence and instead would try to fly precisely (a float point precision bug) to the actual Approach start point resulting flying in circles above said point with ever increasing float point precision; fixed; thanks to Leif Arne Schemann for noticing this behavior and sending us his savegame file
fixedAircraftFixed incorrect flight surfaces axis, that used to be ignored (arbitrary Y or –Y angles) in our sub-engine prior to introduction of helicopters’ rotor blades surfaces; at that point two aircraft model sets (E30P and P05T) had the following arbitrary axis set incorrectly E30P: Left Aileron, Left Outboard Flap, Left Spoiler); P05T: Right and Left Flaps (had axis reversed) – this bug caused above mentioned flight surfaces of said aircraft to operate in reversed manner (e.g. flap extending instead of retracting, spoiler extending in incorrect direction, aileron reversed) – all axis of all mentioned flight surfaces were fixed to normal non-arbitrary (explicit) coordinate axis; aircraft in all liveries of types E30P and P05T were checked and fixed; thanks to Robert from CAT-group for noticing this bug and reporting to us with screenshots and a theory that proved nearly perfectly correct
fixedAircraftFixed bug with an Aircraft sometimes not resetting it’s HaveActualTaxiRoute flag upon reaching parking when taxing after landing and thus on return flight resulting in crew not requesting new taxi clearance; fixed and installed a mechanism preventing this flag to even be in unrealistic logics state; thanks to Chrisophe Lemaire for providing his savegame file for analysis

Airport Master changes

addedNote: This is a bug-fix build, addressing bugs that affect gameplay with various severity. These bugs were reported by Airport Master Players after the release of v. 0.2.5a. Savegame files are compatible between version 0.2.5a and 0.2.5.1a thou if you run across a problem\bug described in this patch note after updating AirportMaster to v. 0.2.5.1a, it is recommended to start a new game, otherwise you can continue playing a game from v. 0.2.5.a Changelog follows:
fixedFixed ground service vehicles drive resolutions in vicinity of entry to service parking; Catering Vehicles were erroneously giving way to all other vehicles while waiting to enter AeroDelish Catering Building service driveway, thus in some situations creating congestion at this spot, which in turn could have caused vehicles lockup; fixed; thanks to Chrisophe Lemaire for detailed bug-report and providing his savegame file for analysis
fixedFixed bug with Flight School theory flight hours not being counted correctly during TimeSkips: instead of adding the time which was skipped multiplied by reduction coefficient, it added only the reduction coefficient itself, which resulted in theory hours filling up too quickly; fixed; thanks to Chrisophe Lemaire for bug-report
fixedFixed bug with Helicopter (under some circumstances on some CPUs) may have never actually started the final approach sequence and instead would try to fly precisely (a float point precision bug) to the actual Approach start point resulting flying in circles above said point with ever increasing float point precision; fixed; thanks to Leif Arne Schemann for noticing this behavior and sending us his savegame file
fixedFixed incorrect flight surfaces axis, that used to be ignored (arbitrary Y or –Y angles) in our sub-engine prior to introduction of helicopters’ rotor blades surfaces; at that point two aircraft model sets (E30P and P05T) had the following arbitrary axis set incorrectly E30P: Left Aileron, Left Outboard Flap, Left Spoiler); P05T: Right and Left Flaps (had axis reversed) – this bug caused above mentioned flight surfaces of said aircraft to operate in reversed manner (e.g. flap extending instead of retracting, spoiler extending in incorrect direction, aileron reversed) – all axis of all mentioned flight surfaces were fixed to normal non-arbitrary (explicit) coordinate axis; aircraft in all liveries of types E30P and P05T were checked and fixed; thanks to Robert from CAT-group for noticing this bug and reporting to us with screenshots and a theory that proved nearly perfectly correct

Note: This is a bug-fix build, addressing bugs that affect gameplay with various severity. These bugs were reported by Airport Master Players after the release of v. 0.2.5a. Savegame files are compatible between version 0.2.5a and 0.2.5.1a thou if you run across a problem\bug described in this patch note after updating AirportMaster to v. 0.2.5.1a, it is recommended to start a new game, otherwise you can continue playing a game from v. 0.2.5.a Changelog follows:

Game workflow

  • Fixed ground service vehicles drive resolutions in vicinity of entry to service parking; Catering Vehicles were erroneously giving way to all other vehicles while waiting to enter AeroDelish Catering Building service driveway, thus in some situations creating congestion at this spot, which in turn could have caused vehicles lockup; fixed; thanks to Chrisophe Lemaire for detailed bug-report and providing his savegame file for analysis

  • Fixed bug with Flight School theory flight hours not being counted correctly during TimeSkips: instead of adding the time which was skipped multiplied by reduction coefficient, it added only the reduction coefficient itself, which resulted in theory hours filling up too quickly; fixed; thanks to Chrisophe Lemaire for bug-report

  • Fixed bug with Helicopter (under some circumstances on some CPUs) may have never actually started the final approach sequence and instead would try to fly precisely (a float point precision bug) to the actual Approach start point resulting flying in circles above said point with ever increasing float point precision; fixed; thanks to Leif Arne Schemann for noticing this behavior and sending us his savegame file

Aircraft

  • Fixed incorrect flight surfaces axis, that used to be ignored (arbitrary Y or –Y angles) in our sub-engine prior to introduction of helicopters’ rotor blades surfaces; at that point two aircraft model sets (E30P and P05T) had the following arbitrary axis set incorrectly E30P: Left Aileron, Left Outboard Flap, Left Spoiler); P05T: Right and Left Flaps (had axis reversed) – this bug caused above mentioned flight surfaces of said aircraft to operate in reversed manner (e.g. flap extending instead of retracting, spoiler extending in incorrect direction, aileron reversed) – all axis of all mentioned flight surfaces were fixed to normal non-arbitrary (explicit) coordinate axis; aircraft in all liveries of types E30P and P05T were checked and fixed; thanks to Robert from CAT-group for noticing this bug and reporting to us with screenshots and a theory that proved nearly perfectly correct

  • Fixed bug with an Aircraft sometimes not resetting it’s HaveActualTaxiRoute flag upon reaching parking when taxing after landing and thus on return flight resulting in crew not requesting new taxi clearance; fixed and installed a mechanism preventing this flag to even be in unrealistic logics state; thanks to Chrisophe Lemaire for providing his savegame file for analysis

Sound

  • Fixed bug with sound of jet engines at startup sometimes may have gone out of sync with actual fan RPM causing either a short silence dropout at the end of engine start sequence or incorrectly high RPM on startup of some jet engines in the game which have RPM change profile on engine startup synchronized with engine startup sound set; this was caused by incorrect calculation of interphase discretion, which caused this bug to never manifest itself on high-end newer CPUs while being caught on an older CPU under heavy system load; fixed

Visual enhancements

  • Tweaked minimum range of detail draw distance for taxiways markings; previously, setting the Draw Distance to Near (or around it) may have caused central taxiway markings to be excluded from draw queue; fixed

Source

Steam News / 25 January 2018

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