What I can say for sure (according to dev chat on discord) is that the “player filter” in the contract list is coming. A new UI is expected together with SYD, which should change and improve some things.
Furthermore, you mainly mentioned problems related to the RWY and its speed or the exit. With the new taxiway system (which is still mainly invisible to us), many new functions will be possible in the future, which will also (hopefully) adapt and therefore speed up many things at the RWY, including intelligent RWY exits. Personally, I am also hoping for high-speed exits. But unfortunately, we don’t know exactly what needs to be improved and how.
But I feel all your points. I think in the next 6-12 months the game will be turned upside down again
I personally sent an email regarding SXM, having M planes exit as quickly as possible at the first intersection will make a huge difference in backtracking times. L (and X) planes would still have to exit at the C intersection as per realism
I also agree about MCT.
I think the M planes especially that roll out to the further high exit taxi way really take up too much time on the runways
SAN has a similar situation where M and S planes clear the runway all the way at the end when they have to park to stand 40+ whereas this isn’t really necessary
But as mentioned hopefully the new taxi system will shed some light on these possibilities before it’s done and allows us to give a but of input as well.
Add in the 5 sound in the landing minigame, like 50, 40 , 30 , 20 , 10 … 5.
Add in features, if playing the landing minigame, overall stats below 40 or 50, the plane will abort landing, and after 10-15’, the plane comeback to landing
Whilst it might be nice to see it in game, there’s a lot of people that state that their airports aren’t being filled and are ‘empty’. The go around feature will only add to that emptiness…
I really hope the devs consider more option than just changing the taxi system
It’s gonna take more than that to fill the airports, especially the bigger ones
I don’t think the (big) airports can be fixed with the system we have rn. I agree that the taxi changes won’t contribute much towards filling the aiports since the main problem is the difference between the unrealistically short handling time (which is necessary to ensure the engagement of the player) and the more realistic taxi speeds.
Simply put the first planes have finished handling by the time your 10th plane starts its final approach. You physically can’t fill an airport when arrivals can’t catch up with the planes that leave the airport
I had a similar idea in mind. Rn the handling time limit is incredibly short. And it’s shorter the bigger the aircraft is (relative to the real handling time). For example most S planes are fine with just 2 handling crew while some L aircraft need almost max handling crew assigned to just be handled on time without delay.
I strongly believe decreasing the handling time limit would help people who strive for a filled airport without irritating the players that can only spend a limited amount of time on the game
Today’s update made the x planes land first, then the L, then M and finally S If you have airplanes marked with the favorite heart, they will be even more the first. If you have airplanes belonging to your partners, they will be the first, above everything that I mentioned in the first instance, and I have noticed.that the large airports that have quite a few contracts are now full.
Yes, I would also support increasing handling time. Or, alternatively, increasing the limit so that I can assign fewer staff to intentionally slow down handling for the sake of having fuller airports but without risking a delayed departure and the red mark. That way the actual handling speed remains unchanged if you assign the same number of staff as before, but you can slow the game down for yourself if you like it.
Also another point regarding taxiing. At SXM, whenever there’s a small traffic jam close to the exit, or even when any plane is pushing back from any of the A or B stands, all planes hold at an intersection where S planes turn right towards stands C2-C10. Annoyingly, those S planes don’t turn as well and have to wait even when there is absolutely nothing preventing them from safely turning right. Perhaps that holding point could be moved just a few metres forward so that S planes can always turn right regardless of that 747 pulling out of the B1 stand 250 metres away.
Every airport has a factor that limits how many planes it can process in an hour.
For most airports that seems to be the taxi speed.
If the Devs “fix” the taxi problem, some other factor will become the limiting factor. Next thing you know there’s threads petitioning more Handling Crew, or more handling Equipment.
I guess what I’m trying to say is:
Enjoy the game at its current pace, its a fantastic experience when you find contentment.
Wouldn’t it be nice if we would be able to have advocated filter options if we are on the world map for the map contracts? You would be able to filter the following: Airline and Plane. Right now we are only able to filter for PAX and Freight contracts as well as the plane size.
Something I think would be great would be 2 M stands being integrated into 1 L stand.
For example like this one at Heathrow which is stand 544C-for larger aircraft and 544L, 544R for the smaller aircraft