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August 2020 Update

August, a hot summer month and the host for our latest update! Wrapping up this cycle today we're getting out a lot of fixes, stability, and some quality of live additions while we're also working on SimCasino. If you haven't heard of SimCasino yet be sure to check it out over here!

Developer Live Stream


We'll be hosting our typical fire-side live-stream next weekend, to answer questions and just have some fun with the community.

Patch Notes - Notable additions


Remote walking gates!


    Sometimes you may want your terminal to be small and have several gates in front of it - all reachable by walking from the terminal to the gate - just like the low cost airlines often do! This is now possible! Remote gates can now be switched between the bus mode (having a road in front of them) and walking mode (having a sidewalk in front of them). To switch the mode just click the gate and select the "Switch Mode" button. You'll get different requirements for both and the game only displays the problems for the current mode. Once switched just connect the gate's "terminal side" to a door in the terminal. You can use Sidewalk, Crosswalks, and any modded material that is set up for usage in the secure area (check the Workshop and take a look at the flooring mods). One building idea from our side: You can put these walking gates just a little further than you'd usually place a terminal gate and add remote bus pickups. This way you can combine remote bus gates and remote walking gates all on one terminal front! Be sure to share a screenshot of your layout with us!

Underground Roads


    Roads can now be placed underground and can tunnel under existing structures. Usually, this would be a small point but we wanted to share that this one is a point where you guys changed our minds! When adding a new feature we try to make it some challenge or add some gameplay relevant aspect to it, it should always be a task to work with but we're not always right on making that "task" fun. With underground roads not being able to tunnel under existing structure we hit one of these challenges that just didn't fit. Based on your feedback, in the forums & during live-streams, we went ahead and removed this restriction completely for both roads and road ramps!

Notification System


    We've added some smaller notifications to help you in day to day gameplay or just show you something that may get missed for a veteran player or a new player doesn't know about.
  • Transport Capacity: Lets you know when the transport capacity has been reached (and passed) and pax may not be able to get to your airport. Will open the transports and deliveries section when clicked.
  • Kitche problem: Sometimes we miss an object or don't remember to get stock into the kitchen, this notification will let you know when an order could not be fulfilled. Will go to the kitchen and open the kitchen's overview when clicked.

UI Improvements


    We went ahead and tweaked some of the UI, notably three smaller changes:
  • The save game UI will now use your last save name even if you expanded your airport.
  • Sections on the grants UI now better fit their content mostly removing scrolling on the track list and the track description.
  • The perfect ops detail overview will give more details on why, when and where a plane was delayed or a passenger missed their flight.

A few words to you!


    We just want to say thank you! Thank you for your commitment to us, our community and for helping us out with feedback and reports. We're always happy to talk with you - whether it's on the forums, Reddit, Twitter, Discord or on our live streams - you guys are the reason we're where we are today. We'd also like to take a second to get a big thanks out to everyone creating mods in their free time for others to have fun with! We, along with the community, appreciate your efforts tremendously -- we love seeing all the awesome new stuff you guys put out -- thank you! We hope to chat with you on our next live stream, stay safe and keep on building!

Full change log


  • Add a new mode to the remote gates, they now support Bus and Walk mode.
  • Add crosswalk to allowed walkable space in the secure area.
  • Fix several sector reachability <-> error situations that would end up with sectors showing not accessible even though they are.
  • Remove tunneling restriction when placing roads underneath existing structures.
  • Add option to ignore admin requirements to the sandbox menu.
  • Fix instant build not costing money.
  • Fix zone texts sometimes ending up bigger than expected.
  • Fix garbage trucks sometimes getting stuck when a trash bag is moved into a container while already on the list of tasks for the truck.
  • Fix cost display for moving walkways when placing while some material is in storage.
  • Fix sandbox menu trying to save the size making the text disappear.
  • Fix nullref that could cause issues related to crosswalks (i.e. having 10 dismantle buttons on the selection dialog).
  • Expand checks on parking lots to specifically check for spawn/despawn connectivity to prevent stuck cars.
  • Fix tooltip not disappearing when right-clicking with some tools active.
  • Fix runways possibly placeable off-grid on some occasions.
  • Fix road ramp validations - they're now in-line with the road placement restrictions and tunneling works for them too!
  • Fix issue where a direction change on escalators would mean no pax use them until the sectors are regenerated.
  • Fix cars sometimes spawning underground leading to stuck cars/nothing spawning.
  • Limit max interest rate to 50% instead of 500%.
  • Improve flight crew boarding (they'll try to get to the gate earlier).
  • Fix stat for lifetime revenue is not correctly calculated for terminals.
  • Rework grants UI to better show track list and track description without scrolling.
  • Fix save name showing "land_expansion" when saving after expanding the airport - now shows your last saved name.
  • Add QuickSelect as default keybind.
  • Fix pax getting stuck if their flight's gate doesn't exist anymore.
  • Fix vehicles stopping on road ramps and trying to pick up pax.
  • Add notification in case a vehicle could not stop and pick up passengers.
  • Fix standby gates not used in case both gate agent desks are in the same security wing but the origin desk can't reach the standby desk without re-doing security.
  • Add the ability to add default airlines to existing games.
  • Fix delays when recalculating a secure area in some cases.
  • Add notification in case the transport capacity has been reached.
  • Fix parking vehicles not spawning in rare cases.
  • Lower minimum schedule time for flights to 45min (Note: Use time wisely, 45 minutes will work for small planes but anything from a 737 up will most likely take longer!).
  • Fix auto fuel delivery not taking into account pending reserves that should be delivered at the same time.
  • Fix bankruptcy giving the accomplished achievement instead of the unaccomplished achievement.
  • Add error message for remote gates placed against a terminal and terminal gates placed into the open field.
  • Fix remote gate prices (previously all were 20k cost).
  • Fix issue where cars would not drop off their passengers leading to some pax never showing up for a flight.
  • Fix parking vehicles never resetting their parking start time leading to extreme profits from parking lots.
  • When selling a fuel truck fuel is now moved into the system or sold.
  • Fix position for when an agent ends up on a conveyor transition.
  • Show green color on flight status pax boarded only when all pax have been scanned, otherwise show orange.
  • Rework perfect ops details - it now better shows the actual information of interest (for new flights - old flights may not have all details).
  • Fix ID Check not taking into account downstream objects when dequeuing agents.
  • Fix text in tutorial stating to assign a queue to an object (you can only assign an object to a queue).
  • Change stuck message on aircraft in case they're not able to reach the runway (they now state which runway they cannot reach and the direction of takeoff).
  • Fix some components possibly re-using an old path renderer leading to UI issues (e.g. staff scheduler not opening correctly).
  • Add minimum runway length to master flight schedule entry (shown on hover under arrival and departure times).
  • Fix flights shown as delayed when changing gate due to bad ChangeGate flag.
  • Add no stock warning to the kitchen overview display.
  • Add notification in case a kitchen cannot fulfill orders (due to no stock or missing objects).
  • Fix runway upgrades may be placed on level -1 leading to funky rendering.
  • Fix parking vehicles not despawning when a lot went MIA in some cases.
  • Fix pax not able to exit conference rooms.
  • Fix crosswalk cannot be walked on in outside + secure areas when placed directly on the terminal.
  • Fix buses possibly getting stuck when they stop in a corner road and their position is not actually on the road.
  • Fix instant build failing to correctly construct runway lights.

Modding changes


  • Modding: Fix modded objects with newly added AttachToWall property failing to correctly position on the map.
  • Modding: Fix several nullrefs in case mods are missing.
  • Modding: Fix security zone not working in case several SmartObject components are on the same placeable config.
  • Modding: Fix issue when using several security components on one object.
  • Modding: Add exception handling in case a script mod fails to load with a ReflectionTypeLoadException.
  • Modding: Fix some possible issues with mod uploading & save game steam_ids to ulong to prevent issues with overflowing ints.
  • Modding: Fix modded toilets and sinks not satisfying restroom zones.
  • Modding: Fix materials not showing up if any more than one atlas is used for modded floors.
  • Modding: Add a configurable mask to bag scanner component.
  • Modding: Add the ability to use i18n key as mod name.
  • Modding: Add field on construction materials, it can now be set to be walkable outside in a secure area.
  • Modding: Fix no error showing up in case an i18n file is failing to load.
  • Modding: Fix floor mods having lines due to wrong filtering mode.
  • Modding: Fix modded remote monitoring stations that don't require staff won't work.
  • Modding: Fix some problems with modded body scanners.
  • Modding: Fix arcade mods not satisfying requirements for the arcade zone.


[ 2020-08-15 18:46:50 CET ] [ Original post ]



SimAirport
LVGameDev LLC
  • Developer

  • LVGameDev LLC
  • Publisher

  • 2020-02-28
  • Release

  • Strategy Simulation Singleplayer
  • Tags

  • Game News Posts 60  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Mostly Positive

    (3728 reviews)


  • Review Score

  • http://www.SimAirport.com/
  • Website

  • https://store.steampowered.com/app/598330 
  • Steam Store

  • The Game includes VR Support



    SimAirport Depot - Linux [1.52 G]SimAirport Depot - Linux 64 [1.52 G]

  • Public Linux depots

  • SimAirport - Frequent Flyer Pack
  • Available DLCs

  • SimAirport is a modern tycoon-style simulation & management game where you design, build, and manage an airport.

    You will construct an airport from the ground up, hire your staff, choose airlines to work with, customize flight schedules, build out your infrastructure -- baggage conveyer systems & luggage services, roads, fuel pipelines, runway upgrades, navigation aids, hangars and service vehicles, etc -- and much more.

    Your Airport, Your Way. Built & Managed by You!

    • Systems-Based Gameplay: Everything has purpose
    • Infrastructure: Fuel & baggage, public address systems, flight info displays, etc
    • Details: Security, Check-In, Boarding, Food, down to first class & coach queues
    • Research & Advancement: Technology, transport, accounting tools, land expansion, etc
    • Two Gameplay Modes: Sandbox (unlimited funds) and Career (challenge yourself)
    • Play your way! Multiple concourses, or a single large concourse? It's your choice!
    • 15+ Airlines & liveries; 15+ Aircraft, turboprop to turbine
    • Steam Workshop Support: Hundreds of Custom Airlines & Airports to try!
    • Very Actively Developed - regular updates almost daily since release (Edge branch)! Developers that listen & who are very actively involved in the community on a daily basis.
    • Bottom Line: Fun, Engaging, Deep Gameplay.

      Where YOUR decisions truly make a difference!

    Who Should Purchase?

    We suggest purchasing if you are excited to play the game as it is today AND if you are interested in participating in the development process alongside our developers.

    If you enjoy tycoon-style building & management games, you'll probably enjoy SimAirport. If you're not sure yet, we'd encourage you to take a look through our forums (especially the Edge forum!) to get an idea of how quickly player feedback makes an impact on the game & to get a feel for how much fun there is to be had!

    We hope to see you in the friendly skies, and around our community forum!
    MINIMAL SETUP
    • OS: Ubuntu 12.04+ or SteamOS
    • Processor: Intel i5/i7+ or AMD-FX+Memory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: Dedicated GPU - Integrated GPUs might not workSound Card: Any
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