Hard to say for sure without seeing the log, but most definitely would like to check it out & get it fixed! :)Īny chance you could shoot over your log file after trying to use the 'Create Airline' button? Would like to see what the error is so we can fix it - I'm guessing it's read/write permission related, but could even be a simpler path-related problem. Be careful when uploading mods & having the mod JSON open locally in a text editor if the game writes the SteamID and your editor doesn't notice/refresh, you could overwrite it which means you have to fix it manually which is tedious unless technically-minded/understand what's going on & why. Notes: GUID must be unique, and SteamID should not be filled in manually - only by the game (it defaults to -1 and the game will edit & re-save it when needed). Easiest way to get going w/out using the in-game editor would be to download an existing mod airline from Steam and then check it out on disk - specifically to see the file/folder structure, which is super simple, but just may be easiest to start from an example to see the PNG filenames, etc. Hope this helps & makes sense - if it's gibberish to you LMK and can probably try to get you an actual path as you'd see it on *nix. The local version (ie non-Steam downloaded, intended for your own mod creations) of the 'Airline mod dir' is: I should probably take a screenshot.Admittedly, we tend to assume the Linux build works correctly until we hear otherwise - we manually test macOS & Windows immediately prior to clicking the 'big red button' for Default deploys, but we usually haven't been spinning up a Linux distro to do the same for the Linux build. with each queue feeding every agent, if the code determines queue bias by agent desk, then they are cleared to go in either queue without bias being a long line reduces the chance of even one queue getting a crowd at the entrance, even if one line is biased every agent is being exploited by each queue But with 2 queues feeding EVERY agent, it ensures that: I find with multiple queues with dedicated agents, you always get bias on which are picked. Four 3x10 lines feeding into what could easily be 12 agent desks. Also, you don't need to allow for any room in between agent desks, which saves a huge amount of space. This is good as it allows the rest of the line to catch up, and most importantly: it allows any clusterf*cks at the entrance to the line the time to sort themselves out.įor future expansion, you could have 4 of the lines located right and left of the gate agents in the middle. You'll notice they will move forward THEN PAUSE when waiting for another agent to open up. Except for the 3 buttheads who decided reading a magazine was more important than the virtual lives of 207 other people.Īll gate agents will get maximum throughput by being fed from 2 lines. I get 210 passengers into that plane in half an hour. A pair of 10x3 queues arranged longways (turns slow people down), vertically beneath the 5-6 gate agents, with the exits next to eachother. There seems to be an instruction that states if the front of the queue is empty, then can skip it to the front, but sometimes it can cause slowdowns.Īnd so the answer was simple: TWO long queues (but not TOO long), feeding into all 5 of my gate agents to board a 767. But queues that are TOO long can simply slow down people waiting to board. Actually, after having messed around with some queueing, I've found that long queues are good.
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