Experimental Patch Notes (4 April 2017)

Latest Experimental Version: April 4, ~10:20PM


 * Added the ability to "resize" flights on the Master Flight Schedule (see below)
 * Updated aircraft departure logic, various related tooltips/hover info
 * Added tab 'filtering' to Terrain & Objects build menus
 * Several legacy-related save game fixes
 * Minor performance improvements for vehicle pathfinding (memory allocations)
 * Several misc. minor performance improvements
 * Unity engine version update

A Note About Performance This update does NOT include the major performance improvements that are incoming. There are some minor gains in this patch, but nothing huge; we just wanted to get some of this new stuff out and into your hands for feedback sooner than later since it was ready.

The major performance improvements are still under way and will be up here on experimental in the near future -- until then, we figured we'd go ahead and get this out to you all now! =)

Flight Scheduling Changes You now have the ability to change the duration that a scheduled flight stays at your airport -- from 1.5 hours to 5 hours. In the Schedule Editor, hover until you see a resize cursor and then click & drag to resize that flight.

Aircraft will now be ready for boarding as soon as the aircraft is deplaned plus a bit of additional time (varies by aircraft size) for the aircraft to be cleaned by onboard personnel.

Outbound flights will now leave when all passengers are already onboard (regardless of scheduled departure time) OR the scheduled departure time has passed and the boarding queue is empty. In addition, the aircraft will always wait until all bags have been unloaded for the prior flight & loaded for the outbound flight.

The hover tooltip has been updated to better reflect these changes as well.

We'll have more for you all soon! :-)