

We have also improved the handling of 'queue overrun' conditions and how the game handles it to keep the airport running well even on high load (e.g. In short, however: We've found a good performance improvement that will have a good impact, especially on bigger airports where a lot of AI agents need to check if objects can be reached. We'll keep this one short as we've already spoken about what exactly changed on our dev-log in the beginning of February Check it out here: For example, having a radial menu (which will be usable from KB/Mouse as well as Controller) makes it simpler to open tools or windows - especially without having to remember the keybindings! In addition to what's in this update, we've also got some further improvements planned that didn't make it into this update. In addition, it does simplify the code for us by a lot and helps us with any new features or additions requiring input. This rework allows us to not only support the Steam Deck better but also allows basically all Controllers, Joysticks, or other Gamepads to be used in SimAirport - the list of supported hardware is indeed rather long. Previously we've done most of the input stuff ourselves (we're really the people who'd like to do everything by ourselves) but have now upgraded the whole system to use Rewired - a well-known and highly regarded input system for Unity. To support all inputs of the Steam Deck and to have support for Controllers we've completely overhauled our input system.
SIMAIRPORT TEMPLATE FOLDER UPDATE
March Update - Performance, Input and the Steam DeckĬelebrating the launch of the Steam Deck, we're happy to bring you today's patch containing improvements to Input handling (including full Controller support!), several performance improvements, and a bunch of general bug fixes, too!
