![]() ![]() What I found when building was I didn't need to make the terminals as wide as they are and I was able to shave off a couple grid squares, this meant modifying the gates slightly at the end of both terminals. This is the second floor, sorry it is not hi-rez. The terminals were physically separated by a wall as well to limit the travel distance of passengers Unfortunately I never got to test this out because of a bug that rendered the second floor useless in the game. Terminal A was to be serviced by systems 1 & 2, B by 4 & 5, with 3 being split between the two. The idea was to spread the load out evenly across the available resources and floor space. The numbers on the terminal gates are in reference to the check in, security, and baggage system. What this hopefully does is gives people a guideline for how to structure their templates and the kind of design considerations I've made when doing it. Over the years that Airport CEO has been developed, it’s been increasingly more and more possible to build an airport with multiple terminals but in the end there’s always been one or two key aspects of passenger, employee or airport system simulation that has violated a design rule and caused delayed flights. In the actual build I used only a single one way road at the entrance to the airport while this one shows dual one way lanes. Like sidewalks, they don't need to be a full tile width but I have chosen to represent them on my template anyways. Keep in mind there are some inaccuracies inherent with it. This is in response to a request from /u/jia0020's thread. Please upvote this comment as required to keep it at the top unless a mod can pin if necessary.
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