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A baggage claim area does NOT require a baggage carousel. I honestly do not know if you can get by without these, but I place them regardless. It may be noticeable that I did not include the baggage claim zone, nor the garbage zone. If at any point the un-interupted line is broken between the edge of the map, fencing and gates, and building walls that boarder the secured area, interior or exterior to the building, the security line will be broken and all three will become inoperable after a short time, causing any schedualed flights to be canceled, giving a message along the lines of "Airport Inoperable" due to the requirements of the gates and runways to be behind the security line to be considered useable. This means that the outside portion of the airport must be fenced off, with or without a gate for staff access, and the access to any of these areas within the building must be behind a security zone, seperating it from the rest of the building, the only exception is with the use of the Security Exit, which may be placed as a one-way door to exit the secured portion of the building. Gates, Runways and Baggage Routing Stations must be placed in a secured area. Security Zone (listed in the order passengers will pass through): As far as I know, Ticketing Kiosks do NOT count twards this requirement, however if the developers felt so inclined, I could see this becoming an option in the future with the idea that with such a setup, checked baggage would not be allowed. This enclosed space must be a seperate room with a door for access. Restrooms, Ticketing and Security must all have their operational conditions met: I am going to ammend the list by including these details bellow At least one Airport Gate must be functional The number one thing to keep in mind is the "Airport Status" and the requirements for being "Open & Fully Operational".
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And secondly, with a single workman doing the initial construction, I have noticed that I can got as late as Day 6 before I am prepared to schedual my first flight. Two things I will note is that, first, about %50 of my from scratch startups did NOT include a conveyor system because it can be prohibitively expensive at the start, especially when picking the XL gate to start with. This means that even before I hire the rest of the staff that the planes will be bringing in a surplus of funds to then expand the initial setup. By the time the terminal is finished with it's initial construction, I can schedual the first few flights (somewhere between 3-5 planes per day) and hire the remaining staff just as the first busfull of passengers arrives. With a bit more effort I could probably plan out the entire starting terminal before construction begins, so all I need to do is que up work orders in places where construction overlaps as it is completed.
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I've got it down to where I can pre-plan big objects like runway, taxiways, the first gate and fencing before I hire the staff member. I place down everything I can, and then hire the staff to start working immediately after being plopped down. It is easier with the smaller gate, but completely doable if you keep a keen eye on your starting funds.ĭuring the initial construction I only have a single staff member, one workman who builds everything from the ground up at $15 per hour. My current runthrough is even allowing me to accomodate a 777 as my very first flight. My starting terminals are usually about half the square footage of the template terminal. The trick is to start TINY and cram everything togeather in a small space while having enough to deal with all of the passengers. I have done atleast five scratch starts that have been successful, even using the XL gate, all on the biggest map size. A link to the version posted in the Guides area: