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Unfortunately due to my real-life commitments I can't give estimates, however right now I'm focusing on getting what exists of the new UI out and then will be focusing on connections. That said, connecting flights will have to be released in new worlds only, since that would be a game breaking update for existing worlds.
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When will this be available on Beta?
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I feel the same, though it'll take a while to be implemented
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Hi folks! As I start working through the early features of AirSimWorld 2, I wanted to kick off a dev-blog series. These posts will serve two purposes: a public sounding board for what’s coming next, and a reference for myself as development progresses. When I built the current ASW, I didn’t have an audience. This time around, I’m hoping to get feedback as I go and use that input to help shape the next iteration. Why a Rewrite? One of the core goals of this redevelopment is a stronger focus on depth and flexibility. AirSimWorld has always aimed to be a highly realistic simulation, but the current architecture makes iteration difficult. Systems are tightly coupled, and even small changes risk breaking something unexpected. While testing and infrastructure improvements have helped, the underlying structure still doesn’t support safe iteration. A few years ago, there’s no chance I could have taken a multi-month break and come back to a functioning sim. The architecture simply doesn’t allow for it. The Most Important Change The feature I’m most excited about isn’t a major gameplay mechanic, but a foundational system: a new rule engine. This engine will power everything from political restrictions to alliances to how flight connections work. More importantly, it provides a modular foundation that allows new features to be added, adjusted, and expanded far more safely and quickly than before. The Current System The only consistency in the current sim is inconsistency. There’s no single pattern for how systems are implemented, and most rely heavily on hard-coded rules. This makes customization difficult and introduces significant technical debt. Many changes—such as the new fuel system—are sim-breaking if deployed mid-world. The result is a messy collection of world-specific feature flags that require constant maintenance and cleanup. A Case Study: Political Restrictions Political restrictions are a good example of these limitations. While the system is relatively customizable—allowing new restrictions, open skies agreements, and airport-level exemptions—it’s still over-abstracted. It can’t fully model the real complexity of international aviation rules. The ultimate stress test for any generic political system? Israel. Now add the requirement of historical accuracy over time, and it becomes clear why this approach doesn’t scale. The New Rule Engine Design Goals The new rule engine is designed to be: Modular – individual rules can be enabled or disabled Expressive – capable of modeling very specific, bespoke behavior Context-aware – rules can vary by world, time, user, or scenario This system will be used wherever custom logic is required, including: Airline connectivity and codeshares Alliance membership rules Aircraft purchasing restrictions Political and regulatory constraints It will also support contractual relationships between airlines. For example, two airlines could have a non-compete agreement enforced directly through the rule engine. Rules will be grouped into rule sets, which act as configurable templates. Instead of managing large collections of feature flags per world, a rule set can be selected and adjusted as needed. Benefits Easier World and Mode Creation In ASW 1, adding new game modes (such as Arcade or Dynasty) required extensive code changes and careful placement of feature flags. With a rules-based approach: Select the modules you want Combine them into a rule set Launch the world This also enables special or event worlds. During COVID, we experimented with short challenge worlds—route restrictions, aircraft limitations, and other constraints—but they were difficult to maintain due to entangled logic. With modular rules, these worlds can be created, modified, and removed cleanly with minimal effort. Safer, Faster Development Right now, every new mechanic has to be evaluated for how it might affect existing worlds. Game-breaking changes must be carefully scoped to new worlds only. The rule engine makes this significantly safer: Changes can be limited to specific rule sets Existing worlds remain unaffected Features can be rolled back cleanly if needed Long-Term Expandability The biggest win is expandability. Alliances are a great example of a system I’ve long wanted to deepen, but doing so under the current architecture would be extremely difficult to sustain. With a rules-based approach, experimentation becomes safer and far less intimidating. This opens the door to more ambitious features, faster iteration, and meaningful depth—without risking existing worlds.
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ok
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Let me take a look at how the time zone library works here. The timezone is set correctly to `Europe/Rome` on the airport so I don't want to change it from that.
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World B XV: Timeframe: 1950-1985 World Speed: 10 Minutes/day Starting Money: $5,000,000 Rules/Difficulty: Normal/10 Instant deliveries for new airlines Also, I realize the logo fix has not rolled out in prod due to a mistake on my part with not rolling out the correct key. This has since been fixed, feel free to let me know if it still doesn't work. Thanks!
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Exciting :)
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Hello, everyone! It’s been a while, and I just wanted to check in. A lot has been happening recently — between buying a new place, moving, work, and just needing a break (after all, this is all a labor of love), I’ve been a bit tied up. But I’m back now and ready to share an update on what’s coming up as well as the long-term vision for the sim. Over the past month or so, I’ve rolled out some bug fixes and general maintenance. But now, let's talk about some exciting updates on the horizon: 1. Connecting Flights Update The connecting flights feature has been a huge undertaking. This isn’t just a tweak to the demand logic — it’s a complete overhaul using a new platform (code-named Atlanta, get it? Connecting flights…) that’s designed for speed and efficiency. The platform uses a graph-based database system that’s much better suited for modeling these relationships, and it’s built with a faster, compiled language that supports multi-threading to speed up both the demand calculations and support for connecting flights. I’ve been testing it with historical world data, and so far, the performance has been solid. The cost to calculate itineraries with a city-based demand model and connecting flights is pretty similar to the current airport-to-airport direct model. The biggest challenge right now is the city clustering model. I’m just not happy with how metro areas are grouped. Currently, the model either groups too many large cities together (like New York and Boston) or spreads out a single metro into multiple cities. I’ve mostly been using U.S. cities as a benchmark (due to familiarity and the fact that U.S. cities are generally more spread out), and finding the right balance for areas like Miami, Ft. Lauderdale, and West Palm has proven difficult. Once I’ve figured out the city clustering, I’ll integrate the sim with the new platform and begin releasing the updated model on newly reset worlds. 2. New Demand Model This is an extension of the connecting flights update. The current demand model is fairly simple: passengers have a maximum price they’re willing to pay (the willingness-to-pay curve) and will choose the highest reputation flight they can afford. We also add some weighting for value — so a "worse" but cheaper flight might get a slight boost. The new model (built on Atlanta as well) will split passengers into different segments, each prioritizing different factors. Rather than aggregating all reputational factors into a single score, some passengers will care more about departure times, others about price, and so on. This should give a lot more flexibility in the types of airlines you can operate, making the simulation even more dynamic. 3. Fleet Management This feature is mostly already implemented as it’s been a work in progress, but it’s worth mentioning. The goal here is to improve fleet management by giving you better insights into how each aircraft type and configuration is performing. You’ll also be able to migrate flights more effectively between aircraft types/configurations. Additionally, aircraft maintenance will now take planes out of service if you don’t have spares ready to take over. Maintenance costs will become a bigger factor in how you manage your airline, making it a more realistic and strategic challenge. 4. Moving to AirSimWorld 2 This is something I’ve been debating for a while. As I’ve mentioned before, one of my main goals has been to create a mobile version of the sim, but doing that requires migrating a lot of existing code to APIs and creating a whole new UI. While AI can help with some of the work, it’s still a massive undertaking. This got me thinking: Is it worth the effort to simply rebuild the whole thing from the ground up? After all, I’ve grown a lot as a developer over the past few years — both from working on this game and from my career in software development. The core architectural decisions I made six years ago aren’t necessarily the best ones today. Some were mistakes, others were just based on what I knew at the time. By starting fresh with AirSimWorld 2, I’ll be able to fix those mistakes and make the game even better. It will be based entirely on the Atlanta platform, and we’ll revisit some of the core mechanics to create a much more in-depth simulation experience that can last for years to come. More info will be coming soon, but I wanted to give you all a sneak peek at what’s on the horizon!
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Where is moderator?? I'ts important. Regards.
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I will enable connecting flights at some point. Expect an update soon on where the sim is going :)
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Aurora International created a alliance: Aurora International
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Aurora Group changed their profile photo
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To make sure I understood you correctly, the next worlds will have connecting flights. Right?
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Hi folks! I have been taking a bit of a break. I quite frankly wanted to get the connecting flights update out before resetting any worlds but then life got busy and we have 2 worlds that are expired. So moving forward the plan is that Arcade IV will be reset today, B IX will be extended by 5 years in game (or about 25 days IRL) to 1990 and Dynasty II will be extended to 2300 (about a month after that IRL) which should bring us back in sync. There will also be another update about where the game is going, the connections update is still coming though there are other updates in store as well. With that said, without further ado: World Arcade IV Timeframe: 2020-2200 Starting Money: $10 Million World Speed: 7 Days/30 Minutes Difficulty/Rules: Arcade, no political restrictions or aircraft release dates. Happy Holidays!
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