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Showing content with the highest reputation since 01/24/21 in Posts

  1. World B IV Timeframe: 1950-2010 World Speed: 10 Minutes/day (45 minutes/day until Wednesday, December 29th to give people time to join and set up their airlines) Starting Money: $5,000,000 Rules/Difficulty: Normal/5 Instant deliveries for new airlines
    2 points
  2. I don’t think it’s possible to change the registrations.
    1 point
  3. I've been looking at the issue tracker, and there are some absolutely devastating sim-breaking ones that have been there for months without being fixed. I've recently come across a bug that several other people seem to also have found, which is that leasing gates at any airport with multiple terminals all named "B" causes an error. It seems to me like a pretty major problem, so I thought maybe the issue tracker is being forgotten?
    1 point
  4. What is the best way to handle pricing? I have just been doing trial and error, but it seems like there should be a better way to find an optimal ticket price.
    1 point
  5. I am working on pushing out a new update with the new demand model, I am holding the reset until after that update.
    1 point
  6. Sounds good. I like the approach. I realize it's in its infancy still so lots of features to be added and/or tweaked as time allows. I really appreciate the idea of allowing players to shape the world and so not planting lots of restrictions, but also trying to model real world circumstances in a fashion that encourages realistic outcomes. I think most browser sims either don't implement at all or implement hub-and-spoke very poorly. I think connections and hubs have real promise for allowing users to shape things around them. Bellingham had served as a hub for Frontier, Pittsburgh was a major hub for US Airways, Arnold Palmer (LBE) is a tiny focus city for Spirit! While passengers prefer directs many passengers are plenty happy to go to a local airport and take a connection instead of driving n hours to take a nonstop from their nearest major airport. Cincinnati (CVG) used to take tons of through traffic from Delta as passengers would connect from all over, no one's final destination was actually CVG. That sort of thing is very difficult to model but gives users elbow room when worlds get crowded. No reason specifically why Jackson Hole or Louisville couldn't serve as hubs. This would allow for a wider variety of viable plane choices for airlines as well. I'm rambling but my point is that I'm excited to see how it develops as I often feel the ability for the player to truly impact the game world in Airline Sim or AirWaySim is largely pretty limited.
    1 point
  7. Hahaha, yeah the algorithm in the term paper is indeed the algorithm that I use for modeling metropolitan areas, albeit with slightly different parameters (I also did get an A in the class/term paper, although I have a feeling the professor wasn't exactly looking too critically). The point you raise is valid and is actually a problem right now, since demand is based on the airports population within 50 miles, and there are 3 primary ways in which the new demand model addresses it. Although probably not going to be a part of this update, I do have runway information about all of the airports in the sim, as well as all aircraft have minimum runway requirements in the db, so it would be relatively trivial (and I indeed plan) to implement runway minimums such that you simply wouldn't be able to operate large jets out of small airports that can't sustain them. The new model has airport parameters that 'grade' airports as to how preferable that airport is, similar to how metro areas and nations have attributes. So pax will prefer certain airports over others, although that 'grade' might be influenced in later updates by infrastructure constructed as part of the hub (lounges etc.), there are always going to be some airports that are more preferred. Although this will be implemented in this update, assigning attributes to airports will likely not be a priority until after all the nations and major metros have had their attributes set. Until then the attributes will be neutral. While not all passengers care a lot about the quality of the airport (lest LGA not exist), the premium passengers do. All of which is actually quite realistic. I plan on implementing specific airport restrictions into the sim in a future update, this includes things like restrictions regarding international flights, maximum distance requirements (take a look at LGA or DAL for instance), as well as airport closure/opening times, maintenance or runway restrictions etc. As a rule I generally try and avoid arbitrary restrictions on what you can or can't do in the game in favor of trying to model the realistic obstacles that prevent real world airlines from say operating out of Teterboro or the like.
    1 point
  8. In the current iteration of the demand model the demand is determined based on distance and relative populations served (which is a formula depending on population within a 50 nm radius of the airport distance adjusted), along with international considerations. I am a few weeks away from releasing a new update with the new demand model that makes demand much more dynamic by having 7 different types of demand (from tourists to business demand etc.) determined based on parameters that each city and nation has in regards to its tourism appeal, industrial activity, income inequality etc. (btw if someone wants to help out with assigning these attributes feel free to reach out). Further the new demand model works by metropolitan areas, with each airport within the same metro area competing with all the others in the same area (so Newark-LAX flights compete with JFK-LAX flights for example). I'm also planning on adding flight connections in but its a slightly different beast altogether (I still have PTSD from the first time I added flight connections in the sim).
    1 point
  9. I was about to shift and up-gauge some flights between my aircraft...before realising just how difficult it is to change the aircraft schedules from one to another if it's a busy schedule on one aircraft. An option to simply move or swap the schedule from the aircraft management page would be a huge help.
    1 point
  10. Hey, I was wondering if we were going to get a new game in here soon, and if so if it could last from 1930-2020 or 1950-2022. Thanks!
    1 point
  11. I agree. Stopovers should be added.
    1 point
  12. Could a route closing option please be added?
    1 point
  13. I vote yes. I think right now you have to go into each individual aircraft and close each individual flight which is very cumbersome.
    1 point
  14. @sviridovtSome Inputs: 1) Cargo Services - Commercial Service 2) Airport services such as priority check-in , faster boarding process which cost the airlines a bit of money paid to airport but decrease turn-around times 3) More competitive Index on over-supplied routes depending on In-fight services and price of seats and services. 4) Cash Flow forecasts 5) Options of liveries on Aircraft for some money but resulting in better reputations 6) Temporary Inter-airline Lease options - Leasing Airplane to other airline for a payment 7) Inclusion of some more graphs and pie-charts ------------------------------------------------------------------------------------------- Well these are all I have for now, but I will come in for more. Thanks and regards @AIR GOD PS:- The game is amazing !! Good Job 🙂
    1 point
  15. While I might not implement a full swap (since due to different aircraft speeds/turnarounds will be difficult if not impossible), I do plan to make it easier by making the scheduler more flexible, allowing to schedule several flights at a time or several planes) which should make the whole process of transferring schedule easier.
    1 point
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