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  1. Hi folks! I would like to introduce a new game mode today, designed to be on a similar speed to Arcade mode but with all the realism restrictions of a standard world to allow for longer term, but fast moving worlds! This will also be a world that starts earlier in the timeline than any previous world, running from 1933 to 2033! To accommodate this earlier world a number of early 20th century aircraft were added including: Boeing 247 Lockheed Model 10 Electra Lockheed Model 14 Electra Lockheed Model 18 Lodestar Boeing 307 Stratoliner Boeing 377 Stratocruiser Lockheed L-188 Electra de Havilland DH.91 Albatross Junkers Ju 90 Douglas DC 2 Junkers Ju 52 Lockheed Constellation Series Note on 1940's, because some guy didn't get into Art school and threw a tantrum which among other worse things also caused a halt in civil aircraft production during the period, I have taken some liberties with aircraft production times at that time. For the most part any aircraft which ended production at the onset of WW 2 had it's production time extended until after that manufacturer released a new model usually in the late 40's. With that, the new world: Dynasty I Time Frame: 1933-2033 Starting Money: $5 Million World Speed: 20 Minutes per 7 Days Instant Plane Deliveries: 10 Difficulty/Rules: Standard realism restrictions, aircraft release times etc.
    5 points
  2. Timeframe: 1950-1985 World Speed: 10 Minutes/day (45 minutes/day until Wednesday, January 1st 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 Thanks y'all!
    3 points
  3. This is something that I want to add eventually but is low on my priority list. As of now it would be pretty difficult to implement given how scheduling currently is basically just a single week schedule that gets repeated over and over. It is however a design choice that I plan to revisit at some point as I want to further expand the new demand system I'm working to support things like seasonal variability/seasonal flights (to be clear this will not part of the initial launch, or any time in the near future).
    2 points
  4. No, but I do hope to be able to get those back in a few months. Have a somewhat hectic work schedule that limits my ability to work on this.
    2 points
  5. I think a good addition to the game would be advertisements. I think the way they should work is there are different types, each with different costs and efficiencies. Also another interesting idea is sponsorships. Anyway, that's what I thought up of. Regards-thecat
    2 points
  6. When I click "Start an Airline",502 Bad Gateway error occurs.
    1 point
  7. The New UI is now available for public preview! This is one of the many things I'm currently working on a lot of which rely around improving the experience and making the sim more mobile friendly while (hopefully) making the sim look a little nicer. I am looking to find ways to improve the sim experience and navigation so would be happy to hear feedback about the new UI and any other suggestions! As part of this change I'm also introducing the airline widget/avatar, which at present is just the first 50px of your airline logo but I'm looking into if I want to allow uploading it separately if there is interest. Not currently available but one of the changes I'm working on is a change to simplify navigating the website, namely aggregating all of the aircraft related functions (purchasing, maintenance, fleet management) into a Fleet page, all the flight related functions into a Flights page and all the facilities functions into a Facilities page. That way the the overall navigation will be simplified to 4 categories: Dashboard My Airline Airline page/configuration Fleet page for aircraft operations/maintenance Flights page for flight operations Infrastructure page for facilities operations Finances page World World Rankings Airports Browser Alliances In addition to the new look this interface is designed to be mobile friendly (though fair warning that part is very much still in development and is still very buggy). One of my main priorities with the above redesign is to redesign from scratch the parts of the sim that are the most mobile unfriendly currently (seat configuration and scheduler) as well as make them better. How Do I Opt In? In the sim under your airline navigation menu you should see the "try the new UI button" this will enroll you in the preview. If you sont see the button you might need to expand the navigation menu. If you then wish to opt out you may do so from your profile menu
    1 point
  8. Dynasty II Time Frame: 1933-2033 Starting Money: $5 Million World Speed: 20 Minutes per 7 Days (45 minutes per 7 days until Saturday, April 26th) Instant Plane Deliveries: 10 Difficulty/Rules: Standard realism restrictions, aircraft release times etc. Regarding World B Apologies to those waiting for World B reset, my plan was/is to reset it to use the new demand system (Atlanta service) but I have not had the time to work on it in recent weeks. I will see where I am in the next few weeks while Dynasty II gets going and then we will see if World B can run with the new demand model or if not will just reset it as is. To be clear this won't be the full demand model per-say, in fact the actual demand calculation will still be the same however the new system will provide some niceties currently not available, such a city based demand system (so flights from different airports in the same metro compete with each other) and (depending on how much free time I have) flight connections. But we will see if I have the time to work on it. In the meanwhile I will allow World BIII to continue. Thanks!
    1 point
  9. With the global economy facing various challenges, what strategies are you employing to maximize profitability in AirSim World? Are you focusing on specific routes, aircraft types, or passenger segments? Share your insights and best practices for navigating the current economic landscape and maintaining a healthy bottom line. What are your thoughts on optimizing fuel consumption and reducing operational costs? Are there any specific in-game mechanics or settings that you find particularly useful for boosting profits? Let's discuss how to thrive in these uncertain times and ensure the continued success of our virtual airlines.
    1 point
  10. I personally just try to find very high-demand routes to fly. I use one plane for only one route, and charge exorbitant rates for IFS. However, I NEVER fly routes with other airlines because it is just so hard.
    1 point
  11. Hey @sviridovt, Here are a few topics that I think would really improve the overall gameplay of AirSim World. 1. Schedule Copy-And-Paste It would be nice if you could copy and paste a schedule because re-putting it in for another route, especially short haul but large demand routes. 2. Lease Extension Maybe I'm just blind, but I can't find a button for this. 3. World Extensions It just seems so wrong that you have to scrap your progress every so often. Maybe just an eternal-running world? 4. More Planes Especially in the older days, I would love more planes to choose. Also for some of the newer worlds (forward in future) you should add things like bars as well as things like Boom Supersonic and the other ones.
    1 point
  12. The following is multiple feature requests all revolving around aspects of airports (lounges, gates, etc.). Lounges: My first feature request are lounges. Lounges in airports would work similar to how terminals work currently. There would be a separate list underneath the list of terminals, for lounges. Lounges can be customized with selection of services included, what classes can be allowed in, capacity, and other options, to give a price, like the price given for airplanes based on engine selection, configuration, etc. Gates: There should be a custom amount of gates at every airport to make it more realistic in size/capacity. We can't make gates to have a loading capacity and a list of lights compatible to board on that gate, so the easiest way to make this feature would just to be consider all of the gates to be of the same type. Terminals should also be a feature to make it even more realistic. Subsidiaries: Not a feature that is necessarily needed, but subsidiaries would be a cool feature. Sponsoring: Like subsidiaries, not a feature that is necessarily needed, but sponsoring would also be a cool feature. Airlines would be able to sponsor numerous companies. I know sviridot is very busy with work and would probably be unable to spare the time for the research into most features these days, so my suggestion is that active people in the community, if he approves, would be able to compile a list of, for example, gate counts for major airports worldwide. If there is interest from sviridot after seeing a sample of the data that would be collected, he could approve a continuation and this job of collecting statistics could go on so that, in example, gate counts could be listed for most airports that exist worldwide. After that, all sviridot would have to do is add the feature, which will take some time, but not as much as having to research beforehand himself.
    1 point
  13. The new Dakar airport has been added, IDK about the old one
    1 point
  14. Airport FIH is located in Kinshasa, CD, UTC+1 The game locates FIH in Brazaville, CG, UTC+0 Now I can't operate flights from other cities in Democatic Republic Congo.
    1 point
  15. You don’t need to spam you only need to say it once
    1 point
  16. Yes, I agree. However, @sviridovt is busy with work and has not been on as much, so he will not have as much time to implement your features.
    1 point
  17. Hi! I am aware of the issues. I am working on migrating logos to save in a different way anyway and so will work on getting that working instead of fixing something that is expected to be deprecated in the near future. Thanks!
    1 point
  18. Hey @vonbuttiglionen, @Marco1887, that would need to be done by running a mass script which i believe @sviridovt will run this weekend, so you should contact him to fix that info.
    1 point
  19. Hi, the Time zone of India was corrected in the market researach sections, but not in the flight scheduler.
    1 point
  20. Yes, I think that is a bug. DM @sviridovt for help.
    1 point
  21. Nope, i just find it tedious to scroll through pages of unavailable planes on the hunt for a new one or one with available flight time. 🙂
    1 point
  22. I'd love to be able to sort/filter the airplane list when you add flights. This gets quite convoluted and finding new aircraft among all the "used" ones is quite challenging. Being able to sort by weekly hours or by type or even by airports already on schedule would help a lot. Currently, the aircraft i wiant are hidden somewhere on page 6 while it shows aircraft with full schedules on the first pages. Eg.: Want to add a flight between Chicago and Dallas? Filter by Aircraft or by range and sort by weekly hours to only show available 737s and not any 747s with full schedules.
    1 point
  23. adding the Lockheed Constellation family can offer several benefits for eg The Lockheed Constellation is an iconic aircraft with a rich history in aviation. Incorporating it can enhanced depth of your game, providing players with a glimpse into the golden age of air travel: The Constellation includes various models, each with different capacities and range. This diversity allows players to strategize and adapt their fleet to different routes and market demands.
    1 point
  24. Exciting!!! also @sviridovt I have to add one more airport to finish, will dm you after done.
    1 point
  25. What would be great is if the airplane and the schedule were "separate entities", meaning you could create a schedule and then assign a plane to that schedule. When the time comes for either scrapping, selling, upgrading or even maintenance tasks you take a plane out of commission and assign that planes schedule to a different one. EG: Upgrade a 737-800 to a 737 MAX 8? Or an A330 to an A350? Just give the schedule to the newly bought plane. EG: Have an older fleet where a D-Check is due? Have one plane spare and "rotate" the schedules so one goes live, one goes to maintenance without having to rewrite the entire thing While we're on the topic of scheduling: What I'd really like are line-breaks so you can better see at what time the airplane is free again. especially with international flights leaving close to midnight its really hard to see when the schedule extends that far to the right
    1 point
  26. I definitely would be open to adding different types of gates/sizes etc and actually do want to go deeper on these non-flight features in the near ish future. Data does remain the biggest obstacle to these types of features and I do plan to crowd-source data updates (one of my goals right now is to class nations/cities by their business/leisure appeal for the new demand model that is in the works), @Eagle Express Holdings LLC I am open to naming a new data manager if you're interested in helping with the data since we don't have one right now. That said, my current priorities as far as non-flight features are: Expanded fleet management options, including greater control over maintenance, more in depth IFE/IFS etc. More in-depth reputation system, to tie into the new demand system that will view different customer segments differently so you can further specialize an airline to target specific market demographics (ie business travelers vs. low cost leisure travelers etc.) Expanded staff options
    1 point
  27. Hi Folks! I wanted to take some time to share some of the big things that are coming down the pipeline in the months to come. Although given my IRL time constraints I can't commit to a timeline, I do want to let you know what my plans are and what I'm working on. Some of these are game play features, while other things are more backend 'in the weeds' type changes. Over the last half a year or so, I've been working on major stability improvements and changes, and I hope that y'all have noticed the difference. As most of these changes have now taken shape (although the work of improving the existing game is never done), I can now focus more on adding new stuff to the game. This is a first in a series of posts that I hope I can share more details of how the sim operates internally, I'm hoping to be able to share more 'behind the scenes' topics, potentially diving into the more technical aspects. Let me know if y'all want more of that type of content. Keep in mind that this list is not in any kind of a priority order, and is mostly my thoughts of the things I want to work on. Event Manager Deprecation. One of the main parts keeping the game moving is currently the event manager. At present the heart beat of the entire sim, managing all asynchronous operations, everything from keeping the clock moving, to recalculating the flight demand, to handling aircraft maintenance etc. And overall, I'm pretty proud of my college self for developing the solution that I did to a fairly non-trivial problem, it has for the most part worked and apart from a few hiccups didn't cause too many issues. It does however, suffer from a scalability problem and is generally incompatible with some of the long term changes that I want to pursue, and as such has to go. I have already finished the replacement and just require further testing and infrastructure changes to get it out (I will make a whole other post comparing how the new solution will operate so watch this space. My testing server (which still lives in my parents place, about 500 miles away) is experiencing some hardware issues that have prevented me from being able to properly test everything, I'm hoping to get these issues resolved next weekend so hopefully I can get this out fairly soon. Overhauling Fuel. The first gameplay feature that I want to change is to overhaul the fuel and maintenance aspects of the sim, first I want to add randomness to the fuel prices. Currently, fuel prices are stagnant until 1970, and then increase linearly to 2020. The current system has a few problems; first, it's not using inflation adjusted values while the sim does not model inflation. I have gone back and forth on the idea of adding inflation to the game, on one hand my goal for the game is to create the most realistic experience, on the other I don't want the sim to be tedious and to force the players to constantly increase prices just to adjust to inflation. This is why ultimately I decided against modeling inflation at least for the foreseeable future. Instead I will adjust the fuel prices to account for lack of inflation, aircraft prices are currently pegged to 2018 inflation, so I will do the same for fuel. Second, the linear nature of fuel prices makes it extremely predictable and non-challenging, to address this I want to add some noise to the mix that should model variability in fuel prices, with periods of low and high prices. Although for now I'm limiting the model to this, long term we could add features such as fuel hedging and other features to expand on this volatility. Overhauled Aircraft Maintenance. Another thing that's on my radar is an overhaul of the maintenance system. This system has largely been untouched since the original release and I want to add more details to it. For one, I want maintenance to take planes out of commission, my current plan is to allow an airline to replace a plane going into maintenance with a plane that doesn't have any flights of the same type/configuration (similar to what real airlines do), this would add a new mechanic to the game of planning your fleet around redundancy rather than stuffing as many flights as possible onto a plane. Further it would allow airlines to better spread flight cycles around their entire fleet which will become important because, I want to fix the long running bug whereby aircraft with negative cycles still fly (technically it's not a bug, since I have intentionally left it in until such a time that I could redesign that system, but still). This does mean that as part of this I want to allow airlines to move schedules between aircraft to allow for better fleet planning. Further, I want to incentivize fleet planning by making the per type fixed costs a lot higher than they are currently, increasing the penalty in staff, as well as making that whole interface and breakdown clearer by creating a maintenance section in the UI to summarize all of that data. Long term the plan would be to allow airlines to build maintenance bases and allow players finer control over the maintenance schedule. New Demand Model and Return of Connecting Flights. Connecting flights were turned off a few months after the public launch of the sim, after all the processing required brought the server to it's knees. It was meant as a temporary fix. That was 4 years ago. I have made a number of attempts to reintroduce connecting flights and some were more successful then others but nothing that I was confident with releasing. The problem is that the architecture of how we store flight data (SQL database) is inherently not well suited to modeling connections. As such, my plan currently is to export all demand calculations to a different service I plan to launch (called Atlanta service, get it?) which will utilize a graph based solution that should be able to handle connecting flights much easier. The idea of putting it into a different service will also allow me to use Rust which should hopefully allow me to optimize performance further, which is important as the demand model is by far the most resource intensive part of the sim. As far as demand model itself, I have long worked out the design for the new model, that will model passengers based on 7 different passenger types that will prioritize different aspects of what your airline has to offer. I had already programmer a large chunk of this but had to pull the plug after it got bloated. Beyond the code however there is also the challenge of data collection, the model adds a lot of fine grain data to different cities, airports and nations in order to accurately represent the distribution of passengers and passenger volume. Although I plan to automate a large part of this work, there is a significant manual component to this that will take time. Something else I'm exploring related to this is the use of an AI based database system (such as MindsDB) to provide for a better simulation, though this would likely not be a part of the initial release of the new model. IPBoard Deprecation. One of my goals is to remove our dependence on IPBoard for authentication and to eventually deprecate it entirely. I want to more tightly integrate the community into the sim, however as it stands this is difficult to do. For one, IPBoard is written in PHP which although was my first language I ever learned, is one that I have not used for anything serious in close to a decade and I don't wish to revisit, second is that some of the features that I want to add would require purchasing additional subscriptions that I frankly find overpriced for what they offer. Further, IPBoard has increasingly put their resources towards their cloud offerings and makes the prospect of investing significant work into integrating with it further more precarious. This deprecation as such would require 2 parts, first is severing authentication from IPBoard, which is something that I plan to do by moving towards an open source IAM solution (KeyCloak is my current thinking) along with a new service to handle all user data (the idea would be to extract a lot of the data currently kept on game server, like world records to allow us to more easily swap game servers or even have multiple game servers with ease), and second to switch a forum to a different solution. As of right now I'm considering a few options though leaning towards Misago though again, the final decision has not been made. It does however offer a number of advantages the core one being that it's based on the same Django tech stack as ASW, making it easy for me to make any modifications I need with minimal work. I hope you're excited for what's coming and please let me know if you want more of this type of content. Thanks!
    1 point
  28. there is none, sviridovt said that unions were planned but never implemented
    1 point
  29. A very helpful feature that I haven't seen mentioned yet is the ability to view world data from the world selection screen. That way, you don't have to create a phony company to research airports. I have no idea how easy or difficult this would be to ad from a coding standpoint, and I also have no idea if it is actually a feature because I am a complete noob.
    1 point
  30. Hey folks! As you all wait for 0.3 I have added into the database a host of open skies agreements and specialized political restrictions that should expand the game while you wait for 0.3. This was already implemented in the sim some time ago, though the data for these was never entered. The new changes are listed below, enjoy! Flight Restrictions US - Cuba, except exclusively between the following airports (there are others, but I lost the complete list, if you know which airports are missing please let me know): US: JFK, MIA CU: HAV US - DPRK (North Korea) Open Skies Agreements For these agreements, any airline based in one of the member nations can fly freely between or within any of the other members nations (an airline based in France may fly between Spain and Germany for example), for flights outside the agreement they still must originate or terminate in their home country. EU Open Skies Austria Belgium Bulgaria Croatia Cyprus Czech Republic Denmark Estonia Finland France Germany Greece Hungary Ireland Italy Latvia Lithuania Luxembourg Malta Netherlands Poland Portugal Romania Slovakia Slovenia Spain Sweden US (Partial member, EU members can fly to/from US from any of the member countries but can't fly within the US) Australia - New Zealand Open Skies Australia New Zealand (duh) ASEAN Open Skies Myanmar Thailand Vietnam Laos Philippines Cambodia Brunei Malaysia Singapore Indonesia Another restriction that I was thinking of implementing but was doubtful on (which is why I didn't implement these sooner, and why I'm not implementing it here) is Israel. Israel is weird, it only allows international flights to specific airports, which to me seems almost too restrictive but might make for an interesting challenge. Not sure where I stand on it, but would like to hear your feedback.
    1 point
  31. Good callout, I'll pin it in the game discussion category. These restrictions/agreements are not time based iirc.
    1 point
  32. I think that it would be helpful to have a multiselect feature when scheduling an aircraft, so you could select all of one type of aircraft and instead of manually selecting them all, you can use the multiselect to schedule them all the same way. Also a multiselect in the my aircraft page would be helpful for scrapping planes.
    1 point
  33. It would also be nice to have a feature where you can have an option on the market research page to delete all flights from a route, because otherwise it takes a very long time to manually click on every aircraft operating the route and delete each flight, especially on routes which over 20 planes fly on. It would also be helpful to have a way to remove all flights for just a singular plane.
    1 point
  34. Maybe you can look into if it is possible to have a page where you can see your overall effectiveness, reputation, and other similar stats compared to the industry and country average.
    1 point
  35. Guam (GUM) NAME : Antonio B. Won Pat International Airport COUNTRY: USA LAT: 13.4856 N LONG: 144.8001 E RUNWAY: 12, 000 FT SOURCE: www.guamairport.com
    1 point
  36. All Airports in India Current in-game time zone: UTC +4h Real time zone: UTC +5:30
    1 point
  37. Airport Name: Ulsan Airport Airport Country: South Korea Latitude & Longitude: 35°35′36″N 129°21′06″E Length of Longest Runway: 2000m/6561ft Source: https://en.wikipedia.org/wiki/Ulsan_Airport Airport Name: Yeosu Airport Airport Country: South Korea Latitude & Longitude: 34°50′32.38″N 127°37′0″E Length of Longest Runway: 2100m/6890ft Source: https://en.wikipedia.org/wiki/Yeosu_Airport Airport Name: Daegu International Airport Airport Country: South Korea Latitude & Longitude: 35°53′39″N 128°39′32″E Length of Longest Runway: 2755m/9039ft Source: https://en.wikipedia.org/wiki/Daegu_International_Airport Airport Name: Gunsan Airport Airport Country: South Korea Latitude & Longitude: 35°55′33.46″N 126°36′56.4″E Length of Longest Runway: 2743m/9000ft Source: https://en.wikipedia.org/wiki/Gunsan_Airport Airport Name: Gwangju Airport Airport Country: South Korea Latitude & Longitude: 35°07′35″N 126°48′32″E Length of Longest Runway: 2835m/9300ft Source: https://en.wikipedia.org/wiki/Gwangju_Airport Airport Name: Pohang Gyeongju Airport Airport Country: South Korea Latitude & Longitude: 35°59′16″N 129°25′13″E Length of Longest Runway: 2134m/7000ft Source: https://en.wikipedia.org/wiki/Pohang_Airport
    1 point
  38. We're experiencing issues with the event manager (that manages the calendar and is basically the heartbeat of the game). I have something in the works that should be deployed soon. Apologies for inconvenience!
    1 point
  39. i love the idea of cargo airlines. perhaps people could also have the option to operate a lessor? frequent flyer programs? package abilities?(bundles; hotels, airlines, all in one fare) individual pax charts, ground competition like high-speed rail, bus, etc.
    1 point
  40. Airport Name: Daegu International Airport Airport Country: South Korea Decimal Latitude: 35.8995 Decimal Longitude: 128.6384 Length of Longest Runway: 9,039 ft Source: https://en.wikipedia.org/wiki/Daegu_International_Airport
    1 point
  41. As of a few months ago ranks are calculated on a new quarter rather than on the fly like it was before, so if you have a new airline it will be unranked until the new quarter starts.
    0 points
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