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Hi folks! I am happy to announce the release of the Fuel Update! Here are the features (some have been released in preview or were already out but are still encompassed here). Please note, that even though I'm not enabling the fuel portion for existing worlds this update nevertheless introduces a lot of re balancing changes that make the sim harder. You might need to look at your finances. AirSimWorld 24.04.22 - Fuel Update Fuel Model Update Fuel prices now change dynamically and can have realistic ups and downs Fuel prices now visible on the dashboard All aircraft fuel consumption has been audited, this resulted in a fair few changes for a number of aircraft where it appears unit confusion seemed to have effected fuel consumption Aircraft order page now shows average fuel consumption for each engine option Note: Fuel model/aircraft adjustments are not available in B IX and Arcade I as this is a disruptive update. World C I will have the new model and future iterations of B and Arcade will as well. New Dashboard Dashboard now shows more useful graphs, allowing for more fine grained selection Top/Worst flights now have user selectable criteria, allowing users to sort by profit, load factor, passenger count or capacity Competitive landscape section will now show any other airlines actions on routes where they compete with the player Added Forum posts to the dashboard New Notification System Notification system now replaces the old mail system For UI support purposes we still have mail display supported. This will be refreshed in a future update Aircraft delivery notifications are now grouped by aircraft type Notification details will now show more information, allowing you to navigate to the appropriate aircraft/route Introduced new notification types New Airline/Welcome notification Leases expiring soon notification Leases expired notification Loans paid off notification Aircraft repossessed due to non-payment notification (both loans and leases) Missed payments notification (both loans and leases) Staff System Rebalanced Staffing requirements audited to be more realistic Number of maintenance staff, ramp agents, airport agents required increased Number of executives, and customer service reps required decreased Flight attendant and pilot reserves will now be accounted in flight expenses rather than calculated separately, allowing for more visibility. Note: First quarter expect a lot of turmoil as training costs/effectiveness will be impacted by rapid change. This should effect every airline in the same way and balance out over time. Smaller Updates/Bug Fixes Debt processing system has been rewritten to be more stable and optimal Fixed bug whereby some aircraft that were leased would not be returned, and be stuck in zombie mode Fixed bug where financial report would not accurately reflect lease/loans paid causing a discrepancy in totals. Fixed bug where gate leases were not showing up as expenses in Financial Reports Gate Lease prices now calculate when gates are leased rather than once a month Added World Initialization event for easier world creation Fixed a bug where ramp and airport agent attrition was miscalculated Fixed a bug where gate assignment would sometimes not find a an available leased/owned gate causing slot rental to be used Fixed bug causing staff recalculations to occasionally fail Temporarily disabled forum alliances in game, IPB does not provide an API for getting all of users alliances. I plan on deprecating IPB soon and so it's not worth creating a caching solution for the interim, so I'll just disable it for now Deprecated event manager in favor of celery for background tasks With that, I'm also introducing World C I, which will run from 1975-2000. Overall I have decided to go towards worlds that run about 3 months long with some exceptions, in general this is the road map worlds wise (not all coming soon, this is more of a vision): Arcade world - Fast moving (7 days per turn), long term Arcade world (no political restrictions, aircraft restrictions etc.) Dynasty world - Fast moving (7 days per turn), long term realistic world (will run from 1935-2035) The letter worlds - Slower paced (1 day per turn), realistic world : World A, "Dawn of Flight": 1935-1955 World B, "Jet Age": 1950-1980 World C, "Digital Age": 1975-2000 World D, "Modern Marvel": 2000-2030 Open Challenge - Occasional challenge worlds with special restrictions/rules. With that, announcing World C I: World C I "Digital Age" Timeframe: 1975-2000 World Speed: 15 Minutes/day (45 minutes/day until Thursday, April 25 to give people time to join and set up their airlines) Starting Money: $7,500,000 Rules/Difficulty: Normal/5 Instant deliveries for new airlines Let me know if you experience any issues or any other suggestions. I will be making a dev blog soon about my plans for the next major release. Thanks!6 points
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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
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Hey Y'all! Just wanted to give you a bit of an update on 0.2 as well as give you all a bit of a roadmap regarding what to expect in future releases of the game as we go through the Alpha development stage. 0.2 is going to have a lot of new features and I hope that you will agree with me that these features are worth the wait. AirSimWorld 0.2 Alpha (Release mid to late June): More details on your airlines finances (including breakdowns of how each of your cabins, aircraft and configurations are performing as a whole, more detailed flight financials etc.) Credit Ratings, Loans and Leases Ability to Bankrupt your airline/go into Bankruptcy Protection Airport Gates and Terminals Alliances Airline Reputation and Reach Staff options (setting salaries, dealing with unions, employee morale etc.) Logos, graphics and branding options Better mail system (aircraft deliveries split from general mail, mail reserved for important information Various bug fixes AirSimWorld 0.3 Alpha (Release mid July): This update will primarily be a UI update, that wont add many features but will be a significant overhaul of the UI. This will include things like making all the tables sortable (currently only flights and aircraft pages have those), add ability to add other columns to tables as well as have the ability to customize the UI to your own needs (One such feature is the ability to customize what is shown on the dashboard). This update wont do too much in terms of new features except bug fixes and tweaking of some game mechanics. AirSimWorld 0.4 Alpha (Release early August): This update will primarily add depth to existing ingame features, examples include adding aircraft options (winglets, extra fuel tanks etc.), more maintenance options, have aircraft maintenance actually take aircraft out of service (currently it only charges your airline money), more facilities upgrades (lounges, maintenance facilities etc.), better alliance options, realistic flight delays (cascading flight delays) etc. AirSimWorld 0.5 Beta (Release late August/Early September): This update will primarily overhaul the way you interact with agents in game (aircraft manufactures, banks, airports) by adding contracts and negotiations to the game, so you'll be able to negotiate with an aircraft manufacturer or an airport to get a certain price on things etc. This will also add more complicated things like aircraft options, termination fees etc. This contract system will also be used for player interactions for things such as inter-lining agreements (potentially but probably not in this update) codeshare agreements, and leases between airlines. Its also worth noting that minor bug fixes will be released between updates similar to 0.1. I would love to also hear your feedback and thoughts. Thanks!5 points
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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-thecat4 points
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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
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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.2 points
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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
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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!2 points
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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
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Hamad international airport ins not in the game. This is a pretty big airport to so can you please add is2 points
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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.2 points
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Update 23.12.27 New Features Updated Willingness to pay formula to slightly increase pax willingness to pay on ultra short haul routes, decreasing it significantly for medium haul and long haul routes. Note that this change will not impact Arcade ∅ which will stay with the current algorithm but will impact Arcade I when that gets started, this change will also effect World B IX following any route updates. Changed default price for routes to be slightly below median willingness to pay, such that assuming there are no competitors you should be able to capture majority (though not all) of the demand for a route given the default price. The Scheduler direction selector will now flip on flight creation to make it easier to create flights in the opposite direction Various Scheduler performance improvements Bug Fixes Fixed an issue where updating the route in the Scheduler would not force a route update. Fixed an issue where the Scheduler would allow creation of flights before the turnaround time. Fixed Airline selector drop down on route research and some other pages not showing user's airlines. Please note that these willingness to pay changes are designed to make the game harder and will be applied to the current World B IX, as such you might need to re-adjust your prices down. I apologize for not getting these changes out earlier, I expected to get them out before the world reset but miscalculated when the B VIII was going to end. Also note that while this update changes how much pax are willing to pay, it does not change the demand itself. Please let me know if there are any issues or suggestions, I will continue to mess around with the values in the coming days to further tweak them for best in game experience. Thanks!2 points
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Hi Folks! I am now putting the new dashboard into preview as I have achieved feature parity with the current dashboard, there are still a few issues to work out and notifications/competitive outlook is still not supported (though will be before full release). This is also the first step in a UI revamp, so general feedback about the look is appreciated as well. I do want to add some more color into the whole setup and plan to play around with it more. Further, while the new dashboard does show fuel prices, and those prices are 'real' in the sense that this is what the sim will use once the fuel update comes out, the flight model currently does not use those prices. As always, I look forward to hearing your feedback. To get a look into the new dashboard just go ahead to the dashboard and press the 'Try Now' button. Thanks!2 points
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Currently fuel prices for many short-range aircraft is bizarrely high, making realistically-priced routes impossible for them. I know the E-Jets, the Q400, and the CRJs have this issue, but there may be more. I saw on the discord that a new fuel model is being worked on, but considering the A320 has sensible fuel prices I think the root cause is a config error so that might need a look at before the new model is implemented.2 points
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While working on a new fuel model I wanted to add some kind of a graph to the dashboard to show the movement in fuel prices, however I didn't just want to tack it on. I wanted it to be a well thought out part of the dashboard. The problem of course is that the dashboard itself is not incredibly well thought out. In fact it hasn't been touched since the initial release of the sim, when it was hastily created just days before public release just to not have a blank home page, the whole process probably took about 5-10 minutes. It wasn't meant to be a permanent design, just more of a temporary patch until something more robust could be designed. I have thought about updating it from time to time (including a customizable card based system) but it was just never a high enough priority. Until today, I wanted to show a mockup of a dashboard design that I'm considering, walk y'all through it and get some feedback. (that said, please do ignore some of the graphical issues, if the scheduler has not made it clear, I am no graphic designer) The Info Bar: The idea with the top bar is to provide a quick bird eye view into the key metrics for your airline, the long term vision here is that you can click on a given metric to get a modal to show you more details about whatever it is you clicked on. The Graph Module: The graph module will show you graphs related to your key financial metrics, you can click on the different metrics on the side to get a different graph. Notification Pane: The main core of the dashboard is the notification pane, the idea here is that it should give you a prioritized list of information of things that you can take an action on immediately. The idea here is that it would also replace the current mail system which is another under-developed component of the sim. Within the notification pane you would have 3 different notification types: Warnings, which will always appear at the top and represent the most important actions that need to be taken immediately (examples include aircraft with expiring leases, flights cancelled due to maintenance related issues when that's implemented etc.), info panels which will present currently actionable but not necessarily urgent issues, and advisory panels that present information that do not necessarily require any action but are useful to keep and eye on. Forum Panel: One of the goals I have is to increase engagement on the forum, I really value having feedback and want to have more people involved in the planning process (hence the point of these posts). While we have a decent player count, very few engage in the community channels like Discord or the Forums. The hope is that by having the forum panel on the dashboard this can promote engagement on the forum. Competitive Landscape: The ultimate goal of the sim is to promote player engagement with each other and the broader sim world, to this end I aim to introduce the competitive landscape panel which will show you what your competitors are doing as it relates to your airline. The current plan is to have the panel display when one of your competitors updates anything on one of the routes that you operate (like increasing capacity, or starting a competing service), as well as other information that other players are doing relevant to your airline. Airline Widget: For the competitive landscape cards and other places in the sim, it's not always ideal to have the full 250x50 airline logo to display, for this purpose I aim to introduce the airline widget as another logo type, by default it will be the first 50 pixels of the 250x50 airline logo, though I aim to introduce this as one of the first Patreon exclusive features whereby Patreon supporters would be able to upload a custom widget. Monetization strategy is something that I've struggled with, mostly due to my deep-seated opposition to having any Patreon features that would provide an unfair advantage, yet the fact is that ads on their own are not enough to sustain the sim and I'm currently paying for it out of pocket hence I'm hoping that introducing some Patreon exclusive features for graphical customization that do not affect game play is a way to attract more support. Please let me know if you have any feedback or other suggestions on reinventing the dashboard. Something I've missed or you'd like to have on the dashboard? Let me know!2 points
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Yes, this was intentional. I added a feature whereby passenger demand will now trace with the year so it will be low in earlier years and increase over time. I was going to wait until I had the time to make a post about it and hold it in Beta until then, but had an important bug fix that had to go. I do have a bank of features planned in the same vein, with the idea of increasing the difficulty of the game and putting more of an emphasis on strategy, particularly fleet selection and planning.2 points
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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!2 points
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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 airlines2 points
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My current plan is to have the ability to upload an airline livery for free, and an ability to upload livery for each aircraft type be Patreon only (in time also a feature for Patreon supporters to also upload custom liveries for a particular aircraft, but not yet as AWS storage is quite low so until we move away from it this probably won't be implemented).2 points
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I might have not added it, I remember I was working on those features on a flight and there was something I didn't finish in time. So maybe I should finish that 😛2 points
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Hey Folks! I have reset world A, as agreed in the previous poll, it will have 5 aircraft delivered instantly rather than 1. Correspondingly the amount of money you get to start has been increased to 5 million: World A III: Timeframe: 1970-2020 World Speed: 20 Minutes/day (45 minutes/day until Wednesday, November 4th 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 AirSimWorld 0.2.3 Alpha Airlines from old worlds no longer displayed on airline selection page/top navbar My aircraft view now allows viewing/sorting by cycles remaining/lifetime hours Added header links for Patreon/updated issue tracker link Ability for a world to allow for more than 1 instant delivery for new airlines Gates will now auto-lease when a new flight is created if possible New attributes for new demand model (this doesnt change demand in any way currently, just a way for the new data to start to be added to the database) BUG FIX New day script rewritten to not take forever As discussed in a previous announcement, version 20.11 Alpha (new versioning system) will release in a week or two to Patreon supporters and to everyone else one or two weeks after that. PS: The version at the bottom still has the 0.2.2d + git versioning, I will fix that later. I have a flight in a few hours I have to catch and still have a bunch to do before then 😛2 points
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First of all, allow me to say, I discovered this game two days ago and I am incredibly addicted. That being said, I would really like to see something added to the airport screen. I think it would be really nifty to be able to see the flights you have scheduled being displayed on an airport board (image attached) It'd give the player a sense of accomplishment, seeing their flights displayed on an actual board! 😄 Might be a tad bit difficult to script but seeing what the developers have managed to do so far, I do think they're capable of it! 😄 Thanks!2 points
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I'll definitely look to add something like that following 0.2 update or maybe 0.32 points
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I mean part of what new features add are new expenses which are currently not modeled correctly. I do agree that finding a balance is a must right now, and it will continue being tweaked and worked on as time progresses. I honestly have just been too busy with school in recent weeks (end of semester) to be too involved in development, but an update is coming.2 points
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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.2 points
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Leasing is going to be added in 0.2, I am not yet sure whether airline to airline leasing will be a part of 0.2 or not, but it will be added at some point for sure.2 points
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I was thinking about this, its not an issue for now but definitely in the future I'll add some inactivity thing. What I was thinking was something along the lines of: 7 days inactivity if the airline has no planes and no revenue 14 days inactivity if the airline has operations but has negative balance + negative revenue 30 days inactivity otherwise2 points
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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
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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
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The letter worlds will continue being 10-20 minute days, though the plan is that they will be shorter (15-25 in game years). I also am prioritizing the mobile experience with the UI redesign though it will take a while. I do know that for flight research it will be redesigned for the new demand system which is my big goal for this year. Since the new demand system will use both a city based model and take into account firmographics I need a different way of presenting information.1 point
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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
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Your flights should move in automatically assuming there are enough gates in the new terminal to support them.1 point
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Hi folks! In an effort to make the game more accessible to newer players, I have added two new banners to help players navigate the game. First banner shows up when you don't have any aircraft and looks like this: , and the second when you have an aircraft but don't have any flights and looks like this: One other change is that the new aircraft marketplace now shows lease costs as well as purchase costs on the page. Thanks!1 point
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I don’t think it’s possible to change the registrations.1 point
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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
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I will add the ability to remove all flights from a route, although this will probably come with the new demand model which also brings the new flight research page (no point in adding a feature to something thats going away soon anyway). For pre-orders I do want to implement it at some point, but I can't say I thought about it too much.1 point
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I should mention that you are able to lease planes with the starting budget (I believe ~5 planes of the A320/B737 type). I plan on making leasing a more obvious option as I realize its kind of hidden but when you go to order a plane you can select to lease it.1 point
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The game should also have more seat variety, like those sleeper berths for the old aircraft, or maybe even something like Etihad's The Residence1 point
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My Idea, If not already been discussed, is to have airline alliances in game. Maybe, Top Players can create a Group/Alliance. Which can bring like passengers from Airline A to fly on Airline B for Example. Maybe should be implemented in late 1990s Also to have an option to create lounges at your hubs increasing your pax and can share lounges your with other airlines through the alliance system.1 point
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Most of this will be implemented programmatically, and even in cases of ip spoofers and stuff all deals will be evaluated by the anti-cheat and flagged for review of something seems sketchy (ie, someone sells a plane for way less than it's value). You may very well be right that I'm being too optimistic, but it's worth trying it to ensure maximum realism and avoid arbitrary restrictions.1 point