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Showing content with the highest reputation since 03/22/19 in Posts

  1. 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
  2. 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
  3. Yep, planned for the next update 20.12
    2 points
  4. 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
  5. 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
  6. 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
  7. I'll definitely look to add something like that following 0.2 update or maybe 0.3
    2 points
  8. AirSimWorld 0.1.6 Alpha Database Optimizations in Event Manager Database Optimizations in route management Night Mode (leaked in from early 0.2 build) Better Logging Support
    2 points
  9. Hi! I'm sure many of you noticed that there was a bug that emerged recently whereby flights werent updating, this has since been fixed. The problem was that the code that runs the background tasks crashed, I'll be investigating the reasons for this but in the meanwhile it has been restarted and any updates you run should work now. You will need to refresh affected routes. I apologize for the long wait as I was busy with exams.
    2 points
  10. 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
  11. 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
  12. 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
  13. 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 otherwise
    2 points
  14. 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
  15. 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
  16. 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
  17. I don't know if I'm doing something wrong but the first and business class seats just vanish from the seat count. I do have second deck ticked. I add economy seats to the first deck, and the seats for business and first say 0.
    1 point
  18. I have had this same problem with the 747-100 and -200. I think the dev is working on it.
    1 point
  19. I mean, maybe instead of countries coming into/out of existence, there could be sets of political restrictions coming into/out of existence. Like pre-1991 your airport's headquarters could be in Moscow but you could also have a hub/focus city and terminal in Kiev, but after 1991 standard international political restrictions apply, and some political restrictions no longer applying after certain dates?
    1 point
  20. 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
  21. 1 point
  22. 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
  23. Stop overs are not a part of the sim yet though are coming in the future build. Open skies are in the sim though I don't remember if I added UK to the EU open skies agreement. If someone can let me know what is happening with that I can change that pretty easily (database update).
    1 point
  24. Could a route closing option please be added?
    1 point
  25. Not in this update I dont believe (though it is in my 0.3 branch, I forgot to put it in this one), so it will be in the next 20.11 update.
    1 point
  26. So currently I have trouble finding airports, since I cannot filter them by country etc. I have no idea why some airports show up in the result, even though the name does not include what I typed. Would be nice to see some result filtering or something to make searching airports slightly easier.
    1 point
  27. I do agree with him. Even though it is not a very necessary to be included it is reccomended to add it.
    1 point
  28. I'm a full-stack dev myself, so I know pretty well how it feels be demotivated while working on personal projects 😞 If you need a hand here and there, just ask. I'd be more than happy to help!
    1 point
  29. Bookmarking flights is planned, as for finished worlds I just haven't gotten around to closing OC III as I have been a bit AWOL, though I will do it in the coming days. Also I should mention that the flight research page is getting redone from scratch for 0.3 (hence why it's taking a while, getting motivated to do anything front-end related is not easy when you're a back-end dev)
    1 point
  30. @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
  31. Fab to hear, this is definitely something I'd like to see myself
    1 point
  32. Hey y'all, The game is live again. No major changes for 0.1.5, just needed to make some changes for it to work on AWS: AirSimWorld 0.1.5 Alpha: AWS Support Changes to authentication When you first log in to the game, it will ask you to verify permissions with the forums and again every few hours.
    1 point
  33. I'll find a way to separate them to avoid confusion at some point
    1 point
  34. All of those are planned for 0.2 although lounges might be pushed back to 0.3
    1 point
  35. 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
  36. I'd like to hear @sviridovt 's word on this one, but personally, I don't see it happening.
    1 point
  37. I personally think this game should have worlds with shorter days (e.g. 5 minute days, like S4E and S4B in Airline Empires). It would certainly help the pace of the game, in my opinion.
    1 point
  38. A QSI (Quality of Service) model, along with some other industry standard network planning formulas will fix these issues. This will make it so spam can liners will have a low passenger preference compared to a L-1011 in a nice config with 5 star service. (for example). There is a way to balance it out so new airlines don't get hit as hard too. All the other sims don't have this model in place, you can tell because spam can liners ALWAYS win vs another airline. If you go down the the path of AirwaySim, and start nerfing the Boeing 757 and other planes because the model is wrong, well that will just make the game too hard. On the contrary, Airline Empires has too loose of a model, where you can basically create demand in the millions/billions from nothing. From what I see now, it looks like the implementation of certain formulas will fix it, along with a payload/runway calculator (so I can't fly L-1011s on MDW-LAX anymore), catchment area calculator, hubs/connections and realistic traffic rules. I am sure I will come up with more once I dig into my files further.
    1 point
  39. Those ideas sound fantastic and should actually allow a level of control over people trying to create a spamline by doing questionable activity
    1 point
  40. Yeah, the plan is currently to write rules (and make it impossible code-wise) to lease/sell to your own airlines but I havent got around to writing 'official' rules or anything like that. The plan to do that is something along the lines of: You cant have more than one airline in one country (unless its a subsidiary which will be added in the far future) You cant sell/lease planes between your own airlines You cant have a business relationship with your own airline (except maybe have it be in the same alliance) Another idea that I had as part of an anti-cheat system (which is coming later), have all transactions analyzed for 'fairness' and if they're deemed sketchy have them marked for manual review by an in-game mod or something similar. I want to avoid setting arbitrary rules since I want to have the ability for people to do anything that could hypothetically happen IRL. All of this will also be less relevant since over time the game is designed to run with lots of small worlds rather than one large one (in fact, there exists a set number of airlines (that I have not calculated) at which point creating a new world would be more computationally efficinent than adding an airline to an existing world).
    1 point
  41. Yea, I'd focus on the hubs I recommended and fixing bugs and adding the necessary features to make this a full game.
    1 point
  42. I feel like a difference between a hub and a base/focus city should affect the cost involved and having them as different items would give a more realistic aspect
    1 point
  43. I believe this is an important feature for airlines, especially airline sim games. I'd love to see this feature.
    1 point
  44. Probably coming in 0.2 (although terminals and maybe maintenance bases are definitely coming in 0.2)
    1 point
  45. I'll certainly see if game year-based changes is something we can do in future
    1 point
  46. Alright, sorry for the delay in getting this update out, I had a very busy week and it took me some time to track these bugs down. Either way, here it is: AirSimWorld 0.1.4 Alpha: FIX: Financial Reports Integer Overflow Bug (#67) FIX: 0 Pax Bug (#59) Please note, that if you suffered from the financial reports bug, you will still not have a financial report until Q3 1973, this should be about 4 hours from now.
    1 point
  47. Definitely, fixing the database is the first priority though
    1 point
  48. I'm happy to announce that @KJS607 has been appointed as the new Data Manager. He has been helping me recently to correct some of the errors in the database that will be appearing in game soon.
    1 point
  49. As promised I'm releasing the 0.1.3 update today. Unfortunately I didnt have time to implement all of the bug fixes I wanted to, and as such these have been pushed back to 0.1.4. Also, as I mentioned earlier I will now shift my focus to working on 0.2, as such no new features or improvements will be released until then (bug fixes will continue to be released) AirSimWorld 0.1.3 Alpha NEW: My Flights page now attempts to group by airport (if you operate SEA-JFK and SEA-SFO it will try to make sure SEA is the destination airport rather than having one flight be SEA-JFK and other being SFO-SEA) (#49) NEW: Total weekly revenue in My Flights page (#42) NEW: Weekly Profit shown in My Aircraft page NEW: My Aircraft Page Pagination/Sorting NEW: Better aircraft selecting interface when adding flights NEW: Aircraft which are unable to make the flight are no longer shown in the New Flight screen NEW: Route Marketshare chart on route page NEW: Aircraft delivery date shown on pending deliveries page FIXED: Correct local time shown on return flights (#65) FIXED: Aircraft delivery time per model not per airline (#62) FIXED: Used aircraft flights removed when sold (#61) FIXED: Used Aircraft seller doesnt get paid (#60) FIXED: Cancel Order now working (#58)
    1 point
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