Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 09/24/20 in Posts

  1. 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
  2. Yep, planned for the next update 20.12
    2 points
  3. I agree. Stopovers should be added.
    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 ๐Ÿ˜›
    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 ๐Ÿ˜›
    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! ๐Ÿ˜„ 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! ๐Ÿ˜„ Thanks!
    2 points
  7. 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
  8. 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
  9. 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
  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 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
  12. I have had this same problem with the 747-100 and -200. I think the dev is working on it.
    1 point
  13. 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
  14. 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
  15. 1 point
  16. Or say, if the airport merges with another airport (like what happened to SFX [Berlin Schรถnefeld Airport] in October 2020) then the airline is transferred to that airport.
    1 point
  17. Could you possibly consider adding something that would allow airlines to save airports from closure, if there are enough flights (maybe about 40 flights per day to save a closing airport) going in/out? Thanks!
    1 point
  18. 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
  19. 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
  20. Series Name: Tupolev Tu-114 Model Name: Tu-114-200 (almost all 114s eventually upgraded) Base Cost: $62,700,000 (from AE) Crew Count: 5 Cabin Length: Cabin Width: Number of Doors: Maximum Capacity: 220 First Flight Date: 15 November 1957 Stop Production Date: 1963 Maximum Cycles: Rated for 14,000 flying hours. Not sure if that's the same thing. Empty Weight (kg): 91,000kg Max Fuel Weight (kg): 72,980kg Max Hold Payload (kg): couldn't find this, but I assume it's the MTOW minus the fuel? So like 99,000kg MTOW (kg): 171,000kg Turnaround time (min): 55 min (AE) Engine Manufacturer: Kuznetsov (Kuznetsov Design Bureau) Engine Model: NK-12 Cost: Only engine option Empty Range (nm): 5909 Full Range (nm): 4,830nm Speed (knots): 470 max, 420 cruise
    1 point
  21. 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
  22. Could a route closing option please be added?
    1 point
  23. The game should also have more seat variety, like those sleeper berths for the old aircraft, or maybe even something like Etihad's The Residence
    1 point
  24. 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
  25. I do agree with him. Even though it is not a very necessary to be included it is reccomended to add it.
    1 point
  26. If you lease your own gate then you pay a per-month rate to use a gate (and therefore dont incur gate slot fees). Basically the slot system is designed for people to fly in, turn-around and fly out and the penalties are big on purpose to discourage people from hogging up gates (since they are not used exclusively by a single airline). To lease a gate either click "Lease Gate" in the top right in the airport page or on the flight research page under the airport to see the airports lease market which will give you your own gate for you to use as you wish. This a common issue and in the next version I have made it so that a gate is leased automatically if a turnaround is longer than 60 minutes (and a gate is available)
    1 point
  27. I dont know about deleting an airline. I ended up over a billion dollars in the hole before I figured out why. It took me a while but I got myself out of the hole by changing the schedules of my 5 planes. Once I was out of the hole, I was able to start leasing and purchasing new planes to grow my airline. I am now the 12th biggest airline in the game!!! GGAir - #12.
    1 point
  28. Same thing happened to me when I started playing. If you keep a plane at a gate for more than 60 minutes, the fees are HUGE. Either change your schedule or lease the gate. Once you have enough money, you can buy a terminal and that helps too. Good luck. Gary
    1 point
  29. @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 ๐Ÿ™‚
    1 point
  30. 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
  31. 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
    1 point
×
×
  • Create New...