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sviridovt

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  1. Hi folks! I had wanted to wait to use the new demand model for the new iteration of the demand model, however I'm still not satisfied with the metro city clustering enough to use it in a 'real' world. Instead I will at a later time start an X series of worlds for experimental features/new demand model. For World B I will just reset it with the current model: World B XIV: Timeframe: 1950-1985 World Speed: 10 Minutes/day (45 minutes/day until Wednesday, May 28th to give people time to join and set up their airlines) Starting Money: $5,000,000 Rules/Difficulty: Normal/10 Instant deliveries for new airlines
  2. 1. I am hesitant to add anything that might encourage spamming flights as it goes against the direction in which I would like the sim to go (trying to add more features around non-flight operations to further add depth to the game that way), however I do plan to add a way to 'move' flights allowing you to more easily replace aircraft/upgrade fleet. 2. There is a way to extend lease through the debts screen, I don't necessarily love the way in which the system works (I was trying to be clever when creating it but it ended up not turning out the way I intended) so I do plan to rework it at some point but it is low on my priority list. 3. I'm not in theory opposed to an eternal world though do want to be cautious of not being exclusionary to new players. Statistically people who join the sim when a world is fresh are more likely to stick around, hence I do want to make sure there always is a fresh world to join. This is one of the reasons why typical worlds were shortened to last around 3 months IRL. For a longer term world, Arcade remains to be running for approximately 6 months as a longer term option. 4. The biggest issue with this is the time commitment involved with research and manual data entry, I do plan to crowd-source this which is one of the things I'm working on.
  3. I have put in link restrictions and other measures but unfortunately has not been enough. I try to remove spam when I see it but feel free to flag it to bring to my attention. Thanks!
  4. Merged all the posts please avoid spamming. Thanks!
  5. 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!
  6. Yes, it can be manually updated, and I even had an effort to create a system to allow folks to do that to avoid manual effort on my end but didn't get around to finishing it. Way too busy with real life rn but will pick that up at some point, but even then we need some sensible defaults.
  7. One thing I've been thinking about is using historical airport usage as a metric to gauge airport popularity and size. In the new demand model airport rating plays a big role in city based demand model (passengers have a preference for what airport to fly out of), since I don't necessarily have that data I'm using historical data of where airlines fly out of as a basis for that metric. Something similar could be used to approximate some default size as well.
  8. I do want to add cargo support eventually, though fuel-types are probably a bit more micro-management esque IMO. As @Eagle Express Holdings LLC said however, I am very busy with work nowadays and don't have nearly as much time to work on the sim as I would like though I do still work on new features, the road map is a bit more slow.
  9. 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!
  10. It is now fixed, I apologize for the issues. I was away from this sim this week due to work obligations and of course this is when it decides to break.
  11. 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.
  12. 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).
  13. I mean, it's all abstractions for the most part, the core is still HTML/CSS/JS just written in a more productionized/sustainable way both to make development as well as long term maintainability easier. Hypothetically speaking, since I'm not using a Node runtime (at least until I get to completely sever the front/backend) you could write the whole thing in a vanilla stack, that's what it gets compiled to and you can even see it's output! (Note that link will likely not work when I make a new release, you'll notice there is a hash on the file name which will change on a new release to ensure you don't use the old cached version after a new version comes out). Front-end code is interesting that way since all code compiles to vanilla Javascript that your browser can understand (with the still relatively rare exception of Web Assembly, though it has not caught on for many reasons). Regardless, as a new dev you're doing the right thing, learning the basics. You could always add layers of abstractions later to make yourself more efficient, but understanding how things work 'under the hood' is one of the most valuable skill sets and IMO what separates the great from the wanna-be.
  14. Thanks and best of luck with your website! It has taken a while especially as I'm doing this on the side. It's mostly flexboxes, the entire new UI is build on top of a React component library I created on top of ShadCN which itself is built on top of Radix with heavy use of TailwindsCSS. There is some custom CSS but I've mostly tried to steer clear with front-end not being my strongest area. The long term plan with this is to completely sever the front and the back end with the front-end utilizing React Native to allow it to be made into an app as well. Though this is def a long term plan with how little time I actually have to work on the sim. Also thanks for pointing out about finances, I merged in the fix and it should be deployed soon (my home server internet is having some issues right now, so it's taking its time deploying).
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