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sviridovt

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Everything posted by sviridovt

  1. 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. 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.
  3. All of those are planned for 0.2 although lounges might be pushed back to 0.3
  4. I dont think this is going to happen, there might be in far future an app that people may use, and maybe an ability to have custom worlds (although I don't see any way for that particular feature to be free due to the computational requirements involved). I don't have plans to release the games source code both because of the effort that went into it and because the game benefits from the social network effect (the more people that play the game the more people it attracts), so having everyone play in their own world worsens the game for everyone. Although smaller worlds are definitely going to be a part of the game.
  5. 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.
  6. I mean, reputation matters currently, but only on a flight level. For 0.2 your reputation will matter on an airline level, class level, and regional level (your reputation will differ based on a country/region), plus the impact of your reputation will be impacted by your airlines reach (so an unknown regional airline won't get a lot of benefits from their reputation while a large airline might)
  7. Maybe, I might have it use the same scheduler API that verifies scheduler schedules to check if the scheduler would work and then transfer that way, but then you'd be on your own if it can't be transferred.
  8. 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.
  9. 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).
  10. Not yet since currently, I can create different seat types but its mostly a gimmick, there is no difference reputation wise.
  11. Probably coming in 0.2 (although terminals and maybe maintenance bases are definitely coming in 0.2)
  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.
  13. 1, 2 and 3 are something I'll add in the future. 4 is indeed a bug I need to fix 5. Might definitely have it calculate locally, just honestly trying to avoid Javascript, I'll do it eventually though. 6. I still need to play with the weights that each seat has a role and how that plays with all the other factors. 0.2 is going to add a lot of factors to that equation and so I will mess more with that balance for that. Currently the second deck is not shown, but the seats areally there. Select the second see ck checkbox on a class for it to be on the second deck (if you want to have one class be on both decks, add it twice with one on first deck and one on second)
  14. Maybe in the far, far future we can add airport closures/openings but I'd have to do a lot of work to implement it since I'd need to do it in such a way that someone who has a hub at a closing airport is not inconvenienced by it too much.
  15. 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
  16. 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.
  17. We actually have most prices adjusted for inflation, but I don't want to push those changes out until after 0.2 when loans and leases get introduced.
  18. Definitely, fixing the database is the first priority though
  19. My concern with punishing rapid growth is in that it would also affect smaller and newer airlines, which is something I don't want since I don't want the game to be slow to begin.
  20. Perhaps it's something I'll have to look at however due to the difficulty that would be involved in updating the database en masse I think it's easier to just do small corrections when errors are spotted.
  21. It was read in as a CSV, any errors in the DB ought to have originated from there I would think.
  22. That is actually the source for the airports in game
  23. 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.
  24. 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)
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