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sviridovt

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Posts 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.

    • Thanks 2
  2. 2 hours ago, IQuit said:

    You might have noticed that most players are no longer actively playing. If the game is too easy or too fast, you can't retain players who get bored when the game is no longer challenging.

    In real world, airlines take about 7 years to earn back the money they spend on buying a brand new aircraft. So if done right, you can only grow to about 16 times the size where you started over the course of 30 years. In the game, it only take 7 days! It is funny to talk about more new features (which makes the game balance even harder to tweak) to improve realism when the basic math is unrealistic ...

    The game is currently too easy even for small / new airlines. The hardest part is you have to always remember to change the ticket price after setting up a new route, which some new players fail to realize.

    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. 

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  3. 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. 

    • Like 1
  4. 7 hours ago, IQuit said:

    It depends on how far you want to go and how much time you can spend. AE tried many things and mostly settled down with removing exploitable features. There are only a handful of developers and there are hundreds (if not thousands) of cheaters out there.

    Hopefully all rules are enforced code-wise, else:

    • honest players never break them, constantly at disadvantage
    • 25% cheaters get caught and become honest players
    • 25% cheaters get caught, retry more stealthily until they succeed
    • 25% cheaters get caught and banned, come back with DDoS attacks
    • 25% cheaters never get caught

    Account base restriction can be easily circumvented by creating another account using another IP / ISP / fake IP. You will be surprised that many users have their whole family playing with them. 🙂

    Sure. I believe it is even more important to write a script to monitor the game database and always show the aircraft sorted by usefulness.

    Slot limited worlds are another source of abuse. How they abuse it is too long to write here. Perhaps you can have hard competition world (current implementation) and soft competition world (see AM@FB) for players who dislike competition.

    CPU resource wise, the same players will play in more worlds. So it kind of offset the benefit of small worlds.

    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.

    • Like 1
  5. On 4/12/2019 at 4:20 AM, KJS607 said:

    Once we are in a place where reputation actually matters when competing with other carriers, it's definitely something that would set ASW apart

    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)

  6. On 4/12/2019 at 4:22 AM, KJS607 said:

    Would it be possible to do this maybe for only aircraft within the same aircraft family (as they will most likely have best identical speed and close turnaround times)

    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.

  7. 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. 

    • Like 2
  8. 8 minutes ago, IQuit said:

    Then I will create a second airline and lease it cheap to my first airline so my first airline can be far more profitable than my competitors. 🙂The same goes to selling used aircraft, there is a reason why you can't decide selling price in AE.

    I do agree that leasing is one way to help new airlines. If you limit the number of aircraft an airline can lease and buying new aircraft takes very long to break even, that will curb expansion of large airlines without making it too hard for startups. The limit has to be tied to capacity however, or everyone will just be leasing A380.

    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). 

    • Like 1
  9. 7 hours ago, KJS607 said:

    On that note, I'd be happy to start some research into real world aircraft seat types/versions/brands if required to allow some variety.

    Not yet since currently, I can create different seat types but its mostly a gimmick, there is no difference reputation wise. 

  10. 5 hours ago, IQuit said:

    1. Config name empty by default or remove this field totally. Display config layout (e.g. 12F24C96Y) if name is empty.

    2. Make config account wide, if you have two airlines in the same (or different) world, they can share the same config.

    3. Default color attached to service class (like the current default pitch and width) so that you don't have to pick new colors every time you configure a new aircraft type.

    4. Total pax slightly less than max allowed if can't fit into the last row, rather than max allowed + 1 extra row.

    5. Only send update to server when dragging ends (i.e. mouse button released), unlike when you're playing on localhost, the nerwork latency makes sliding the pitch and width very unintuitive. Or perhaps perform all the seat layout calculations client side, then revalidate again server side upon clicking a save button.

    6. Better configuration allows you to charge significantly more (i.e. first class vs LCC), it is currently negligible.

     

    By the way, how do you configure upper deck?

    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)

  11. 13 hours ago, Gibus Airline Group said:

    Maybe add the change of airports when 2019 rolls around? Because IST is no longer Atatürk, but it is just Istanbul Airport. They moved airports. Would be nice to see that happen in-game.

    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.

  12. 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

    • Like 2
  13. 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. 

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  14. 2 hours ago, IQuit said:

    I know AE isn't a reliable source, but please fix existing errors before introducing even more new errors.

    One-eleven 500 : AE - $38,000,000 | ASW - $6,200,000

    727-200 Adv : AE - $51,000,000 | ASW - $4,250,000

    Il-18: AE - $16,000,000 | ASW - $245,000,000

    DC-9-40 : AE - $36,200,000 | ASW - $7,100,000

    Trident 1C : AE - $39,000,000 | ASW - $6,250,000

    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.

  15. On 4/2/2019 at 9:03 PM, Gibus Airline Group said:

    It does not have to be a disaster, it can be some "issues', that might end up in the grounding of the aircraft type.

    Another thing is to try and punish too rapid growth, as seen IRL with airlines that expanded too much and ended up going bust.

    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. 

  16. On 4/2/2019 at 5:03 AM, IQuit said:

    For example,

    DOH exist in the file, at least the version I downloaded.

    VVO TZ is correctly set in another file from OpenFlights.

     

    The page warns about UTF-8 problem and some csv parser may be broken. Unlike easier tsv, there are a few quirks when parsing csv.

    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.

  17. 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)

    • Like 1
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