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Everything posted by sviridovt
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Organization system for Competitive Outlook
sviridovt replied to Sky Global Holdings Corp.'s topic in Feature Requests
I do intend to expand on competitive outlook in future releases by allowing people to follow airlines as well as having it be integrated into an airline feed accessible on the airline page. Haven't thought about the ability to sort/group it (it's supposed to be sorted by date, though the version that is in prod is glitched. The issue is currently fixed in beta and will be released when the fuel update is released. As of now prod releases are blocked since I'm removing feature flags and other blockers in preparation for full release) -
idk but i think arecade 1 server is acting up
sviridovt replied to Sky Global Holdings Corp.'s topic in General Discussion
Is it actually not updating or just the blue box not disappearing? There is a known issue right now where the routes aren't properly marked as updated even though the route itself is in fact updated. -
If I look at the data, worlds tend to get less traffic over time as people lose interest and new people aren't interested in joining a world that's already well under way. This is why I'm making an effort towards faster, shorter term worlds to give people more opportunities to join a fresh world. As I said, not fundamentally opposed to the concept of an endless world, but I haven't seen anything to indicate a significant interest. There will still be longer term worlds, namely Arcade and the upcoming Dynasty worlds (arcade world but with all the realistic restrictions) but at least for the time being, my preference is to move towards more shorter worlds.
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Fuel prices in dashboard are for the new system that's not yet in use (though I'd in use in beta and will be released imminently, I like the balance of the sim with the changes). The new system will not be in use for B IX or Arcade given that it does change the costs a lot, instead we will be starting World D and the new system will be used post resets. I might make a small change to allow for better fuel efficiency displays.
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+1 to multi select for scrapping, I do want to discourage flight spamming and having the ability to just put 20 planes on the same schedule encourages that. Further the long term goal would be to punish flight congestion, right now the sim has a solid multiplier based on local departure time, long term airlines flying 20 flights in one slot would have to split all the pax that want to fly in that time slot.
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But at that point what's the challenge of the sim? The mental model of the Sim is to be as realistic as possible, hence wouldn't necessarily be open to those types of changes
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I mean that would pretty much defeat the purpose of a world reset, the way the sim works right now there isn't a significant challenge once you reach a certain point, while making it difficult for new players to join in. While I'm not opposed in theory to an 'endless' world (and in some way, that is the arcade world) I do need to be mindful of giving people a fair shot. I have noticed that the proportion of people who join the sim when the worlds are more established tend to not stick around.
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It's the part of the next major feature. That's all I can say, unfortunately I do not have the time to dedicate to the sim like I have in years past hence not in a position to commit to any kinds of timelines.
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Not at present, right now I'm focusing on the long term goal of having a new demand model as a major thing for this year and don't have much planned out beyond that. That could be interesting to have 'communal' alliance stuff and I have thought about that, probably would be added as part of contractual obligations stuff I have planned though have not finalized the priorities there
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Yeah, the update demand task is pretty fast when there aren't a lot of flights but grows linearly as more flights are added. This is largely the consequence of the tech stack and partially how it's written (although I have changed some constants over the years, the demand model has largely not changed since the original release). The new model will use a new service optimized for speed as well as a graph based approach, this should hopefully both improve performance as well as allow us to re-enable connecting flights which had to be disabled as it put too much strain on the database. I would caution against using this world as your 'primary' world however, I do not give any guarantees that it wouldn't be reset without warnings as it is still a development environment. It does get used for testing which may mess with the world and generally does not have any gating from deploying the latest build (I do have plans to migrate the pipeline to full CD/automatic deployments long term even for prod as I already utilize a lot of feature flagging to gate new features as well as allow for an easy on off switch if something goes wrong, but there is a reason why I haven't yet done this for prod which is that I don't believe I have quite the test infra in place for that yet).
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Should be fixed now @Aurora International LLC. Looks like it was over-batching. Interesting that this has never crashed the database before when I run the same code as a manual script but crashes within a task. Guess there is extra overhead? Not too sure, either way I have reduced the batch sizes and it seemed to have resolved the issue.
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Cargo is a long term goal, with the biggest barrier so far being data. This is also the case for the new demand model as well since I don't have a data editor anymore :( and I would rather work on getting new features out given my limited time.
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I'll take a look at it, truthfully haven't looked at that page yet.
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It's a database thing. I do have a plan to get a new data management system (what I termed Mojave service) up in the near future, which will be a better system for database management and would allow y'all to suggest aircraft in a better way than a forum post (adding planes to the database right now is a huge hassle). This would allow all data to be added to the sim (aircraft, airports, political restrictions, etc.) much easier and would even allow y'all to make suggestions in the system itself that I could then just review and accept rather than having to manually add stuff in. Until then not really doing any data edits.
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Even then the potential for abuse is too great. I do see a future where you could create a subsidiary (with your parent airlines money) and then balances can be transferred back and forth. On the whole, I do have a plan to take the sim in a slightly different direction I want to try out, with more worlds but shorter with longer term worlds being arcade style 7 days per turn worlds. So what will probably happen, or at least my thinking is (and I do want to come up with some catchy names for these): World A: 1935-1960 World B: 1950-1980 World C: 1975-2000 World D: 2000-2025 And then the longer term worlds to be the 7 days per turn worlds, namely: Arcade World, 2000-... Dynasty World 1935-2025 (new mode to have 7 days per turn with all the realism restrictions in place) The thinking here is that I do notice that people tend to stick around more when they join an earlier world (which makes sense), so having more shorter worlds gives people more opportunities to start in a fresh world. I also plan on resetting worlds slightly earlier, so B X will start probably about when B IX is 75-80% of the way through. This way hopefully there are more opportunities to 'start fresh' None of this is coming tomorrow persay, especially for Dynasty mode I do want to add some fleet management stuff that will be coming as part of the maintenance update (though a lot of those features will be added before the official updates, I really like the dashboard release model where it's an opt-in type thing which was helpful to me in getting feedback) so the Dynasty mode will be added before the update. Ideally I would like Dynasty mode to launch when Arcade is about halfway through. I would also need to add more planes in the 1930-1950 years, which at present there aren't that many.
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Looks like my world initialization script is a bit too much for an async task to handle so I need to split the gates into smaller batches. Will fix after work.
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Will take a look, the beta database crashed shortly after world initialization but it marked itself as succeeded and from quick browsing the airports seemed to have been added. Will re-run initialization
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Hi folks! I have restarted the Sandbox world on the beta server (https://beta.airsim.world), the previous world was closed due to issues. As per usual, the sandbox world is designed for y'all to mess about with and do not offer any guarantee of availability or support. Worlds in beta may be reset or removed without warning. Sandbox II Hosted on beta server, not available in the 'My Airlines' page, click the Sandbox World link on the forum Years: 2000-3000 Mode: Sandbox Restrictions: Political restrictions, but any aircraft may be purchased Speed: 7 days/ 20 minutes. Beta does presently have some unreleased features for the upcoming fuel update, though it does not have the latest database updates as I'm still working on balancing all of this out in a lower environment Let me know if there are issues. Thanks!
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Yes, this is a known issue with older pages requiring way too many database calls. It is an ongoing effort to address these issues (you can see this issue was fixed in route research, my flights page etc.) but some of the less trafficked pages are still a WIP. The goal is to get all of the UI migrated over time.
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That I agree with and would recommend starting a separate thread for. I will need to redesign the scheduler for the maintenance update, one of the things for that update is support for moving schedules over to another aircraft, which requires some kind of a scheduler interface. From my point of view it would make sense to create a common scheduler that can be used both for flight research and moving flights and other usecases such as gate scheduling.
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