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sviridovt

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Everything posted by sviridovt

  1. NRT is in Japan, political restrictions are such that you have to fly either to or from your home country unless there is an open sky agreement in plafe (such as EU), whereby any EU airline can fly freely anywhere within EU. There are also some other restrictions between specific pairs of countries, such as US and Cuba (where any flights have to be in/out of specific airports) and some where flights are completely forbidden between two countries (such as US and North Korea).
  2. It is part of the plan to add that in the future.
  3. No issues, it was a good suggestion :)
  4. No issues, either way not much I can do with the forum since its not something I develop myself. I do however have plans to deprecats IPB befire the next billing cycle in July hopefully.
  5. Hi folks! I am happy to announce the release of the Fuel Update! Here are the features (some have been released in preview or were already out but are still encompassed here). Please note, that even though I'm not enabling the fuel portion for existing worlds this update nevertheless introduces a lot of re balancing changes that make the sim harder. You might need to look at your finances. AirSimWorld 24.04.22 - Fuel Update Fuel Model Update Fuel prices now change dynamically and can have realistic ups and downs Fuel prices now visible on the dashboard All aircraft fuel consumption has been audited, this resulted in a fair few changes for a number of aircraft where it appears unit confusion seemed to have effected fuel consumption Aircraft order page now shows average fuel consumption for each engine option Note: Fuel model/aircraft adjustments are not available in B IX and Arcade I as this is a disruptive update. World C I will have the new model and future iterations of B and Arcade will as well. New Dashboard Dashboard now shows more useful graphs, allowing for more fine grained selection Top/Worst flights now have user selectable criteria, allowing users to sort by profit, load factor, passenger count or capacity Competitive landscape section will now show any other airlines actions on routes where they compete with the player Added Forum posts to the dashboard New Notification System Notification system now replaces the old mail system For UI support purposes we still have mail display supported. This will be refreshed in a future update Aircraft delivery notifications are now grouped by aircraft type Notification details will now show more information, allowing you to navigate to the appropriate aircraft/route Introduced new notification types New Airline/Welcome notification Leases expiring soon notification Leases expired notification Loans paid off notification Aircraft repossessed due to non-payment notification (both loans and leases) Missed payments notification (both loans and leases) Staff System Rebalanced Staffing requirements audited to be more realistic Number of maintenance staff, ramp agents, airport agents required increased Number of executives, and customer service reps required decreased Flight attendant and pilot reserves will now be accounted in flight expenses rather than calculated separately, allowing for more visibility. Note: First quarter expect a lot of turmoil as training costs/effectiveness will be impacted by rapid change. This should effect every airline in the same way and balance out over time. Smaller Updates/Bug Fixes Debt processing system has been rewritten to be more stable and optimal Fixed bug whereby some aircraft that were leased would not be returned, and be stuck in zombie mode Fixed bug where financial report would not accurately reflect lease/loans paid causing a discrepancy in totals. Fixed bug where gate leases were not showing up as expenses in Financial Reports Gate Lease prices now calculate when gates are leased rather than once a month Added World Initialization event for easier world creation Fixed a bug where ramp and airport agent attrition was miscalculated Fixed a bug where gate assignment would sometimes not find a an available leased/owned gate causing slot rental to be used Fixed bug causing staff recalculations to occasionally fail Temporarily disabled forum alliances in game, IPB does not provide an API for getting all of users alliances. I plan on deprecating IPB soon and so it's not worth creating a caching solution for the interim, so I'll just disable it for now Deprecated event manager in favor of celery for background tasks With that, I'm also introducing World C I, which will run from 1975-2000. Overall I have decided to go towards worlds that run about 3 months long with some exceptions, in general this is the road map worlds wise (not all coming soon, this is more of a vision): Arcade world - Fast moving (7 days per turn), long term Arcade world (no political restrictions, aircraft restrictions etc.) Dynasty world - Fast moving (7 days per turn), long term realistic world (will run from 1935-2035) The letter worlds - Slower paced (1 day per turn), realistic world : World A, "Dawn of Flight": 1935-1955 World B, "Jet Age": 1950-1980 World C, "Digital Age": 1975-2000 World D, "Modern Marvel": 2000-2030 Open Challenge - Occasional challenge worlds with special restrictions/rules. With that, announcing World C I: World C I "Digital Age" Timeframe: 1975-2000 World Speed: 15 Minutes/day (45 minutes/day until Thursday, April 25 to give people time to join and set up their airlines) Starting Money: $7,500,000 Rules/Difficulty: Normal/5 Instant deliveries for new airlines Let me know if you experience any issues or any other suggestions. I will be making a dev blog soon about my plans for the next major release. Thanks!
  6. In the forum? Works fine for me, try a different browser?
  7. It's calculated before expenses, it is something I will change when there are more expenses but at the moment the sim is already too easy imo so I don't want to make that change until there is more of a challenge to making money. I do want to make taxes country dependent long term as well to be more realistic.
  8. The letter worlds will continue being 10-20 minute days, though the plan is that they will be shorter (15-25 in game years). I also am prioritizing the mobile experience with the UI redesign though it will take a while. I do know that for flight research it will be redesigned for the new demand system which is my big goal for this year. Since the new demand system will use both a city based model and take into account firmographics I need a different way of presenting information.
  9. Again, not something that I'm willing to consider currently. The other issue is technical in nature, worlds only grow slower over time as the size increases. Plus there is the issue of server resets, right now I have a goal of separating out the user data into a separate service such that a server may be reset without losing user statistics and the like (I plan on adding achievements and global leaderboards and want that to be retroactive, so I still store world data even from the earliest worlds). I do want to reset the server as the earliest opportunity (which will encompass all new worlds being started on the new server while old worlds conclude) and obviuosly an endless world would make that difficult. Especially since part of the reset is that I would like to take the opportunity to make changes that are not necessary backwards compatible.
  10. No, I just require links to be approved before public can see it as it filters a lot of the spam out. There are no special restrictions to post into press releases vs other categories.
  11. Moved to press releases, please keep press releases in the appropriate section. Thanks!
  12. Moved to press releases, please keep press releases in the appropriate section. Thanks!
  13. 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.
  14. 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.
  15. +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.
  16. 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
  17. 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.
  18. 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
  19. 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).
  20. 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.
  21. 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.
  22. I'll take a look at it, truthfully haven't looked at that page yet.
  23. 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.
  24. 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.
  25. 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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