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sviridovt

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Everything posted by sviridovt

  1. While this was originally a bug (the original design of the game shouldn't allow you to fly with negative cycles), I have decided to not patch it out until there is a better way to transfer flights over to another aircraft, once that feature is implemented I will patch out the ability to fly with negative cycles. As it stands, the main dis-incentive that exists right now from using planes with negative cycles is the higher cost of maintenance.
  2. Currently there aren't any plans to add dynamic demand based on specific dates/holidays. Maybe in the far future I will implement seasonality, but at the point at which you can't set schedules based on dates/holidays (which I think would probably be a bit too tedious), there really isn't much of a point adding holiday based demand. At present, passengers do have a preference for time and day of the week, but the exact date or season do not play a role in the passenger AI. For the demand model redesign (eta: eventually), the passengers are split into 7 distinct groups, the demand for each group is based on the airport, city and nation stats and will allow for some destinations to be primarily tourist focused etc. However even then I think introducing seasonality would make the game a bit too tedious.
  3. Yes, and in fact I do want to introduce time based political restrictions at some point, though this is not a priority at the moment
  4. We're back after the server issues over the past week! There was an issue with the SSL certificate on the forum which took the game server down as it relies on the forum for authentication. I have also released a small patch to try to fix the server crashes we've been seeing since migrating to new servers, though a long term fix is still in the works. Thanks!
  5. We're experiencing issues with the event manager (that manages the calendar and is basically the heartbeat of the game). I have something in the works that should be deployed soon. Apologies for inconvenience!
  6. Time outs are happening due to server migration, I am working on a deployment today to address it. Thanks!
  7. Updated the My Airlines link to point to the new URL, forgot to publish changes to the header last night.
  8. World B VI Timeframe: 1950-2010 World Speed: 10 Minutes/day (45 minutes/day until Wednesday, November 26th to give people time to join and set up their airlines) Starting Money: $5,000,000 Rules/Difficulty: Normal/5 Instant deliveries for new airlines Note: This new world is running on a new server, so please let me know if there are any issues. Please also note the URL change from play.airsim.world to prod.airsim.world. Thanks!
  9. I might make open worlds in the future but for now there is not a scale for that.
  10. Can you send me your airline link and I'll take a look
  11. Hi folks! A small bug fixing update, more substantive updates incoming soon as well as a devblog update. AirSimWorld 22.10.16 Fixed terminals not being named properly/causing crashing All terminals updated, so should be a thing of the past Lack of leasable gates causes a crash Trying to change an empty config now shows an error rather than crashing Fixed scheduler hour > 24 causing a crash Fixed empty price causing a crash
  12. The world is fixed now, sorry I forgot to save after changing the status to active (I usually first create the world as inactive so I can run my new world script and then activate the world). It's fixed now, and I will keep the 45 minute clock until Friday.
  13. World B VI Timeframe: 1950-2010 World Speed: 10 Minutes/day (45 minutes/day until Wednesday, June 15th to give people time to join and set up their airlines) Starting Money: $5,000,000 Rules/Difficulty: Normal/5 Instant deliveries for new airlines PS: I am also in the finishing stages of the new demand update, so watch this space.
  14. I am still planning on releasing the update (I know, its been a while but I am slowly working on it! I promise!), and World A would be re-instated then.
  15. World B IV Timeframe: 1950-2010 World Speed: 10 Minutes/day (45 minutes/day until Wednesday, December 29th to give people time to join and set up their airlines) Starting Money: $5,000,000 Rules/Difficulty: Normal/5 Instant deliveries for new airlines
  16. Can you send the link to the plane?
  17. I am working on pushing out a new update with the new demand model, I am holding the reset until after that update.
  18. Hahaha, yeah the algorithm in the term paper is indeed the algorithm that I use for modeling metropolitan areas, albeit with slightly different parameters (I also did get an A in the class/term paper, although I have a feeling the professor wasn't exactly looking too critically). The point you raise is valid and is actually a problem right now, since demand is based on the airports population within 50 miles, and there are 3 primary ways in which the new demand model addresses it. Although probably not going to be a part of this update, I do have runway information about all of the airports in the sim, as well as all aircraft have minimum runway requirements in the db, so it would be relatively trivial (and I indeed plan) to implement runway minimums such that you simply wouldn't be able to operate large jets out of small airports that can't sustain them. The new model has airport parameters that 'grade' airports as to how preferable that airport is, similar to how metro areas and nations have attributes. So pax will prefer certain airports over others, although that 'grade' might be influenced in later updates by infrastructure constructed as part of the hub (lounges etc.), there are always going to be some airports that are more preferred. Although this will be implemented in this update, assigning attributes to airports will likely not be a priority until after all the nations and major metros have had their attributes set. Until then the attributes will be neutral. While not all passengers care a lot about the quality of the airport (lest LGA not exist), the premium passengers do. All of which is actually quite realistic. I plan on implementing specific airport restrictions into the sim in a future update, this includes things like restrictions regarding international flights, maximum distance requirements (take a look at LGA or DAL for instance), as well as airport closure/opening times, maintenance or runway restrictions etc. As a rule I generally try and avoid arbitrary restrictions on what you can or can't do in the game in favor of trying to model the realistic obstacles that prevent real world airlines from say operating out of Teterboro or the like.
  19. World has been sped up to 10 minute days, World B III has been de-activated.
  20. In the current iteration of the demand model the demand is determined based on distance and relative populations served (which is a formula depending on population within a 50 nm radius of the airport distance adjusted), along with international considerations. I am a few weeks away from releasing a new update with the new demand model that makes demand much more dynamic by having 7 different types of demand (from tourists to business demand etc.) determined based on parameters that each city and nation has in regards to its tourism appeal, industrial activity, income inequality etc. (btw if someone wants to help out with assigning these attributes feel free to reach out). Further the new demand model works by metropolitan areas, with each airport within the same metro area competing with all the others in the same area (so Newark-LAX flights compete with JFK-LAX flights for example). I'm also planning on adding flight connections in but its a slightly different beast altogether (I still have PTSD from the first time I added flight connections in the sim).
  21. Hey folks! World B is getting reset! As always for the first three days the world will run at a reduced speed. As with the previous iteration, everyone will get 5 instant deliveries for your first planes. As World A III is also coming to a close soon, I have decided to hold off on resetting world A until a new update (with the updated demand model) which I plan to release within the coming weeks. Good luck! World B IV Timeframe: 1950-2010 World Speed: 10 Minutes/day (45 minutes/day until Wednesday, July 14th to give people time to join and set up their airlines) Starting Money: $5,000,000 Rules/Difficulty: Normal/5 Instant deliveries for new airlines
  22. Yeah, Brexit does throw a wrench into the plan, but then again, what doesn't it throw a wrench into?
  23. Hey folks! World B III has been reset! All the same rules, dates and speed, the only difference is that just as in World A III, you will now have 5 instant deliveries and the starting money has been updated to reflect that as well (as it seems like people like having more planes delivered at the start). As always, time will be kept to 45 minute days for the first 3 days and then will speed up to the normal 10 minute days (same as B II) World B III Timeframe: 1950-2010 World Speed: 10 Minutes/day (45 minutes/day until Wednesday, February 3rd to give people time to join and set up their airlines) Starting Money: $5,000,000 Rules/Difficulty: Normal/5 Instant deliveries for new airlines Best of luck to all!
  24. I would imagine you have a lot of gate overages, are you leasing a gate or did you just create a flight without leasing a gate first? You can check your gate overages by going to facilities -> slot rental
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