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Everything posted by sviridovt
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How do you move all flights to your new terminal?
sviridovt replied to penguincascadia's topic in General Discussion
Your flights should move in automatically assuming there are enough gates in the new terminal to support them. -
Released a small fix, there was a minor bug whereby if there are services classes with 0 seats, they would cause the routes API to error out and table to not load. This resulted in 11 requests failing over the course of the day. This is now confirmed to be fixed. Let me know if there are issues.
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Default ticket cost and handling of inactive airlines
sviridovt replied to Marco1887's topic in Feature Requests
I am playing with an idea of an arcade world, so a new world might be coming. Whereby the world is unending (or at least runs for a predefined real world period), has all aircraft unlocked, no political restrictions and time advances by a week at a time. All of those features except the last are already supported (done through a world configuration). Was going to play with that idea this weekend but haven't had the time. Not sure if that will help with inactivity and I do plan to do something about that but since the idea of a new world was brought up 🙃 -
Hi folks! In addition to a small update to the ranking page a few weeks back to make the ranking table dynamic, the my flights page has also been updated. This should make those two pages, which have been some of the slowest pages as far as latency is concerned much faster. Further the APIs that were implemented for those changes will be used as part of the new dashboard. Further APIs were added for the new fuel model, though at present they're unused but progress is being made on that front.
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Is this after waiting for the blue box to disappear? The recalculations are weird until the flight updates.
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Which tutorial are you referring to? The blue notifications at the top of the screen?
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That's probably why it is in weight as I was (am) quite a fan of flight sims so it was natural, but most sources use volume (liters, gallons etc.) when citing fuel capacity as well as fuel prices are typically volume based, hence to avoid errors it would make sense to use that.
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I probably won't add a route map to the dashboard as I would prefer to keep the dashboard as a 'quick summary' of sorts rather than omnibus of all the information (you can go on your airline page or flights page to get that info), though I do think having options to decide what metric top 3 best/worst routes are shown (by default this is revenue currently) would be a useful feature. It should also not be particularly difficult thing to add, since the APIs I'm working on should already implement these filters (I've been working on adding/relying more on reusable APIs both to speed up development as well as to move away from server side rendering which is a major driver of latency)
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No issues, I'll look into it some time this week, working on an issue with my development server at the moment.
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It's actually stored in weight, so in Kg (not ideal, not sure why I implemented it this way as it was years back). There are conversions involved in saving fuel costs so definitely an error prone process. I have to go through and check for errors. Might refactor this to a more sensible unit as part of fuel update.
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Yep, that is a bug that I intentionally have not fixed, I plan to fix it when there is an easy way to move schedules between aircraft.
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Thanks for the suggestion! I have thought about such a system before though have not thought too deeply as this would be a long way down the line if implemented. That said, we would need to be careful in how we implement it to make sure that the system is fair and difficult to abuse.
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Yeah, inactive airlines are a problem. Although I'm generally against having 'hard set' rules like an activity rule, I do plan on introducing something where if your airline is in the red for some predetermined amount of time the airline will be liquidated. But still need to work out the exact mechanism for that.
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There is a plan for a new demand model (probably going to be my primary focus next year, as it's a major update) to introduce city/nation ratings of 0-20 that will impact things like tourism and work travelers (the new model will split travelers into 7 different groups, each with their own preferences). If you'd like to help out, we do need to start compiling this data which is already in the database but unused (and all data currently sits at a default value). The values I'm tracking are as follows: Avg Personal Wealth Income Inequality Immigration Laws (How open a given country is) Travel Appeal Luxury Travel Appeal Domestic Commercial Activity International Commerce These values are there for each nation and city, with the city rating being relative to the nation rating (so an average commerce rating in a city with high commerce will still have high commerce, the nation rating acts as a base level)
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Yeah, the route scheduler is a page I wanted to redesign since inception as it wasn't meant to be permanent. It's a priority but also something that I really don't want to touch 😛
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Yeah, this is something I need to look at. The way countries are determined is based on city assignment which is based on proximity. This is something that I want to rework at some point.
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There is a different formula for each, but generally it is tied to the number/duration of flights, number of airports you operate in and number of aircraft and distinct aircraft type.
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Yeah the original vision some time ago had something like that, will see about doing something like that long term but for now keeping it simple.
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There is a plan to do that as part of a broader effort to unbindle the user from the game server, that is I'm working on a separate service to manage users, achievements and such. This is largely for technical reasons, as I want to be able to add features that are not necessarily backwards compatible and deploy them over time to new worlds while still providing a seamless experience, as well as to be able to switch game servers while maintaining key statistics for worlds long gone. Currently, the way the database is interconnected it's difficult for me to clean a world up without removing key data from that world, data that I would like to keep as I plan to implement features such as player history, global leaderboard and achievements all of which I want to do retroactively. For this reason, the database from old worlds is largely kept entirely intact which is not ideal long term. As part of that change, it is my plan to allow the user to export some settings to be able to import them into their airline, though it might not necessarily be a first priority issue for that service.
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Default ticket cost and handling of inactive airlines
sviridovt replied to Marco1887's topic in Feature Requests
While I do long term want to do some inactivity cleanup, the the ability to 'freeze' airline would be a technically complex feature to implement and also one that I don't entirely agree with. The point of the sim is to try and create as realistic experience as possible, and 'freezing' your airline introduces some huge caveats into that as well as continuity of the game world, for example, do your planes still age while your airline is 'frozen' as aircraft age has a huge impact on maintenance cost, reputation and other aspects of the sim, the other problem is that it risks flights/airlines constantly disappearing and reappearing which worsens the experience for other airlines. For cleaning up inactive airlines, I do agree that long term this is something I want to do, though the exact mechanism is yet to be decided as I prefer to not implement hard and fast rules in favor of more realistic aspects that would drive activity (ie what would realistically happen if an airline stopped evolving etc.) -
Yes, that's the one 🙂
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Would you mind splitting these into different threads in the suggestions subforum? That way they can be discussed and tracked on their own, rather than having a long wishlist which makes it hard to discuss any one thing in depth.
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Yeah, the exact aesthetics are still a WIP. I do think I'll have it line up top to bottom rather than side by side just just to be more small screen and mobile friendly (I realize the sim as a whole is not particularly mobile friendly, and while full support is not in the plans yet I am trying to be more conscious of it in my decision making) but the aesthetics will improve. As far as information goes, would there be anything else that you'd like to see added (or added as an option, I am considering making it an airline config that you can put different kinds of information as the advisory panel). Thanks!
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While working on a new fuel model I wanted to add some kind of a graph to the dashboard to show the movement in fuel prices, however I didn't just want to tack it on. I wanted it to be a well thought out part of the dashboard. The problem of course is that the dashboard itself is not incredibly well thought out. In fact it hasn't been touched since the initial release of the sim, when it was hastily created just days before public release just to not have a blank home page, the whole process probably took about 5-10 minutes. It wasn't meant to be a permanent design, just more of a temporary patch until something more robust could be designed. I have thought about updating it from time to time (including a customizable card based system) but it was just never a high enough priority. Until today, I wanted to show a mockup of a dashboard design that I'm considering, walk y'all through it and get some feedback. (that said, please do ignore some of the graphical issues, if the scheduler has not made it clear, I am no graphic designer) The Info Bar: The idea with the top bar is to provide a quick bird eye view into the key metrics for your airline, the long term vision here is that you can click on a given metric to get a modal to show you more details about whatever it is you clicked on. The Graph Module: The graph module will show you graphs related to your key financial metrics, you can click on the different metrics on the side to get a different graph. Notification Pane: The main core of the dashboard is the notification pane, the idea here is that it should give you a prioritized list of information of things that you can take an action on immediately. The idea here is that it would also replace the current mail system which is another under-developed component of the sim. Within the notification pane you would have 3 different notification types: Warnings, which will always appear at the top and represent the most important actions that need to be taken immediately (examples include aircraft with expiring leases, flights cancelled due to maintenance related issues when that's implemented etc.), info panels which will present currently actionable but not necessarily urgent issues, and advisory panels that present information that do not necessarily require any action but are useful to keep and eye on. Forum Panel: One of the goals I have is to increase engagement on the forum, I really value having feedback and want to have more people involved in the planning process (hence the point of these posts). While we have a decent player count, very few engage in the community channels like Discord or the Forums. The hope is that by having the forum panel on the dashboard this can promote engagement on the forum. Competitive Landscape: The ultimate goal of the sim is to promote player engagement with each other and the broader sim world, to this end I aim to introduce the competitive landscape panel which will show you what your competitors are doing as it relates to your airline. The current plan is to have the panel display when one of your competitors updates anything on one of the routes that you operate (like increasing capacity, or starting a competing service), as well as other information that other players are doing relevant to your airline. Airline Widget: For the competitive landscape cards and other places in the sim, it's not always ideal to have the full 250x50 airline logo to display, for this purpose I aim to introduce the airline widget as another logo type, by default it will be the first 50 pixels of the 250x50 airline logo, though I aim to introduce this as one of the first Patreon exclusive features whereby Patreon supporters would be able to upload a custom widget. Monetization strategy is something that I've struggled with, mostly due to my deep-seated opposition to having any Patreon features that would provide an unfair advantage, yet the fact is that ads on their own are not enough to sustain the sim and I'm currently paying for it out of pocket hence I'm hoping that introducing some Patreon exclusive features for graphical customization that do not affect game play is a way to attract more support. Please let me know if you have any feedback or other suggestions on reinventing the dashboard. Something I've missed or you'd like to have on the dashboard? Let me know!
