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sviridovt

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Everything posted by sviridovt

  1. Yep, planned for the next update 20.12
  2. hmm, I wonder if something is up with the size of the upper decks of the older 747s, since they were quite small. In fact they weren't originally used for seats but inflight lounges. Try putting economy seats in there and see if you could do that?
  3. It might be that the seats are too big for the upper deck, the upper deck is not shown as part of the seat map but it is there.
  4. I should mention that you are able to lease planes with the starting budget (I believe ~5 planes of the A320/B737 type). I plan on making leasing a more obvious option as I realize its kind of hidden but when you go to order a plane you can select to lease it.
  5. This is definitely something I've been thinking about long term (if its coming its not anytime soon), but of course this would be pretty difficult to implement and while not an issue I do have to make sure that it would be worth it. Airport closures/openings are probably coming first. As for the nation splitting/forming I still have to think about that.
  6. Stop overs are not a part of the sim yet though are coming in the future build. Open skies are in the sim though I don't remember if I added UK to the EU open skies agreement. If someone can let me know what is happening with that I can change that pretty easily (database update).
  7. I might have not added it, I remember I was working on those features on a flight and there was something I didn't finish in time. So maybe I should finish that 😛
  8. If you go to finances -> debts -> and select the debt, you should be able to buy it off in the top right iirc
  9. There is no universal willingness to pay value, rather it is a Poisson distribution that depends on a number of parameters including flight distance, populations, international vs domestic etc. That said, the entire demand model is getting a pretty big overhaul in the next few months, you can have a look at more details about the new model in the Dev Blog
  10. They will choose the best flight (and class) that they can afford. What is decided to be the 'best' flight is based on a number of factors including arrival/departing time, seat quality, IFS/IFE, and others, along with a 'value' property, this property is what compares the prices of the different options, or in other words, how much bang for the buck do you get. For LCC's this is the most important property.
  11. Not in this update I dont believe (though it is in my 0.3 branch, I forgot to put it in this one), so it will be in the next 20.11 update.
  12. The server is back up. I apologize for the delays however making sure that should anything go wrong we can restore effectively is a priority, and due to the size of the database that takes a while. I will extend the 'opening' period by 2 days to Friday.
  13. Ok, it seems like the issue is with the fact that the version of PostgreSQL that is used on the live server is older than the version used on my machine, as such, I will be upgrading the database, the game will be down in the meanwhile. This upgrade will probably take a good chunk of the day (mostly for creating backups and stuff, ASW has grown to be a very large database...)
  14. That actually appears to be a bug in the SQL file which I'm looking at right now. No idea why its doing that since it works perfectly fine in my local copy of the database, but seems to finish without updating anything in the live database (all without crashing or giving any kind of an error). I'll update y'all later.
  15. Hey Folks! I have reset world A, as agreed in the previous poll, it will have 5 aircraft delivered instantly rather than 1. Correspondingly the amount of money you get to start has been increased to 5 million: World A III: Timeframe: 1970-2020 World Speed: 20 Minutes/day (45 minutes/day until Wednesday, November 4th 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 AirSimWorld 0.2.3 Alpha Airlines from old worlds no longer displayed on airline selection page/top navbar My aircraft view now allows viewing/sorting by cycles remaining/lifetime hours Added header links for Patreon/updated issue tracker link Ability for a world to allow for more than 1 instant delivery for new airlines Gates will now auto-lease when a new flight is created if possible New attributes for new demand model (this doesnt change demand in any way currently, just a way for the new data to start to be added to the database) BUG FIX New day script rewritten to not take forever As discussed in a previous announcement, version 20.11 Alpha (new versioning system) will release in a week or two to Patreon supporters and to everyone else one or two weeks after that. PS: The version at the bottom still has the 0.2.2d + git versioning, I will fix that later. I have a flight in a few hours I have to catch and still have a bunch to do before then 😛
  16. In a few days, I'm working on an update and one of the bug fixes for it is taking more time than expected.
  17. Yeah, the gate slot issue is resolved in the next patch thats going to be released tomorrow/the day after probably (was going to release it yesterday but one of the issues required a lot more work than originally anticipated). Thanks for the positive feedback and I hope you continue to enjoy the game and the coming updates!
  18. Loans are hard to get but leases are very manageable for smaller planes and a low quantity
  19. Also, just to clarify all Veterans and Staff Members get the same benefits as Patrons, so will be able to access the early releases and the exclusive graphical features. These features include everyone being able to update an airline livery, but Patrons will get to upload a livery per aircraft type, and get to further customize their 'My Airline' page with more exclusive features to come at a later time!
  20. Hi Folks! A lot of announcements today both minor and major so lets get the minor announcements out of the way, I have restored all the Veteran/Patreon roles from the old forum server crash, so that should be restored. If you use a different account now please reach out and I'll update it. I have now created an archive of the forum on https://archive.airsim.world/index0e5b.html?/forums/, so if you want to refer to the old forums for any reason its there should you need to for archive purposes. I have also fixed all the role badges and stuff. Forum Alliances are back! Now for the major announcements. As most of you have noted 0.3 has been taking a while, this is in large part because of the huge time commitments I have with grad school as well as just the scale of the update. To this end, I feel like the idea of having a bunch of major updates is just not working insofar as I am unable to produce updates as quickly as I would like. Another part of it is the fact that it has become a bit of a wish-wosh of different features in different stages of completion which is also largely due to the large time frame of the release (I dont feel like working on the same things all the time, keep in mind this is a project I do in my spare time that I actually lose money on). I like having major releases both because of the hype that it creates (its great to see people excited for an update, and probably is my single biggest inspiration for working on this) but also because it allows me to more easily keep track of features and allows me to group the various database changing features together (since live database changes are both the riskiest and most painful part of deploying a new version, because although there is always a backup that is ran to ensure the safety of the data, restoring the backup takes a while, and the preparation I go through to ensure that the update runs smoothly (basically doing a practice run on a local build) takes a while). That said, having one major update a year is pretty slow pace. And so to this end I think I will make a pretty significant change. First, probably tomorrow though no later than before A II resets, I will release 0.2.3, which will be mainly a maintenance update with bug fixes and auto-gate leasing (because that's the single biggest source of confusion for new players) as well as support for new parameters for the new demand model so that the data team could get cracking on those (those wont do anything until the new demand model update gets implemented). From there on out, we're going to switch to a rolling release type system, whereby rather than grouping a bunch of features together I will just work on what I can and try to get an update once a month, some months there will be major changes, some months very minor, some months there might not be an update and others there might be more than one, but thats the rough idea. Basically every month I will put out a Patreon test build, let it run for 1-2 weeks there to test it and the deploy it on the live server (BTW, if you want to help support ASW please feel free to support our Patreon here, I will be introducing Patreon only features into the sim (cosmetic non-game changing ones, so nothing that would give an unfair advantage) with the first rolling release as well). As for versioning we're going to move on to the calver versioning system, whereby the version will be YY.MM.Micro (so the first rolling release will be 20.11.0 Alpha) (ps, if you dont care for versioning schemes thats fine, I just always found them very interesting). This will probably need to change once we're out of Alpha/Beta but we'll deal with that when we get there. As such, the first rolling release will probably the November release whereby the Patreon early access will be released in late October/very early November, and then a full rollout a couple of weeks after. For that update it will have a bunch of UI updates, updates to maintenance and (maybe) the new demand model. The way that I will get these releases out is by continuing to work on 0.3 and then just merging finished features that get completed into the rolling release to ensure that no unfinished features break anything, which should allow me to also still keep track of progression and work on multiple features at the same time. BTW, if we get more Patrons and there is significant interest I am willing to put the in development version of 0.3 or whatever version I'm working on a test server but currently its just not worth my time, but if the Patrons are interested I would be ok with it. Either way, let me know what y'all think, I'm always looking for feedback and to see what you guys want to see. The support you guys have given me has been great and really keeps me going. Thanks!
  21. Hey folks! One of the main issues that I'm trying to tackle with the sim long term is the progression, currently the progression (in my opinion) is too slow in the early game, and too fast in the late game. Thus one idea I had was to increase the number of planes that you get an instant delivery on from 1 to 5 (and increase the starting cash accordingly to allow you to take advantage of that). I have my qualms about this solution as I am afraid that it will just speed up the rate at which one can get into the crazy progression stage of the sim, but that happens exponentially anyway so maybe its not much of a change. Either way, I set up a poll to address this for the upcoming A III reset, so let me know what you think. The other change I was thinking (though one that wont be implemented for AIII) is to change how timing works in the sim, to have it run faster in the earlier years of the world (though still slow for the first 3 days to allow people to join), and then slow it down after 5-10 years or so. I would love to hear your feedback about both of those ideas so let me know!
  22. No, planes with no flights are free to store.
  23. Also there are flight restrictions and agreements that are missing, please let me know if you know of any and a source and I'll add them into the sim!
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