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Author Topic: AirwaySim v.1.3 news, previews & info  (Read 74033 times)

Offline Sami

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Re: AirwaySim v.1.3 news, previews & info
« Reply #80 on: March 26, 2012, 07:40:47 PM »

* Added same filter to New Aircraft listing page what Used Aircraft page has.

http://www.airwaysim.com/game/Aircraft/New/


Offline Sami

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Re: AirwaySim v.1.3 news, previews & info
« Reply #81 on: April 23, 2012, 02:52:11 PM »

* Fuel hedging feature added.
http://www.airwaysim.com/game/Manual/Office/Fuel/
http://www.airwaysim.com/game/Office/Fuel


* Ability to cancel C/D maintenance checks that are in progress (money paid is not returned). From My Aircraft -> Maintenance Actions -> Cancel.


* At route opening window, the flight number refreshes automatically if the number is used by another flight. Allows you to work with multiple route open tabs at the same time without unnecessary error message.


* Aircraft on Order -> Used Aircraft page reformatted a bit.


* Added 'aircraft utilization' stats value to each aircraft details page (My Aircraft -> click on aircraft -> scroll down to route/LF list)


* Hourly airport slot view is combined to show whole week in single page.
« Last Edit: April 23, 2012, 09:12:15 PM by sami »

Offline Sami

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Re: AirwaySim v.1.3 news, previews & info
« Reply #82 on: April 25, 2012, 08:24:32 AM »

* Manual chapter "Routes - Traffic rights" added (additional nice to know info).

http://www.airwaysim.com/game/Manual/Routes/Freedoms/


Offline Sami

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Re: AirwaySim v.1.3 news, previews & info
« Reply #83 on: April 25, 2012, 10:23:11 PM »

* Some very minor cosmetic changes to scheduling page: new action icons at the right hand side. And also the maintenance icon has a special blinking attention-getter in case maintenance is not scheduled and the plane has routes in schedule, or if maintenance is expired and plane has routes..


Offline Sami

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Re: AirwaySim v.1.3 news, previews & info
« Reply #84 on: April 26, 2012, 08:15:44 AM »

* Minor clarification to Game Rules / Airport Slots:

In summary, airline is not allowed to create "placeholder" routes to obtain slots to use them later or to restrict competing airlines. Any routes created (and slots obtained) must be made only for the purpose of actually flying them. Any new routes created (and slots) must be put to use ​within one month​ (game time) from the time they were created - keeping the slots allocated and inactive any longer is considered a rule violation, and is subject to a fine at slot restricted airports (where slots are almost or fully used).

http://www.airwaysim.com/game/Manual/General/Rules/#Competition


(in other words, when the aircraft is available in the pre-scheduling state, you may open routes and schedule them, and the slot usage is fine. Opening routes before that in order to anticipate the new arriving planes is not OK, as that means holding the slots too long. This rule clarification is made with the slot restricted airports in mind...)
« Last Edit: April 26, 2012, 08:52:19 AM by sami »

Offline Sami

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Re: AirwaySim v.1.3 news, previews & info
« Reply #85 on: May 28, 2012, 06:41:20 PM »
New feature:

* Private aircraft sale. Gives the ability to post a plane to the used market so that it is visible only to the single selected airline enabling you to trade planes privately. Same rules regarding aircraft pricing, alliance sales etc. are still valid in private sales too as previously to any public trade.

Usage: when posting the plane to the market you will see one additional field, "Listing visibility". Press "Click to change" to get a dialog of all airlines. Simply click on the airline name and confirm the selection to close the dialog. After that post the plane normally to the used market and it is only visible to this airline (and you), but nobody else.

Note that the receiving airline does not get any separate notification of this to this in-game mailbox so you should notify him via forum PM or similar. The receiving player must normally call to the used market to view the new listing.

You may at any time change the target airline of the private listing by editing the used aircraft listing from My Aircraft page. And before it is asked, targeting planes for sale to all members of an alliance is not featured to keep it simple.

Feedback is also appreciated on how the airline selection modal dialog (popup) works on mobile browsers, as it's a new technology compared to previous popups made..


* Used aircraft filters enhanced. Added filters 'Any aircraft with private listing to your airline' and 'Any aircraft sold by me'.

« Last Edit: May 28, 2012, 06:44:13 PM by sami »

Offline Sami

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Re: AirwaySim v.1.3 news, previews & info
« Reply #86 on: May 29, 2012, 10:40:49 AM »

Minor changes:

* Ability to see used aircraft put for sale by yourself without having to call the used market.

* Added hyperlinks to some automated aircraft leasing related messages for better usability.

* Used aircraft market search (word search box) can now also be used to search for weight variants (it's title / name).

* Used aircraft market listings have now color-coding in the aircraft conditon % to mark the status of the heavy C/D maintenance checks. Green condition % means checks are ok. Yellow that they are about to expire in some time, and red that they have expired or will expire in 2 weeks (C) or 4 weeks (D).

* Airport slot view grid's "detailed view" / "hourly view" layout updated.
« Last Edit: May 29, 2012, 10:54:28 AM by sami »

Offline Sami

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Re: AirwaySim v.1.3 news, previews & info
« Reply #87 on: August 10, 2012, 12:09:05 PM »

Minor changes:

* Slot appearance time for airport is changed to a more constant one (= updates more frequently).

* Slots cannot be purchased anymore if you do not have the cash for them.

* Slot prices for editing and new route openings changed a bit. (fine tuning)

Offline Sami

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Re: AirwaySim v.1.3 news, previews & info
« Reply #88 on: October 02, 2012, 12:19:03 PM »

* Bugfixes over the last ~week (minor / medium severity bugs). Some of the fixes affect also the passenger demand calculations, so you may see changes in the demand figures (mainly related to C & F class seat availability etc).

Offline Sami

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Re: AirwaySim v.1.3 news, previews & info
« Reply #89 on: November 14, 2012, 01:30:09 PM »

* Airport slot update time is now made totally random (similar to used aircraft generation). Keep in mind though that still any reloading of the airport info/slot info pages is not allowed...

* Updates to aircraft runway requirement calculation (ie. how much payload you can carry from runway limited airports). (effective only on any new routes or routes that are re-scheduled)

* Some fixes to demand calculation when airports relocate (ie. old airport closes and new opens). Due to this any pre-scheduling to a newly opening (but not yet opened) airport is not possible anymore, as all demand shift happens on the night the airport actually closes. Be aware that between airport closure (23.59) and next day noon (12.00) you may see demand levels as 0 but this is normal (oversupply warnings do not trigger, and profits are not affected - it's merely done for balancing the calculations).

* Some background changes to admin functions, for example enhanced systems for admin alerting via automated SMS messages in case of server failure, software error etc. And also some new remote control tools installed for admin usage.

* B747-8 data (weights & range) updated. B747-8F data added (for future cargo use).

* IL-96 series data updated and IL-96M and IL-96T (latter cargo only) models added.

* Added one new weight variant for A330-300.

« Last Edit: November 15, 2012, 05:37:54 PM by sami »

Offline Sami

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Re: AirwaySim v.1.3 news, previews & info
« Reply #90 on: November 21, 2012, 12:13:14 PM »

* Rule change: Oversupply warning time before route closure is now 24 hrs instead of 48hrs.

* The automated checker for the oversupply is also adjusted a bit (the limits there were are bit looser than the exact 200%), and fixed also one bug that did not send all of the warnings.

* Added also visible warning on "view routes" (route detail info) page on routes that are under this warning.

* Added also automated message saying when the demand level of a route is correct, and warning no longer exists.

* Also, the passenger distribution calculation is updated a bit. If the airline is oversupplying on the route, his benefits (read: sales) of doing this are lower than before. In other words, the closer you go towards the 200% rule of oversupply the less you will gain from it. (there are no bad effects if you go a bit over the demand figures, this effect comes in only when getting closer to the rule limit - sort of extra protection to discourage players to do this as it is not desired)

Manual / game rules also updated accordingly:

Quote
The airlines may not oversupply the estimated passenger demand on a route in large numbers. Airline may not supply over 200% of the estimated passenger demand on any route. This rule is in force regardless of the passenger volume or competition on the route. The rule is the same even if the estimated demand is 10pax or for example 1000pax per day, and also valid even if there are no other competing airlines on the route (the large seat oversupply would potentially block other airlines wishing to enter the route).

The seat supply may not exceed the given 200% limit on any single day (each day's demand vs. supply is checked separately).

In practice this means that if estimated passenger demand on a route is 100pax per day (weekly average) the airline may not fly more than 200pax per day on that route segment. Any more seats supplied would be considered dumping the seats and thus trying to limit competition and entrance of other airlines to the route.

Keep in mind that the passenger demands shown in the game are estimates and their accuracy depends on the staff efficiency of each airline but generally the demand numbers are +/-30% accurate - if there are doubts the administration can check the actual value.

In this chapter the term "airlines" apply also to alliances; one alliance can be considered as a single airline. In other words two (or more) airlines of the same alliance are counted as single airline/unit.
« Last Edit: November 21, 2012, 07:31:11 PM by sami »

Offline Sami

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Re: AirwaySim v.1.3 news, previews & info
« Reply #91 on: November 21, 2012, 08:44:58 PM »

* In regards to above, added a way for airlines to keep using a larger equipment than the route requires, but still to keep within the rules. This happens by manually limiting the amount that can be sold on the route.

* This happens from route edit page, where below aircraft selection is a new field for this.

* Simply enter the maximum desirable seat amount to be sold, and system takes care of the rest. The selection is valid for all flights / legs of this route, and valid until you manually edit it back to no restriction (= enter value 0 (zero)). Any changes in aircraft scheduling do NOT affect this selection - it overrides them.

* The system makes the class (C/Y/F) restriction in a similar manner than with a normal runway based payload restriction, by first limiting the Y class and only then premium classes.


(NOTE: Even though this feature is visible in the Dawn of the Millennium #4 game world, it does not actually work there due to the old game engine. The game world ends in a few days so did not see it necessary to make it invisible there.)
« Last Edit: November 21, 2012, 09:01:10 PM by sami »

Offline Sami

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Re: AirwaySim v.1.3 news, previews & info
« Reply #92 on: November 24, 2012, 01:40:35 PM »

* Adjusted the automated oversupply warning a bit - checker runs only 1x week. This is because it was previously generating a warning, then "it's OK" message, then a warning again etc. in some cases where only 1 day of the week was oversupplied. The checker runs now only once a week and checks the schedules of the entire week in one run. This means also that if you receive a warning, and correct it on the same day the message arrives, the oversupply flag is removed only after one full week (and same with the "it's OK now" message).

Offline Sami

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Re: AirwaySim v.1.3 news, previews & info
« Reply #93 on: January 14, 2013, 10:48:38 AM »
(following changes affect future game worlds)

* Added 5 small regional airports to Sweden.

* Added 10 Dominican Republic airports.

Offline Sami

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Re: AirwaySim v.1.3 news, previews & info
« Reply #94 on: January 30, 2013, 09:59:05 PM »

Not related to v.1.3, but something to show of the background magic .. If you remember I posted last year about changes in the administration area of the simulation, and some work there is still ongoing. With this post I'm giving a peek to part of the "economy management" of the sim - here in other words a tool that allows the modification of inflation, price, interest and global air travel indexes.

The system has been updated so that I have now a better tool available to customize for example the fuel prices of each scenario - this can be done with a simple "drag the point on the chart to change price/value" system (or direct input via Excel for example). This new system allows also more flexibility and faster usability when customizing the fuel prices (or what ever economy value index) for new game worlds - previously it has been a bit slow process.

Fuel prices for each scenario are customized when they start (using this tool) and they are not changed when the game gets going (so any conspiracy theories are not worth it) ;)

In this image you can see a sample of some random old game world's fuel price developments (this world isn't running anymore), and how it looks from admin section. As you see there's the true fuel price and also for reference the real-world historical price (which this game world followed quite closely actually...).

Also below is another picture of the main section of game administration, just for fun.
« Last Edit: January 30, 2013, 10:01:25 PM by sami »

Offline Sami

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Re: AirwaySim v.1.3 news, previews & info
« Reply #95 on: February 18, 2013, 06:36:49 PM »

Two fixes worth posting also here:

* Bug fixes related to airport passenger demand calculation in the event of airports closing and new one opening (etc). Bug caused the demand to fluctuate +/-50% for some game months after the opening of the new airport.

* Fix related to airport slot usage. In some cases the route editor did not remove old slots from the airline when the route departure time/day was changed.

Offline Sami

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Re: AirwaySim v.1.3 news, previews & info
« Reply #96 on: February 25, 2013, 03:30:40 PM »

* B737 MAX series (-7, -8, -9) aircraft added.
* A320neo series (319,320,321) aircraft added.

All of these planes are tagged as "prototype" models and they may not be available in all game worlds (MT8 will have them). Data is also preliminary and not accurate until the planes actually fly in real life. (737 and A320 series (present models) price data, and some other data also updated)
« Last Edit: February 25, 2013, 03:35:23 PM by sami »

Offline Sami

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Re: AirwaySim v.1.3 news, previews & info
« Reply #97 on: February 28, 2013, 01:54:49 PM »

Updates to some game functions:

* For new games the pax demand calculation has now a similar steady growth like the airport slots. The demand on all routes begins small (admin adjustable, but usually around 50% of the true demand) and grows to the real and full game demand within ~12 months (and again the amount of "full demand" depends on game settings). (This is to give less advantage, if any, to the early starters.)

* Slot purchasing changed a bit, so that the airline can go a bit (~$100k) into negative cash when getting slots for a new route, similar to many other purchasing functions. (previously it was hard $0)

* Some changes to slot price calculation also, including some specific pricing rules for LHR/EGLL for the start of the game.

* Alliance rating calculation updated a bit to make it more age sensitive, affects also current games (just a small update).

* For new games the amount of initial aircraft generated (and the ratios between aircraft models and sizes) is adjusted, again just a bit. (it follows the real and historical production numbers, but adjusted for the number of players and accounts for the popular models too for easier game play/start)

* Transported passenger statistics are now saved separately for each base of the airline. This change may result in a small jump in the stats for this game week for each running world but will be back to normal next week. Different base stats cannot be yet viewed.
« Last Edit: February 28, 2013, 06:00:13 PM by sami »

Offline Sami

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Re: AirwaySim v.1.3 news, previews & info
« Reply #98 on: July 06, 2013, 10:37:43 AM »
* The new features of long game worlds are being built into the calculation automation. First new item there is the automatic increase of the player count.

Jet Age started in 1955 with 220 players and it will end in 2020 with max 700 players as Modern Times. The max player count will automatically increase with 1 player spot for every game month, and this means that in the start of the Dawn of the Millennium era (1975) it will have 460 spots and when Modern Times era starts (1995) it will reach 700 spots. (And it rises gradually in between those given spots)..

Similar automated settings will be made for the game day length changing and game naming.
« Last Edit: July 06, 2013, 10:41:58 AM by sami »

Offline Sami

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Re: AirwaySim v.1.3 news, previews & info
« Reply #99 on: July 11, 2013, 11:41:31 AM »

Some changes and fixes:

* Dashboard now shows notifications of aircraft (urgent info) too.  (<-- if you have ideas on what else the dashboard could notify, post a feature request).

* My aircraft and Scheduling page dialog popups can be closed with Esc or confirmed ("OK") with Enter key press now.

* All "full window pop-ups" (ie. route planning popup etc) can be closed with Esc.

* Scheduling / Move schedule window has now a refresh button, similar to add flights window.

* Can take a loan against an aircraft while it is listed for sale (for lease only).

* Various interface bugfixes.
« Last Edit: July 11, 2013, 11:50:08 AM by sami »

 

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