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Changelog

The Changelog lists in detail all updates and improvements made to AirwaySim over time.

Here you can see what has changed, what has been improved, and how the simulation continues to evolve.

Changelog
27-Aug-2025

Updates to user account handling and e-mails

Improvements

  • Tuned the game world's initial airport slot growth mechanism to make sure the standard slot amount is reached after two full game years (steady growth at random dates during this period).
  • The e-mail template at the main website is updated to be more mobile-compatible, and better formatted across different devices and e-mail clients.
  • The main website e-mail templates are now dark-mode compatible (depending a bit on your e-mail client).
  • Updated the layout of the in-game billing notification/warning emails to show the relevant information more clearly.
  • AirwaySim newsletter is updated with a new more mobile-compatible layout with dark-mode support (similar to other site e-mails).
  • Account activation and password reminder processes at the main website improved with additional security layers and technical improvements.
  • User account inactivity checks re-activated. The system will send a reminder mail to keep the user account alive if it has been inactive (no logins) for more than 180 days. A second reminder is sent at 270 days, and the account closure happens automatically after 360 days of inactivity. The email includes a direct one-click link to retain the account activity status. (n.b. unactivated or otherwise "pending" accounts are removed faster without separate reminder e-mail)
  • Some other technical improvements and changes to the login handling at the main website. The login session timeouts after 60 minutes of inactivity (no clicks) if the "Always stay logged in" checkbox was not checked.
  • Improved the handling of our anti-spam ban list (provided by 3rd party) to avoid false-positives.

Fixes

  • Fleet Commonality page grouped data incorrectly for fleet groups with multiple different manufacturer names (e.g. data for McDonnell Douglas MD-81 and Boeing 717 were shown twice); did not affect cost calculation, UI display issue only.
  • Newsletter subscription button did not work at My Account page.
  • Automatic login timeout handler did not always work properly, and could have booted the user out even he was active at the site.
Posted at: 27-Aug-2025
31-Jul-2025

Game balance updates

Improvements

  • Dornier 328JET separated to its own fleet group (with significant partial commonality benefits with the prop-D328 group). This update is only effective for any games starting from August 2025.
  • Salary calculation rules updated. The salaries are now based on the cost/salary levels of each base country instead of the HQ country. This update is only effective for any games starting from August 2025 (update may be added to other running games later; not decided yet). 
  • Cost calculation of route-specific marketing campaigns updated. The cost is now based on the cost/salary levels of the base airport the campaign relates to instead of the airline-wide cost/salary levels.
  • Adjusted the opening dates of following airports to be 1950-01-01 instead of their actual opening date of 1951-1952 to be in line with the custom setups of all recent ultra-long game worlds (unrealistic change, but done for playability): Johannesburg, Helsinki - Vantaa, Moscow - Sheremetyevo.
  • Slightly adjusted partial fleet commonality bonuses for several fleet groups (within Airbus, Boeing, Fokker, Ilyushin, Piper and Saab).
  • Various code structure changes to keep up with our coding standards.
  • Updated several 3rd party backend systems and libraries.
  • Content Security Policy (CSP) configuration updated to the site.
  • Improved cleanup of some old data in the backend processes.

Fixes

  • Nagoya airport was not properly configured to relocate to the new airport.
  • Corrected some missing fuel supplier companies in the long games.
Posted at: 31-Jul-2025
02-Jul-2025

New Fleet Commonality System (#3)

Improvements

  • Added "Idle Fleet Types" rule to Fleet Commonality.
  • A fleet type is considered idle (and exempt from commonality costs) if both of the following conditions are met: a) No aircraft of the fleet type are assigned to any active routes AND b) The oldest aircraft in the fleet type was delivered no more than 45 game days ago.
  • This grace period ensures flexibility for airlines adding or returning fleet types (e.g. from leases from other players) without incurring immediate costs.
  • This change is now "live" in all games apart from "Airline Generations" and "History and the Future". The change will apply to these two games next week - please check your idle fleets before that.
Posted at: 02-Jul-2025
Build Version: 2.0-20250702.01
25-Jun-2025

New Fleet Commonality System (#2)

THE NEW COMMONALITY FEATURES ARE BEING IMPLEMENTED TO ALL RUNNING GAME WORLDS, APART FROM THE CURRENT MODERN TIMES GAME, GRADUALLY OVER THE NEXT FEW DAYS.

New features

  • Partial Commonality feature ("Fleet Similarity Bonuses") added. Similar models, such as A320 and A330 can now benefit from cost savings based on similarity between fleets.
  • Fleet Commonality Calculator feature added. This feature allows you to simulate how adding or removing aircraft types would affect your airline’s monthly fixed costs.
  • Fleet Commonality chapter in user manual updated: https://manual.airwaysim.com/simulation-documentation/fleet-commonality

Improvements

  • Fleet Commonality page is now in tab format, with own tab for Aircraft and Engine Commonality costs and for Calculator.
  • Engine Commonality tab now includes the "Engine Types Overview" section and data on cost overhead ("bloat") from operating various engine types.
Posted at: 25-Jun-2025
16-May-2025

New Fleet Commonality System

New features

NOTE: THIS FEATURE IS CURRENTLY ONLY AVAILABLE IN THE NEW AGE OF FLIGHT SCENARIO.

  • The whole code for calculating the commonality costs has been fully rewritten (AirwaySim v.2.0).
  • The biggest change is that once you add a new fleet, the costs of the other fleets stay as they are already - there are no sudden and hidden jumps and the whole system is more predictable. However, there is a new "Fleet Count Bloat Factor" that starts to increase all commonality costs company-wide mildly and logically from the third fleet type onwards. In other words we still have the disadvantage-factor of operating too many fleets, but it now behaves and scales totally differently than before for better realism.
  • The overall commonality related training and maintenance costs are thus lower than in the past version.
  • The costs are calculated on a "base cost per fleet type" + "per-aircraft cost in fleet" manner, so operating one single aircraft is relatively more expensive than operating for example 10 aircraft of the same fleet.
  • Another notable change for realism is that all your aircraft in operational state ( = even the ones with no routes) count towards the commonality costs (since the costs for having the ability to operate the aircraft naturally start when the aircraft is in your possession). Aircraft in long-term storage are still free of all commonality related costs.
  • The training costs are now calculated in a more realistic manner based on the actual crew numbers needed by the fleet. (This includes also a rather significant bugfix where flight crew numbers were not correctly taken into account by the old commonality model, and thus you will see lower training costs in v.2.0 fleet commonality.)
  • Aircraft size scales now the costs properly, and is based on the fleet's Size Class (1-4) and the fleet's average size (MTOW).
  • Training and Maintenance costs have a new internal "Efficiency Factor" that gives you benefits of scale, i.e. large fleet brings the overall costs per aircraft down, in a similar way the Admin costs have already been in the old version.
  • Aircraft's fleet-specific "Maintenance Cost Factor" is also taken into account, basically giving cost advantages to more modern fleet types.
  • There is a new "Base Bloat Factor" that increases costs if your fleet is spread to different base airports since they each need their separate support facilities. Naturally if you operate a single fleet at a single base only, no such bloat exists for that fleet's costs.
  • Costs for small airlines are made a bit lower overall (up to airlines with a fleet of 10 planes or less) to help with the start-up phase.
  • A new "partial commonality bonus" will be introduced in the next update round of this feature.
  • The User Interface is also new and v.2.0 mobile-compatible. This will be fine-tuned with more improvements soon, with for example a "commonality calculator" feature.

Other New features

  • Website's main news system is upgraded to a new publishing system (no visual changes to user interface at this stage).

Improvements

  • Adjusted a bit the cargo-conversion rates by AI Used Aircraft Brokers (less frequent now).
  • Minor usability improvements to text editor in airline/alliance description & notepad.
  • Improved the in-game single-page loader (SPA) where the backend notifications won't load if the page is left open/idle for a long time.
  • Core website now includes a better detection of temporary and disposable e-mail addresses, also additional anti-spam services added to registration and forum posting.
  • System now purges unused user accounts more effectively and earlier.
  • Made some re-organization to some backend files and assets for better management.
Posted at: 16-May-2025
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