daily vs monthly pax demand

Started by knutm1980, January 28, 2010, 12:36:28 AM

knutm1980

I've had a look around and found no info on this, and therefore...currently waiting on planes to test this for myself.

In the meantime however,

My question is, does montlhy demand influence the LF at all?i.e, route a large plane ones a week to a really weak demand airport? If daily demand is 20 pax, that would make weekly demand 140 (on average anyway), thats close to 1000 a month. Would they book the only available flight or would they stay and rot in their provinicial towns denying themselves virtual excursions?


Sigma

Demand is daily and only daily.  If you don't pick them up that day they find alternative transport.

So  you can't fly once a week somewhere and collect all the demand from the whole week. 

knutm1980

Who in their right mind would take a bus or taxi across 2500nm of african desert? Lol.. Ah well..Maybe it's something that should be looked at as the case is in real life..many destinations only have a few direct flights a week or less.

JonesyUK

I think demand 'banking' is something Sami is looking at for the future  :)


jchaves

Quote from: knutm1980 on January 28, 2010, 04:11:52 PM
Who in their right mind would take a bus or taxi across 2500nm of african desert? Lol.. Ah well..Maybe it's something that should be looked at as the case is in real life..many destinations only have a few direct flights a week or less.

Demand banking doesn't make sense. As in many simulators, the concept is that demand is supplied by some anonymous offer (not human players). Meaning that they are already flying somehow, until you start offering your services. So, if you fly once a week, they get a way to fly in the rest of the days. Or if you only offer 50 seats to a 100 seats demand, the other 50 go anyway (flying). Just a concept applied to simulators, the economy is already running when you start your business and works anyway when your offer don't match the demand. The idea is to replace that ghost supply by human player oriented supply.