(comments) AirwaySim v.1.3 news, previews & info

Started by Ilyushin, November 08, 2010, 01:02:10 PM

rubiohiguey

Quote from: BD on January 22, 2014, 03:15:40 PM
I had same question about the message...in the transition to the new accounting system it does not show this info, even though the line items above the tax rebate line show that a refund is due.

Check your Cash Flow and Income Statements for January...you would see a refund was actually given if you were due one prior to the new accounting kicking in (e.g. you made a large aircraft purchase).



Thank you... yes it does indeed show in the Week 52 closing, as taxes returned,  under cash flow.

Monica

I just wanted to say I love the random world events :) And also that we can see each other's financials. Ticket prices next please!

dasherhalo

I like the new staff requirement modelling for small/medium planes - just saved $30m a month in staff costs. Not a big fan of getting my CI cut from 98 to mid-40's by correcting the over-staffing levels though.

Was the CI hit in anyway avoidable, or were the only two choices "take the hit", or "keep the staff"?

Sami

#503
VERY advisable to keep the staff, especially if you have planes on order (or if you need to fire, do it in smaller batches). Since your staff numbers did not grow, so your expenses would have remained the same at least. Of course if you wish to get immediate savings, then .....

But the CI will climb quickly anyway..

schro


dmoose42

Agree with schro on this one.  firing teammates is rarely the way to go.  the CI penalty far exceeds the benefit in sacking your least favorite pilots.  better to grow into the excess...


Zombie Slayer

Maybe a 1 time CI penalty free staff reset is in order on this one?
Don Collins of Ohio III, by the Grace of God of the SamiMetaverse of HatF and MT and of His other Realms and Game Worlds, King, Head of the Elite Alliance, Defender of the OOB, Protector of the Slots

dasherhalo

Quote from: dmoose42 on March 02, 2014, 05:19:16 AM
Agree with schro on this one.  firing teammates is rarely the way to go.  the CI penalty far exceeds the benefit in sacking your least favorite pilots.  better to grow into the excess...



It would have taken a fair while to grow into the excess staff. High Level management was heaps over, for example.

I didn't think it'd cost me 50 CI points, that's for sure. 30 million a month isn't to be sneezed at though - there's not too many players running airlines in which 30 million a month wouldn't be missed......

+1 to a one off staff reset idea, or a "CI reimbursement".

Curse

I still don't know why there is this CI drop thing anyways and why it can be so hard to go down more than 100 CI points. If an airline fires people in real life nobody cares and if somebody cares, that stops usually outside of the family members or at least at the borders of the country. Honestly I would not even know where to inform myself if an airline in Argentina or a US regional airline dropped staff.
What I care about is if an airline has new aircraft - but that's a thing PAX in AirwaySim don't care much about. They seem to care more about the people that were laid off to save the company but be fine flying in a 20+ year old Soviet prop with 50% condition.

jneil121

Quote from: CUR$E on March 02, 2014, 12:05:48 PM
If an airline fires people in real life nobody cares

Tell that to the 5000 Qantas staff that just got the axe and the communities in which they were based, have now lost their airservices and livelihoods.

Curse

Yeah I really don't care about Qantas, it's like 20.000km away. Without your post I would not have heard about this. So, what would their CI loss to me? Before your post it was 0 CI loss and now I know? Yeah, 0 CI loss.

BD

Quote from: jneil121 on March 02, 2014, 02:14:51 PM
Tell that to the 5000 Qantas staff that just got the axe and the communities in which they were based, have now lost their airservices and livelihoods.
Yes, that would have a tremendous morale hit.  IRL that might not be as direct a hit on the "Brand" as such, but there is good rationale to say that service level may take a corresponding hit, which in turn affects the company image.  AWS chooses to roll all the effects into a CI hit...that seems reasonable in absence of better suggestions.

Would have liked a one time reprieve on this with an ongoing game, but since we all are hit with it, it doesn't seem unfair or overly burdensome in general, though I could imagine there might be a few individual cases where this would be a problem.

dasherhalo

Quote from: BD on March 02, 2014, 04:53:58 PM
Would have liked a one time reprieve on this with an ongoing game, but since we all are hit with it, it doesn't seem unfair or overly burdensome in general, though I could imagine there might be a few individual cases where this would be a problem.

I agree - not normally an issue. In this specific instance, the only reason I've posted is because of the timing. I've just moved into a new base, and the resultant CI hit has caused a big drop in LF's in my other bases, resulting in a fairly drastic downturn in my income, which in turn is slowing down my rate of progression.

As it doesn't look likely that I'm going to get my CI reset, I've ramped up the advertising (yet another drain on resources) to compensate, but it's going to take a few game months. C'est la vie, I guess!

LemonButt

You guys are looking at this the wrong way.  Staff requirements were X and now they are <X.  You aren't losing anything by keeping staff levels at X.  The fact required staff levels are <X is a gift.  Just let the excess staff sit there until you grow into it and then you will realize the savings.

Luperco

Quote from: LemonButt on March 03, 2014, 12:43:40 PM
You guys are looking at this the wrong way.  Staff requirements were X and now they are <X.  You aren't losing anything by keeping staff levels at X.  The fact required staff levels are <X is a gift.  Just let the excess staff sit there until you grow into it and then you will realize the savings.

Not so simple when you have to fight every week to have a positive income. Resetting the employment level to the requirement, for example, make my finances from loosing (few) money every week to learn (still few) something. I know that there are other areas to change to learn more money but when you are small an from a small airport/city, every bit is important.
Saluti
Emanuele


BD

Quote from: Sami
Starting capital for new airlines is now more dynamic.

It already previously has been tied to the inflation and also to the game progress. Meaning that the starting capital has increased over time and the later you join, the more money you get proportionally.

This calculation has been now changed further to support new players. The effect of game's progress vs. start money is higher than before, and it takes also now into account the size of airport you choose as your HQ airport.

Practical example: in 1952 in Game World #4 the start up money was $1 200 000. In 1972 the player joining would have $1 970 000 due inflation and game progress (old calculation). With this change however the player will get this money if he joins at the smallest possible airport (size class 1). If he picks a larger airport the sum is higher, in this case in class 5 airport it would be $5 000 000. Or if he joins in year 2000 (= 50 years into the game) and picks a class 5 airport the starting money is $31 000 000 (without this change it would have been about $11mil).

Will the BK thresholds change to match or will they stay the same?

Not sure if they changed since this post (with my humble search capability)...

Quote from: Sami - 2009 post
Conditions are: negative financial result for last 30 days, more than -5mil cash OR airline value less than -5 mil..
https://www.airwaysim.com/forum/index.php/topic,4298.msg18325.html#msg18325

They ought to change with the era too, though I'm not sure the thresholds are that dynamic  (e.g. follow inflation).  Does anyone know?

Sami


LemonButt

Quote from: Luperco on March 04, 2014, 09:34:40 AM
Not so simple when you have to fight every week to have a positive income. Resetting the employment level to the requirement, for example, make my finances from loosing (few) money every week to learn (still few) something. I know that there are other areas to change to learn more money but when you are small an from a small airport/city, every bit is important.


Yes, I know.  I am the 7xCRJ airline sami mentioned.  The cost of cutting the staff far outweighs the cost of paying them each week IMO.  The next few aircraft will be "free" for office staff.  I am currently paying $50k/week more for the extra staff, which is 2.5% of my weekly revenue.  If I cut the staff, my CI will take a hit and morale will drop costing me much more than $50k/week.  

Luperco

I've cut the employment level to the default, saving 90K per week. I don't know why there was all that exceeded personnel,  maybe it is due to the recent changes. Anyway my CI dropped by 5 points with no observable impact on load factor or weekly income. After 2 month of game time the CI has regained almost all the loosen points.

Only thing I've done is to try to minimize the loss of morale on the most affected categories by raising the wage a bit.
Saluti
Emanuele


BD

Quote from: sami on March 04, 2014, 03:50:10 PM
All costs and sums follow always inflation
I think that answers the base case, but if I "read between the lines" there is no change from the base case for BK threshold triggers for new airlines later in the game.  

That is, if they start at a size=5 airport and get 2.8x the starting funds, their BK threshold does NOT go up 2.8x the base case, but stay at 1.0x, if I understand this correctly.