Quick beta available

Started by Sami, February 13, 2012, 09:55:11 PM

Sami

For the last weeks I have been working on a quite large update package that will soon need some testing...


...no, don't get that excited yet. It's that nothing big and major (technically it is, but not that big from user's point of view), and it's actually been previewed already.

The major upcoming changes are:


  • ability to create secondary techstops (preview)

  • and completely new airport selection interface for route opening (preview)


The techstop update required a rebuild / checking of many core features and functions, and the new interface for choosing airports required some serious work too. The plan is to implement both of these to the current v.1.3 game engine - but since the changes are very big, I wish to test them properly before putting them into 'production'. Since I cannot test everything myself, I've decided to run a small test scenario (open beta theme).

This test game will run under v.1.31 core, but (as mentioned) when the testing is completed it will be merged with v.1.3 games. Participating in the test is free, feedback is expected. Game will have very short days, and also a very short duration (max ~7 days real time).


THE TEST SCENARIO IS NOW OPEN.

* Cost to join is 2 credits (flat fee). It will be refunded when the game is complete. Requirement for refund is that you are still a member of the game world when it closes down.

* Includes 10 minute days, $100 million start cash. Please get as many planes and routes as you can, with base airports too.

* Please focus testing on the interface of opening new routes.

* Please test routes with and without techstops. Also try out routes that are payload or runway restricted, either at main airports or at techstop airports.

* The second techstop option is not yet available in the interface, I am still working on that.

* There will be bugs, since major parts of the code has changed on these functions. Please report bugs on the bugs forum, and please notify clearly that it's about the test scenario.

* Please post all other comments to this thread. Game does not have own forums (or alliance or press release functions).

* Disclaimer: This is a test. Game may be shut down at any point. (also note that the live game clock may not work properly due to fast game speed, not a bug)


JumboShrimp

#1
Since (as someone comented), I can fly to the moon on a 764 (with a tech stop), I will participate in this one...

I will see if I can fly from LAX to LHR on a Q400...

Zombie Slayer

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

ARASKA

If I have never been a beta tester before, am I allowed to participate? If so, I would like to.

Regards, Sean

Dave4468

I'll try my very hardest to break something!  ;)

diskoerekto


Sami

Quote from: sami on February 13, 2012, 09:55:11 PM
THE TEST SCENARIO IS NOW OPEN.

* Cost to join is 2 credits (flat fee). It will be refunded when the game is complete. Requirement for refund is that you are still a member of the game world when it closes down.

* Includes 10 minute days, $100 million start cash. Please get as many planes and routes as you can, with base airports too.

* Please focus testing on the interface of opening new routes.

* Please test routes with and without techstops. Also try out routes that are payload or runway restricted, either at main airports or at techstop airports.

* The second techstop option is not yet available in the interface, I am still working on that.

* There will be bugs, since major parts of the code has changed on these functions. Please report bugs on the bugs forum, and please notify clearly that it's about the test scenario.

* Please post all other comments to this thread. Game does not have own forums (or alliance or press release functions).

* Disclaimer: This is a test. Game may be shut down at any point. (also note that the live game clock may not work properly due to fast game speed, not a bug)

Ilyushin

Has the optional extra turn-around time been integrated in the scheduling screen? That's pretty nice...

slither360

Is this the feedback thread as well, or is there one somewhere else?

Sami

Quote from: Ilyushin on February 14, 2012, 03:37:22 PM
Has the optional extra turn-around time been integrated in the scheduling screen? That's pretty nice...

Um, wha?


Quote from: BobTheCactus on February 14, 2012, 03:37:55 PM
Is this the feedback thread as well, or is there one somewhere else?

Here

Ilyushin

Quote from: sami on February 14, 2012, 04:29:45 PM
Um, wha?


Here

I figured it'd be hard to understand...

When you set a turn around time at turn around settings, this time gets 'integrated' in the schedule of the aircraft now, it seems... It edits the 'earliest dep time'.

But now I double checked and it's not like that. I am sleepy, excuse me, lol.

slither360

ok!

I am disappointed that the new interface does not display the times at which the plane lands/takes off at the tech stop airport. Since that time is important (it can't be between 0000 and 0500), it would be really great if we could know before we've bought slots.


slither360

First bug:

The scheduling screen does not display the names of the airports being stopped at next to "via"

Sami

#13
Quote from: BobTheCactus on February 14, 2012, 04:39:15 PM
I am disappointed that the new interface does not display the times at which the plane lands/takes off at the tech stop airport. Since that time is important (it can't be between 0000 and 0500), it would be really great if we could know before we've bought slots.

Yes it does like already in current version. Just hover over the (i) icon while in editor.

Or when at 'route information' (overview) page, click on the lines (route legs) in "routing" line.


Second message, 'via' bug fixed.

Dave4468

Just a little thing. Is it possible to edit routing once an flight has been created?

Trying to fly silly routes and spotted you can't seem to change the routing after a flight has been created.

JumboShrimp

Looks good so far.  As far as secondary techstops, only 1 tech stop is possible on the way to the destination, and 1 on the way back, correct?

Sami

#16
Quote from: DaveP1991 on February 14, 2012, 05:16:51 PM
Just a little thing. Is it possible to edit routing once an flight has been created?

Trying to fly silly routes and spotted you can't seem to change the routing after a flight has been created.

You mean that once route is visible in Route Management?

No.

But the new system actually does make that easier to make in the future, at least in regards of techstops. (at least there was a rq of removing techstops in route edit view and this can be technically implemented much easier now)



Quote from: JumboShrimp on February 14, 2012, 05:21:56 PM
Looks good so far.  As far as secondary techstops, only 1 tech stop is possible on the way to the destination, and 1 on the way back, correct?

As mentioned, the interface is not done for this yet. Will be possible to have 2 techstops between each route leg (even with 3-leg routes later on .. btw 3 leg routes will follow only format A-B-C-A in the future, with of course the techstops possible in every segment).

Technically it's possible to have unlimited number of techstops between each leg, but limited to 2 per leg for practical (/ realism) reasons.


However you can access it already directly from the URL ... www.airwaysim.com/game/Routes/Open/ICAOdep/ICAOarr/ICAOts1,ICAOts2/ICAOts2,ICAOts1/?go=1

=>  www.airwaysim.com/game/Routes/Open/EFHK/LEMD/ESKN,EPGD/EPGD,ESKN/?go=1   (goes directly to editor)
(= departure icao / arrival icao / techstop icao on outbound flight, separated by comma / techstop icao on return flight, separated by comma)



Here's a nice 10 hour sector (one way, ATR-72 ..) to you ... :P


Dave4468

Quote from: sami on February 14, 2012, 05:23:07 PM
You mean that once route is visible in Route Management?

No.

But the new system actually does make that easier to make in the future, at least in regards of techstops. (at least there was a rq of removing techstops in route edit view and this can be technically implemented much easier now)

Fair enough.

Quote from: sami on February 14, 2012, 05:23:07 PM
Technically it's possible to have unlimited number of techstops between each leg, but limited to 2 per leg for practical (/ realism) reasons.

Could it be made possible in the JA worlds, its still going to be an issue in the JA worlds, (http://www.britishairways.com/travel/history-1950-1959/public/en_us) has flights in the '50s from London to Joburg with 5 intermediate stops using a Comet.

RushmoreAir

One minor cosmetic thing . . .

The "confirm routing" selection does not seem to be aligned with anything in particular using Safari on Windows:

Infinity

Actually, if it does not involve transporting passengers, I don't think it adds any realism to enable more than one techstop.
Very few routes operate with even one in reality, let alone two.

Imho, adding a second tech stop to the game as it is right now is only an incentive for players to spam longer routes with 737/320s to push players using larger planes over the edge.
Which is, after all, even more unrealistic than the second tech stop in itself.