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Author Topic: AirwaySim Changelog  (Read 38783 times)

Online Sami

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Re: AirwaySim Changelog
« Reply #100 on: January 22, 2019, 04:44:22 PM »
Combi aircraft changes and other minor bugfixes

Updates
  • Combi (pax/cargo) aircraft of size class Very Large can now transport Heavy Cargo. Manual has been also updated to reflect this change: https://www.airwaysim.com/game/Manual/Routes/Cargo/

  • Added new filter selection to "Max capacity" filters for New & Used Aircraft pages: "Combi aircraft".

  • Added new filter selection to "Fleet group" filters for My Aircraft, Scheduling and Manage Routes pages: "Pax / Cargo / Combi aircraft". (visible only if you have multiple types of aircraft)

  • Added new internal flag for aircraft models: "Pax/Combi/Cargo", to allow easier selection and differentiation of pax/combi/cargo aircraft for example when determining the aircraft selection for a game world.

  • A319neo, A320neo, A321neo seat capacity updated. [only for new games]

  • Base airport finder airport details page now lists also "Cargo demand and supply, top 20".


Fixes
  • Pax demand distribution for Belize airport corrected. [only for new games]

  • Cocos Islands airport data corrected. [only for new games]

  • Fixed incorrect engine specifications for B747-400F in Game World #4.

  • Added easy start function's missing age check for aircraft models.

  • When performing a cargo conversion for aircraft in C/D check the conversion length is based on the conversion duration only, and the duration of the existing C/D is not added on top of that anymore.

  • Airport names with an apostrophe did not always work normally in keyword search, fixed.


This thread is locked and is reserved for announcements only. Please make all comments to the General forums: http://www.airwaysim.com/forum/index.php/topic,60273.0.html
« Last Edit: January 22, 2019, 04:55:12 PM by Sami »

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Re: AirwaySim Changelog
« Reply #101 on: February 05, 2019, 02:29:08 PM »
Various small updates and fixes

Updates
  • The "flight time information" tooltips at route editor are improved with better formatting & more info.

  • Scheduling page tooltip now shows any possible payload limitations for the route (in numbers of pax for pax/combi aircraft and in kg/lbs for cargo aircraft).

  • In preparation of a larger feature update some of the performance calculation functions have been technically updated. Due to new calculation of payload limitations, the limits in route editor for runway/payload/noise are shown only after you have chosen both the aircraft type AND departure time.

  • All engine data of A318/A319/A320/A321 aircraft updated (minor changes to fuel usage & prices). [only for new games]

  • Airbus A340-500, A340-500HGW, A340-600, A340-600HGW range values updated (minor changes). [only for new games]

  • On Statistics page ASK, RPK, ATK & RTK stats show now last 30 days average instead of last 2 weeks (more logical this way). Load Factor stat, based on those metrics, uses the same timespan too.

  • Logic change/fix to "Russian Plane Lover" achievement (change in bold text): "Available from 1992. Aircraft must been manufactured in 1992 or later."

  • Logic change to "Empty planes" and "Full house" achievements; the criteria is changed to month from a quarter (since stats go for last month).


Fixes
  • Incorrect engine data for Boeing 747-400BCF fixed.

  • Fixed incorrect rounding for passenger sale calculation (0 sold seats were sometimes shown as 1).

  • Fixed incorrect range data for one of A319-100's weight variants. [only for new games]

  • Fixed various incorrect airport IATA codes. [only for new games]

  • ASK and ATK stats were incorrectly calculated in the Statistics page, leading to too high values (affecting also the Load Factor stat for the same page).

  • Scheduling page maintenance window sometimes suggested perfoming of a B check when it shouldn't have.


This thread is locked and is reserved for announcements only. Please make all comments to the General forums: http://www.airwaysim.com/forum/index.php/topic,60273.0.html
« Last Edit: February 05, 2019, 02:37:57 PM by Sami »

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Re: AirwaySim Changelog
« Reply #102 on: February 09, 2019, 06:02:14 PM »
Aircraft performance system update

This is a major update affecting all game worlds started after today. No changes in any current games.

  • The aircraft performance system (flight times, fuel usage etc.) has been completely updated and code rewritten. The basis of AirwaySim 10 years ago was an accurate performance model for aircraft and now it has been the time to do a complete overhaul to the systems.

  • All the main functions remain the same and there a only a couple of small visible changes for users, but underneath most things have changed. Aim for the change has been to update the code and to make the system even more accurate. Besides of the new code, a project has been started to gather more detailed and verifiable aircraft performance data. In the past the data has been already based on various good sources but we're aiming to find even more actual aircraft performance information based on actual aircraft flight manuals and such data. This will take considerable time and the data is updated in increments once available (however it has to be said that it is impossible to find actual flight manuals for each and every aircraft we have, especially for the many prototypes, but reasonable accuracy can be obtained without them if needed).

  • New manual page is published: https://www.airwaysim.com/game/Manual/Aircraft/Performance/

  • As you can read from the manual the AirwaySim's aircraft performance model (AAPM) consists of 4 main components. In this update the Flight performance, Fuel usage and Aircraft payload components have been updated. Runway requirement calculations remain unchanged but have systems allowing future improvements. In games using AAPM v.2 you will see different flight times on routes and different payload restrictions compared to the current/old version. Displayed fuel usage values change also a bit (regardless if the aircraft data is updated) since calculations under the hood have changed.

  • Like before the basis of all performance calculations is the fleet-wide aircraft data. This is augmented with the model-level data and with specific engine and weight variants, and possible other aircraft upgrades. All aircraft in the same fleet group will fly the same speeds but their other performance values will vary according to the specs of the model/engines/weight.

  • The aircraft performance data will be updated to latest version in increments once data is available and checked / added to the system. Since we'll verify it with several examples and testing it is somewhat time consuming. So far the following fleets are updated and comply with "AAPM v2 & high accuracy":
    • Airbus A318/A319/A320/A321
    • ATR 42/72
    • Embraer 170/175/190/195

  • An example how the performance is calculated:
    • All fleet group base performance values are based on "mid-weight" aircraft scenario that can be considered a "typical" load, i.e. somewhere around 75-85% load factor. Fuel burn values are adjusted based on the actual load on board.

    • As an example of the accuracy, here's how the system would calculate the performance of A320 series aircraft:

      • The fleet group (A319-A321) baseline model is A320-200, and its performance is used for all flight time calculations for the entire fleet (since flight times have to match for schedules to be interchangeable). Fuel calculations are specific to each sub-model, engine and weight variant.

      • Example: Real-life A320 FCOM (flight crew operating manual) states that a 66 tn aircraft will climb to FL370 in 25 minutes and distance of 163 NM. Descent (64 tn a/c) will take 17 minutes and 100 NM (data for A320-200, CFM engines, standard 250/300/M.78 flight profile).

      • AirwaySim's performance system counts "mid-weight" (i.e. ~63-67 tn) A320 aircraft to climb to FL370 in 26 minutes and uses 164 NM distance for that. Descent takes 18 minutes and 103 NM distance. Cruise phase calculation for normal short flights are then a tad simpler as the flight parameters do not change that much (constant speed and altitude, apart from step climb on longer routes).

      • A comparison to a real-life complete flight (A320, distance 1070nm, avg.wind -20kt, aircraft burn correction +3%, a/c weight 67tn) shows AWS to calculate flight time as 2h 38min and burn 6650kg fuel in trip (taxi etc. not inclusive), while real-life flight plan shows 2h 41min and 6700kg (just one example of many comparisons made). Overall for A320-200 model 10 different real & actual flightplans were compared to AWS performance model and the AWS fuel burn (wind and weight taken into account) is on average within +/- 1% of the real life's actual data for all flights.

      • The submodels A319 and A321 have been compared in a similar manner and their accuracy is around +/- 2% compared to real-life flights. The "baseline model", in this case A320, is always the most accurate of the fleet.

      • These are of course only examples but it can be seen that the AWS performance model is accurate (but of course only if the source data is accurate - many very old models are missing such detailed data). Also different operational speeds from day to day will create a very significant variation to the flight profile, but AWS's system is built to give the best overall representation of the flight performance of the whole fleet group.

  • A new "performance model accuracy" value is now added to each fleet group. This "nice to know" information tells the user in how great detail the aircraft performance (speeds and fuel usage) have been modelled. Accuracy level "high" means it's up-to-date and with AAPM v.2 and verified by actual flights and/or flight manual data, while "medium" is based on v.1 (or data that's not verified with actual flight manuals, but from otherwise reliable and accurate sources) and "low" is data derived based on some comparable model since better info is not available (many older models will fall into this category). However this info is still hidden until more data is collected and the fleet-level data is checked.

  • The system has now one more dataset for each fleet group to support better calculation of approach phases.

  • Calculation of taxi time/fuel is improved.

  • Calculation of wind component during flight is improved.

  • Calculation of route's total distance is improved. It has never been just direct from A to B but included some allowance for departure/approach and enroute procedures. This is now more accurate, and you may expect about 4-8% extra distance (with certain min/max levels) for each route to be added in the flight time / fuel usage calculation. Overall you'll probably see shorter overall scheduled flight times / fuel use, since this effect was perhaps too big in old version.

  • Runway Performance has now better administration capabilities with easier input of values. Runway requirement can also now be set for each engine and weight variant individually and exactly. This is however not yet visible to players and not yet in use fully (changed after more a/c data is added).

  • Technical basis for data on landing runway requirement calculations are also added but not yet in use nor visible. (a basic landing runway calculation has existed before but has been based purely on system-calculated assumed values; now we can add aircraft-specific data on this)

  • Payload performance is now calculated in a detailed way by using the ESAD (Equivalent Still Air Distance) as basis for all calculations (see manual).  In short this means that if we fly a long route that has a big headwind, the actual time needed to be airborne is longer. Thus we need more fuel and can carry less payload. And vice-versa if flying into strong tailwind where our flight time is shorter. A certain B757-200 on ATL-LHR route was previously able to carry ~140 pax there and back but in the new and more accurate system (with otherwise identical performance data) the payload ATL-LHR would be 145 pax (in tailwind) and LHR-ATL some 95 pax (in strong headwind; depends on model of course, this is an extreme example that is flown at the edge of the range).

  • Another new item is the aircraft-specific burn correction (see manual). This depends on the aircraft age and is used to model the fact that older aircraft have always different dents and bumps in the airframe and usually more worn out engines. The burn correction will start to slowly increase when aircraft is delivered as new and will reach +5% when aircraft is 25 years old, and will stay at that level until the end. The burn correction is applied at the daily calculation stage and the average fuel burn shown at aircraft info pages is not affected by this (since it would make difficult in comparing aircraft). However you can see the actual burn correction value from aircraft info page, by hovering mouse over the blue question mark icon next to the fuel burn value.

  • Weight factor of aircraft is now modelled better and in more accurate way:
    • For jet aircraft the effect of aircraft weight is very significant to the overall fuel burn. This factor has been present already in the past but is now fleet-group specific (we can define the fuel burn factor for varying weight for each fleet).

    • For jets the fuel burn usually increases about 1-2% for every extra tonne of weight carried, and decreases in a similar fashion. The values for each aircraft type are based on research and actual data (where available).

    • The actual fuel burn for each route is calculated daily based on how many actual passengers/cargo is being transported. Based on the actual weight of the aircraft in other words.

    • As an example, we have a ~1000 nm flight with A320-200 and the flight with "full house" weighs about 70tn at takeoff, and it will use 6530kg of trip fuel on this route. The same route flown with nearly empty load (51.5tn TOW) will use only 5270kg of fuel - some 20% less.

This thread is locked and is reserved for announcements only. Please make all comments to the General forums: http://www.airwaysim.com/forum/index.php/topic,60273.0.html
« Last Edit: February 09, 2019, 07:32:25 PM by Sami »

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Re: AirwaySim Changelog
« Reply #103 on: February 16, 2019, 07:27:02 PM »
Alliance rating calculation renewed

The calculation of alliance rating has been completely revised.

  • The rating is the basis on how virtual passenger see the alliance as a whole. It is a rating from 0 to 100 points and shown also as a star rating from zero to five stars.

  • The rating consists of four main components:
    • Alliance network quality (max 60 of 100 points): The total score for this category consists of four sub-categories and each have their own degree of importance when forming the score in this sub-category. These are number of members (max points at 25 members), the geographical spread of airlines to each continent (max points for at least one airline at each of six continents), number of individual airports the alliance members fly to, number of weekly flights in the alliance. Last two values are relative to other alliances, so to score max points your alliance needs to be number 1 in these stats (visible at alliance listing page).

    • Alliance marketing efforts (max 20 of 100 points): The amount of alliance fees paid by all member airlines in relation to other alliances from the last fiscal quarter. Highest alliance spending will get the maximum rating for this category.

    • Alliance age (max 10 of 100 points): The rating is a linear relation between scenario's duration and alliance's age. If the alliance is older than 75% of the total duration of the simulation scenario then full rating points are given.

    • Alliance flight punctuality (max 10 of 100 points): All flights of the alliance member airlines are analyzed from previous 30 days and a single punctuality value is formed for the alliance. If the on-time performance is at least 95% then alliance will score full points in this category. If the performance is less than 50% no points are awarded, and in between those values the rating grows linearily.

  • Alliance manual page updated to reflect the new rating calculation: https://www.airwaysim.com/game/Manual/Others/Alliances/#Score

  • This update affects all running game worlds and all alliances. Update has been done also into running games since the current alliance rating did not work properly anymore in these ultra-long game worlds where all alliances reached the 100% score level rather quickly. The aim for the change is to make the rating work as intended and to show the actual differences between the alliances.

  • Alliance listing page now shows the number of unique airports the alliance flies to.

  • Alliance listing page shows "number of weekly flights" instead of number routes.

  • Alliance details / viewing page is reformatted a bit and the rating shows the details of which the total rating is composed of.

  • Alliance livery image is shown in full size at alliance details page.

  • The rating will update on weekly basis and will gradually move towards the new values. All data might not be yet visible.

This thread is locked and is reserved for announcements only. Please make all comments to the General forums: http://www.airwaysim.com/forum/index.php/topic,60273.0.html
« Last Edit: February 16, 2019, 07:42:45 PM by Sami »

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Re: AirwaySim Changelog
« Reply #104 on: February 26, 2019, 02:09:22 PM »
Various small updates and fixes

Updates
  • Airbus A310-200 and -300 max passenger capacity updated to 275. [only for new games]

  • A330-200 cabin crew requirement corrected. [only for new games]

  • Milan Malpensa airport changed to open already in 1948, and remains a secondary airport until 1998 (at which point airlines at Linate have chance to relocate to Malpensa).

  • Paris Orly airport set up as a secondary airport when CDG airport opens in 1974, giving the airlines automatic relocation from ORY to CDG.

  • Initial airport infrastructure level calculation changed so that airports with significant longhaul demand (according to static/master database) will have at least level 3 infra, allowing all sizes of aircraft to operate.

  • Macedonia renamed as North Macedonia in Feb-2019.

  • Formatting/display of aircraft age on various pages changed to follow the same format everywhere (e.g. "5.41 y").


Fixes
  • Fixed incorrect sequence for aircraft pre-order allocations.

  • Fixed "passenger aircraft only" filter at Scheduling & My Aircraft pages.

  • Corrected wrong data for Sana'a airport in Yemen. [only for new games]

  • Fixed typo in B757-200M data for engines/fuel. [only for new games]

This thread is locked and is reserved for announcements only. Please make all comments to the General forums: http://www.airwaysim.com/forum/index.php/topic,60273.0.html

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Re: AirwaySim Changelog
« Reply #105 on: February 27, 2019, 11:21:54 AM »
Changes to airport costs, new statistics, updated airline score

In this update batch several changes have been made to game economy and mechanics. Some affect all games while others change only any new games opened after this announcement.

Updates affecting all games
  • Airport slot costs are now relative to airport infrastructure and traffic class.

  • The actual fuel burn in kg for each flown route is also saved now into route history database (needed for statistic calculations, previously only the fuel cost was saved).

  • New statistics: Total passenger revenue and Total cargo revenue (shown only for games where cargo feature is enabled). The same as Total operating revenue but split to pax/cargo operating revenue for more detailed info.

  • New statistics: Fuel burn per Revenue Passenger Kilometres/Miles and Fuel burn per Revenue Freight Tn Kilometres/Miles. Replaces Average fuel burn per passenger stat.

  • Airline scoring updated, it now takes into account the following statistics (Note; it will take a while for the stats and scores to be fully up-to-date):
    • Pre-tax profit/loss (prev. financial quarter)
    • Total operating revenue (prev. financial quarter)
    • Profit margin (prev. financial quarter)
    • Company brand & image
    • Oldest airlines (airline age)
    • Airline Credit Rating
    • Number of weekly flights
    • Number of airports served
    • Current aircraft fleet size
    • Average aircraft fleet age
    • Average aircraft condition
    • Fleet utilization (avg. flt hrs / day / plane)
    • Departure punctuality
    • Available Seat Kilometres (mil. km, last 30 days)
    • Revenue Passenger Kilometres (mil. km, last 30 days)
    • Available Freight Tonne Kilometers (mil. km, last 30 days)  [new]
    • Revenue Freight Tonne Kilometres (mil. km, last 30 days)  [new]
    • Passenger Load Factor (last 30 days)
    • Cargo Load Factor (last 30 days)  [new]
    • Transported passengers (previous year)  [new]
    • Transported cargo (previous year)  [new]
    • Fuel burn per Revenue Passenger Kilometre (last 30 days)  [new]
    • Fuel burn per Revenue Freight Tn Kilometre (last 30 days)  [new]

Updates affecting only new games
  • Airport landing fees are now relative to airport infrastructure and traffic class. [only for new games]

  • Airport passenger fees are now relative to airport infrastructure and traffic class. [only for new games]

  • Airport ground handling fees are now relative to airport infrastructure and traffic class. [only for new games]

  • Turnaround time at technical stopover airports is now half of the nominal turnaround time of the aircraft (since full servicing is not usually needed). [only for new games]


This thread is locked and is reserved for announcements only. Please make all comments to the General forums: http://www.airwaysim.com/forum/index.php/topic,60273.0.html

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Re: AirwaySim Changelog
« Reply #106 on: February 28, 2019, 11:07:50 AM »
New aircraft conversion options

Updates affecting all games
  • Added new DC-8 conversion options:
    • DC-8-10: Can be converted to DC-8-20 and DC-8-51
    • DC-8-20: Can be converted to DC-8-51
    • DC-8-31: Can be converted to DC-8-32 and DC-8-33
    • DC-8-32: Can be converted to DC-8-33 and DC-8-53
    • DC-8-33: Can be converted to DC-8-53
    • DC-8-41: Can be converted to DC-8-42 and DC-8-43
    • DC-8-42: Can be converted to DC-8-43
    • DC-8-52: Can be converted to DC-8-54AF and DC-8-54CF

  • Added new B707 conversion option:
    • B707-120: Can be converted to B707-120B

  • Added new Convair conversion option:
    • CV-340: Can be converted to CV-440

  • Added new Caravelle conversion options:
    • SE-210 Caravelle I: Can be converted to SE-210 Caravelle III
    • SE-210 Caravelle IA: Can be converted to SE-210 Caravelle III
    • SE-210 Caravelle III: Can be converted to SE-210 Caravelle VI-N
(These conversion options are modeled after what has been done in real life; may be incomplete compared to what manufacturer could have done or has offered)


This thread is locked and is reserved for announcements only. Please make all comments to the General forums: http://www.airwaysim.com/forum/index.php/topic,60273.0.html

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Re: AirwaySim Changelog
« Reply #107 on: March 05, 2019, 01:37:44 PM »
Various small updates and fixes

Updates
  • New manual chapter, Airline scoring: https://www.airwaysim.com/game/Manual/General/Scoring/

  • Updated the passenger statistics of all US airports. The overall levels of passenger demand do not change but you might see changes in the relative levels between airports. [affects only new games]

  • Adjusted used aircraft market purge function to be more aggressive at the start of a game world. Also made the numbers to be purged relative to game player capacity.

  • Adjusted the airport traffic size calculation to make sure it's also counted twice during the first game year.

  • Minor changes to the staff retirement rate calculations (more linear).

  • Improved some administrational tools for backups and background system logging.

  • Removed some outdated fields and data from master database and administrational tools.

  • Removed system version number from game interface (footer) since it hasn't been in use anymore (versioning has been per-system/feature basis).

  • Did some housekeeping and structural updates with some of the game databases for better management of systems.

  • Updated some outdated information from the manual.


Fixes
  • Corrected wrong payload limit information in tooltip data box in route editor.

  • The payload limitations shown by route editor are improved in accuracy.

  • Minor display fix to aircraft information pages.

  • Minor fix to alliance rating calculation for starting game worlds.


This thread is locked and is reserved for announcements only. Please make all comments to the General forums: http://www.airwaysim.com/forum/index.php/topic,60273.0.html

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Re: AirwaySim Changelog
« Reply #108 on: March 07, 2019, 03:05:20 PM »
Alliance score calculation renewed

The calculation of alliance score has been completely revised. This update affects all game worlds apart from Game World #1 that is ending in a few months.
  • Alliance score is now calculated with a new and straightforward method: The total score of the alliance is the average airline score of all members participating added with the sum of 2% of all individual airline scores in the alliance, apart from the airline with the lowest score who is excluded from the average calculation (in order to allow alliances to recruit new members without big effect to their scores). There is no need for a separate scoring system since the airline score represents very well the overall quality and position of the member airlines.

  • Alliance manual page updated to reflect the new score calculation: https://www.airwaysim.com/game/Manual/Others/Alliances/#Score

  • The statistics page shows now the alliance scores too (apart from GW#1).

  • The thresholds for different colors for alliance score display (green, yellow, red ...) are adjusted.

  • At GW#1 (not affected by this update) the score calculation remains the same as before, with the exception that negative cumulative points are no longer given from bankruptcies, strikes, fines etc., and that the cumulative score goes up 2 points every year of existence (instead of 5 pts). (these changes were necessary due to the new scoring structure in the other games)

  • Note that the alliance score is not necessarily calculated at the same day as the airline scores so you may occasionally get a different result in the alliance score if manually counting up the individual airline scores.

  • The game's final results front page includes now stats of transported cargo and airline & alliance scores.

This thread is locked and is reserved for announcements only. Please make all comments to the General forums: http://www.airwaysim.com/forum/index.php/topic,60273.0.html


[nb. Details updated 7th Mar 2245z]
« Last Edit: March 07, 2019, 10:51:49 PM by Sami »

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Re: AirwaySim Changelog
« Reply #109 on: March 07, 2019, 09:52:45 PM »
Aircraft data updates

With the new aircraft performance system we're updating the aircraft database bit-by-bit with updated performance information (once accurate data is available from research, and otherwise time permitting). Data in the new performance model is based on actual flight manuals or other similar accurate & verifiable data. All these data updates will affect only game worlds started after this update.

Updates
  • Embraer EMB-110 series data updated (all models):
    • Runway requirements updated.
    • Performance data updated to be compatible with AirwaySim Performance Model v.2 (= updated operational speeds, climb/descent performance and fuel usage).

  • Embraer ERJ-135/140/145 series data updated (all models):
    • Runway requirements updated.
    • Performance data updated to be compatible with AirwaySim Performance Model v.2 (= updated operational speeds, climb/descent performance and fuel usage).

  • Concorde data updated:
    • Runway requirements updated.
    • Performance data updated to be compatible with AirwaySim Performance Model v.2 (= updated operational speeds, climb/descent performance and fuel usage).

Fixes
  • Found a minor issue with the new performance system's descent calculations. The fix to this issue might cause the flight times of your (slow prop aircraft) routes to increase about 1-3 minutes, which in turn in some rare cases might cause the scheduled time to be rounded as 5 minutes longer (in which case you need to reschedule the route if edited). [fix affects only GW#2 which is the only world so far using the new system]


This thread is locked and is reserved for announcements only. Please make all comments to the General forums: http://www.airwaysim.com/forum/index.php/topic,60273.0.html

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Re: AirwaySim Changelog
« Reply #110 on: March 09, 2019, 11:40:50 AM »
Aircraft data updates

With the new aircraft performance system we're updating the aircraft database bit-by-bit with updated performance information (once accurate data is available from research, and otherwise time permitting). Data in the new performance model is based on actual flight manuals or other similar accurate & verifiable data.

Updates
  • Dassault Mercure data updated (total update):
    • Operational speeds updated [nb. a big difference compared to the old model; cruises now at M.84].
    • Climb/descent performance and fuel usage updated (AirwaySim Performance Model v.2).
    • Range/weight values updated.
    • Runway requirements updated.
    • All operational weights updated.
    • ICAO designator updated.

  • Vickers Vanguard series data updated (all models):
    • Pax capacity updated.
    • Added conversion options from all variants (951/952/953) to cargo-953C.
    • Updated 953C variant to be as "conversion-only" (was not produced as new).'
    • Operational speeds updated [cruises now at M.60].
    • Climb/descent performance and fuel usage updated (AirwaySim Performance Model v.2).
    • Range/weight values updated.
    • Runway requirements updated.
These updates are available in all new game worlds. This data update, and the previous one, are also now implemented to the Game World #2 (since none of these a/c has yet launched there).


Other updates
  • Used aircraft reservation info/error message now shows the airline reserving the aircraft.

Fixes
  • Dashboard news of cargo aircraft pre-launch orders being allocated was not being posted, fixed.

  • Fixed display on some special characters in pie charts.

  • Minor reformatting to airport relocation warning messages sent to players.

  • Fixed some typos.

This thread is locked and is reserved for announcements only. Please make all comments to the General forums: http://www.airwaysim.com/forum/index.php/topic,60273.0.html
« Last Edit: March 09, 2019, 11:44:23 AM by Sami »

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Re: AirwaySim Changelog
« Reply #111 on: March 10, 2019, 02:18:21 PM »
Aircraft data updates

This is the last batch of aircraft updates at this time, and we'll focus on other features for a bit next.

Updates
  • Boeing 747-100SF data updated:
    • Added all the same 7 engine variants as with pax B747-100. [nb. the conversion system does not support the choice of engines yet but this feature is on to-do list during spring/summer]
    • Minor changes to range/weight values.

  • Boeing 747-100F data updated:
    • Added all the same 4 engine variants as with pax B747-100B.
    • Minor changes to range/weight values.

  • Boeing 747-100C data added:
    • Combi aircraft, conversion from B747-100 and B747-100B.
    • Has the same engine choices as the pax B747-100B.

  • Boeing 377 and 377F data updated:
    • Operational speeds updated.
    • Climb/descent performance and fuel usage updated (AirwaySim Performance Model v.2).
    • Minor changes to range/weight values (377F).
    • Runway requirements updated.

The early B747 is quite a mess like many of the other aircraft of that era, with dozens of variants and different choices. And the data for the operational weights and other info varies and depends on which source you look, and updating this data is hence rather time consuming. The -200 combis will be added during the next month, and the -300 series will also receive a data update at some point. Note that the performance data of the 747 series is still v.1 and not fully accurate (we don't have the manuals so far).

These updates are available only in new game worlds. The B747 data update is added also to the current GW#2.


This thread is locked and is reserved for announcements only. Please make all comments to the General forums: http://www.airwaysim.com/forum/index.php/topic,60273.0.html

Online Sami

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Re: AirwaySim Changelog
« Reply #112 on: March 27, 2019, 06:38:53 PM »
Various small updates and fixes

Updates
  • The "Number of aircraft in operation outside HQ" counter now includes also the aircraft that are in pre-delivery stage and have routes already scheduled (= the aircraft shown in scheduling but not yet delivered).

  • Direct scheduling links for notifications of "No aircraft assigned" on Scheduling and View Route pages added.

  • Updated the "is prototype" definition of A320neo, A330neo, B737MAX and Embraer E2 series as "not prototype" since they've flown in real life already. This flag is relevant merely when selecting at admin console which aircraft appear in certain customized game worlds (if the full a/c database is not wanted).

  • Minor change on displayed colors of staff morale on Personnel Office page.

Fixes
  • Fixed incorrect traffic/infra level of new airports at some of the airport relocation events.

  • Cargo demand chart did not display demand changes for world events.

  • Limit of "Number of aircraft in operation outside HQ" was not always respected by the system when trying to schedule routes for aircraft not yet delivered (see feature change from above).

  • New aircraft pre-order allocation updated with more logic and better code, with the aim of reducing unwanted gaps in the deliveries if you already had orders of some other model from the same line.

  • Airline fleet page's "Latest aircraft deliveries" list was confused by aircraft conversions. Not anymore.

  • Route oversupply checker didn't understand when all pax transportation was blocked.

  • Mouseover tooltip didn't work perfectly at Scheduling page's A check fields. Works now...

  • Route editor's "Flight time info" popup displayed sometimes wrong payload limitation information.

  • Removing maintenance from scheduling that overlapped from Sunday to Monday was not always cleared from the visual scheduling bars (unless page was reloaded).

  • Company advisor didn't understand how to read the demand figures from multi-techstop routes and gave false warnings on route editor.

  • Also some housekeeping at forums on old bug reports that were not relevant or already fixed.

This thread is locked and is reserved for announcements only. Please make all comments to the General forums: http://www.airwaysim.com/forum/index.php/topic,60273.0.html
« Last Edit: March 27, 2019, 06:42:57 PM by Sami »

Online Sami

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Re: AirwaySim Changelog
« Reply #113 on: April 02, 2019, 11:25:41 AM »
Airport infrastructure expansions

Now, finally, the airports can expand their infrastructure levels and grow completely dynamically. To read more about the basis of the infrastructure and traffic levels please see this old changelog entry.

  • The infrastructure levels of airports will grow mainly based on the how busy the airport is but also based on other factors. The traffic level calculation is unchanged since it's the final version (ref. the changelog linked above). The infra level affects many things in the background and enabling the growth is one important step in making the airports responsible to what players actually do.

  • The growth system activates earliest after 180 game days.

  • The airports to be expanded are determined by a priority-based list of 12 different factors. The highest priority is given to airports with daytime slot usage of over 90%, and priority 2 then for airports with slot usage of over 80%. The 3rd and 4th priorities are for airports at the top 20 of pax/cargo transported during previous year. The following priorities are given to airports with high traffic class levels, relatively high slot usage and also to small airports with infra levels 1-3. From this priority list a handful of airports are randomly selected each month to begin their expansion. There will be always some airports from the low priority class too picked for expansions, but emphasis is on the top priorities (if available). The reason for the expansion is mentioned in the Dashboard news item.

  • Airport expansion project cannot start if a) there is already an expansion going on, b) the previous expansion has been recently completed (how recent; depends on the infrastructure level the airport has), c) airport has been recently opened, d) airport is going to close soon or e) the airport is already at the maximum infrastructure level appropriate for the era/year.

  • Start of the airport construction project is announced at the Dashboard news and can be seen also at the airport information page.

  • Time of the expansion project depends on the level the airport grows to. From level 1 to 2 it takes 4 months, level 2 to 3 6 months and so forth. The slowest construction is from level 9 to 10 which takes 24 months.

  • The time until airport can expand again depends also on the infra level of the airport. If the airport has grown from level 1 to 2, the next expansion is possible earliest after 7 months. A growth from level 2 to 3 will need 12 months until next expansion (to level 4) is possible, and again so forth. Growth from 8 to 9 until level 10 is possible will need 60 months since the completion of the expansion project. These, together with the construction times, are made to model the fact that airports are slow to construct and big projects that are not done overnight.

  • After the project is complete a news item will be again posted and only after the expansion is done will the new attributes be usable. The infrastructure level will affect the catchment radius and costs at the airport. The costs (landing fees etc.) relative to the new infra level will be effective immediately after the expansion is complete but the new catchment radius will grow in smaller increments over the next few game months. The number of slots is also based on this factor but at this first version the slot number calculation remains still the same and is not affected by infra level. The slot system will get an overhaul soon to fully utilize these new features and it will be announced separately.

  • There is a maximum infrastructure / traffic level tied to the game year, in order to model the fact that today's airports are bigger and better than in the 1950s for example. The infra / traffic level can't grow higher than these fixed values. For example in year 1960 the maximum initial infrastructure level at game world start is level 3 and airports can dynamically grow no higher than level 5, until game goes on. Growth to infra level 10 is possible from year 2010 onwards.

  • Note that runway length expansions and other such factors are separate things and await for the public data collection.

This thread is locked and is reserved for announcements only. Please make all comments to the General forums: http://www.airwaysim.com/forum/index.php/topic,60273.0.html

 

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