AirwaySim

Game forums => Game talk - Beginner's Worlds => Topic started by: jjj on May 16, 2015, 09:17:49 AM

Title: crew calculation
Post by: jjj on May 16, 2015, 09:17:49 AM
How is crew size calculated? Is crew size calculation dependent on route distance?any model for crew size calculation?
Title: Re: crew calculation
Post by: vortex787 on May 16, 2015, 09:39:52 AM
How is crew size calculated? Is crew size calculation dependent on route distance?any model for crew size calculation?

Additional question:
Is it more efficient to have marketing staff at 105% or 110% to have a more efficient marketing campaign? Or to have more pilots than needed for less delays or flight cancellations (e.g. standby pilots)?
Title: Re: crew calculation
Post by: Aoitsuki on May 16, 2015, 11:50:48 AM
not sure about first question, but it depends on the aircraft how many crew you can fill, then multiply on route.

as for marketing, 100 is max, 105 won't give you more unless it is some hidden secret.
Title: Re: crew calculation
Post by: Solemus on May 16, 2015, 01:53:45 PM
Hi guys

For personnel and wages don't mess with anything go to settings and tick the automatic wages and personnel boxes.

Saying that however, the only time you do want to mess with the personnel dept is if you have a base you close down, then you have to sack staff because you'll have too many staff and I've found that the airline doesn't sack the staff for you and you'll have a massive wage bill.
On the staff page you'll see how many you need and how many you got, just bring the number of staff down to what is needed, yes your company image will lower in points, but it rebuild over time and don't forget, after the sackings, put your hire and fire staff back to automatic. 

Hope this helps

Rick

PS I'm sure someone else will stick some more advice on here for you as well
Title: Re: crew calculation
Post by: wildavidson on May 16, 2015, 02:33:42 PM
I also use the auto staff feature as I think the savings you would make (probably 1% max of staff wages) is outweighed by the time it takes to add staff everytime you add a route, having to manually raise wages but more importantly gives protection against the 4 main penalties from mishandling of staff, being additional delays due to short staffing, lowering in morale, lowering of CI and worst of all the threat of staff strikes.

As for the closing of bases, if proper research is done into the base opening there should be no need to close a base after opening but if things get tough, you should take the hit in CI and staff morale into consideration before closure as the cost of putting this right may outweigh the savings you would make from closing the base.

In summary if you can avoid having to sack staff, then don't do it.
Title: Re: crew calculation
Post by: Solemus on May 18, 2015, 04:06:11 PM
I also use the auto staff feature as I think the savings you would make (probably 1% max of staff wages) is outweighed by the time it takes to add staff everytime you add a route, having to manually raise wages but more importantly gives protection against the 4 main penalties from mishandling of staff, being additional delays due to short staffing, lowering in morale, lowering of CI and worst of all the threat of staff strikes.

As for the closing of bases, if proper research is done into the base opening there should be no need to close a base after opening but if things get tough, you should take the hit in CI and staff morale into consideration before closure as the cost of putting this right may outweigh the savings you would make from closing the base.

In summary if you can avoid having to sack staff, then don't do it.

I agree with you 100%