New Fleet Commonality features

Started by Sami, June 25, 2025, 02:37:58 PM

Sami

Fleet Commonality v2.0 is arriving!

The long-awaited and much-requested update to our fleet commonality cost concepts has been now fully completed, and will be soon activated in all AirwaySim game worlds (*).

This is a complete overhaul of the system, bringing a more refined and realistic approach to the fixed costs of managing the different aircraft and engine types in your airline's fleet. The new fleet commonality model gives you a more realistic cost model, and more transparent experience to making the strategic decisions.

The single biggest new feature is the partial commonality where aircraft between two separate fleet groups can create cost savings if they share common designs, such as B757 and B767. Another notable change is the introduction of a Fleet Commonality Calculator, allowing you to plan ahead the costs of a fleet change.

Please read the details from the fully updated chapter of the user manual: https://manual.airwaysim.com/simulation-documentation/fleet-commonality



Summary of updates

Full System Rebuild to AirwaySim v.2.0
  • The entire cost calculation engine has been restructured from scratch
  • No more hidden cost jumps - adding new fleets is now logical and predictable
  • Cost structure is based on per-fleet + per-aircraft + per-enginegroup logic
  • Entirely new user interface for Fleet Commonality page, with much more information and a mobile-compatible layout

Fleet Similarity Logic Introduced
  • Bonuses apply when operating related aircraft types (A320 ↔ A330, MD-80 ↔ DC-9, etc.)
  • Affects both training and maintenance costs
  • Bonus depends on similarity, fleet size, and best-match logic

Manufacturer Bonus Added
  • Operating multiple fleets from the same manufacturer yields cost reductions
  • 2% per additional fleet (max 10%)

Basis of Costs Improved
  • All your aircraft in operational state ( = even the ones with no routes) count towards the commonality costs
  • Training costs now scale with actual crew requirements (pilot/cabin crew)
  • Maintenance costs include aircraft-specific efficiency factors
  • Large fleets benefit from internal efficiency scaling

Engine Commonality Improved
  • Shared engine groups reduce maintenance and training costs, example: CFM56 used in A320, B737, and A340, and the logic and readability has been improved

Fragmentation & Base Bloat Penalties
  • Realistic scaling for too many fleet types, or wide base airport dispersal per each fleet
  • Penalties apply gradually and fairly, encourages strategic fleet planning

Small Airline Discounts Improved
  • Airlines with 10 or fewer aircraft receive progressive cost reductions to help them get started
  • Supports new airline growth and early gameplay

Fleet Commonality Calculator Added
  • Simulate cost changes before adding/removing fleet types
  • Tool found in the Fleet Commonality page


User manual: https://manual.airwaysim.com/simulation-documentation/fleet-commonality
Changelog entry 1: https://feedback.airwaysim.com/changelog/updates-15
Changelog entry 2: https://feedback.airwaysim.com/changelog/updates-16


(*) Update will be made live to all current game worlds, apart from The Modern Times, since that scenario has only a month of runtime left, and we do not wish to make major changes to airline costs at this late in the game.

Sami

One more fleet commonality update:

Due to the transition, any "old" game worlds that were just updated to this new Fleet Commonality v.2.0 feature (AG and HatF), will have the old rule in force where aircraft with no routes scheduled will NOT count towards commonality costs. This is to avoid unnecessary fleet management that you have not planned.

Any other game worlds will have the full new ruleset for this new feature.


(do please use the general forum for feedback on how to further fine-tune the system, if needed: https://www.airwaysim.com/forum/index.php/topic,94430.0.html )