churchkrot.blogg.se

Simairport devlog
Simairport devlog














Every calculation is in relation to what the airline wants, rather than everything having set values. When you add or remove facilities, or increase or decrease the fees, its all in relation to their offer. If they don't want lounges, giving them a "discount" on runway fees to make them want lounges won't help.Ģ. Also, compared to the total number of facilities that you could offer (cafes, stores, gates, etc.) a couple of lounges is not a lot. Experiment with the sliders, and see which ones affect the atmosphere the most. Airlines sometimes don't care about certain facilities. Get ready for some game design depth: :Dġ. That certainly is the most realistic way of handling it, but I’m not sure about its pragmatism.Hello, thanks for your feedback.

simairport devlog

So maybe aircraft have to hold on the taxiway (something I’ve had to do at my home airport a few times) while the gate is freed, or has to go to a new gate/remote stand. I don’t think the Sim Airport model of cancelling flights (last I saw) the minute a gate is not available is particularly realistic. That said, like mentioned in the original post, I think delays and gate changes should be handled by the computer to avoid excessive micromanagement (though this might be a clunky system). For example, weekends don’t have the same busy morning and evening rush hours of business commuters, and Friday departures are busier as people leave for the weekend etc. I definitely strongly advocate for having a weekly schedule of flights however because I think it adds a lot more depth to the game. That said, it’s system is clean and easy to use and does make sense. I believe that Sim Airport uses a generic flight planner, so there’s no variation in traffic between days and quite frankly, less depth. What do you all think? Is this too much micromanagement? Does this system change to much on the backend to be implemented? Or, are the changes worth it? While each specific problem could possibly be solved in simpler ways, I think this system solves many problems at once. This system allows players to schedule flights to arrive at upgraded gates.

SIMAIRPORT DEVLOG UPGRADE

It appears that gates will have upgrade options.For those wanting to min-max, this system allows for greater control over plane, passenger, and baggage movement.The current system of random gate assignments mean these services provided by the airport (specific stores, passenger lounges, airside services) cannot be guaranteed, without providing these services to all gates in the airport. Luxury airlines should want better gate services, and their passengers should want better accommodations. This is particularly relevant given the emphasis put on airline and store ratings, and passenger preferences. This system provides complete control for players wishing to create “airline-specific” terminals.

simairport devlog

If the player does not care which gate a plane goes to, they only have to find a gate that matches the plane size, then edit the schedule like normal. This system does not require micromanagement if the player doesn’t want it.This system prevents overscheduling, as discussed above, preventing confusion.By linking the flight planner and the physical airport, new players will better understand the planning system. This more accurately models an airport’s role in the gate-scheduling process, without adding a completely new system that models both single gate contracts (current, game-friendly system) and airline contracts (real-world system).ĭelays or incidents requiring gate changes could still be handled by the computer to prevent too much micromanaging. The plane goes to their assigned gate, instead of a random one. Rows are added and subtracted as physical gates are built or torn down in your airport. The solution: Each row on the flight planner should represent a gate.

simairport devlog

(For instance, I could plan three 737’s to land at 8 AM even though I only have two medium gates.) As more different types of gates (large, cargo, and possibly XL, VIP, etc.) are implemented, and the larger the airport is, the harder it will be for the player to keep track of all this manually. The problem: The current flight planner does not appear to check whether the schedule can actually be carried out. I have seen this idea on the forum before, but thought it deserved its own post, explained thoroughly.














Simairport devlog