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| Adding Aircraft |
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Posted by: Unknown98 - 02-01-2017, 04:35 PM - Forum: Game Updates
- Replies (45)
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Public access to aircraft addition has been disabled.
To request an aircraft we need:
Manufacturer:
Model:
Max Seats: (high density one-class layout)
Range: (max range at MTOW, in miles)
Runway requirement (takeoff run at MTOW, in feet)
Speed: (typical cruise speed, in mph)
# of engines:
Engine Type: (prop/jet)
Max Fuel Capacity (in US gallons)
Operating Empty Weight: (lbs)
MTOW: (lbs)
Family: (737 Classic, 737 NG, etc)
Entered Service: (year the aircraft first entered service. Not necessarily the first year of production)
Stopped production: (year the aircraft stopped production, if applicable)
Price: (list price, in US dollars, at the time the aircraft was last sold. Do not adjust for inflation)
I've completed the form so ya'll can add aircraft now, in addition to airports. I've added the link on the page where you add airports, but here's a direct link: -redacted-
Again, like airports, if you want to add aircraft just be sure that all the information you enter is as accurate as possible and in the correct unit of measure. The system will validate the fields for format errors and duplicates but can't catch mistakes in data.
I've also added links to the list of aircraft so you guys can see what's already in the game. Let me know if you have any questions or see something that could be improved.
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| Accidents, Damage & Insurance |
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Posted by: POTKC - 02-01-2017, 04:27 PM - Forum: Game Discussions
- Replies (10)
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I know this was a bit of a taboo topic in CA, and its hard to implement this sort of thing without getting morbid, but there's got to be a way. I suggest that the chances of any accident are made extremely low, if anything of the sort is put into Airline Enterprises.
The way this could be simulated is that every flight has a one in 5,000,000 (five million) chance of experiencing an accident. If a flight is the unlucky five millionth one, there is then more probability. For example (and these statistics are based on data from airline accidents in 2015), there is a 10% chance of the damage sustained being minor, 70% chance of it being substantial, and 20% chance of it being major. Major damage results in a hull loss automatically, substantial damage results in a hull loss 50% (or some other percentage) of the time, and minor damage does not result in a hull loss. If the aircraft is not destroyed, it then required money to be spent on repairs, the cost of which depends on the severity of the damage and the aircraft type (perhaps calculated as a percentage of the cost of a new aircraft of that type).
This creates a possibility of being able to insure planes - either a (voluntary) monthly payment or a (voluntary) increase in the purchase cost which guarantees reimbursement of repair costs or the value of the plane if it destroyed. If even more depth is desired, these monthly payments/increase in price can depend on the maximum payout or aximum percentage covered by the insurance.
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| Delays |
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Posted by: Frenchie - 01-31-2017, 05:34 PM - Forum: Game Discussions
- Replies (3)
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As some of us will remember, CAv3 use to have a really interesting system of delays based on data collected through real world weather data.
However, it was later dismantled (still don't know the exact reason why though).
Thus, will there be a system of weather/random event delay in Airline Enterprise?
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| Gates and Landing |
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Posted by: Unknown98 - 01-30-2017, 10:40 PM - Forum: Game Discussions
- Replies (23)
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Alright so I ran into a bit of a predicament. What happens if you don't have enough gates at a particular airport when it comes time to land one of your aircraft?
For example lets say you have 1 gate at LAX. You already have 1 plane on-ground at LAX that is currently using your gate. Then, you launch a new flight to LAX. It would be wrong to prevent takeoff of that flight, because the aircraft en-route to LAX doesn't need the gate until it lands, which could very well be several hours from now. But what if when it lands, that first aircraft is still at LAX taking up the gate?
In CA v4, I think the game would simply prevent you from landing until you cleared up one of your gate spaces, but this game lands planes automatically and I don't want to leave planes in limbo, flying around until a gate opens up.
What I was thinking, is to put the plane into "waiting" mode - go ahead and land it, but don't offload passengers or reward the flight revenue until a gate opens up. This would essentially delay the flight. Have enough of these, for long enough periods of time, and your image will suffer, passengers will complain and so on. I assume there would also be extra costs associated with leaving a plane occupied and running on the ground for an extended period of time.
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| Flight Time |
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Posted by: Unknown98 - 01-29-2017, 06:34 PM - Forum: Game Discussions
- Replies (11)
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Right now, the game calculates flight time as a simple Distance/Speed. The issue with this is it assumes the aircraft is at cruising speed for 100% of the distance of the flight, which depending on the length of the flight leads to inaccurate flight times. For example IAH-DFW is ~60 minute flight in real life, however in-game it is a 26 minute flight. JFK-CLT is ~2 hrs, however in-game it is 1 hr 2 mins.
I need to come up with some type of formula that calculates a lower speed for the beginning and end of the flight to account for takeoff and landing. I could do something like 1/2 the aircraft speed for the first 50 miles and last 50 miles of the flight, and then for the middle portion of the flight it would be cruise speed. I don't know how accurate that would really be though. And then you have the issue of flights that are less than 100 miles.
Additionally I could also add a few miles to the flight distance to account for turns and such to line up for landing. It's never a straight shot from takeoff to landing.
Any ideas?
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| Turnaround time |
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Posted by: Unknown98 - 01-29-2017, 03:05 AM - Forum: Game Discussions
- Replies (14)
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I have a question for you guys as I'm currently working on this part of the game - should turnaround times at the destination airport be included in the total flight time, or should it be a separate thing? For example, if it was separate, what I would do is update the aircraft's status to "Turnaround", so when you go to your fleet page each aircraft could have 1 of 3 statuses: On ground, En-route, or Turnaround. (Is the technical term turnaround? Idk...)
If it was included in the total flight time, the landing time would simply be extended by the turnaround time of the aircraft.
It's extremely simple to code either one so don't worry about which would be harder to code. I just want to know which you guys prefer. Personally I prefer the turnaround to be separate from the flight, I think it makes it a tad more realistic. The only issue I potentially see is it being more difficult to determine exactly when you will be able to launch your next flight, since it will show "landing" time as one time, but then you won't actually be able to start another flight until the turnaround has been completed. But that can be solved easily by simply displaying the "completion time" of the flight in addition to the "landing time".
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Is it worth the watch? |
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Posted by: Carde - 01-26-2017, 02:27 PM - Forum: Off-Topic
- Replies (5)
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When it is cold and rainy outside, boredom takes over and the games just are to much to ask then we all want something to watch. So let's help each other out and rate and comment on movies and TV series seasons we believe are worth the watch, or would only make your boredom even worse by turning it into distilled frustration.
List anything you have seen and tell us if it is worth the watch or not.
It goes without saying, but to be safe "NO SPOILERS!"
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For the shot in open goal I will start of with Star Wars Rogue One.
Is it worth the watch?:
Yes, I mean is that even a question?
Why is it worth the watch?:
Those of you who know me will know I am a trekkie at hearth, but I still do very much enjoy Star Wars and after the enjoyable episode VII we are now presented with the first stand alone movie of the franchise Rogue One. I be honest with you all live prevented me from watching it early so I had to make do with a classic small theater screen and no fancy IMAX viewing. Still that did not detract from the experience in my opinion as I very much enjoyed this installment, specially because of a bit more darker tone though I do believe Star Wars would be even better if it would go a bit more darker than was even shown here. The story flowed nicely and filled in the gap in a way that to me was enjoyable though I believe that it has ditched a lot of expanded universe stuff out of the window, but as a more casual Star Wars watcher I was not aware of any of that. The acting was also really good and you had the feeling the cast enjoyed their time making the movie.
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Next up xXx: Return of Xander Cage.
Is it worth the watch?:
Yes
Why is it worth the watch?:
These movies like the Fast and Furious franchise are very much aware of what they are and they love being just that. It comes with an amazing cast, non stop action and tons of silly bits you expect from movies like this. If you get upset about things that are impossible etc etc than avoid these movies, heck avoid any action movie in general, but if you enjoy a good action movie in Vin's style than you will have a great time with this one. I watched it in IMAX 3D though as always the 3D aspect does not add anything worthwhile and I really wish we could just kill this gimmick off already. The story is nothing more than a coat hanger to put all the action on and really it is a cookie cutter affair that does the job and that is frankly all it needs to do. As I said the cast is great, multi cultural and they had fun, like really fun and it shows and it makes it all in all just a bit more enjoyable. Special note to the gender neutral bromance between Vin Diesel's character Xander Cage and Rube Rose's character Adele Wolff which was really nicely done.
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| Adding Airports |
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Posted by: Unknown98 - 01-25-2017, 08:05 PM - Forum: Game Updates
- Replies (56)
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Public access to adding airports has been discontinued. Thank you all for your help.
Edit: I just came across a great source for passenger information for US airports: http://www.transtats.bts.gov/Data_Elements.aspx?Data=1
I've completed the form that allows you guys to add airports directly into the game database. I was leery about allowing public access to it, but in the end I decided that's the most collaborative way of doing it. I have complete confidence in the security of the site, nobody should be able to screw anything up too badly lol. But do let me know if you come across something that you think was not intended.
The form has validation integrated into it so it should catch most things like numeric requirements and duplicate airports. Mainly just do not use commas or other thousands separators (with the exception of latitude/longitude of course, those need to be in decimal format). When we used the google form some people would put a decimal as the thousands separator, which resulted in ~ 400 airports that I need to correct now because the game shows the runway length as 10.000 feet (10) rather than 10000 ft. Be careful to be as accurate as possible, because bad data is just as good as no data at all.
The page also has a link to the map so you can see airports once you add them. I am also working on an edit page for the airports, so if you find an airport that has incorrect info, you will be able to edit it. Hopefully that will be up later this week.
I'm also working on the same type of thing for adding aircraft, just give me a few days.
Let me know if you have any questions.
Link: -redacted-
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