I have began to implement the dynamic runway requirements feature. Currently this feature is only implemented into the quick flights, not the routes. I want to test it with quick flights first just to ensure it's working correctly. From my testing it's working fine, but knowing me I've messed up something, somewhere
You are now able to operate aircraft out of airports that have a runway length less than the aircraft's minimum runway requirement. What will happen is the game will calculate the weight of the aircraft, and then use a proportion to calculate the "target" weight that the aircraft needs to be under in order to fly the route. It will then remove passengers until the weight of the aircraft is under the target weight required for the route. Passengers are removed starting with economy class first, then economy plus, and so on. First class passengers are the last to go.
Now, when launching a quick flight, you will see something similar to this:
This is simply a temporary debugging feature to allow us to make sure the system is working correctly and to allow us to see the effects that is is having on passenger loads.
Original pax - The # of passengers you had before any were removed (calculated from the demand formula, just as usual)
Total passengers - The # of passengers you ended up with after all the required pax were removed
Passengers removed - How many passengers were removed in order to get the aircraft down underneath the target weight
Target weight: The weight the aircraft needs to be at or under for this route to be flown
Total weight: The total weight of the aircraft, after the required # of passengers were removed
Fuel weight: Weight of the fuel on board for this flight
Pax weight: Weight of all passengers on board, along with their luggage. Assumes 250 lbs/passenger
Misc weight: Miscellaneous weight, i.e. flight crew, cabin crew, supplies, food/drinks, seatback materials, etc. Depends on size of the aircraft.
So total weight = OEW + Fuel weight + Pax weight + Misc weight
Also, side note: Flights now account for an additional 30 minutes of reserve fuel. Prior to this update flights only used enough fuel to account for the distance travelled. So if you notice fuel costs have increased a bit, this is why.
In the case that both the departure airport and the arrival airport have runways shorter than the minimum requirement of the aircraft, the game will use the shortest runway in it's calculations (Thinking about this now... this may not be accurate... since landing weight is rarely an issue, it's take-off weight that we should worry about... perhaps I need to change this, or account for fuel used in-flight before calculating runway requirements at the destination. I'll have to think about this).
Obviously if all passengers are removed, and the aircraft is still over the target weight, the aircraft will be unable to fly that route.
In the future I want to expand this to affect range as well, so you will be able to operate aircraft beyond their posted maximum range by giving up some passengers to save weight.
You are now able to operate aircraft out of airports that have a runway length less than the aircraft's minimum runway requirement. What will happen is the game will calculate the weight of the aircraft, and then use a proportion to calculate the "target" weight that the aircraft needs to be under in order to fly the route. It will then remove passengers until the weight of the aircraft is under the target weight required for the route. Passengers are removed starting with economy class first, then economy plus, and so on. First class passengers are the last to go.
Now, when launching a quick flight, you will see something similar to this:
Quote:Flight is en-route. Fuel price: $4.29, Original pax: 191, Total passengers: 18, Passengers removed: 173, Target weight: 134072, Total weight: 134053, Fuel weight: 28208, Pax weight: 4500, Misc weight: 2850
This is simply a temporary debugging feature to allow us to make sure the system is working correctly and to allow us to see the effects that is is having on passenger loads.
Original pax - The # of passengers you had before any were removed (calculated from the demand formula, just as usual)
Total passengers - The # of passengers you ended up with after all the required pax were removed
Passengers removed - How many passengers were removed in order to get the aircraft down underneath the target weight
Target weight: The weight the aircraft needs to be at or under for this route to be flown
Total weight: The total weight of the aircraft, after the required # of passengers were removed
Fuel weight: Weight of the fuel on board for this flight
Pax weight: Weight of all passengers on board, along with their luggage. Assumes 250 lbs/passenger
Misc weight: Miscellaneous weight, i.e. flight crew, cabin crew, supplies, food/drinks, seatback materials, etc. Depends on size of the aircraft.
So total weight = OEW + Fuel weight + Pax weight + Misc weight
Also, side note: Flights now account for an additional 30 minutes of reserve fuel. Prior to this update flights only used enough fuel to account for the distance travelled. So if you notice fuel costs have increased a bit, this is why.
In the case that both the departure airport and the arrival airport have runways shorter than the minimum requirement of the aircraft, the game will use the shortest runway in it's calculations (Thinking about this now... this may not be accurate... since landing weight is rarely an issue, it's take-off weight that we should worry about... perhaps I need to change this, or account for fuel used in-flight before calculating runway requirements at the destination. I'll have to think about this).
Obviously if all passengers are removed, and the aircraft is still over the target weight, the aircraft will be unable to fly that route.
In the future I want to expand this to affect range as well, so you will be able to operate aircraft beyond their posted maximum range by giving up some passengers to save weight.
I am the developer of Airline Enterprise


