<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom">
    <id>https://airlinesim.aero/blog/</id>
    <title>AirlineSim Blog</title>
    <updated>2026-06-08T14:38:59.849Z</updated>
    <generator>simulogics websites</generator>
    <link rel="alternate" href="https://airlinesim.aero/blog/"/>
    <link rel="self" href="https://airlinesim.aero/blog/feeds/atom.xml"/>
    <icon>https://airlinesim.aero/favicon.ico</icon>
    <rights>All rights reserved 2026, simulogics GmbH</rights>
    <entry>
        <title type="html"><![CDATA[Junkers no 9 with a 10% discount on credits]]></title>
        <id>https://airlinesim.aero/blog/2026/05/18/junkers-no-9-with-a-10-discount</id>
        <link href="https://airlinesim.aero/blog/2026/05/18/junkers-no-9-with-a-10-discount"/>
        <updated>2026-05-18T10:55:00.000Z</updated>
        <summary type="html"><![CDATA[<p>Junkers IX is now open — and to celebrate the launch, there's a <strong>10% discount on credits until Friday</strong>, so it's a good moment to stock up if you've been on the fence.</p>
<p>Before we dive in: if you haven't had a chance yet, check out last week's <a href="https://www.airlinesim.aero/blog/2026/05/11/development-update-q1-2026">Q1 development update</a> for a look at what's been happening behind the scenes. I also kicked off a <a href="https://www.airlinesim.aero/blog/2026/05/14/call-for-ideas-airlinesims-25th-anniversary-in-2027">call for ideas for AirlineSim's 25th anniversary in 2027</a> — I'd love to hear from you!</p>
<p>But now, on to the new game world!</p>
<p><strong><a href="https://junkers.airlinesim.aero/">Junkers IX is now open!</a></strong></p>
<p>The configuration stays the same:</p>
<ul>
<li>Used aircraft at start</li>
<li>Standard slots</li>
<li>Nighttime bans</li>
</ul>
<p>If you want to check out the previous iteration's results, the <a href="https://forums.airlinesim.aero/c/game-worlds/junkers-viii/147">Junkers VIII statistics</a> are up on the forums.</p>
<p>Have fun!</p>
<p>Martin</p>]]></summary>
        <author>
            <name>martin</name>
        </author>
        <category label="News"/>
    </entry>
    <entry>
        <title type="html"><![CDATA[Call for Ideas: AirlineSim's 25th Anniversary in 2027]]></title>
        <id>https://airlinesim.aero/blog/2026/05/14/call-for-ideas-airlinesims-25th-anniversary-in-2027</id>
        <link href="https://airlinesim.aero/blog/2026/05/14/call-for-ideas-airlinesims-25th-anniversary-in-2027"/>
        <updated>2026-05-14T07:49:00.000Z</updated>
        <summary type="html"><![CDATA[<p>It almost feels like yesterday that we celebrated AirlineSim's 20th anniversary. But here we are: Almost half a decade has passed once again, AirlineSim will have existed for a quarter of a century!</p>
<p>Naturally, this calls for a celebration, so I am asking for your ideas and suggestions: Please <a href="https://forums.airlinesim.aero/t/call-for-ideas-airlinesims-25th-anniversary-in-2027/27629">head over the forums</a> and join the discussion about how we want to honor this milestone.</p>
<p>The more input we get and the earlier we get started on planning, the better!</p>
<p>Looking forward to what we'll come up with!</p>
<p>Martin</p>]]></summary>
        <author>
            <name>martin</name>
        </author>
        <category label="News"/>
    </entry>
    <entry>
        <title type="html"><![CDATA[Development Update Q1 2026]]></title>
        <id>https://airlinesim.aero/blog/2026/05/11/development-update-q1-2026</id>
        <link href="https://airlinesim.aero/blog/2026/05/11/development-update-q1-2026"/>
        <updated>2026-05-11T13:13:00.000Z</updated>
        <summary type="html"><![CDATA[<p>I know "Q1 2026" is a bit of a stretch as it's already mid-May. But it was a busy few months: finishing off last year's big features, getting the codebase into shape with a round of spring cleaning, and — finally — laying the technical groundwork for the long-awaited UI Refresh. Read on for the full breakdown and make sure to check the heads-up about upcoming visual changes before you do.</p>
<h2>A Heads-Up: Temporary Design Inconsistencies Incoming</h2>
<p>If you've been playing for a while, you'll know the game currently offers a "classic" color theme alongside the light and dark one. And while it has a special place in my heart (and likely many others): the classic theme is effectively deprecated at this point and will eventually be removed as part of the UI Refresh, in favour of what's become the standard these days — a proper light and dark mode according to the operating system's setting, with an option for users to override it.</p>
<p>Beyond that, as I start rolling out the first gen-3 components in the coming weeks (more on that in the UI Refresh section below), you may notice the occasional visual inconsistency here and there — like parts of the (new) page frame not quite matching the look and feel of (existing) content. This is expected and temporary. I intend to do the migration in an incremental fashion rather than one big risky switch, so there will be a transition period. The classic theme will likely be particularly affected as I won't spend resources on doing adjustments specific to that theme.</p>
<p>I wanted to flag this upfront rather than have anyone think something is broken. Thanks a lot for your understanding!</p>
<h2>Location-Based Demand (LBD) — Refinements &#x26; Ongoing Balancing</h2>
<p>Coming back from the winter break, my first order of business was tidying up the <a href="https://forums.airlinesim.aero/t/feature-preview-location-based-demand/27370">Location-Based Demand</a> feature that I had rushed out just before Christmas. As a first visible step (<a href="https://forums.airlinesim.aero/t/dev-log-week-2026-02-clustering/27431">week 2</a>), I adjusted the ground network tab of airport info pages to show connected locations rather than other airports, and updated airport maps to display those locations as catchment area hotspots. I also took a deep dive into the location clustering algorithm — the piece of code that reduces hundreds of thousands of real-world locations down to a manageable set — and fixed a number of edge cases that were producing obviously wrong results, like airports on islands with no connected locations at all. Island handling in particular remains unsolved for now and is earmarked as <a href="https://forums.airlinesim.aero/t/proper-handling-of-islands-and-open-borders/27366">its own roadmap item</a>.</p>
<p>In <a href="https://forums.airlinesim.aero/t/dev-log-week-2026-04-state-of-the-game/27459">week 4</a> and <a href="https://forums.airlinesim.aero/t/dev-log-week-2026-06-easier-said-than-done/27497">week 6</a>, I dug deeper into why LBD behaves unexpectedly when combined with Individual Travel Requests — the combination I eventually want to use as the default in all new game worlds. Two key challenges stand out: tourism-heavy destinations generate far too little demand because the current model is purely population-based, and cargo is spread so thinly across destinations that it's nearly impossible to make it work. I've been investigating both issues together with the volunteer data team, but I don't expect a quick fix. LBD remains limited to Wright for the time being.</p>
<h2>Individual Travel Requests (ITRs) — Nearing Production Readiness</h2>
<p>The first weeks of Q1 were also about ticking off the final remaining items on the ITR to-do list. One of the trickier ones (<a href="https://forums.airlinesim.aero/t/dev-log-week-2026-06-easier-said-than-done/27497">week 6</a>) was updating the rating displays for service profiles and cabin configurations — tricky because the old ORS and ITRs compute ratings quite differently, but both need to keep working in parallel depending on the game world's configuration. I settled on a pragmatic solution and flagged it for a proper revisit once the cabin config and service profile refreshes are tackled down the line.</p>
<p>The bigger change that shipped in <a href="https://forums.airlinesim.aero/t/change-log-v6-13/27371/4">v6.13.2</a> (<a href="https://forums.airlinesim.aero/t/dev-log-week-2026-07-going-the-extra-distance/27505">week 7</a>) was distance-based customer type probabilities: price-sensitive passenger types now become less common on longer routes, which makes a lot more intuitive sense. Getting this right required a fairly substantial rewrite of the request generation logic, because the previous approach of rolling passenger type and request size in two separate steps was subtly skewing the actual probabilities. ITRs are shaping up well, and I'm expecting them to roll out in a regular game world within the coming months (at least as a preview in a temporary game world until Fares have arrived so address some remaining shortcomings).</p>
<h2>Spring Cleaning — Framework &#x26; Dependency Upgrades ✅</h2>
<p>From <a href="https://forums.airlinesim.aero/t/dev-log-week-2026-08-let-the-cleaning-commence/27513">week 8</a> through to <a href="https://forums.airlinesim.aero/t/dev-log-week-2026-12-a-performance-whodunit/27565">week 12</a>, I worked through a planned "Spring Cleaning" — upgrading all the major libraries and frameworks that our systems depend on to their latest versions. I started with the central account management backend, then moved on to AirlineSim itself. The account backend upgrade went smoothly; the AirlineSim one took longer than anticipated and surfaced several bugs along the way that I had to resolve before I could ship the respective patch. There were a few post-release bumps to iron out as well, but all systems are now on current, supported versions — a solid foundation to build the UI Refresh on top of.</p>
<h2>UI Refresh — Technical Foundation Underway</h2>
<p>After the Spring Cleaning wrapped up, I finally got back to the UI Refresh in earnest — though not without a key strategic recalibration first (<a href="https://forums.airlinesim.aero/t/dev-log-week-2026-14-know-when-to-admit-defeat/27585">week 14</a>). I'd been going in circles trying to figure out how to balance visual redesign work with the underlying technical migration, and a few rubber-ducking sessions later, the answer became clear: the technical framework is the actual blocker right now. There are <a href="https://forums.airlinesim.aero/t/feature-roadmap-overview/26550">countless features</a> I can only properly work on once gen-3 is in place, whereas a fresh coat of paint can always be applied later. So the immediate goal is to migrate the UI framework first, doing it incrementally rather than in one big, risky switch (see above).</p>
<p>Practically, that means starting with the shared components — the page header and footer — that appear on every single page across all three UI generations (<a href="https://forums.airlinesim.aero/t/dev-log-week-2026-15-two-steps-forward-one-step-back/27588">week 15</a>, <a href="https://forums.airlinesim.aero/t/dev-log-week-2026-16-a-rare-branch/27595">week 16</a>). Rather than duplicating code, I'm working on a single implementation that generates these components for gen-1, gen-2, and gen-3 alike. The footer was completed and shipped to all game worlds with version 6.13.8 — the first real gen-3 component in production. Work on the header and the remaining page frame is ongoing, with the first full gen-3 feature page (most likely the new DS search interface) to follow once that's in place.</p>
<p>Note that the <em>visual refresh</em> is still firmly on the agenda, it's just pushed out to after the technical one. It is and remains a major development goal, especially in the context of our Early Access release on Steam and the usability/on-boarding deficits it uncovered (or rather: reminded me of).</p>
<h2>Backend API — First Endpoint Live</h2>
<p>Alongside the maintenance patch that shipped in <a href="https://forums.airlinesim.aero/t/dev-log-week-2026-18-designing-interfaces/27618">week 18</a>, I rolled out a first read-only API endpoint as a closed preview. While the API is built and designed with 3rd party consumers in mind, it first and foremost is a prerequisite for the gen-3 frontend itself — a client-side UI needs a server-side interface to talk to. Designing it in a standardised format means I can auto-generate client SDKs, cutting down significantly on boilerplate. Even this first endpoint involved more thought than expected: questions like how physical quantities should be represented in responses need to be decided upfront and applied consistently across all future endpoints.</p>
<h2>Localisation &#x26; Marketing</h2>
<p>A Hungarian localisation was completed and <a href="https://store.steampowered.com/news/app/2715810/view/742666698308452380">announced on Steam</a> in <a href="https://forums.airlinesim.aero/t/dev-log-week-2026-07-going-the-extra-distance/27505">week 7</a>. On the marketing side (<a href="https://forums.airlinesim.aero/t/dev-log-week-2026-09-the-cleaning-continues/27532">week 9</a>), Michi and I started using a new tool to help with influencer outreach — automating a lot of the manual work involved in finding content creators who'd be a good fit for our games, giving us a much larger pool of candidates to get in touch with and more time to actually do so.</p>
<h2>Outlook</h2>
<p>As you'd expect, the UI work is going to keep me busy for a while. But as soon as I got that behind me, I will move straight into feature development again, more or less exactly according to the plan outlined in my <a href="https://www.youtube.com/watch?v=xkBgj7tUQNs">State of the Game video</a> from January. As such, the most likely candidates are the (already mentioned) DS search interface as well as <a href="https://forums.airlinesim.aero/t/fares-base-feature/25938">Fares</a> to add important new functionality to ITRs.</p>
<p>In parallel, a team of volunteers is continuously working on new updates for airport and geo data as well as new performance profiles for <a href="https://forums.airlinesim.aero/t/aircraft-performance-system-1-5/26684">version 1.5 of the aircraft performance system</a>, which can currently be <a href="https://forums.airlinesim.aero/t/feature-preview-aircraft-performance-1-5-conversion-list/27616">tried out on Paine in a preview</a>. A huge thank you for all this effort!</p>]]></summary>
        <author>
            <name>martin</name>
        </author>
        <category label="News"/>
    </entry>
    <entry>
        <title type="html"><![CDATA[Rather late than never: Quimby XVIII is here!]]></title>
        <id>https://airlinesim.aero/blog/2026/04/23/rather-late-than-never-quimby-xviii-is-here</id>
        <link href="https://airlinesim.aero/blog/2026/04/23/rather-late-than-never-quimby-xviii-is-here"/>
        <updated>2026-04-23T08:54:00.000Z</updated>
        <summary type="html"><![CDATA[<p>I know, I know — new game worlds usually open at the start of the week. This time around, I wanted to squeeze in a small maintenance patch alongside a brief development update before opening the doors. As it turns out, the patch isn't quite ready yet, so I decided to go ahead and launch Quimby XVIII now rather than keep you waiting any longer. The patch will follow next week, and you'll be able to read more about what's in it in the upcoming <a href="https://forums.airlinesim.aero/tag/devlog/1">devlog</a>. A Q1 development summary is also in the works and will follow in due time.</p>
<p>But enough about that — let's talk Quimby!</p>
<p><strong><a href="https://quimby.airlinesim.aero/">Quimby XVIII is now open!</a></strong></p>
<p>To celebrate the launch, there's a <strong>10% credit discount until Sunday</strong>, so now is a great time to top up if you've been thinking about it.</p>
<p>Quimby runs with its tried-and-true beginner-friendly setup, making it a great choice whether you're new to AirlineSim or just looking for a relaxed environment to build your airline:</p>
<ul>
<li><strong>Double slots</strong> — more room to grow your operation</li>
<li><strong>No nighttime bans</strong> — fly around the clock</li>
<li><strong>No noise restrictions</strong> — no need to worry about aircraft noise categories</li>
<li><strong>No used aircraft market at launch</strong> — everyone starts on equal footing, but even out-of-production aircraft types are available straight from the factory</li>
</ul>
<p>If you're curious how the previous iteration played out, you can browse the <a href="https://forums.airlinesim.aero/c/game-worlds/quimby-xvii/145">Quimby XVII statistics</a> on the forums.</p>
<p>Have fun!</p>
<p>Martin</p>]]></summary>
        <author>
            <name>martin</name>
        </author>
        <category label="News"/>
    </entry>
    <entry>
        <title type="html"><![CDATA[Otto is back!]]></title>
        <id>https://airlinesim.aero/blog/2026/03/24/otto-is-back</id>
        <link href="https://airlinesim.aero/blog/2026/03/24/otto-is-back"/>
        <updated>2026-03-24T08:59:00.000Z</updated>
        <summary type="html"><![CDATA[<p>After sitting on the shelf since December, Otto is back for the 14th time! To celebrate the occasion, we're offering a 14% discount on credits until Friday. <a href="https://airlinesim.aero/account/credits">Grab your credits</a> and then head over to <a href="https://otto.airlinesim.aero/">Otto</a> to get started!</p>
<p>The configuration is fairly standard: Used aircraft at launch and double the usual slots. This round will run until <strong>21st of December</strong> - so it resets just in time for the holidays.</p>
<p>Have fun!</p>
<p>Martin</p>]]></summary>
        <author>
            <name>martin</name>
        </author>
        <category label="News"/>
    </entry>
    <entry>
        <title type="html"><![CDATA[Yeagers by the dozen]]></title>
        <id>https://airlinesim.aero/blog/2026/02/23/yeager-xii</id>
        <link href="https://airlinesim.aero/blog/2026/02/23/yeager-xii"/>
        <updated>2026-02-23T12:17:00.000Z</updated>
        <summary type="html"><![CDATA[<p>Just like that, Yeager launches for the 12th time today. To celebrate the occasion, we have a 12% discount going until Wednesday. So <a href="https://airlinesim.aero/account/credits">go get your credits</a> and then head over to <a href="https://yeager.airlinesim.aero/">Yeager XII</a> to get started!</p>
<p>The configuration remains unchanged, with used aircraft at launch and twice the usual slots available. This iteration will run until <strong>26th of October</strong>.</p>
<p>The "winners" of the last round can be found <a href="https://forums.airlinesim.aero/c/game-worlds/yeager-xi/144">on the forums</a> as usual.</p>
<p>Have fun!</p>
<p>Martin</p>]]></summary>
        <author>
            <name>martin</name>
        </author>
        <category label="News"/>
    </entry>
    <entry>
        <title type="html"><![CDATA[Bleriot IX is live!]]></title>
        <id>https://airlinesim.aero/blog/2026/01/26/bleriot-ix</id>
        <link href="https://airlinesim.aero/blog/2026/01/26/bleriot-ix"/>
        <updated>2026-01-26T11:29:00.000Z</updated>
        <summary type="html"><![CDATA[<p>Without much ado: Bleriot relaunched for its 9th time today! To celebrate the occasion, we offer a matching 9% discount on most Credit packages until Friday! So don't waste any time, <a href="https://airlinesim.aero/account/credits">fill up on credits</a> and <a href="https://bleriot.airlinesim.aero/">get started in Bleriot IX</a>!</p>
<p>The configuration is identical to the previous one and this iteration will run until <strong>28th of September</strong>.</p>
<p>Last but not least, if you want to see who fared best during the last round, you can find the <a href="https://forums.airlinesim.aero/c/ended-game-worlds/bleriot-viii/143">top stats on the forums</a> as usual.</p>
<p>Have fun!</p>
<p>Martin</p>]]></summary>
        <author>
            <name>martin</name>
        </author>
        <category label="News"/>
    </entry>
    <entry>
        <title type="html"><![CDATA[AirlineSim State of the Game 2026]]></title>
        <id>https://airlinesim.aero/blog/2026/01/21/state-of-the-game-2026</id>
        <link href="https://airlinesim.aero/blog/2026/01/21/state-of-the-game-2026"/>
        <updated>2026-01-21T07:38:00.000Z</updated>
        <summary type="html"><![CDATA[<p>The turn of the year traditionally is a time to reflect and to look ahead. It's no different for me, so I sat down to remind myself of what the team, our volunteers and myself achieved in 2025 and what my plans look like for 2026 and beyond. I condensed my findings into this year's <a href="https://youtu.be/xkBgj7tUQNs">State of the Game video</a> which you can find on YouTube.</p>
<p>A small disclaimer might be in order, though: At roughly 45 minutes runtime, "condensed" might be a bit of an overstatement. If you cannot or do not want to spare that amount of time to listen to me ramble about the project, please find a summary of the key takeaways below.</p>
<h3>Review of 2025</h3>
<p>With personal matters (which I discussed in some depth in <a href="https://youtu.be/3Aep8vxaFxI">the previous State of the Game video</a>) mostly stabilised, I really seem to have found my groove in 2025. This shows in sheer numbers: I wrote a total of <a href="https://forums.airlinesim.aero/tag/devlog">47 development logs</a>, there where 22 versioned released to production and the number of weekly active players rose by about 20% over the year.</p>
<p>The major development topics were:</p>
<ol>
<li><a href="https://forums.airlinesim.aero/t/aircraft-performance-system-1-5/26684">Aircraft Performance 1.5</a>: A project which already started in 2024 and was completed in 2025, at least in terms of software development. It brings an improved set of formulas for aircraft fuel consumption and takeoff/landing performance. Our data volunteers, first and foremost @Priller, are working on researching the required data so we can roll this feature out to all game worlds.</li>
<li><a href="https://forums.airlinesim.aero/t/individual-travel-request-generation-bulk/25937">Individual Travel Request Generation (bulk)</a>: Arguably the main development effort of 2025. It transferred one of the key features of the <a href="https://www.airlinesim.aero/technology-demonstrator">Technology Demonstrator</a> to AirlineSim, albeit in the form of a hybrid between the old ORS and the new Distribution System (DS). Travel requests are generated and booked for each airport once a day rather than continuously as it was the case with the Technology Demonstrator. The feature has been available for public preview in the new <a href="https://www.airlinesim.aero/blog/2025/09/11/feel-the-paine">Paine game world</a> since September and it lays the foundation for many things to come. More on this below.</li>
<li><a href="https://www.airlinesim.aero/blog/2025/07/14/flight-ygr-11-has-landed-with-an-update">Yeager XI</a> was the first game world to launch with new "aircraft traders", each with a slightly different personality that determines when, at which price and for how long they offer their aircraft on the market.</li>
<li>Besides an extensive Spring Cleaning in - well - spring of 2025 that consisted of many long overdue updates of frameworks and libraries we use, I also laid the technical foundation for the upcoming UI refresh. This includes an API (an often requested feature in and of itself, albeit not public yet), a new frontend framework (the first bits to use this new framework are the changelog and game world info overlays) and the whole build and localisation pipeline for the new UI.</li>
<li>The very end of the year saw a passion project of mine come to fruition: <a href="https://forums.airlinesim.aero/t/location-based-demand/27365">Location-based Demand</a>! It was a time-boxed project right before the holidays and as such was still quite "rough around the edges" when it launched with the <a href="https://www.airlinesim.aero/blog/2025/12/23/wright-for-christmas">Wright game world</a>.</li>
</ol>
<p>I already hinted at @Priller's volunteer work in the aircraft data department, but I want to use this opportunity once more to thank all our volunteers who continue to make this project possible throughout 2025:</p>
<ul>
<li>Everyone who provided corrections for our airport and geo data as well as @koenc86 who maintains the airport data files and researched loads of demand and other data updates, resulting in hundreds, if not thousands of updates over the course of the year.</li>
<li>All our volunteer translators who work to make AirlineSim accessible in more languages. A special shoutout this time to @GINS who finished a complete Japanase translation in 2025 and to @UGameGerm and @lunar who provided an equally thorough translation to Simplified Chinese, which I was able to make a supported language on Steam just yesterday!</li>
</ul>
<h3>Plans for 2026</h3>
<p>My immediate plan (as in: over the coming weeks) is to wrap up the remaining work on Individual Travel Requests and Location-based Demand. This refers to the remaining development work...tuning of those features will go on for quite some time.</p>
<p>This will be followed by another "Spring Cleaning", albeit a far smaller one than the 2025 edition.</p>
<p>After that, I will dive right back into the <a href="https://forums.airlinesim.aero/t/project-glow-up-ui-refresh/26292">UI Refresh project</a>, by far the single biggest and most important project of 2026. So far, this project has been a blocker for most "UI-heavy" projects, which partly explains the focus of 2025 development on "non-visible features" like demand distribution.</p>
<p>Besides smaller updates and maintenance releases that will continue to be rolled out in between UI development, I plan on adding a new ORS/DS Search Interface as soon as the new UI is ready. If enough time remains, I really want to get started on <a href="https://forums.airlinesim.aero/t/fares-base-feature/25938">Fares</a> as well, a feature that rose in priority after our experience with the new Individual Travel Requests in Paine.</p>
<h3>Longer-term development plans</h3>
<p>My overarching goal for the coming years is to complete a set of updates and improvements that warrants a version bump to "AirlineSim 7.0". This isn't a milestone as much as a "target definition"...all the features that make up version 7 will be rolled out continuously, just as I've practiced it over the past years.</p>
<p>Those features will be, among other things:</p>
<ul>
<li>A modernised look and feel to make the game more accessible to new players (especially on Steam), including better on-boarding.</li>
<li>A fleshed out "Distribution System" with Fares, Booking Classes and Advanced Interlining in place, among others, that will serve as the foundation for many of the features on <a href="https://forums.airlinesim.aero/t/feature-roadmap-overview/26550">our roadmap</a>.</li>
<li>Replacement and/or modernisation of most "Gen-1 features" of the game, so for example anything to do with staff. These features look and feel incredibly outdated and are ridden with bugs.</li>
</ul>
<p>As always, the exact scope remain "to be defined". But the above three are the main areas I want to address.</p>
<p>I am looking forward both to working away on all of these items as well as to your feedback. So make sure to join the discussion on the <a href="https://forums.airlinesim.aero/">forums</a> or leave a comment below the <a href="https://youtu.be/xkBgj7tUQNs">State of the Game video</a>!</p>
<p>Martin</p>]]></summary>
        <author>
            <name>martin</name>
        </author>
        <category label="News"/>
    </entry>
    <entry>
        <title type="html"><![CDATA[Wright for Christmas, an experimental historic game world]]></title>
        <id>https://airlinesim.aero/blog/2025/12/23/wright-for-christmas</id>
        <link href="https://airlinesim.aero/blog/2025/12/23/wright-for-christmas"/>
        <updated>2025-12-23T13:38:00.000Z</updated>
        <summary type="html"><![CDATA[<p>Kids love to give presents they crafted themselves. These might not be perfect, but they are gifts that come from the heart. Today, I have a present for the lovely community of AirlineSim that falls into a similar category: The <a href="https://wright.airlinesim.aero/">Wright game world</a>!</p>
<p>If you're confused by the opening paragraph, don't worry: <a href="https://forums.airlinesim.aero/t/dev-log-week-2025-51-presents-all-around/27367">My most recent devlog</a> covers in some depth what this is about. But since crafting this present took a bit longer than planned and it's the day before Christmas here in Germany, I will try to keep this as short as possible and limit this message to the key pieces of information:</p>
<ul>
<li>Wright is a "historic game world": Aircraft types, fuel prices, passenger/cargo demand and some airports start at the  level of <strong>the year 1982</strong> and data time will progress <strong>one in-game year per every real-time month</strong>. So no A320, no modern 747s or ATRs! And you'll get your Tristars and Maddogs straight from the manufacturer!</li>
<li>Changing traffic levels are achieved using a new and highly experimental feature that I worked on last week as a present both to myself and to you, namely <strong>location-based demand</strong>. You can find out more about this in <a href="https://forums.airlinesim.aero/t/location-based-demand/27365">the respective roadmap entry</a>.</li>
<li>Given its experimental nature, Wright has a <strong>runtime of 36 weeks</strong> and will end on <strong>August 31st 2026</strong>.</li>
<li>Speaking of experimental nature: I have written up <a href="https://forums.airlinesim.aero/t/feature-preview-location-based-demand/27370">a post on the forum</a> covering the current state of the feature as well as a list of <strong>disclaimers</strong> about it. Please read it carefully before complaining on the forums ;-)</li>
</ul>
<p>I sure had fun working on this ad hoc feature and I sincerely hope you'll have fun both trying it out as well as playing in the unusual game world it debuts in. My <a href="https://forums.airlinesim.aero/t/feature-preview-location-based-demand/27370">list of disclaimers</a> already states it, but location-based demand and all the parts of the game it affects still need some work. Given that I will spend a few days with family over the holidays, I have to ask for your understanding that these changes and improvements will have to wait, likely until the new year.</p>
<p>Similarly, my latency might be a bit higher than usual when it comes to answering your support tickets, forum posts or Discord messages. But I plan to be back after the 28th, so you shouldn't have to wait for too long!</p>
<p>Last but not least, if you plan to spend the holidays with AirlineSim (and with family, of course!), note that <strong>credits will be off 10% until the end of the year</strong>!</p>
<p>And with that I want to wish you all Happy Holidays and great start into the new year!</p>
<p>Martin</p>]]></summary>
        <author>
            <name>martin</name>
        </author>
        <category label="News"/>
    </entry>
    <entry>
        <title type="html"><![CDATA[Domination IX: Free-for-all with a twist]]></title>
        <id>https://airlinesim.aero/blog/2025/12/01/domination-ix</id>
        <link href="https://airlinesim.aero/blog/2025/12/01/domination-ix"/>
        <updated>2025-12-01T11:47:00.000Z</updated>
        <summary type="html"><![CDATA[<p>Today we restart Domination for the 9th time. While Domination has always been a world intended for players who enjoy maximum competition with relaxed market restrictions, this time we added yet another twist: <strong>Single Holding Mode</strong>! Read on for details on this...and today's discount!</p>
<p>Discount first: Until Wednesday, credits across all package sizes will be <a href="https://airlinesim.aero/account/credits">9% off</a>!</p>
<p>And on to Single Holding Mode: As the name suggests, this mode limits all players to a single holding...ever! This means that once you've created your holding, you won't be able to found another one before the game world ends. You cannot reset it either, so you will always be limited to the initial starting capital of 20 million AS$ (double of regular game worlds). Consequently, two practical tips before you get going in Domination:</p>
<ol>
<li>Make sure to create a holding company first and then create a subsidiary. This way, your subsidiary going bankrupt won't end your attempt for good.</li>
<li>Be extra careful before deleting your holding company: Once it's gone, it's gone!</li>
</ol>
<p>As you can probably tell, this game world is geared towards experienced players looking for a challenge - this time more than ever! With this disclaimer out of the way: <a href="https://domination.airlinesim.aero/">May the best win!</a></p>
<h3>Game World Details</h3>
<p>You can find a detailed list of the world's configuration when clicking the game world name within the game. Noteworthy in this case:</p>
<ul>
<li>All countries open for foreign investment</li>
<li>Doubled starting capital of 20 million AS$</li>
<li>No used aircraft at start</li>
<li>One holding per account in <strong>single holding mode</strong></li>
</ul>
<p>Domination has a run-time of 35 weeks and will reset on <strong>August 3rd, 2026</strong>.</p>
<h3>Domination VIII: Top Stats</h3>
<p>Before we finish it up, let's not forget about our overview of the airline rankings from the previous iteration! Congrats to <strong>RichS, manolo and Philkirk</strong> for winning the top three spots in the "All-Time Passengers" category! As usual, the full dataset for this and all other categories is available on the <a href="https://forums.airlinesim.aero/c/game-worlds/domination-viii/141">AirlineSim forum</a>!</p>]]></summary>
        <author>
            <name>martin</name>
        </author>
        <category label="News"/>
    </entry>
    <entry>
        <title type="html"><![CDATA[Join the AirlineSim Winter Meet-Up 2025 in Würzburg!]]></title>
        <id>https://airlinesim.aero/blog/2025/10/24/winter-event-2025-wuerzburg</id>
        <link href="https://airlinesim.aero/blog/2025/10/24/winter-event-2025-wuerzburg"/>
        <updated>2025-10-24T08:04:00.000Z</updated>
        <summary type="html"><![CDATA[<p>It's been way too long since we last had a real-world community meet-up!</p>
<p>To ease back into things, we're keeping it super simple this time — no fancy program or aviation theme. Just a relaxed get-together in the town closest to simulogics' new HQ: <a href="https://en.wikipedia.org/wiki/W%C3%BCrzburg">Würzburg</a>.</p>
<p><strong>Date:</strong> Saturday, 20th December 2025</p>
<p>Here’s the plan:</p>
<ul>
<li>Meet around noon at Würzburg Central Station (since most of us will probably arrive by train)</li>
<li>Grab some lunch</li>
<li>Explore the city’s sights based on what the group feels like</li>
<li>“Warm up” at the <a href="https://www.wuerzburg.de/events-termine/wuerzburger-weihnacht">Christmas Market</a></li>
<li>Finish the day with dinner at a restaurant (venue TBA, depending on group size)</li>
</ul>
<p><strong>Important:</strong> If you’d like to join, please make sure to let me know <a href="https://forums.airlinesim.aero/t/airlinesim-winter-meet-up-2025-20th-december-in-wurzburg/27279">in this thread on the forums</a>, so I can make reservations!</p>
<p>Looking forward to meeting some of you in person again this year!</p>
<p>Martin</p>]]></summary>
        <author>
            <name>martin</name>
        </author>
        <category label="News"/>
    </entry>
    <entry>
        <title type="html"><![CDATA[Junkers in, Martin out]]></title>
        <id>https://airlinesim.aero/blog/2025/10/01/junkers-in-martin-out</id>
        <link href="https://airlinesim.aero/blog/2025/10/01/junkers-in-martin-out"/>
        <updated>2025-10-01T07:00:00.000Z</updated>
        <summary type="html"><![CDATA[<p>Excuse the somewhat click-baity title. I am, of course, not out. Just leaving for a week of vacation next week. But more on that after the real news: The past few weeks have been very exciting, so I am happy to do a good old, boring game world relaunch again. Today, Junkers takes off for its 8th round.</p>
<p>Naturally, the world comes with all the updates and changes introduced with <a href="https://forums.airlinesim.aero/t/change-log-v6-12/27216/3">version 6.12</a> plus a small data patch. Other than that, it runs on a fairly vanilla configuration, including used aircraft at start. Junkers will end mid-May 2026 and as always, you can find the <a href="https://forums.airlinesim.aero/c/game-worlds/junkers-vii/139">key stats from round 7 on the forums</a>.</p>
<p>To celebrate the relaunch, <strong>credits will be off 10% until Friday</strong>!</p>
<p>And on that vacation I mentioned: I'll be off to Greece for a week starting this Friday. As I will actually be travelling and physically out of the office, my access to emails and ticket systems will be (intentionally) limited. My colleagues and community moderators will be keeping an eye on things and anything urgent will be escalated to me, of course. But don't expect a response to a name change request between the 3rd and the 12th of October ;-)</p>]]></summary>
        <author>
            <name>martin</name>
        </author>
        <category label="News"/>
    </entry>
    <entry>
        <title type="html"><![CDATA[Feel the Paine! Our preview game world is live]]></title>
        <id>https://airlinesim.aero/blog/2025/09/11/feel-the-paine</id>
        <link href="https://airlinesim.aero/blog/2025/09/11/feel-the-paine"/>
        <updated>2025-09-11T08:44:00.000Z</updated>
        <summary type="html"><![CDATA[<p>It’s been a long time coming, but today I’m excited to announce: our new preview game world <strong>Paine</strong> is live! Unlike regular game worlds, please read on before creating your airline there.</p>
<p><strong>TL;DR:</strong> This world is intended as a space to develop, test, and fine-tune new features in a production-like environment with real players and real data—before rolling them out to existing or future worlds. As a result, things may be a bit unstable at times. That’s why Paine comes at the low rate of just 2 credits/day and is restricted to Premium accounts. If you don’t have Premium yet, all it takes is a single purchase—and right now (until Sunday) you’ll get a <strong>10% discount on most Credit package sizes</strong>.</p>
<p>At launch, Paine includes two in-development features:</p>
<ol>
<li>The first part of the <a href="https://forums.airlinesim.aero/t/distribution-system-ors-hybrid/26289">Distribution System–ORS Hybrid</a>, namely <a href="https://forums.airlinesim.aero/t/individual-travel-request-generation-bulk/25937">bulk generation of Individual Travel Requests</a>. While the core implementation is ready, the feature still lacks refined passenger type data and UI adjustments, which will be added over the coming weeks and months.</li>
<li>The <a href="https://forums.airlinesim.aero/t/aircraft-performance-system-1-5/26684">Aircraft Performance System 1.5</a>, featuring improved formulas for fuel consumption and takeoff/landing performance. This feature is technically complete, but currently in the data research phase: our volunteer (!) data team is working on the required input parameters for all aircraft types in the game.</li>
</ol>
<p>In particular, the development of Individual Travel Requests would benefit greatly from realistic test data—meaning many active airlines competing for passengers. So please go ahead and create your airline <a href="https://paine.airlinesim.aero/">here</a>. It would be a huge help!</p>
<p>For more details, check out the dedicated <a href="https://forums.airlinesim.aero/t/paine-preview-game-world-faq/27161">FAQ post on the forums</a>. And if you have any unanswered questions, feel free to post them in the <a href="https://forums.airlinesim.aero/c/game-worlds/paine/146">Paine forum category</a>.</p>
<p>Have fun testing!</p>
<p>Martin</p>]]></summary>
        <author>
            <name>martin</name>
        </author>
        <category label="News"/>
    </entry>
    <entry>
        <title type="html"><![CDATA[Quimby XVII is live, credits 10% off]]></title>
        <id>https://airlinesim.aero/blog/2025/08/11/quimby-xvii</id>
        <link href="https://airlinesim.aero/blog/2025/08/11/quimby-xvii"/>
        <updated>2025-08-11T12:39:00.000Z</updated>
        <summary type="html"><![CDATA[<p>Two very short public service announcements: Firstly, <a href="https://quimby.airlinesim.aero">Quimby</a> has finally launched into its 17th (!) iteration today. And secondly, credits will be discounted by 10% until Friday!</p>
<p>Quimby's configuration remains unchanged, so the world starts without existing second-hand aircraft, but all types can be ordered as new, regardless of when their production ended in reality. The world also comes with fewer restrictions, as nighttime bans and noise restrictions have been lifted. Combined with a slot factor of two, this makes Quimby the ideal game world for experimenting and learning the ropes.</p>
<p>As usual, you can find the <a href="https://forums.airlinesim.aero/c/game-worlds/quimby-xvi/138">high scores from the 16th round on the forums</a>.</p>
<p>Did I miss anything crucial? I don't think so. So I'm back <a href="https://airlinesim.aero/blog/2025/07/31/summer-break">in holiday mode</a>...see you next week!</p>
<p>Martin</p>]]></summary>
        <author>
            <name>martin</name>
        </author>
        <category label="News"/>
    </entry>
    <entry>
        <title type="html"><![CDATA[Support during Summer Break]]></title>
        <id>https://airlinesim.aero/blog/2025/07/31/summer-break</id>
        <link href="https://airlinesim.aero/blog/2025/07/31/summer-break"/>
        <updated>2025-07-31T12:34:00.000Z</updated>
        <summary type="html"><![CDATA[<p>It’s summer here in Germany, and while I won’t be going on a big trip this year, I’ve promised myself two uninterrupted weeks of quality family time. With that in mind, please bear with me if responses to non-urgent support queries take a little longer than usual. I’ll still be keeping an eye on things and making sure the servers continue ticking along while I’m away. I’ll also briefly step back in to launch a new round of Quimby during the week starting 11th August.</p>
<p>To make things a little bit easier, I’ve implemented a change today that I’ve been pondering for a long time: I have disabled the mandatory screening of small company logos. For years now we’ve frequently received complaints that the process of screening logos takes too long, especially in cases where the first two moderators disagree, so that a third one has to break the tie. As with many things in and around AirlineSim, this cumbersome process stems from a time when the game and its community were much smaller and there was a stronger desire to keep things „realistic“. As such, the motivation behind this process was not just one of preventing copyright infringements (still a valid concern which I plan to address differently in the future) but also of maintaining a certain level of „aesthetic quality“. By its very nature, this is highly subjective and not something a highly time-constrained developer (yours truly) and an always-too-small team of volunteers should be spending their valuable time on.</p>
<p>Obviously, you can and should report any logo that violates our community standards or infringes on a third party’s copyrights. Just as with violations of the naming or other rules, you can do so using the „report company“ form on an airline’s profile page.</p>
<p>And with that: Have fun and keep it tasteful!</p>
<p>Martin</p>]]></summary>
        <author>
            <name>martin</name>
        </author>
        <category label="News"/>
    </entry>
    <entry>
        <title type="html"><![CDATA[AirlineSim wa nihongo o hanashimasu!]]></title>
        <id>https://airlinesim.aero/blog/2025/07/28/airlinesim-speaks-japanese</id>
        <link href="https://airlinesim.aero/blog/2025/07/28/airlinesim-speaks-japanese"/>
        <updated>2025-07-28T11:32:00.000Z</updated>
        <summary type="html"><![CDATA[<p>I've been told by our community member GINS that the title of this post means "AirlineSim speaks Japanese" — in, well, Japanese. He's also the one we have to thank for the fact that both the game and its website are now available in a Japanese community translation! So a massive shoutout to him for completing this localisation in what must be record time!</p>
<p>At this stage, the in-game translation is around 80% complete, which means it should be fully playable in Japanese. GINS has also taken care of the website and account management interfaces, so Japanese-speaking players can enjoy AirlineSim in their native language — from signing up all the way to building their airline empire. Thanks to this, I’ll soon be enabling Japanese as a supported language on Steam as well.</p>
<p>It’s worth noting here that — aside from the English and German versions — all game localisations are the result of pure community effort. I honestly can't thank our team of volunteer translators enough for the time and dedication they’ve put in (and continue to put in). If you're interested in helping make the game more accessible to speakers of other languages, please don’t hesitate to get in touch. It’s quick and easy to get started, and there are no obligations — just give it a go, and if it’s not for you, that’s absolutely fine.</p>
<p>Once again: Arigatō, GINS!</p>
<p>Martin</p>]]></summary>
        <author>
            <name>martin</name>
        </author>
        <category label="News"/>
    </entry>
    <entry>
        <title type="html"><![CDATA[Flight YGR 11 has landed (with an update)]]></title>
        <id>https://airlinesim.aero/blog/2025/07/14/flight-ygr-11-has-landed-with-an-update</id>
        <link href="https://airlinesim.aero/blog/2025/07/14/flight-ygr-11-has-landed-with-an-update"/>
        <updated>2025-07-14T13:23:00.000Z</updated>
        <summary type="html"><![CDATA[<p>With a few weeks delay, iteration 11 of the Yeager game world has finally landed today. It comes with rather massive changes under the hood, a data patch and new aircraft trader personalities. You can read more on these things below, but if you just want to get going: <a href="https://yeager.airlinesim.aero/">Yeager XI is live here</a> and to celebrate the occasion, <a href="https://www.airlinesim.aero/account/credits">credits are off 11%</a> until the end of the week!</p>
<h3>Yeager XI</h3>
<p>The 11th iteration of this game world comes with pretty much unchanged settings compared to the previous one: Second-hand aircraft at launch, double slots and at most one holding per player. It will run until February next year, and it comes with all the updates introduced by today's patch, of course.</p>
<h3>Update to version 6.11</h3>
<p>As <a href="/blog/2025/06/23/flight-ygr-11-is-delayed">discussed before</a>, the relaunch of Yeager was pushed back because I was working on some major upgrades to modernise AirlineSim's technical foundation in preparation of upcoming feature developments. These updates have now been completed and applied to all game worlds. While most of the changes should not be visible to players, the patch also brings a few changes that are. Most notably, there are a lot of updates to our airport database (thanks a lot, Koen!) and of course the changes to aircraft trader behaviour. For a full list of all the changes, including those that might be added over the coming days as I fix teething troubles of the new version, <a href="https://forums.airlinesim.aero/t/change-log-v6-11/27013">can be found on the forums</a>.</p>
<p>Speaking of teething issues: Given the scope of the update, there are bound to be some. If you run into any issues or bugs, please don't hesitate to get in touch <a href="https://forums.airlinesim.aero/t/roll-out-of-spring-migration-update-6-11-0/27010">on the forums</a> or on Discord!</p>
<h3>New aircraft trader behaviour</h3>
<p>Among the changes that made me push back the launch of Yeager was a change to how the official AirlineSim aircraft trader prices second-hand aircraft: Rather than just computing an initial price based on the linear depreciation of an aircraft, the trader will also take into account a value based on how long the aircraft has been on the market already. This value will typically be higher than the book value for older aircraft and will then fall off at a fixed daily rate.</p>
<p>To make things a bit more interesting, all game worlds now have more than just the single "Aircraft Trade and Leasing Organisation" that has existed before. All of them feature a slightly different "personalities" that determine how they might deviate from the baseline formula described above and at which point they give up and scrap an aircraft. We'll keep an eye on how these personalities work in practice and tweak them as we go.</p>
<h3>What about Quimby?</h3>
<p>Some of you might have noticed that another game world ended today: Quimby XVI. As I don't want to launch two game worlds on the same day, this relaunch will be postponed as well. I'll work out a new launch schedule and let you know as soon as I've got something concrete to talk about.</p>
<p>And with that: Have fun in Yeager (or any other game world) and let me know what you think of the changes!</p>
<p>Martin</p>]]></summary>
        <author>
            <name>martin</name>
        </author>
        <category label="News"/>
    </entry>
    <entry>
        <title type="html"><![CDATA[Flight YGR 11 is delayed]]></title>
        <id>https://airlinesim.aero/blog/2025/06/23/flight-ygr-11-is-delayed</id>
        <link href="https://airlinesim.aero/blog/2025/06/23/flight-ygr-11-is-delayed"/>
        <updated>2025-06-23T10:35:00.000Z</updated>
        <summary type="html"><![CDATA[<p>TL;DR: Yeager should re-launch into its 11th iteration today, but ongoing work on major technical upgrades and a planned critical change relevant to Yeager made me delay the launch for a while.</p>
<p>The slightly longer version: I have big plans for AirlineSim, as outlined by the <a href="https://forums.airlinesim.aero/c/feature-roadmap/131">roadmap</a> and discussed in <a href="https://www.youtube.com/watch?v=3Aep8vxaFxI">previous</a> <a href="https://airlinesim.aero/blog/2025/04/18/spring-sale-and-dev-update">updates</a>. To prepare for those, I have been busy taking care of a long-overdue modernisation of AirlineSim's technical foundation for several weeks now. As usual, this has taken and is taking a lot longer than originally planned as AirlineSim's technical roots in the early 2000s are showing a lot of cracks. This alone wouldn't warrant delaying Yeager. I could always launch with the current version. But firstly, having a new short-term game world for a first real-world test of the past weeks' work would be invaluable.</p>
<p>And secondly, I would love to get in a crucial game design tweak before Yeager goes live again. As Yeager starts with second-hand aircraft, I want to test out a set of reworked pricing formulas that Fabian has come up with. The goal of these is to counteract the often extreme initial growth of some airlines fuelled by far-to-cheap aircraft in an effectively empty market.</p>
<p>This means there are two projects to be finished before I am ready to flip the switch: The <a href="https://forums.airlinesim.aero/t/dev-log-week-2025-19-spring-migration/26881">"spring migration"</a> and the aforementioned formulas. As such, I can't really tell how long of a delay it's going to be. I can only ask for your patience.</p>
<p>Thanks a lot and have fun!</p>
<p>Martin</p>]]></summary>
        <author>
            <name>martin</name>
        </author>
        <category label="News"/>
    </entry>
    <entry>
        <title type="html"><![CDATA[Bleriot VIII launches with a fitting 8% discount]]></title>
        <id>https://airlinesim.aero/blog/2025/05/26/bleriot-viii</id>
        <link href="https://airlinesim.aero/blog/2025/05/26/bleriot-viii"/>
        <updated>2025-05-26T09:45:00.000Z</updated>
        <summary type="html"><![CDATA[<p>If you have been following the <a href="https://forums.airlinesim.aero/tag/devlog">devlog</a> recently, you know I have been very busy with a huge technical update of the game. As such, I am going to keep this short and sweet: <a href="https://bleriot.airlinesim.aero/">Bleriot</a> launches into its eighth iteration today, and to celebrate the occasion, credits will be <a href="https://airlinesim.aero/account/credits">8% off</a> until the end of the month!</p>
<p>Bleriot features a pretty vanilla configuration but comes without initial second-hand aircraft. This means initial growth will be a bit slower and airlines shouldn't be able to "flood" the game world with massive fleets of "oldtimers" within the first couple of weeks. This is something we've received a lot of complaints about in recent months, and we're (again) looking into options to address the issue.</p>
<p>This iteration will last 35 weeks, and Bleriot will reset on <strong>January 26th, 2026</strong>.</p>
<p>As usual, you can find the top stats from iteration VII on the <a href="https://forums.airlinesim.aero/c/game-worlds/bleriot-vii/136">forums</a>.</p>
<p>And with that: Have fun!</p>]]></summary>
        <author>
            <name>martin</name>
        </author>
        <category label="News"/>
    </entry>
    <entry>
        <title type="html"><![CDATA[Spring Sale and Development Update]]></title>
        <id>https://airlinesim.aero/blog/2025/04/18/spring-sale-and-dev-update</id>
        <link href="https://airlinesim.aero/blog/2025/04/18/spring-sale-and-dev-update"/>
        <updated>2025-04-18T08:00:00.000Z</updated>
        <summary type="html"><![CDATA[<p>It's spring! At least here around simulogics HQ, the flowers are blooming, the birds are chirping and the outdoors is tempting. But be that as it may, we have been and are busy working on new stuff for AirlineSim, so today I want to give you a brief update on what's in the pipeline. But first things first...</p>
<h3>Spring Sale and Otto XIII pre-announcement</h3>
<p>Two important items to get out of the way before we talk development projects:</p>
<p>Firstly, credits will be <strong>10% off</strong> over the long Easter weekend, meaning from today until Monday. No egg-hunting required!</p>
<p>Secondly, I will be more or less out-of-office next week, so I want to use this opportunity to remind everyone that <strong>Otto will relaunch on Monday the 21st</strong>. There won't be much fuzz about it on that day, so mark your calendars!</p>
<h3>New features in the pipeline</h3>
<p>If you are following my <a href="https://forums.airlinesim.aero/tag/devlog">weekly development log</a>, the following paragraphs will hardly be news to you. And if you aren't...you should! You can also click the little bell icon in the upper right corner to get notified about every issue.</p>
<p>A feature that is technically done and ready to go live is our <a href="https://forums.airlinesim.aero/t/aircraft-performance-system-1-5/26684">v1.5 aircraft performance system</a>. But you guessed it: While done in code, our team of volunteers stands merely at the beginning of researching the data required to feed the new formulas. So while this new system promises much more realistic fuel consumption and improved landing and takeoff performance, I have to ask for a bit more patience until we can flip the switch and enable it in new (and possibly existing) game worlds. We might also be able to pull off a "gradual release" once we feel like we've got the most important types covered. In that scenario, some types would use the new and some would use the old system. This is yet to be determined, though.</p>
<p>Another feature that's mostly done but not quite ready for primetime yet is the first part of the over-arching <a href="https://forums.airlinesim.aero/t/distribution-system-ors-hybrid/26289">DS-ORS hybrid project</a>, namely <a href="https://forums.airlinesim.aero/t/individual-travel-request-generation-bulk/25937">individual travel request generation</a> in bulk. If that is all Greek to you, let me give you some context: The current system that distributes passengers and cargo among competing connections is called the <em>ORS</em>. It comes with several flaws, one of which being that it really only knows three types of passengers (plus one type of cargo) which all airlines have to compete for. This means that it is near impossible to employ different business models: All airlines end up looking and working the same. To address this fundamental issue, we applied for and received public funding several years ago which allowed us to build a prototype of the Distribution System, or <em>DS</em> for short. Contrary to the <em>ORS</em>, the <em>DS</em> generated individual, point-to-point, return travel requests between arbitrary locations and would then book each one of these requests based on a set of itineraries matching the respective request's criteria.</p>
<p>I barely got this "pure model" to work in the prototype, and it's very unlikely that I'd get it to work in current generation AirlineSim. So I opted for a compromise: Whatever components I can re-use from the prototype I'll graft onto current generation AirlineSim. And wherever I run into performance issues (or other show-stoppers), I try to find a best-effort solution that comes as close to the "pure model" as possible.</p>
<p>Case in point: Instead of generating and booking hundreds of return trips every second, the DS-ORS hybrid will initially employ the ORS' code to generate physical connections. This means each airport is processed once a day (as today) and all physical connections to each destination are computed at once. Then, for each destination, the DS' travel request generation generates the required amount of travel requests "in bulk" which are then matched to the connections.</p>
<p>This by itself should already bring a lot more depth to the game. But it's merely the first step: Bit by bit, more concepts from the DS will follow, like <a href="https://forums.airlinesim.aero/t/custom-booking-classes/25939">custom booking classes</a>, <a href="https://forums.airlinesim.aero/t/fares-base-feature/25938">fares</a> and <a href="https://forums.airlinesim.aero/c/feature-roadmap/131">much more</a>. So stay tuned!</p>
<h3>Next steps</h3>
<p>All of the above is nice and dandy, but I hear you asking: When will all of this actually ship? Well, technically, it already has. All of what I described is already live in all game worlds behind feature flags. But while the aircraft performance formulas are pending data, bulk travel request generation has to go through a few cycles of testing and tuning. To that end, I plan on launching a public (but premium-only) game world in the near future where everyone can (and will be invited to) build real airlines so we can get a feel for the new system.</p>
<p>Over the coming weeks, I will still be preoccupied with a few private matters (again, see the <a href="https://forums.airlinesim.aero/tag/devlog">devlog</a>). Despite that, my plan is to have this preview game world ready to go before the end of the quarter. What follows afterwards is yet to be determined and will naturally depend on the outcome of our public test run. But in either case, you can vote for what you'd like to see next in the <a href="https://forums.airlinesim.aero/c/feature-roadmap/131">roadmap category</a> on the forums.</p>
<p>And with that, I wish you all Happy Easter! And if that's not your thing, a beautiful weekend!</p>
<p>Martin</p>]]></summary>
        <author>
            <name>martin</name>
        </author>
        <category label="News"/>
    </entry>
</feed>