Dev-Log

Demand in AirlineSim

In AirlineSim, slots might be rare and there's the occasional competition over a few used aircraft, but at the end of the day, the primary objective of the game is to win a share of global passenger and cargo demand. Consequently, modeling the demand that players compete over is ...


Development Log 2017-02

A few months have passed since our last development log so it's about time for a status update before I leave for two weeks of vacation! Work on the new booking classes feature continues slowly but steadily while some overdue work on infrastructure hinders progress a little bit.

Infrastructure ...


Development Log 2017-01

We haven't released many development news in a while. As such, it felt like another issue of the development log was in order again. I would love to release them on a more regular basis, but at the moment it is quite hard to predict when anything worth writing ...


Work in progress: Dynamic Turnaround Times

As I started to write this post, I was a bit shocked when I realized that the initial post announcing the Dynamic Turnaround and Delays (DTA) feature was written more than 4 months ago. So it’s about time for a status update and an explanation as to what in ...


Dynamic Turnaround Times and Delays

As you know, AirlineSim 6.2 has introduced Speed Overrides and Departure Offsets. Their primary purpose is to allow for easier scheduling of regular flights at slot-congested airports and to permit easier up- or downgrades of aircraft types without changing the schedule. But there’s an obvious problem with this: Although flight times can remain unchanged now, turnaround times are still a big issue with the current absolute planning model. If the changed turnaround times overlap with other items on the flight plan, the plan cannot be executed. Even if it’s just a minute of overlap. But there’s a solution to this problem: Dynamic Turnaround Times and Delays.


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