No guarantees I’ll be able to keep up a regular devlog, but over the past couple of weeks I spent so much time on AS development that I just felt I should let you folks know about it somewhere
This is primarily because (as so often), the work is mostly invisible. But let me explain: With the AS Technology Demonstrator project wrapped up, we had to think about what to do next. As discussed in our year-end post last month, there are several ideas on the table and I want to start experimenting on a new feature soon. But before I can do that, I really needed to get the technical foundation of current-generation AirlineSim up to speed. By that I don’t mean any user-facing changes, but upgrading the plethora of 3rd-party frameworks we use to their latest versions. Many of these hadn’t been bumped up in what’s likely a decade or more, so this was overdue.
With that many years having passed, the upgrades were everything but painless and it took days to do all the adjustments. Which is a bit frustrating, as you spend so much time working on something and at the end it all behaves exactly the same (which is, in fact, the goal)
That said, this is mostly complete and I am merely ironing our final issues that showed during smoke-testing on our internal test server. I expect this “new version” to roll out to all game worlds over the coming weeks and, ideally, you won’t notice a thing.
In other news, our investigation of improved aircraft performance formulas continues. More specifically, we’re looking into much more realistic fuel consumption formulas and hope to have new formulas ready for internal testing soon. Once they are deemed satisfactory, we’ll adjust the respective data research guidelines for our team of aircraft data volunteers, so we can gradually roll out the new formulas across all aircraft types (this might take a while).