In week 46 I had to get a couple of important backend things out of the way:
Firstly, some owners of private game worlds had requested that we change the billing period from the current 30 days to actual months. The reason being that many groups of players who share a game world have to coordinate their internal payment schedules to have all the money collected once the due date comes up. With a 30 day billing period, that date shifts every month, which complicates things. So I got that sorted.
Secondly, I phased out our payment processors for prepayment and online bank transfers in favor of one that we’ve already been using for card payments (namely Stripe). But I don’t have to repeat myself here…you can find out all there is to know about this on the blog.
But the most important topic of the week was Aircraft Performance…again. After I more or less shelved my curve fitting ideas (see last week’s devlog) I went on to apply my existing formulas to a few more types to see how well they match the official specs. And while the fits are still far better than what we’ve ever had before, there still seem to be some logical issues that make me suspect my approximations are missing some important input parameters or simplifying things that shouldn’t be simplified.
So because I had a Sunday to myself and didn’t want to “work” out of principle, I sat down to go “back to school”, so-to-speak: I got me a few books on aeronautical engineering and started reading up on the theory behind all of this. For AS, what matters isn’t perfect precision, but plausibility. And my hopes are that when I find and understand the most relevant underlying principles and their inputs, I will find plausible approximations that work well enough in the context of the game. The coming weeks will show how this turns out