Week 8 was a very productive one.
Early in the week I added a handful of additional batch commands for use in exclusive game worlds, wrapping up that topic for the time being. Those were rolled out on Friday, including a hotfix for a bug reported on Thursday.
Then I finally managed to remove the last remaining placeholders from the feature roadmap overview. This doesn’t mean the roadmap is complete by any means. It just means that all the stuff that I had on “my list of stuff to add to the list” has now actually been added to the roadmap with a proper description of what each of the respective items entails.
With that out of the way, I returned to Aircraft Performance 1.5: Technically, most of this feature is finished. But before handing over the tooling to and finalising the research procedures for our volunteer aircraft data team, I wanted to research a few types myself to get a feel for where things need polishing.
Of course, this immediately lead me to implement some improvements to the editor that seemed trivial at the surface but turned out to require a full day of dev work to complete. Which is fine, because it makes a few things a lot easier going forward. Based on these changes, I adjusted the tooling, the data pipeline and the game itself to base the fuel capacity of aircraft on weight rather than volume when using the 1.5 performance system. Basing this capacity on weight has been and still is causing weird artefacts in the legacy system due to different fuel densities used by the various manufacturers. I am very glad @Priller convinced me that this was an issue
On Thursday I actually got around to some research and decided ad hoc to “livestream” this on Discord, which was great fun as @Priller and I were able to troubleshoot a few issues on the spot and look at some “interesting” performance charts for the 707 together.
One outcome of this session and the discussions that followed was a slight change in how we will handle minimum takeoff and landing distances. Those changes are already implemented in tooling and data pipeline. The changes to the game will follow this week.
So from the looks of it, the actual dev work on the new performance formulas is approaching the finishing line, with an actual release “merely” depending on the respective data to be researched. That, naturally, might take a little while
Either way, I am ready to pick up a new development topic and this week will be about figuring out what that’ll be, among other things. So see you next week for the outcome