Dev Log Week 2025-38: Next phase

After the big launch in week 37, it was exciting and fascinating to see Individual Travel Requests in action for the first time. It clearly was a very new experience even for seasoned AirlineSim experts as well, given that some “best practices” don’t work the way they used to anymore. In particular the fact that passengers now have a hard budget cap that dips below standard prices for many requests caught many players off guard :slight_smile:

This was partially due to the fact that the namesake passengers types weren’t actually implemented yet on launch day. So last week I hurried to fix that and built the missing pieces of plumbing required to load customer type definitions from data files into the game. Now I can add and modify customer types in a spreadsheet rather than having to fiddle with countless parameters in code.

Before taking care of the data pipeline, I added one more major rating and filter criterion, namely arrival time preferences. All travel requests now have a preferred arrival time, randomised according to the respective customer type profile (some want arrive as soon as possible, others "in the future, yet others don’t care). How important arriving close to that time is to passengers (rating criterion) as well as how flexible they are in dealing with sub-optimal arrival times (filter criterion) is also part of the customer profiles and therefore varies across travel requests.

To make it easier for players to follow the current state and on-going development of this feature, I created an overview thread here on the forums. I recommend to give it a read and to follow it for notifications if you want to stay up-to-date.

Towards the end of week 38 actually wanted to roll out a patch to all game worlds, including a large batch of airport and aircraft data changes. But I wasn’t feeling too well and also wanted to tackle a few more bug reports that had been piling up. So I took care of that and postponed the release to this week.

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