At the bottom right of the flight details report, marked here in this image.
Hi,
not only am I loosing money on cargo, I am also cheating...
On a lot of routes, I don't even bother to set a cargo price. And the default cargo prices are below the legal minimum price. On my long haul routes, I have set the cargo price way below the default price. That is intentionally cheating.
But even with these low - illegal - prices, the ORS product rating for my cargo is 12. I have built cargo terminals, but my flight details still only show 1 green bar for cargo terminal. If I would set the cargo price at the legal minimum, my cargo holds would be empty. And those who fly long haul, know that you need the cargo if you want to make a profit with your wide bodies.
Sue me :-)
Jan
Edit: just to make it clear... the above doesn't bother me. I guess the low cargo rating (in passenger planes) is necessary to allow cargo airlines to make a decent profit.
Improvements to the minimum price calculation are in the works.
I do appreciate the team's effort in creating a new page very much! It is more detail. I do believe most people just need more time to get used to the interface.
Thumbs up to the team
It's a nice professional looking flight report, with lots of information to work with, and a good addition to an already outstanding simulation game. Congratulations on the work done team!
However, the only real new adition that I want on the flight report is to know where are my connecting passengers going to. Nowadays you only know how many are going/coming to internal/external connections, but in order to set a more efficient hub and spoke model I need to know where exactly is their final destination. This informatio wich real world airlines possess, is crucial to correctly estabilish where and how frequently to fly to a destination.
I think this could be easily done, since I believe the system computes this information, so it could be shown to all airlines like the stats report on airports, where you can see the airports into each passenger travels to, with absolute values.
Just a thought for the team.
Cheers all!
Hi,
last week, 129 million flights were booked on the Tempelhof server. The game does not keep track of these passengers.
All these passengers, plus those that cannot find a route to their destination, exist one moment... when their originating airport calculates demand. One second later they are just a number on your flight booking list. That is why passengers on a transfer flight remain booked, even if their originating flight is cancelled.
The system cannot show you information it does not have ;-)
Jan
not only am I loosing money on cargo, I am also cheating...
On a lot of routes, I don't even bother to set a cargo price. And the default cargo prices are below the legal minimum price.
Can you show some examples to support this last statement?
Hi,
last week, 129 million flights were booked on the Tempelhof server. The game does not keep track of these passengers.
All these passengers, plus those that cannot find a route to their destination, exist one moment... when their originating airport calculates demand. One second later they are just a number on your flight booking list. That is why passengers on a transfer flight remain booked, even if their originating flight is cancelled.
The system cannot show you information it does not have ;-)
Jan
The system retains in memory the number of passengers, it computes demand and stores the result that you can acess on the flight report. By computing the demand of a specific airport the system has to define the final destination, and store it. But you can only access the overall number of passengers going thru your flight although the system earlier defined wich percentage of that number of passengers you see goes where. What I suggested is that it could be shown to us, maybe in a form of a circular graphic like the ones already existent in some stats page, those percentages.
So the number in wich they turn has also a percentage of another number on a connecting flight. Therefore when computing and registering these numbers, it would be awesome to have available the numbers of the other flights wich are feeding/being fed by your flight. The figures are already there.
I don’t see a computational nightmare on any of this, maybe just a programing one.
Can you show some examples to support this last statement?
Hi,
no, I can't. Perhaps another player who operates 73G, A319 or another narrow body jet with limited cargo capacity is willing to open an account where you can upload pictures, then make a screendump of the flight detail page, upload it, and place a link here.
Anyway, I checked it again. My 73G's and A320's show a minimum price that is higher than the default price for the routes that I checked.
Jan
The system retains in memory the number of passengers, it computes demand and stores the result that you can acess on the flight report. By computing the demand of a specific airport the system has to define the final destination, and store it. But you can only access the overall number of passengers going thru your flight although the system earlier defined wich percentage of that number of passengers you see goes where. What I suggested is that it could be shown to us, maybe in a form of a circular graphic like the ones already existent in some stats page, those percentages.
So the number in wich they turn has also a percentage of another number on a connecting flight. Therefore when computing and registering these numbers, it would be awesome to have available the numbers of the other flights wich are feeding/being fed by your flight. The figures are already there.
I don’t see a computational nightmare on any of this, maybe just a programing one.
It probably would be easy to implement... but wouldn't it take away a lot of the fun?
I think to be enjoyable, a game has to strive for achieving that sensitive balance between logic and intuition.
If this and other similar features were to be implemented we may as well write a computer program to play AS for us...
It's enough that this (and 99% of the computer games etc. out there) do not have sufficient randomness and unpredictibility.
The system retains in memory the number of passengers
You mean passenger demand for each airport ? Yes sure.
it computes demand and stores the result that you can acess on the flight report.
Again I agree.
The system puts passengers on FLxxxx and flags them as internal/external transfer.
That is also the information we can check on the flight report.
But I doubt that the system also saves information like "this passenger on your FLxxxx from LHR to CDG originally arrived with FLxxxx from JFK to LHR."
For the game to work, the system only has to find a suitable route and book the seats. Once the seats are booked, it only has to remember how many seats are booked. Keeping track of origin, transfer and final destination is usefull during testing of the software. Once the game is up and running, it is not cost efficient for the server to save all this information over a period of four days.
That is also why transfer passengers will keep their booking on the LHR-CDG flight, even if the JFK-LHR flight is cancelled.
But I did not write the software, so I may be wrong.
But even if I am wrong, I would not want to make this information available. Can you imagine the server load if players start checking where transfer passengers are coming from/going to ? Every query would mean filtering through a database that has about 70 million tickets, to tell you that on that LHR-CDG flight, 10 passengers come from JFK, 5 come from MAN, 12 will continue from CDG to IST, and so on.
This is the sort of information that is so interesting, that everybody would check it regularly. I know I would :-)
So even if the exact information is stored, we won't get it.
Jan
But even if I am wrong, I would not want to make this information available. Can you imagine the server load if players start checking where transfer passengers are coming from/going to ? Every query would mean filtering through a database that has about 70 million tickets, to tell you that on that LHR-CDG flight, 10 passengers come from JFK, 5 come from MAN, 12 will continue from CDG to IST, and so on.
This information should only be available on the flight report, perhaps on a different marker, and only the operating ariline for the flight would have access to it. This would enable an airline to optimise it's resources.
It probably would be easy to implement... but wouldn't it take away a lot of the fun?
I think to be enjoyable, a game has to strive for achieving that sensitive balance between logic and intuition.
If this and other similar features were to be implemented we may as well write a computer program to play AS for us...
It's enough that this (and 99% of the computer games etc. out there) do not have sufficient randomness and unpredictibility.
I don't think so. You still wouldn't know how much passengers want to go where. But you would know where the ones flying with you are travelling to, in others words, what was the feeder flight and what will it be the next connecting flight.Therefore you could focus on certain routes, create direct links, improve connectivity, etc. In my opinion it would add another level of realism to the game, rather than automate it.
I actually thought that this would be more consensual, but I really appreciate your point of view!
... I actually thought that this would be more consensual, but I really appreciate your point of view!
Haha... we have few certainties in life, but I am pretty sure a lot of players agree with you. It would be really nice if we could see where our transfer passengers come from and where they go to. For the exact reasons that you gave: optimising routes :-)
But as morefocus said, the balance between logic and intuition is part of the game.
And I honestly think giving that information would eat a lot of server resources. Every page you open, is made on the spot. If you open a flight information page, the website goes through its database to give you the requested information. More detailed information means more work for the server.
Jan
edit: typo
I just want to say to Martin: thank you for your dedication and for all the time that you put into this game.
Just a simple question: where can I see the overall profit of the flight? And with that I mean the old net income, profits minus expenses.
Timo
CEO Black Watch Airlines
At the very bottom-right part of the screen it says: "MARGIN" and above that where it says "CM V" you see money you made (or lost)!
Any other thought on the cargo issue???