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An idea i got from watching Mentor Pilot
#1
I just watched 5 to 10 Mentor pilot videos about aviation disasters pre 80's a common theme stuck out to me with a lack of clear guide lines fro FAA levels about any phase of fight like: how much de-icing fluid to use based on weather + wait times, or do you calculate landing distances( wasn't a rule until the mid 80's) as well as how each airline does training differs greatly today but even more so in the 50's-80's it would be nice if either of these type of decisions end up in the game game
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#2
(06-20-2025, 12:40 PM)SpartanSquire Wrote: how much de-icing fluid to use based on weather + wait times,

Historical weather data mapped over the flight paths was planned, but was cut as potential budgets didn't come through (I can't hire a crack programmer to take my spot, and a couple people better than me to fill other voids. Thus, I can't devote the time needed for such things when higher priority stuff has to be done solo.) Historical weather data is a possibility in the future if the game is wildly successful. Though low on the list to other things I had to cut.

There will be semi-random weather events which will cause delays, crashes, etc. But I will probably not be modeling down to the minute level of monitoring aircraft deicing fluid levels.

I do have variables in the engine system for Hot and Cold weather engines. I hope to use these as a reliability factor when determining weather related events. For example, A base model RC-4 is cheaper than the RC-4NS-3, but the RC-4NS-3 comes with some British engines specifically designed for cold weather operations. If you're flying routes closer to the north poll, those could weather engines might give you a 50% bonus toward a cold weather event, which might be the difference between a non-event and a catastrophic loss.

As a real world example, Canadair would purchase cold weather modified aircraft from Douglas, such as the Canadair North Star which was designed to hand the temperatures they'd find up there. Other companies would do the same for hot weather running, like around the equator.


Quote: or do you calculate landing distances( wasn't a rule until the mid 80's)

Landing distance data is in the game. I haven't modeled a use for it, but I suspect we'll have a margin between the aircraft's requirement and the runway, and if it's too close, I'll start factoring in other things like training, weight, etc. The closer that final margin is, the more likely chance of a random event each turn.

It will probably not go into too in-depth, such as factoring wind-speed. I also do not have data for multiple runways. For example, if an airport has 2 runways, one long, one short, we calculate everything for the long, even though realistically, the long runway might be congested. That's one of those things that was cut, but might come in the future, though very low priority.

Quote:as well as how each airline does training differs greatly today but even more so in the 50's-80's

Employee Training and hiring standards will most certainly be in the game. I'm not quite there adding this to the game yet, though. It will come whenever I start fleshing out the expenses side of the gameplay more. Gameplay wise, I'm still focused on the basic core of shuffling passengers around.
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