Posts Tagged ‘patch’

Version 1.5.8

Tuesday, October 25th, 2011

UPDATE II: All game worlds have been patched. Please note that some have accumulated quite a bit of backlog due to the rather long downtimes.

UPDATE: For technical reasons we were only able to upgrade Idlewild and Croydon. The other game worlds will follow tomorrow. Thank you for your understanding!

Finally, after a regrettably long period of relative silence, we are able to announce a patchday: Today we will upgrade all game worlds to version 1.5.8. This is a maintenance release, primarily, largely consisting of small new features, bugfixes and various performance- and stability-optimizations. As usual, you can find a complete change-log at the end of this post.

A few words about the course of action: We will upgrade Kaitak and Idlewild first. If all goes to plan, the other machines will follow right afterwards. Please be aware that – due to changes to our statistics database – the upgrade process can take several hours during which the game worlds will be inaccesible. Thank you for your patience and your understanding!

And here goes the change-log:

  • Defect #1213: Deletion of enterprises with long names may cause blocker
  • Defect #1218: No partial leasing rate for cancelled leasing contracts on enterprise liquidation
  • Defect #1219: Headline IGM – Lessee ‘{0}’ files for bankruptcy
  • Defect #1221: Novation of leasing contract fails when provider is deleted
  • Defect #1225: Fix and optimize relation statistics collection
  • Defect #1230: Generation of weekly transport stats is skipped under high load
  • Defect #1241: Aircraft naming with more than 40 characters
  • Defect #1295: Interlining within holding structure
  • Feature #1202: Add paging to flight numbers page
  • Feature #1240: Delete Accounts on a gameworld on liquidation of last holding
  • Feature #1262: Load Monitoring – Additional Filter “Load factor greater than or equal X”
  • Feature #1282: Finder for free flight numbers
  • Change #1088: Rework company reset/delete page
  • Change #1179: English Translation – Signing IPO
  • Change #1200: Replace remaining in-game links to 4players pages
  • Change #1206: Truncate statistics after about 30 weeks
  • Change #1239: New phrase for Office Transfer Statistics widget
  • Change #1242: Multiple airline deletions by accident
  • Change #1245: HTML-Code in Text
  • Change #1321: Change in text small logo upload

Maintenance release 1.5.7.2

Thursday, July 7th, 2011

We have patched all game worlds to version 1.5.7.2. This is merely a maintenance release intended to address some urgend stability and performance issues. Please find the changes below:

Defect #1169: Leasing/buying second hand aircraft causes exceptions
Defect #1175: Wrong charset in IGMs
Defect #1180: Standard Cabin Config malfunctioning
Defect #1201: Missing English names for countries on former German servers
Defect #1204: Enterprise selection “forgotten” spanning several long-running requests
Defect #1207: Leasing/sale contracts can be created twice in some situations
Defect #1209: Bought second-hand aircraft do not show up in fleet
Feature #1171: Slot Overview – different color for 100% filled slots
Change #1205: Better error pages for StaleState/LockAquisition exceptions
Change #1208: Refactor registration assignment code
Change #1210: Make country regs re-usable again

If you come across any problems, please let us know!

Version 1.5.7 and data patch D4

Wednesday, June 1st, 2011

Update June 6th: We will apply the update to all game worlds this morning, German time. We have also added one more fix to the change-log which is highlighted in orange.

Finally, the new version 1.5.7 is ready for launch. It has been tested on Stapleton and we think it is ready for release. Since a test with real-live data and an actual deployment still isn’t the same thing though, we will first patch Tempelhof and will wait some time (might be a few hours, maybe a few days) to see what happens. As soon as we are sure no negative side-effects have been missed, we will roll out the new versions to all game worlds.

You can find a full change-log below as usual. But in general this update is about some invisible but hopefully noticeable changes to core systems to improve performance and the removal of entry barriers as described before for new players. Please let us know what you think!

Version 1.5.7

  • Defect #964: No refund after over-subscribed IPO*
  • Defect #1061: Stock refunds should amount to book value instead of market value
  • Defect #1165: Display in wrong language on some pages
  • Defect #1168: Actually apply increased slots at airports after data changes
  • Feature #1049: Hire or train pilots automatically on manual assignment
  • Feature #1149: Correction script for falsely blocked funds*
  • Change #997: Display date in fuel price chart more accurately
  • Change #1043: Re-style airline creation form
  • Change #1044: Automatically choose default maintenance partner for new enterprise (custom setting)
  • Change #1045: Automatically hire pilots required for new aircraft (custom setting)
  • Change #1046: Apply standard seating profile to new aircraft (custom setting)
  • Change #1047: Remove explicit assignment of cabin crew
  • Change #1048: Create (deletable) standard service profile for new airlines (custom setting)
  • Change #1051: Remove obsolete badges
  • Change #1052: Extend interface to allow setting a default seating configuration
  • Change #1060: Ensure aircraft go for leasing/sale in 100% condition
  • Change #1062: Completely revised deletion mechanism for companies
  • Change #1065: Reduce performance impact of writing operations
  • Change #1110: Rework listing of enterprises
  • Change #1113: Remove deprecated legal page
  • Change #1138: Delete unused typeratings from pilot management

* We were not able to figure out why some operations wouldn’t refund blocked funds correctly. Therefore the blocked funds are re-calculated at every week-end closing and corrected if necessary.

Data patch D4

  • Defect #868: Ground network error for SSG / Malabo
  • Defect #873: Airport Data: location of Qiqihaer (NDG)
  • Defect #904: Wrong image for Britten-Norman BN-2T Turbine-Islander
  • Defect #930: Airport Data – Wrong ICAO Code for Tunis
  • Defect #931: Airport Data – Wrong ICAO Code for Johannesburg
  • Defect #1000: Airport Data – Rename Oslo Torp to Sandefjord Airport Torp
  • Defect #1132: Wrong Country Assignment Airport Ratanakiri
  • Defect #1141: Spelling: Solomon Islands
  • Defect #1166: Wrong timezone at Northwest Florida Beaches KECP
  • Feature #908: Check runway lengths of Canadian airports
  • Feature #911: New Airport: Can Thon Airport, Vietname
  • Feature #912: Airport Data – Misc. Airports in CZ and SK
  • Feature #920: Airport Data – Vietname Airports
  • Feature #933: New Airport: Lauriston Airport near Hillsborough (Grenada)
  • Feature #953: Rename Bristol, VA to Tri City, relocate to Tennessee
  • Feature #968: Airport Data – New Airtport Tartu, Estonia
  • Feature #971: New Airport Pardubice, Czech Republic
  • Feature #977: Ground Network Hawaii Islands
  • Feature #1129: New airports in Peru: Huanuco and Jauja
  • Feature #1135: New Australian airport: Rottnest Island (RTS)
  • Change #857: Night Time Ban in Baku/GYD
  • Change #885: Night flying ban in Klagenfurt
  • Change #905: Dubai World Central renamed
  • Change #918: Spelling of Harrisburg (MDT)
  • Change #922: Aguni and Taramajima in wrong subdivision
  • Change #932: Match naming of Tenerife Airports
  • Change #954: Runway Length and passenger demand Riga
  • Change #959: Correct name of La Fria (LFR)
  • Change #960: Algeria: Two new airports and various runway/demand/data updates
  • Change #961: Casablanca Anfa closed
  • Change #962: Runway length Nanaimo, BC, CA
  • Change #963: Runway lengths Aleknagik, Anacortes and Roche Harbor
  • Change #967: Boeing 737-900 not offered anymore
  • Change #972: Boa Viste, CV runway length
  • Change #973: Nelspruit, SA wrong location
  • Change #974: Kubin Island, AU runway length
  • Change #975: Caxias do Sul, BR wrong location
  • Change #978: Tokyo Haneda – lift night flying ban
  • Change #979: Tegucigalpa runway length
  • Change #990: Various runway lengths in Island
  • Change #993: Runway length St. Maarten (SXM)
  • Change #996: Runway length and passenger demand of Natal (NAT)
  • Change #999: Uummannaq (UMD) is a heliport only
  • Change #1131: Additional ICAO codes Phillipines
  • Change #1134: Runway length Singapore Seletar
  • Change #1148: Runway length Sao Vincente (GVSV)
  • Change #1167: Runway length Sofia

Easter Update

Friday, April 22nd, 2011

After a rather long period of silence it’s about time for a status update concerning current and future AirlineSim development.

Results from Hamburg: Easier access!

How many steps does it take to get an aircraft flying in AirlineSim? We’ve been asking ourselves this question on this years team meeting in Hamburg and after short counting the answer was: About 10! Even though these do not even include optional steps like browsing for the best starting airport or the optimal launch fleet they pose a major hurdle for beginners and make many of them quit the game before they have scheduled a single flight.

To tackle this issue and the resulting loss of new players we have agreed on a package of “immediate measures” to be implemented in the upcoming patch to 1.5.7. Their basic goal will be to automize as many steps as possible in between sign-up and first take-off. Beginners should not have to quit the game because they are overwhelmed by the interface but instead should have an easy start so they can investigate AirlineSim’s rich and detailed feature-set after they’ve got their basic enterprise up and running.

In practice it will look like this: Whenever an airline is founded, it has a default on-board service profile set up already that will be used for all flights. A maintenance provider is pre-selected and aircraft are equiped with a seating configuration on delivery/purchase. If no such configuration exists yet, AirlineSim will create a standard one. All auto-generated profiles can of course be deleted and replaced by own ones. Beyond this, staff management has been streamlined considerably – not only for beginners. Pilots are hired or trained automatically on assignment while the management of cabin crews has been completely automized and does not have to be handled manually at all anymore. Aircraft are ready to use right after purchase – having seating installed and crew assigned – and flights can be scheduled immediately. Further optimizations are planned but might not make it into the next release.

Before the pro-gamers among you get scared of loss of control, behold: All these comfort tools can be disabled in your custom settings and for existing accounts and companies they won’t be activated in the first place.

On our way to 1.6

Other than these immediate changes we have layed out the core goals for 1.6. What we are thinking about in detail will not be disclosed just yet. But one important fact should be announced already: According to current planning, 1.6 probably won’t be backwards compatible. For this reason we want to realize as many feature ideas and improvements in the lifespan of version 1.5. As with the broader 1.6-goals, these changes will adhere closely to the results of the survey we ran on out forums just a few weeks back and which generated some pretty clear results on what things about AirlineSim are most important to you. Consequently, we want to work on these areas as much as possible.

To put long things short, this sums up our current roadmap: AirlineSim has to become more accessible to new players, but it will also remain a specialized, complex and challenging business simulation.

As always we are neither able nor willing to answer the inevitable question for a realese date. The only thing for certain right now is the fact that quite a bit of Jet-A will get burned before 1.6 will hit the browsers. Another important piece of information: If 1.6 actually proves to be incompatible with previous versions, all 1.5 game worlds will remain in operation until community interest vanishes.

New game world and version 1.5.7. This and that.

As soon as development and testing of the new comfort tools as well as some performance improvements has been completed, we will patch all game worlds to 1.5.7. After these changes have proven themselves in production we would like to start a new international game world for which there is no launch date yet, of course. We also got a data patch in the pipeline but it won’t be completed before Easter.

Last but not least we’d like to point your attention to the upcoming community meet-up in Prague. If you want to be there on June 11th make sure to book your flights and hotels as soon as possible. Prices are rising by the day! As usual, the meet-up and its program can be discussed on our forums.

New approach to slot problem

Friday, April 1st, 2011

This of course was our contribution to April Fools Day ;-)

Tomorrow we will be holding our annual team meeting to discuss the further development of AirlineSim in its boadest sense. While preparing for this event, we addressed a somewhat smaller but nevertheless urgent issue: Lack of slots.

Every player knows the problem: After a game world is some weeks or even months old, free slots become scarce at most larger airports. This problem is fueled by the misuse of slots – for example by employing small props on trunk routes – or the intentional blocking of slots.

Unfortunately there is no simple solution to this issue. Every approach we have thought about so far has its own disadvantages. One-time or recurring payments for slots favor large airlines over small and young ones. Big airlines will always be able to afford their slots and thereby the occurence of the problem will only be postponed. A strict assignment based on size of aircraft and route is too rigid to allow for new or experimental airline concepts and as such does not provide a solution either. Implementing complex assignment rules from reality – like grandfather rights or similar mechanisms – would require a bloated and complicated interface and would – as most complex rules in a game do – cause several unwanted side-effects that cannot be anticipated in advance. The seemingly easiest solution – removing or softening the slot limits – could not find a majority among the team since it would effectively diminish one of AirlineSim’s most important features: The mere existence of actual resource limitiations. The idea of assigning slots for actual credits was short-lived and discarded for obvious reasons.

Following the success of the User Advisory Board we have therefore followed a totally different approach: If strict rules don’t suffice and when artificial intelligence won’t do, actual humans have to step in. As such, in the future slots will be granted by a so-called “slot manager” as soon as a certain treshold has been exceeded. This manager is elected by the airport’s local airlines for a fixed amount of time and he has to decide which flights will get approval and which won’t.

By means of this feature, the game is enriched by a completely new social and strategic aspect since from now on airports will differ in their “political attitude”. The players will keep their influence via the election and they will be able to decide whether they prefer a pro-corporation or a pro-start-up management. We will be able to judge whether this approach works as we envisioned it as soon as we have patched to version 1.5.7. This will be the patch to contain the changes. As long as no slot-manager is elected, slots are granted automatically every day while prefering airlines local to the airport or the airport’s country. To ensure a quick and smooth introduction we will provide “start managers” where desired. If you are interested in being one of these, please contact support and provide your airport and game world. If more than one application comes in for any given airport, the initial manager will be picked by lot.

We are looking forward to your feedback and are very excited about seeing this feature unfold within the game. Unfortunately, we are unable to provide a specific launch date for 1.5.7 as of yet.

Version 1.5.6

Tuesday, March 1st, 2011

It’s patchday! Later today we will install the new version 1.5.6. Since this update includes some critical changes to core systems we will apply the patch very carefully. Therefore it might take a little bit longer than usual to get all game worlds up-tp-date. As always, please keep an eye on our Twitter account. We will post all the latest information concerning the patch day via this channel.

One more important note: We already gave some insight into the difficult hunt for the “stuck aircraft bug” in our last report “from the hangar”. Even though this problem shows up as “solved” in the change-log (defect #761) this merely is a attempt to solve the issue which might turn out to work differently than expected or not at all.

The complete change-log:

  • Defect #761: Aircraft get stuck in the air
  • Defect #769: Ckeck Traffic rights on connections
  • Defect #869: Error on searching “ville”
  • Defect #870: Add stocks to company value
  • Defect #874: Wrong Stock-ID display in Stock transaction histories
  • Defect #887: Wrong time window in load monitoring
  • Defect #917: Aircraft evaluation tool ignores aircraft age in maintenance cost calculation
  • Defect #919: Airline and airport schedule show different results for identical route
  • Defect #921: Lifted night flying bans do not come into effect
  • Defect #928: Personnel expenses charged twice, jump in stock rate shortly after
  • Feature #817: “Remove selected days’ flights” – Aircraft / Flight planning page
  • Feature #853: Display country of interlining partners in contract listing
  • Feature #894: Show Manager/Director on Alliance Page
  • Feature #906: Add text with information about a possible IPO on founding a new enterprise
  • Feature #955: Extend Statistic Values (public) on Airline Info Page
  • Feature #957: Link to Enterprise/Overview
  • Feature #958: Aircraft histories
  • Feature #983: Load Monitoring – sortable Columns / link to route
  • Change #872: Display enterprise name on deletion
  • Change #907: Stock quote – minimum stock quote of 1 AS$
  • Change #965: Display business relation of contractual partner in table
  • Change #966: Rename function: deactivate game world
  • Change #992: Stock Market: Avoid 0 stock emissions
  • Change #994: Simplify office and route deletion

News from the hangar

Tuesday, February 1st, 2011

Since the new year started it’s been rather quiet around AirlineSim. Therefore we’d like to give you a brief insight into what we are working on right now.

Planning for 1.6

In our last status report we already mentioned that the aircraft and performance system will probably be at the center of the next major update. But while we are at it we’d like to take the opportunity of using this considerable change to the system to improve and polish AirlineSim in as many aspects as possible. To do so we have started a thorough definition process to find – as the first step – all the things positive, negative and otherwise noteworthy about AirlineSim which make it the game it is today. Given this catalogue we will take a close look at all these features and rate them according to an overall concept we are working out for 1.6. The goal of this procedure is to identify and eliminate the many conceptual shortcomings the game is suffering from due to its long and rich history.

The overall process is in its starting phase right now. We aim to finish it within 2 to 3 months and we will most definitely involve the community at some point in time as well. We will keep you posted!

New payment methods

We’ve spent a  lot of our development time last month to extend our payment system. The primary goal of this effort was to allow for more international payment methods and local currencies. As a first result, players from Argentina as well as Mexico have been able to use paysafecard in their local currencies for a few weeks now and we are happy to announce that we will introduce a new payment method within the coming weeks: Mobile payments! Users from an initial set of about 20 countries will be able to use their cell phone to pay for credits. As soon as this feature is implemented, additional information will follow.

The “stuck aircraft bug”

Some of you have been affected by this issue, while some of you might just have have read about it on the forums. Either way: Due to a bug, aircraft get stuck sproradically. Subsequent flights are consequently cancelled, and can generate considerable costs for the affected operator. Unfortunately we have not been able to identify the exact cause of this issue. Maybe this can illustrate why it is so hard to find: In an average game world about 1 million flights are operated every week. Since we estimate that the bug occurs about a dozen times a day – spanning all game worlds – the result is an error ratio of 0.008%. Judging from the error reports we got so far no particular connection to any in-game action (like scheduling flights, doing transfers or similar) exists, which leaves us with no clue at all about the origin of the bug. And as long as we are unable to reproduce the bug there is almost no way of fixing it.

To get rid of the problem we are working on a workaround – namely, bypassing the affected part of the program altogether, which should effectively fix the issue for the players. Until this is implemented we ask all affected players to send in an email to our support containing the registration of any stuck aircraft along with the game world you are playing in; given that, we can get it moving again. Please excuse the fact that we are not able to refund the costs incured in-game.

Upcoming updates

As soon as the problem described above has been taken care of we will apply a maintenance patch. As usual this patch will include various smaller fixes and changes. We are also working on a new costing feature which is still in an experimental stage and will be covered in detail in a dedicated blog post.

Beyond that we have another data patch in the pipeline which has not been tagged with a specific date yet. If you come across data bugs or missing airports please let us know by dropping an email to our support and we will include the respective fixes in the patch.

Other projects

Of course we do not want to withold another major reason for the relative silence around AirlineSim: In parallel to AirlineSim we are also working on prototypes for potential new game projects to launch later this year. After asking for your opinions concerning this last year we are now in the phase of working out various concepts in detail. Basically the top candidates right now are another browser-game and a single-player desktop game – both business simulations of course – while other concepts have not been ruled out completely. This thorough preparatory work requires a lot of time and effort but we are confident that it will pay off later in terms of quality.

We will keep you informed about the development in this area as well, so stay tuned!

Version 1.5.5 and data patch D3

Tuesday, December 21st, 2010

Today is the last patch day of 2010. The 1.5.5 update is a rather small one including few but helpful additions while the data patch is the largest so far. We will probably run the patches some time late this morning or in the early afternoon (CET). Since all game worlds and systems are patched today, please expect downtimes up to 15 or more minutes.

The new features include a new office listing page which provides you with a more detailed view of all your offices. It is sortable by almost all fields, can be filtered by country, gives you a quick overview of night flying bans and noise restrictions at your stations and provides average passenger and cargo load information for the flights that departed from the respective office during the last and current week. Linked from there is, among your flight schedule at any of your offices and the office itself, a new tab of the route page containing more detailed load information for all your outbound or inbound routes at the given office. The listing is sortable as well and provides separate averages for this and the two previous weeks. Both features should greately improve your ability to spot weak or overloaded routes.

Please also note that rescue loans are only granted twice in a row from now on. This means you get two recue loans to restructure your business. If you fail to do so a third closing with a negative cash balance will cause the liquidation of your enterprise! The counting starts after the patch, so in case you received rescue loans before you still got two free shots.

The data patch D3 contains a great amount of new airports (primarily in China) and a a lot of fixes and changes to the airport database. Also included are two new aircraft types, namely the A330-200F (two variants) and the CRJ-1000 (three variants). We had more new aircraft types planned for this release, but as mentioned earlier we came across various issues concerning our legacy aircraft performance system and the data fed to it. We will hold back further new models until these fundamental problems are fixed.

For a detailed list of all changes, please click the link below.

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A short status report

Sunday, December 12th, 2010

Hi everyone – I’d just like to briefly outline what we’re currently working on, and what updates are planned for the next few weeks. First of all, I’d again like to draw your attention to our Christmas fundraiser, which will remain open until the 24th of December. Anyone who hasn’t yet made any donations still has two weeks to do so – remember, you’ll walk away with some free credits!

Data Patch D3 and Aircraft Data

There’s some good news and bad news to report on these fronts. First the good news: the D3 data patch will be released in December, and will bring with it a large number of new airports, including more than 30 in China alone. The patch also contains a lot of updated airport traffic information, a number of revisions to airport ground connection links and similar changes.

The bad news is that the aircraft data, which we were hoping to release alongside D3, has been a major headache. The patch will see the introduction of two new aircraft models – namely, the Airbus A330-200F and the Bombardier CRJ-1000NG – but our work in preparing for the introduction of these two aircraft has highlighted some significant ‘legacy’ issues with the way AirlineSim handles performance data. As a result of this, the performance of these new aircraft may in some ways be a little odd – their fuel consumption, for example, may not match their less-advanced predecessors, as a consequence of the (unfortunately well-known) shortcomings in the way fuel consumption is handled internally.

As a consequence of this, we’re intending to spend some time conducting a general overhaul of aircraft performance data and the way it’s handled, rather than focusing on new or otherwise neglected models. How this may end up looking is not currently clear, but there’s a chance the work may lead up to – and develop into – the next major update (i.e AirlineSim 1.6), in which case it’d bring with it a number of new features and major changes. Final decisions on this process aren’t being taken until 2011, however, so we’ll keep you posted!

Updates to the Payment System

We spent most of the past week working on our payment system. Our aim was to prepare the system for the introduction of new, more internationally-compatible payment methods, including support for foreign currencies. This should make AirlineSim available in a number of countries which have so far been mostly locked out of the game, for want of a suitable payment method for the majority of the prospective playerbase. This has taken – and is still taking – longer than we’d like, but the update will be going live over the next week, and the revised payment system should be entirely online by the end of the year. The German servers will continue to have their payments handled through 4players, so no change there.

The Next Patch: 1.5.5

Last but not least, some informaton on the next game system update. Our original intention was to make 1.5.5 a ‘hotfix’ for any problems introduced by 1.5.4 and the associated changes to the stock exchange system. However, this hasn’t really proved necessary; most of the changes are not very high on our priority list, while preventing stock price surges after IPOs is not really practical right now given the amount of work that would be involved. Therefore, those changes already implemented will make their way into the revised v1.5.5, which we’re planning to release in the last week before Christmas. Besides the usual bug fixes, 1.5.5 will probably contain some new and very useful analysis tools, which should help you optimise your existing routes. There’s a small preview of them here: Click!

That about wraps things up for the time being! We’re also organising our usual Christmas meetup this weekend in Nuremberg – you can find information on the forums, as always.

Version 1.5.4

Thursday, November 25th, 2010

Today all game worlds received the scheduled update to version 1.5.4. This update includes the already announced changes to the stock market rules. Beyond that it is a regular maintenance release fixing various bugs and introducing smaller improvements. One of these is the in-game support page which gives you a brief overview over all available support channels.

Read the rest of the article to get a full change log.

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