Airport Master - STiCLi Games
Airport Master Early Access Public v. 0.2.2a RELEASED!

Changelog follows:

Game workflow
  • Changed how flight scheduling works: from now on: Regular Flights (Airlines) add flight plans to flight schedule as per agreed Airline Master Contract; Non-Regular flights add flight plans only via Player's input (each new proposed flight is to be accommodated and approved by Player); each and every flight (regardless, regular or non-regular) that upon being filed interfere with currently allocated time slots (and\or ground parking stands allocation) requires Player's input to resolve the conflicting slots. Note: essentially Airline Master Contract penalties apply here in case that Player elects to resolve conflicting slots by moving regular flight's slot from previously agreed allocation; if the opposite way to resolve conflicting slots is elected by Player (e.g. move non-regular flight's slot and preserve the regular flight's one) in most cases, this will result in no penalties (other than cases when non-regular flight's slot is moved too far away from initially requested). For such cases, Player may elect to disapprove a planned flight of non-regular operator taking standard rating penalty. Also note: no Time Skip operations are possible if there is at least one non-allocated flight waiting approval\disapproval of a filed flight plan at any given moment.
  • Changed how initial startup state templates work; now more elegant implementation compatible with new flight scheduling system is used;
  • Added new (4-th) initial startup state template;
  • Added Airport Maintenance Center (and waste processing facility) buildings and equipment to the airport;
  • Changed mechanics of waste removal from aircraft: now upon requesting cleaning & maintenance, a maintenance vehicle arrives to stand of aircraft being serviced, removes the waste in batches of 8 units (this refers to liters of liquid waste, used food trays, etc), performs interior cleaning (as a separate operation), completes servicing at stand, proceeds to Airport Maintenance Center, unloads waste at the waste processing area, replenishes cleaning supplies, then proceeds back via security checkpoint to service vehicles parking; the UI for Maintenance Center will become available in future versions;
  • Changed mechanics of catering delivery onboard aircraft: now upon requesting catering, a catering vehicle arrives to stand of aircraft being serviced, delivers food rations onboard, proceeds to AeroDelish Catering Building, replenishes food rations supply, then proceeds back to service vehicles parking; the UI for managing Catering Facility will become available in future versions;
  • Added 3 new solar-panel blocks: 2 x 2kW roof diagonal blocks added to Airport Maintenance Center roof, 1 x 2kW PVB added to Fire and Rescue Station building roof;
  • Added and configured power consumption to Airport Maintenance Center;
  • Increased minimum interval for scheduling of non-regular flights from 10 minutes (since last scheduled) to 35 minutes - a temporary measure to ease workload on Players who do not purchase 'Fuel Transfer Rate' FBO upgrade early in game and get jam-locked airport due to high frequency of non-regular flights; this feature will still be available as a late gameplay upgrade (hiring a schedule manager) and will not affect the manual scheduling of flights performed by Player using the new scheduling system; changed;
  • Reduced sale probability for all Vending Machines, especially not upgraded, especially after the machine has recently performed a sale - the resulting re-balance should render about 30% less frequent sales by each Vending Machine; upgrades improve this stat by a percent of the corrected re-balanced value; changed;
  • Fixed Departures on Airport Time Table not updating; fixed
  • Changed how Airlines' Rating of Player's Airport changes: instead of legacy system, which re-calculated Airlines' ratings once a game day, the new system is 100% dynamic, and displays updated ratings as they change; a notification is also displayed; Changed
  • Fixed very rarely manifesting bug with Flight School student taking theory class under some circumstances being reported by Flight School both as taking theory class and as flying a training flight - this bug caused an exception breaking further play; We express our gratitude to Airport Master player - maxmilan76 for catching this bug and sending us his save-file along with very detailed description of circumstances under which it manifested itself. Thank you!; fixed
  • Flight School students initial capacity increased from 10 to 13, theory class capacity increased from 6 to 8; in future versions this will become an upgradeable option; changed
  • Fixed Time Skip mechanics bug resulting in Time Skip control becoming visible under certain rare conditions when ATC first reported that it has no actually executing operations and then once Time Skip control became visible a new ATC op became active. This allowed for mixups with actual and scheduled times for operations. Currently Time Skip control will become disabled (if it was enabled but a new ATC op began at that moment); fixed
  • Added Aircraft Atlas, a centralized aircraft data repository, significantly optimizing the way various aircraft data (including physics-engine parameters, UI data, data used in intermediate processing etc.) being processed by the game engine - instead of storing aircraft related data in a variety of localized data spots, it is now centralized, has its own high-priority processing thread which leads to overall performance increase with any element of the game world depending on getting aircraft data;
  • Fixed Maintenance Vehicles reporting removed 1 unit of waste instead of 1 pack of waste (8 units) both to Aircraft being serviced and to ground vehicles management causing erroneous display of waste removed in Aircraft Info Window and incorrect value in Statistics (thou waste was removed correctly and all charges\costs involved were also calculated correctly); fixed
  • Maintenance Vehicles now display work progress indicators (0-100%) during all three activities, namely: cleaning airplane (waste removal), maintenance procedure, dumping of waste at maintenance center and refill of cleaning supplies; changed
  • Added standard work progress indicator (0-100%) to Catering Vehicles, Pax Mini Buses, Baggage Carts, Fuel Trucks; added
  • Added Follow Me \ Administration vehicles apron operations. Currently implemented: Apron Check (ATC may call for Apron\Taxiways visual checkup by Follow Me car once in a while at own discretion); Personnel Transfer between Control Tower and Admin Building; added
  • Added Fire & Rescue vehicles apron operations. Currently Emergency Fire Engine at main Apron shift changes take place roughly every 2,5 hours game time during day hours and roughly every 4 hours at night;
  • Added 37 new ground vehicles routes for Airport Vehicles in Admin\Maintenance area, Fire & Rescue Station area, Apron fire truck emergency parking area, Control Tower area
  • Added event-driven barrier-gates operation to Security checkpoint located between Apron and Admin Building / Maintenance Center areas: every car passing in and out of Apron now must stop at Security checkpoint, obtain permission to proceed from Airport Security, only after that corresponding barrier-gate opens; added
  • Changed parking stands assignment for FlightsCool aircraft: now stands G7 and G8 are always reserved for Flight School aircraft; changed
  • Removed performance analyzer from Passenger Terminal doors; previously a special tool was attached to each of 4 doors to visually demonstrate memory leaks by causing doors to 'run away' from door frames - this has now been replaced by far more sophisticated performance analyzer and reporter tool; changed;
  • Redesigned Passenger Terminal automatic doors, new optimized open\close routines, dispatch by Pax-bus, dispatch by Passengers arriving to terminal from City; darker glass material; changed;

Aircraft
  • Added new aircraft Poggio Davanti D170 E (real-world prototype Piaggio Avanti D180 II) - the fastest commercial twin-turboprop in the World utilizing the unusual pusher-prop (duck) scheme, capable of high-altitude cruise at speeds comparable (and sometimes exceeding) those of business-jets, fuel-efficient, innovative and also the first truly commercially successful pusher-prop aircraft. The following liveries are added: N-210LS, BA-SLT, M-ASZO, GE-RLJ, N-134V (all privately owned);
  • Implemented 3-section flaps (to be used later on larger aircraft and with D170's front wing coordinated flaps);
  • Changed aircraft brief description, displayed in Info Window for the following aircraft types: CT55 (fixed typos, shorter description), L20V (fixed typos), PC13 (fixed typos), E30P (shorter description), P05T (shorter description), V28A (shorter description), RJ5X (longer description, fixed typos), ZN17 (longer description), VE58 (shorter description); changed;

Visual enhancements
  • Implemented new FPS-effective Physically-Based Subpixel Lighting Model on some ground surfaces in and around the Airport;
  • Added new computation maps (used by new PBSLM-lighting model) to various surfaces in and around the Airport;
  • Implemented new shader pass batching \ caching for use with new PBSLM-lighting model;
  • Added Player-configurable Details Draw Distance parameter to graphics sub-engine: as most flight environment simulations, our sub-engine relies on draw distances to balance FPS-loads on Player's GPU. Previously, it used single setting optimized at the game design time to fit most GPU configurations, however we think it would be appropriate to allow Players with decent modern GPUs to be able to set Details Draw Distance farther while Players with older graphics cards, integrated video boards or simply running a weak PC configuration may benefit from setting closer Details Draw Distance. Note: this parameter explicitly affects FPS, as we use many detailed objects with draw distances crossing at various possible combinations and we use more and more such objects with each new version - so a sound advice: if you're happy how your game looks - leave this parameter at Normal (Default), you may as well play with it to match your GPU-performance on the go - the slider in Settings menu affects the Details Draw Distance changes immediately;
  • Added several Wind Generator Farms, consisting of groups of typical modern wind power generators - 5-10mW with rotor diameters of about 110m and total height on towers of about 150m; each wind generator is accurately modeled and all visible wind phenomena are simulated - those 'wind farms' allow for better visual immersion as they slowly rotate into wind, speed up and slow down rotors depending on wind speed etc. - 2 farms are installed in proximity of each runway end's ILS glidepath entry points making a nice live view on final approach, some windfarms are located on mountain ridges and can be visible on IFR departures and arrivals; additionally Wind Farms will become a part of gameplay when Helicopter operations are implemented;
  • Added Soccer Stadium to the city, visible when watching aircraft on final approach runway 17 or go-around runway 35; in future versions, Stadium will become one of the venues generating passenger ops demand;
  • Added parking lot in front of Passenger Terminal as a part of city side details enhancement (road traffic - buses and automobiles will be added in future versions);
  • Added bi-directional x3 lanes road part serving as entry-exit road to Passenger Terminal area from M20 highway (to be added in future versions);
  • Added bus stops at the airport and several key city locations;
  • Added benches outside Passenger Terminal at city side;
  • Added baggage carts inside and outside Passenger terminal;
  • Added several types of highway and road signs to the roads nearest to the Airport;
  • Changed asphalt textures of Power Substation and StoreStar Warehouses to new, compatible with subpixel lighting shader; changed

Sound
  • Added new engine sounds for D170 aircraft, recorded from a real PT-6 engine (from another aircraft) and slightly re-mastered to implement signature 5 blades prop swoosh sounds at low-RPM prop revolutions;

User Interface
  • Added Flight Scheduling UI Screen (available via button on main UI buttons panel or by pressing F5 on keyboard); Each day's Flight Schedule consists of 24 1-hour allocation blocks, each consisting of 12 5-minutes spanned slots (as IRL);
  • Improved Facilities and Businesses tabs in Airport Administration UI: new large buttons with images corresponding to each manageable item, easily readable large headers and brief description texts added;
  • Fixed mouse cursor changing to hand-cursor over wrong click-areas due to incorrect order of 3D and UI elements when camera was in the following management screens: Airport Administration, FBO: Fuel, Flight School, Meteorology; fixed
  • Re-designed in-game Settings window: now it is split into Visual, Audio and Interface sections in a more orderly fashion;
  • Added Fullscreen\Windowed mode toggle button to in-game Settings window;
  • Added Details Draw Distance control slider to Visual section of in-game Settings window (read more on how Dynamic Details Draw Distance works in Visual Enhancements section of this changelog); the slider is liked directly to graphics sub-engine, so all changes take effect as Player moves the slider; default and recommended setting is Normal (feel free to play with it to match your GPU performance);
  • Added three new help screens to Help and Knowledgebase: #5 - definition and explanation of IMC and VMC, IFR, VFR and SVFR; #6 - International Radiotelephony Phraseology and help on ATC comm-box and two-way communications explanations; #7 - flight scheduling principles of operation and tips for efficient Flight Scheduling;
  • Fixed bug with mouse-clicks going through the in-game menu and settings window overlays if an aircraft is visible right under an overlay; fixed
  • Redesigned in-game menu overlay for more crisp and volumetric look;
  • Changed some descriptions of current aircraft states, displayed in Aircraft Info Window during some stages of flight and ground operations; changed
  • Fixed Average Airlines Rating not updating correctly in GM tab of Airport Administration screen; fixed
  • Added Average Airlines Rating display + date and timestamp of latest ratings update to Airlines tab of Airport Administration screen;
Airport Master - STiCLi Games
This is a service mini-update. It fixes two gameplay-critical bugs found by Airport Master players after the release of v.0.2.1a. Savegames created in 0.2.1a are readable\usable in 0.2.1.1a.

Changelog follows:

Game workflow
  • Added computation maps for several surfaces around airport in preparation to adopt the new Physically-Based Subpixel Lighting Model to be introduced in v.0.2.2a
  • Fixed TimeSkip's dayskip bug that may have caused several critical game lockups with arriving aircraft - this non-regular bug manifested itself as Game Day suddenly changing from 1 to 8 (also Monday, but a week in the future) during a Time Skip operation initiated by Player, which in turn caused the arrivals schedule to break badly on actual day 1 - this has been fixed (hopefully for good!) and a protection against this type of bug's been introduced; fixed; thanks go to Christophe Lemaire for quickly letting us know of this bug in his playthrough and sending us his savegame files for us to analyze!
  • Fixed bug with Chronometer on aircraft performing 'visual orbit left', 'visual orbit right' and 'orbit on localizer' on ATC request: if the game was saved while aircraft was flying an orbit and then the game was reloaded the pilot's Chronometer would have never been re-started and thus the plane would fly out of game world eventually depleting fuel reserves; fixed; thanks go to Lei Fo Schermimann for catching this one and for providing us with his saved game file for analysis!
  • Fixed solar panels blocks, installed by Player on Passenger Terminal roof being displaced vertically by 1ft at the moment of installation and thus elements of these PVBs protruding the roof into visible area of passenger lounge; fixed

User Interface
  • Fixed Radar overlay in Main UI looking dim\dark after sundown; fixed
  • Fixed daily Salaries payout value not shown until Player presses any Department's 'Info' button; fixed
Airport Master - STiCLi Games
Airport Master Early Access Public Alpha v. 0.2.1a RELEASED!

Changelog follows:

Game workflow
  • Added Salaries mechanics to the game - very important step towards planned game economy model: previously each facility or business on Airport property had its own accounting for salaries (and paid those at 1750Z daily) - this now changes to centralized accounting: from this version on each facility or business employing workforce simply reports to Airport Administration the job in question, employee data and salary (including promotions & demotions - both as a result of Player's direct decision to promote\demote an employee and as a part of purchased upgrade: e.g. when Cafeteria 'Skill of Cooks' upgrade is purchased by Player, Current Cooks salaries increase etc.);
  • The following departments within Workforce structure of Player's Airport are now implemented: Airport Administration Staff, Air Traffic Control, Baggage Handling, Food Processing, Drivers, Fixed-Base Operator: Refueling Operations, Fixed-Base Operator: Repair and Maintenance Hangars, Fire & Rescue Staff, Flight School Staff, Airport Maintenance and Engineering Staff, Meteorology Office Personnel, Airport Security Department, Passenger Terminal Staff;
  • Upon starting a new game, the minimal workforce required to run the Airport is generated according to startup templates with salaries randomized within certain economy balancing limits; currently about 110 staff positions are manned when player starts a new game; further on, the Player will be able to fire\hire\promote\demote staff, currently only Hire mechanics is implemented; Note: the balance of salaries is very preliminary and does not depict what will be the final balance of salaries, currently the economy is balanced so that Salaries have a certain impact on Airport growth (taking into account that say Player already pays Maintenance hangar salaries, but no income mechanics for servicing aircrafts (Form-A and Form-B) are yet implemented) - so basically, at the moment the burden of paying daily salaries should not generate massive expenses Player would need to counteract with more profitable business, but that will definitely become the case, once the economy model is fully implemented, weighted and balanced; Also note: until the moment that Mayor's subsidies (quests) are fully implemented, we are not planning to raise the overall burden of Salary expenses to somewhat 'realistic' level, but once the Mayor subsidies are there - we'll do thorough re-balancing both as to number of employees required by each department and minimum salaries.
  • Added Radar overlay popup on pressing and holding R key on keyboard (available in any free view camera);
  • Added new (7th) Airline - AirForce (prefix: ARF); Despite the fact that no military actions will be depicted in game, AirForce training exercises and training flights to Player's airport will occur regularly; this new Airline being a government-specific institution will have more strict requirements as of service quality, it's rating will be harder to earn, easier to lose, but the impact on City Mayor's rating (which in turn means more subsidies) will be higher;
  • Added electric power generation using photovoltaic panels; Solar panels generate realistic amounts of power taking into account sunlight coverage, time of day, clouds coverage; Airport electric power consumption is now calculated as follows: accumulated daily power usage value minus generated daily power value; upon payment (once a day) only said amount of power (actually used minus generated on site) is now to be paid for
  • Modified solar panels power output calculation algorithm to depend on following: angle of Sun over horizon line, angle of Sun relative to a solar panel, cloud coverage, air density; the new algorithm creates very accurate simulation of solar panels power output affected by Sun visibility; ready for integration with weather engine
  • Added solar panel blocks raging in mean power output from 2 kW to 10 kW to the following buildings' roofs: Administration Building (single 2 kW block); Passenger Terminal (double 5 kW block available as a single 10 kW upgrade + single 7 kW block); Flight School (single 2 kW block);
  • Solar panel blocks at Power Substation split into three 3,5kW blocks (lower, middle and higher)- middle block is available at new game start (free), other blocks can be purchased and installed by Player
  • Improved algorithm estimating average power usage during Time Skips - the new version takes into account the average of generated and used electric power, the average of photovoltaic elements Sun coverage, the actual amount of time Sun has been powering the solar panels during Time Skip phase and the average cloud coverage during that time (as the averaging data gets accumulated during play, the estimation of power used and generated during a Time Skip is naturally becoming more and more precise);
  • Added support for cross-platform software identification (for compatibility with MacOS)
  • All static lights have been re-calculated and re-baked using new optimized routine
  • Nav, Strobe & Beacon lights on all aircraft in game changed to new version, resulting in great FPS economy on processing massive numbers of lights - the same improvement that previously been undertaken for landing and taxi lights of all aircraft in game - a big step towards even more dynamic lights in game world! Note: GPUs 3 years old and older will see moderate FPS increase; newer GPUs will see considerable FPS increase, especially when many dynamic lights are on simultaneously.
  • Migrated our sub-engine graphics handling to newer version for compatibility with Unity 5.6\Unity 2017.1' new ways to handle fullscreen and post-processing effects

Aircraft
  • Added new aircraft type Vertical Noble J58 (VE58) (real-life prototype Beechcraft Baron G58), the newest version of legendary twin-prop. The following liveries were added: N-445D (this aircraft will be used in game as ILS calibration\flying laboratory service in future versions, private registration), N-445D, FS-ODR, N-778G, LE-AMR (all privately owned), DY-DUN (AirForce Flight Academy training aircraft)
  • Added new livery for V28A - FP-BHH (privately owned)
  • Fixed Landing lights on PC13 aircraft with registration number ED-KTC not operating correctly

ATC
  • Added intersection PAROM (North IFR arrivals and departures);
  • Added the following STARs: PAROM 2A (for runway 17), PAROM 1B (for runway 35); added the following SIDs: PAROM 3V (out of runway 17), PAROM 5Y (out of runway 35)
  • Added VFR point PT-NE, for North-Eastern VFR operations
  • Added new airport - Mulhouse Airbase, a military-only airfield, operating 24x7 and situated 382nm northern of Player's airport
  • Fixed annoying (and randomly manifesting) bug when an arriving flight would stalk and look like it's starting all over and over and over again - actually the thing was that upon certain conditions, ATC for some weird reason would consider recurring flights by regular Airlines (TravelAir, FongAir, SkyFly - these three Airlines were affected) that are scheduled for 7+ days later (1 week difference in flight date) to come on actual schedule as thou they were planned for the same day - we have found and isolated the cause (finally!) and made sure the Slot Coordinator at ATC never makes such an error again ) This was a pretty critical bug, sometimes causing the entire game to become locked and further unplayable; fixed

Facilities
  • Added water reservoir tower next to Fire and Rescue station

Vegetation
  • Some tropical plants and trees added to high-detail layer of vegetation (currently testing the performance, some may be included in 'Normal' vegetation density setting

Sounds
  • New real-world engines sounds for Vertical Noble J58 aircraft (thanks, Tony!) recorded again in very high quality with almost zero rogue noise on a 58 with Continental IO-550 engine with dual directional microphones, remastered in Stereo with dual channel input. Very distinctively sounding engine!

User Interface
  • Added Salaries tab to Airport Administration UI, left part lists all the departments of the Airport along with analytical data: the number of employees, total monthly salaries per each department (along with bar-graphs visualizing the proportion of workforce expenses among departments; each department data block has an 'Info' button; upon pressing said button, all current employees of a department are listed in the right part of the tab (scrollable list), currently providing the following data: type of job occupied, name, job name, workplace, monthly salary. Should Player want to switch between monthly salaries view and daily wages view, he or she may press and hold [ALT] key on keyboard and while holding it, the daily wages display mode is on; in future versions the arrows will appear next to the amount paid allowing for Salary increase\decrease and a meter, displaying Employee's happiness (please note: all HR-related perks' bonuses apply here - e.g. the 'Appealing Looks' perk will render in 10% lower salaries for the gender opposite to that of Player's avatar (Airport General Manager) to keep employee at the same level of happiness (i.e. say an office staff Female employee has a margin of happiness starting to go down at $850\mo salary, if the GM has selected a Male avatar and 'Appealing Looks' perk when starting the game, then the margin moves down to $765\mo - this is just an example of how this mechanics will work in new Salaries UI - it is also possible that a special small icon indicating that a perk affects salary may appear next to affected employees in future versions; the lower bar of Salaries tab displays total number of jobs, total monthly expenses on Salaries, average daily wage for Airport and the most important value to keep an eye on - the amount to be paid today at 1750Z time.
  • Added Radar overlay to main UI - this is an enlarged version of the radar screen as can be seen in Control Tower view, available while in either of the following views (Airport Overview, Object View Camera, Passenger Terminal view and General Manager's office view); in order to bring up the Radar overlay into view, the Player should hold R key on keyboard pressed; once R key is released, the Radar overlay is closed; this is a convenience option allowing Player to have a quick glance on radar screen when needed, without having to switch to Tower view;
  • Added tabbed UI to help screen;
  • Quick Help screen expanded to become Help and Airport Management Knowledgebase; with this step we start adding more in-depth aviation-related and airport management related knowledge data for Players to learn or use as a reference when playing the game
  • Added screen #4 to Help and Airport Management Knowledgebase - Understanding Radar Readout, which contains a brief info on how radar systems work in real world and in game, clarifies the meaning and usage of elements displayed on radar screen and provides information on reading and understanding aircraft labels
  • Fixed 'Total Meals Ordered' instead of 'Total Drinks Ordered' in statistics display; the statistical values were correct, stat parameter name was wrong; fixed
  • Added display of next flight operation for all idle aircraft on ground right in its InfoWindow (no need to check the weekly schedule to get this info); this displays type of operation, flight rules, flight number, day and time for next upcoming op; note: Flight School aircraft only have flight plans filed after Flight School opening hours (9:00) - so after daily flights end for Flight School aircraft and before the next day's Flight School Daily Roster Planning takes places, no info on next flight op will be available (e.g. at night); all other operators should have their flight plans filed long before their aircraft arrive at Player's airport, so such information theoretically should always be available for all Airlines and Private aircraft;
  • Added 'Power used today' and 'Power generated today' to Electric Power Management UI (see Game workflow section for details on changes in Electric Power Management system);
  • Added 7 new statistics parameters to statistics display screen
  • Added new game tips to game loading screen
Airport Master - STiCLi Games
Airport Master Early Access Public Alpha v. 0.2.0a RELEASED!

Changelog follows:

Game workflow
  • Added Airport General Manager's office: available for preview when personalizing Player character at the beginning of a new game and fully walkable\usable in game
  • Added prototype Avatar system, currently 8 male and 8 female avatars are available (note: the avatar system is very preliminary - currently it features pre-rendered mid-poly faces created by an open-source avatar system, the system itself is not in the game yet as the final decision whether this avatar system or other 3D dynamic avatar system will be used in final product is not yet taken)
  • Added character name, gender, appearance, job background and perks selection to Character Selection screen available at the beginning of a new game. Persona job background and perks affect various character bonuses in game (such as -10% discount on all businesses upgrades or 10% mitigation of airline's rating of their flight being serviced (this works both ways - if a flight was serviced on time and with fair pricing on fuel\catering\etc - the character having selected such perk receives +10% to the value of changed airline rating (like +4,4% change instead of +4% change) and if the flight was serviced poorly and\or at high pricing per fuel\catering\etc - the rating drop with airline is mitigated by 10% (like instead of -5% rating changes by -4,5%)
  • Added 5 career backgrounds and 5 GM specialties (perks) to choose from when creating a character on new game start. Player can have active bonus from 1 career background and 1 specialty (perk) Note: not all bonuses work currently, some do, some await integration with more in-depth economy game mechanics to be gradually introduced in v-v 0.2.1a & 0.2.2a
  • Added Statistics module that accumulates game stats on all aspects of airport life - from number of meals and drinks served in Cafeteria to Runway operations per day, IFR and VFR clearances issued, management decisions etc. etc. Currently more than 40 statistical parameters are monitored and calculated in real time; in future versions the list of statistical parameters will be further extended to over 150+ and player achievements and City Mayor's tasks (quests in Career mode) will base upon this statistical data
  • Cafeteria workflow changed: income now is generated upon customer making an order (not finishing eating his meal) for better precision on Time Skip approximations; cost of ingredients is deducted by cook at the completion of cooking now;
  • Cafeteria orders allow for various types of order type (e.g. Drink only, Drink+Meal, Drink+2 Meals etc);
  • Cafeteria now correctly accounts for orders placed and served during Time Skip interval; immediately after Time Skip is complete, probability of new order being placed is increased; same is true for the night-time break period (currently 3am - 5am) at the Cafeteria coming to an end - to simulate (with high probability) customers waiting for Cafe to re-open
  • Upgrading level of skill of Cafeteria cooks now not just broadens the menu but also results in salary raise to already hired cooks and cooks hired after skill level upgrade(s)
  • Fixed Cafeteria 'Number of tables' upgrade enabling 4th table prematurely
  • Surveillance radar is now fully operational and provides accurate primary (radar sweep) and secondary (ADS-C\B\S transponder readback) data on screen;
  • Radar display unit installed in Control Tower, providing large display for radar data; the model is a replica of last generation dedicated radar displays (some are still in use around the World, yet many are now replaced by common 16:9 digital monitors)
  • Added Ground Power Units (GPUs) on A stands - currently this is purely eye-candy, but in future versions Player will be able to choose between allowing prolonged onboard Auxiliary Power Units (APU) operations (save money on installing GPUs vs higher noise factor) or installing GPUs on larger aircraft parking stands (and thus reducing Noise pollution by allowing only limited time onboard APU operation)
  • Fixed incorrect bug in Initial Game Start State #3, which caused F-ISHR aircraft to file flight plan for arrival and departure at the same time, which caused ATC logics lockup, when new game started from State#3; now fixed - in future versions, the entire concept of 'New Game Start States' will be replaced by fully-automated, error-proof algorithm with virtually indefinite variability of initial New Game Start state

Aircraft
  • Added new aircraft type Canonnier Contender CT-550 (CT55) (real-life prototype Bombardier Challenger CL-650), the latest version of a very popular large private\corporate jet famous for its very roomy interior and intercontinental range. The following liveries were added: HV-JRS (a medevac aircraft, with livery commemorating the amazing Swiss medevac air service, thou in game it's considered a Private aircraft for the sakes of logics), KO-FXV, OE-LUT, N6258R, MT-ZUL (all privately owned)
  • Fixed very rare yet very serious bug when an aircraft that has executed missed approach, then landed, taxied to the parking, then would not correctly notify ATC of required services
  • Added full support for thrust reversers. As we gradually move towards including larger and larger aircraft in the game, with inclusion of CT55 (that would absolutely need to use thrust reversers to stop on Appleton airport 1300m runway) we are introducing thrust reversers. Reversers operate on very realistic basis: deployment and retraction times are configurable for each type of thrust reverser as well as spooling time; all existing types of thrust-reversers (target-type, clam-shell and cold-stream\bypass) are supported; the crew utilizes thrust reversers (if aircraft is equipped) from firm touchdown of main and front landing gear to about 40knots landing roll speed. Noise-levels produced by operation of various types of thrust reversers are also simulated.

ATC
  • Fixed very rare and dangerous bug that would allow ATC to make Time Skip possible while aircraft that has previously been marked as going around (executing missed approach) would not request ground service; this may have led to dramatic delays in service and thus inadvertent dramatic lowering of Player's airport rating with aircraft owner airline - this is now fixed!
  • Tower now gives wind direction, speed and gust component in takeoff and landing clearances correctly
  • Intersection MONET repositioned further to the East; hence: STARs: MONET 8Y and MONET 3B changed, SIDSs: MONET 1D and MONET 5C changed;
  • Overall times for arrivals to complete STARs from MONET and LINTA are now similar, allowing for more tense ATC workload when arrivals from both of these intersections are cleared at roughly the same time slots
  • Following TMA entry\exit points for VFR flights added: PT-W (west entry\exit point of TMA), PT-E (east entry\exit point of TMA), PT-SW (south-west entry\exit point of TMA), PT-N (south entry\exit point of TMA) - these are the first VFR routing points added, in further versions PT-NW will also be added alongside with VFR points for helicopters via City area
  • Changed range at which APP hands off departing IFR traffic to CTR (important for aircraft climbing with smaller gradient) from 13 km radar-range to 17km radar-range; note: if aircraft reaches handoff flight level (e.g. FL120 for departures via LINTA intersection) sooner than it flies the entire SID or sooner than handoff-by-radar-distance rule applies, the aircraft is immediately handed off to Control (CTR)

Vehicles
  • Fixed very very unlikely to manifest bug, when game is saved while a vehicle driver starts the engine (about 3 seconds all in all) - the data on vehicle state was saved incorrectly (indicated that the engine is not running, which in turn caused the vehicle in question, once such savegame is loaded, to stay idle indefinitely and not driving) - this is fixed. Now if the save game procedure captures such rare moment, on loading the 'Engine is being started' state is recognized and as a result, the vehicle will not get into indefinitely idle state. Moreover, a safeguard against such rarely-manifesting logics flaws was installed - now if the vehicle driver has the route to go and for some reason other than that drive path is obscured by some other object, he will start the engine and continue towards target on his path.

Meteo
  • Wind direction, speed and gust component (if more than 5 kts of wind speed component) are now correctly shown both in METAR and in decoded METAR

Sounds
  • New real-world engines sounds for our new CT55 aircraft (huge thanks to Tony who was able to record very clear and distinctive sound of GE CF34-3B engine on real CL604 starting up, idle thrust, revving up and down and shutdown just outside maintenance hangar on a quiet day!!!) - the new sound set for CT55 sounds great!
  • Sound spread ranges for all types of aircraft re-balanced again - the way it was in 0.1.9a was pretty good, but we went too far on reducing the ranges for piston-engines and small turboprops, it is absolutely unrealistic, that someone staying in Control Tower (about 11m elevation) would hear a piston-powered Znecma pass by and then would stop hearing it the moment it turns from twy D to twy C - so we've spent some time tweaking sound distribution ranges again and came up with much better aural composition of sounds - huge thanks to Tony for hearing all the variations and comparing them to his daily real-world experiences� The balance is hardly final, but it's much more realistic now!
  • Sound spread ranges modified for all ground vehicles (significantly reduced) for more realistic sound spread effect
  • Added new ambient people crowd sounds to passenger terminal
  • Added ambient people eating and chatting sounds to Cafeteria area
  • Increased the value by which glass and concrete walls block sound distribution - the resulting effect is that Player will hear more faint sound coming from outside the buildings (Pax Terminal, GM's Office, Control Tower etc.) and full volume sound when exiting those buildings and going in airport view (Apron Cam)
  • New announcement sound inside passenger terminal, when flights arrive, start boarding or delayed

Visual enhancements
  • Changed some terrain around airport, lowered slightly mountains closer to the visual maneuvering area, slightly raised mountains farther away from airport;
  • Resolution of terrain mesh increased to twice as before, which results in more realistic mountain ridges and even smoother transitions between mountains\hills and flatter surfaces of terrain
  • High-altitude textures of terrain around airport changed to reflect new placement of geographical objects - removed large city to the North, leaving a nice patch of rural land where normal North VFR ops (dep\arr) will take place; extensively mountainous terrain in vicinity of LINTA intersection reworked depicting a typical small town right at LINTA, large agricultural area to the South replaced by more mixed terrain - there are still large agricultural fields, but now mixed with greener patches and a small city to the South also added
  • City: added new type of houses: large private two-storey house with garage and driveway
  • Added new high resolution concrete runway textures that support more precise blending and concrete tiles corners now look more aesthetically pleasing
  • Added new high resolution asphalt texture for apron; now with better blending achieved lightened asphalt material to represent color of dry asphalt more realistically
  • Added new high resolution concrete tiles textures for G & A aircraft parking stands, now all concrete tiles sizes are realistic and as per standard specs & sizes
  • Completely reworked taxiway D and partly taxiway C - now taxiways have smoothly cornered taxiway skirts with correct sizes as per regulations
  • New taxiway border-line markings, smoothly curved and with new shader to represent slightly-glossy paint
  • Added holding point markers for M2 & M3 points (M1 sign reworked for better readability and conformity with other hold point marker signs) - all three taxi 'hot-spots' are now properly marked
  • Radar dish rotation cycle and display beam are now in sync at new value of 2.81 seconds for full revolution (more typical for Terminal Area Radars of the kind in game) instead of previous value of 2.16 seconds (more typical for radars with larger coverage)
  • Added sets of wheel chocks to A stands
  • Added wheeled fire extinguishers at A and G stands, at FBO fuel-truck refill station and at fire and rescue station
  • Control Tower changed both inside and outside - outside more visual details added like paint cracks and underlying bricks visible through chipped paint; inside: changed doors, chairs, floor surface and many other small details to higher definition and\or higher resolution meshes
  • Improved lighting and reflections on many objects inside Passenger Terminal, more matte surfaces introduced; shiny surfaces are now more shiny and reflect up to 8 surrounding lights (normally 4)

User Interface
  • Airport Administration UI is now split into 7 sections, each available by clicking corresponding tab: Finances, Airport Fees, Facilities, Businesses, Airlines, Statistics, General Manager. Tabbed UI will allow us to pack the Airport Admin UI window with all the airport management shortcuts in one handy interface
  • Added button 'Go to GMs office' (your office) to main buttons UI strip
  • Help-screen 1 now displays new keyboard shortcuts to accessing various airport facilities
  • Added Settings->Mute Time Skip ticking clock sound - this may become quite annoying when Player manages some aspect of Airport business and at that moment Time Skip becomes possible, so now Player may keep choose to mute this aural notification
  • Added small keyboard shortcuts labels to main UI buttons
  • Added Cafeteria management UI screen, including currently employed cooks, current drinks list and meals menu, customers eating and waiting for their order at the cafe, upgrade buttons
  • Changed appearance of Settings window, some polishing on UI
  • Changed appearance of Aircraft Information window, some polishing on UI
  • All sliders used to set values of current prices for services in Flight School UI, FBO UI, Administration\Airport Fees UI colored more distinctively, clearly indicating the relation of set price\fee to Min\Max; slider control knobs changed from round to rounded rectangle type for easier grip
  • Aircraft receiving ground services are now marked with light-gray color in ATC Flight Strips block to allow Player easily distinguish those from idle aircraft on ground
  • Changed display time of game tips on Game loading screen from 3 seconds to 5 seconds per tip
Airport Master - STiCLi Games
Airport Master Early Access Public Alpha v. 0.2.0a RELEASED!

Changelog follows:

Game workflow
  • Added Airport General Manager's office: available for preview when personalizing Player character at the beginning of a new game and fully walkable\usable in game
  • Added prototype Avatar system, currently 8 male and 8 female avatars are available (note: the avatar system is very preliminary - currently it features pre-rendered mid-poly faces created by an open-source avatar system, the system itself is not in the game yet as the final decision whether this avatar system or other 3D dynamic avatar system will be used in final product is not yet taken)
  • Added character name, gender, appearance, job background and perks selection to Character Selection screen available at the beginning of a new game. Persona job background and perks affect various character bonuses in game (such as -10% discount on all businesses upgrades or 10% mitigation of airline's rating of their flight being serviced (this works both ways - if a flight was serviced on time and with fair pricing on fuel\catering\etc - the character having selected such perk receives +10% to the value of changed airline rating (like +4,4% change instead of +4% change) and if the flight was serviced poorly and\or at high pricing per fuel\catering\etc - the rating drop with airline is mitigated by 10% (like instead of -5% rating changes by -4,5%)
  • Added 5 career backgrounds and 5 GM specialties (perks) to choose from when creating a character on new game start. Player can have active bonus from 1 career background and 1 specialty (perk) Note: not all bonuses work currently, some do, some await integration with more in-depth economy game mechanics to be gradually introduced in v-v 0.2.1a & 0.2.2a
  • Added Statistics module that accumulates game stats on all aspects of airport life - from number of meals and drinks served in Cafeteria to Runway operations per day, IFR and VFR clearances issued, management decisions etc. etc. Currently more than 40 statistical parameters are monitored and calculated in real time; in future versions the list of statistical parameters will be further extended to over 150+ and player achievements and City Mayor's tasks (quests in Career mode) will base upon this statistical data
  • Cafeteria workflow changed: income now is generated upon customer making an order (not finishing eating his meal) for better precision on Time Skip approximations; cost of ingredients is deducted by cook at the completion of cooking now;
  • Cafeteria orders allow for various types of order type (e.g. Drink only, Drink+Meal, Drink+2 Meals etc);
  • Cafeteria now correctly accounts for orders placed and served during Time Skip interval; immediately after Time Skip is complete, probability of new order being placed is increased; same is true for the night-time break period (currently 3am - 5am) at the Cafeteria coming to an end - to simulate (with high probability) customers waiting for Cafe to re-open
  • Upgrading level of skill of Cafeteria cooks now not just broadens the menu but also results in salary raise to already hired cooks and cooks hired after skill level upgrade(s)
  • Fixed Cafeteria 'Number of tables' upgrade enabling 4th table prematurely
  • Surveillance radar is now fully operational and provides accurate primary (radar sweep) and secondary (ADS-C\B\S transponder readback) data on screen;
  • Radar display unit installed in Control Tower, providing large display for radar data; the model is a replica of last generation dedicated radar displays (some are still in use around the World, yet many are now replaced by common 16:9 digital monitors)
  • Added Ground Power Units (GPUs) on A stands - currently this is purely eye-candy, but in future versions Player will be able to choose between allowing prolonged onboard Auxiliary Power Units (APU) operations (save money on installing GPUs vs higher noise factor) or installing GPUs on larger aircraft parking stands (and thus reducing Noise pollution by allowing only limited time onboard APU operation)
  • Fixed incorrect bug in Initial Game Start State #3, which caused F-ISHR aircraft to file flight plan for arrival and departure at the same time, which caused ATC logics lockup, when new game started from State#3; now fixed - in future versions, the entire concept of 'New Game Start States' will be replaced by fully-automated, error-proof algorithm with virtually indefinite variability of initial New Game Start state

Aircraft
  • Added new aircraft type Canonnier Contender CT-550 (CT55) (real-life prototype Bombardier Challenger CL-650), the latest version of a very popular large private\corporate jet famous for its very roomy interior and intercontinental range. The following liveries were added: HV-JRS (a medevac aircraft, with livery commemorating the amazing Swiss medevac air service, thou in game it's considered a Private aircraft for the sakes of logics), KO-FXV, OE-LUT, N6258R, MT-ZUL (all privately owned)
  • Fixed very rare yet very serious bug when an aircraft that has executed missed approach, then landed, taxied to the parking, then would not correctly notify ATC of required services
  • Added full support for thrust reversers. As we gradually move towards including larger and larger aircraft in the game, with inclusion of CT55 (that would absolutely need to use thrust reversers to stop on Appleton airport 1300m runway) we are introducing thrust reversers. Reversers operate on very realistic basis: deployment and retraction times are configurable for each type of thrust reverser as well as spooling time; all existing types of thrust-reversers (target-type, clam-shell and cold-stream\bypass) are supported; the crew utilizes thrust reversers (if aircraft is equipped) from firm touchdown of main and front landing gear to about 40knots landing roll speed. Noise-levels produced by operation of various types of thrust reversers are also simulated.

ATC
  • Fixed very rare and dangerous bug that would allow ATC to make Time Skip possible while aircraft that has previously been marked as going around (executing missed approach) would not request ground service; this may have led to dramatic delays in service and thus inadvertent dramatic lowering of Player's airport rating with aircraft owner airline - this is now fixed!
  • Tower now gives wind direction, speed and gust component in takeoff and landing clearances correctly
  • Intersection MONET repositioned further to the East; hence: STARs: MONET 8Y and MONET 3B changed, SIDSs: MONET 1D and MONET 5C changed;
  • Overall times for arrivals to complete STARs from MONET and LINTA are now similar, allowing for more tense ATC workload when arrivals from both of these intersections are cleared at roughly the same time slots
  • Following TMA entry\exit points for VFR flights added: PT-W (west entry\exit point of TMA), PT-E (east entry\exit point of TMA), PT-SW (south-west entry\exit point of TMA), PT-N (south entry\exit point of TMA) - these are the first VFR routing points added, in further versions PT-NW will also be added alongside with VFR points for helicopters via City area
  • Changed range at which APP hands off departing IFR traffic to CTR (important for aircraft climbing with smaller gradient) from 13 km radar-range to 17km radar-range; note: if aircraft reaches handoff flight level (e.g. FL120 for departures via LINTA intersection) sooner than it flies the entire SID or sooner than handoff-by-radar-distance rule applies, the aircraft is immediately handed off to Control (CTR)

Vehicles
  • Fixed very very unlikely to manifest bug, when game is saved while a vehicle driver starts the engine (about 3 seconds all in all) - the data on vehicle state was saved incorrectly (indicated that the engine is not running, which in turn caused the vehicle in question, once such savegame is loaded, to stay idle indefinitely and not driving) - this is fixed. Now if the save game procedure captures such rare moment, on loading the 'Engine is being started' state is recognized and as a result, the vehicle will not get into indefinitely idle state. Moreover, a safeguard against such rarely-manifesting logics flaws was installed - now if the vehicle driver has the route to go and for some reason other than that drive path is obscured by some other object, he will start the engine and continue towards target on his path.

Meteo
  • Wind direction, speed and gust component (if more than 5 kts of wind speed component) are now correctly shown both in METAR and in decoded METAR

Sounds
  • New real-world engines sounds for our new CT55 aircraft (huge thanks to Tony who was able to record very clear and distinctive sound of GE CF34-3B engine on real CL604 starting up, idle thrust, revving up and down and shutdown just outside maintenance hangar on a quiet day!!!) - the new sound set for CT55 sounds great!
  • Sound spread ranges for all types of aircraft re-balanced again - the way it was in 0.1.9a was pretty good, but we went too far on reducing the ranges for piston-engines and small turboprops, it is absolutely unrealistic, that someone staying in Control Tower (about 11m elevation) would hear a piston-powered Znecma pass by and then would stop hearing it the moment it turns from twy D to twy C - so we've spent some time tweaking sound distribution ranges again and came up with much better aural composition of sounds - huge thanks to Tony for hearing all the variations and comparing them to his daily real-world experiences� The balance is hardly final, but it's much more realistic now!
  • Sound spread ranges modified for all ground vehicles (significantly reduced) for more realistic sound spread effect
  • Added new ambient people crowd sounds to passenger terminal
  • Added ambient people eating and chatting sounds to Cafeteria area
  • Increased the value by which glass and concrete walls block sound distribution - the resulting effect is that Player will hear more faint sound coming from outside the buildings (Pax Terminal, GM's Office, Control Tower etc.) and full volume sound when exiting those buildings and going in airport view (Apron Cam)
  • New announcement sound inside passenger terminal, when flights arrive, start boarding or delayed

Visual enhancements
  • Changed some terrain around airport, lowered slightly mountains closer to the visual maneuvering area, slightly raised mountains farther away from airport;
  • Resolution of terrain mesh increased to twice as before, which results in more realistic mountain ridges and even smoother transitions between mountains\hills and flatter surfaces of terrain
  • High-altitude textures of terrain around airport changed to reflect new placement of geographical objects - removed large city to the North, leaving a nice patch of rural land where normal North VFR ops (dep\arr) will take place; extensively mountainous terrain in vicinity of LINTA intersection reworked depicting a typical small town right at LINTA, large agricultural area to the South replaced by more mixed terrain - there are still large agricultural fields, but now mixed with greener patches and a small city to the South also added
  • City: added new type of houses: large private two-storey house with garage and driveway
  • Added new high resolution concrete runway textures that support more precise blending and concrete tiles corners now look more aesthetically pleasing
  • Added new high resolution asphalt texture for apron; now with better blending achieved lightened asphalt material to represent color of dry asphalt more realistically
  • Added new high resolution concrete tiles textures for G & A aircraft parking stands, now all concrete tiles sizes are realistic and as per standard specs & sizes
  • Completely reworked taxiway D and partly taxiway C - now taxiways have smoothly cornered taxiway skirts with correct sizes as per regulations
  • New taxiway border-line markings, smoothly curved and with new shader to represent slightly-glossy paint
  • Added holding point markers for M2 & M3 points (M1 sign reworked for better readability and conformity with other hold point marker signs) - all three taxi 'hot-spots' are now properly marked
  • Radar dish rotation cycle and display beam are now in sync at new value of 2.81 seconds for full revolution (more typical for Terminal Area Radars of the kind in game) instead of previous value of 2.16 seconds (more typical for radars with larger coverage)
  • Added sets of wheel chocks to A stands
  • Added wheeled fire extinguishers at A and G stands, at FBO fuel-truck refill station and at fire and rescue station
  • Control Tower changed both inside and outside - outside more visual details added like paint cracks and underlying bricks visible through chipped paint; inside: changed doors, chairs, floor surface and many other small details to higher definition and\or higher resolution meshes
  • Improved lighting and reflections on many objects inside Passenger Terminal, more matte surfaces introduced; shiny surfaces are now more shiny and reflect up to 8 surrounding lights (normally 4)

User Interface
  • Airport Administration UI is now split into 7 sections, each available by clicking corresponding tab: Finances, Airport Fees, Facilities, Businesses, Airlines, Statistics, General Manager. Tabbed UI will allow us to pack the Airport Admin UI window with all the airport management shortcuts in one handy interface
  • Added button 'Go to GMs office' (your office) to main buttons UI strip
  • Help-screen 1 now displays new keyboard shortcuts to accessing various airport facilities
  • Added Settings->Mute Time Skip ticking clock sound - this may become quite annoying when Player manages some aspect of Airport business and at that moment Time Skip becomes possible, so now Player may keep choose to mute this aural notification
  • Added small keyboard shortcuts labels to main UI buttons
  • Added Cafeteria management UI screen, including currently employed cooks, current drinks list and meals menu, customers eating and waiting for their order at the cafe, upgrade buttons
  • Changed appearance of Settings window, some polishing on UI
  • Changed appearance of Aircraft Information window, some polishing on UI
  • All sliders used to set values of current prices for services in Flight School UI, FBO UI, Administration\Airport Fees UI colored more distinctively, clearly indicating the relation of set price\fee to Min\Max; slider control knobs changed from round to rounded rectangle type for easier grip
  • Aircraft receiving ground services are now marked with light-gray color in ATC Flight Strips block to allow Player easily distinguish those from idle aircraft on ground
  • Changed display time of game tips on Game loading screen from 3 seconds to 5 seconds per tip
Airport Master - STiCLi Games
Changes in this version:

Game workflow
  • Introduced new regular flights scheduling sequence in preparation to new Player-managed flight scheduling mechanics - the new system accounts for time slots intersecting and if too many flights strive to get the same time slot, gently moves conflicting time slots apart (within reasonable interval); for now this works fully automatically and serves the purpose of not allowing for uneven regular flights distribution in flight schedule, in future versions, once the Player gets full control over moving regular flights' time slots upon signing slot-contract with operator Airline, this mechanics would serve as Player's advisor, offering optional nearby time slots on flight schedule sheet in case any significant airspace (and\or aircraft ground parking spots) overlapping occurs
  • Added Vending Machines upgrades mechanics and economy
  • Fixed fuel consumption on several aircraft where incorrect calculation took place upon converting gal\hr to L\sec - now all aircraft use same L\sec fuel consumption formula
  • Fixed passenger buses not receiving correct route for ground movement after loading a saved game
  • Fixed Flight School airplanes reporting training flight complete multiple times and thus causing an exception that was in turn causing weird behavior of all further flights of Flight School airplanes
  • Improved Flight School daily roster planning algorithms to account for weather forecast (TAF) and general flights schedule
  • Changed how ATC data on aircraft is stored in saved games, now all agents that require saved aircraft data subscribe to unified ATC broadcast and all accept the unified data format - this should add more flexibility on larger airport with larger number of aircraft and also is a step to making savegame-files version-independent
  • Fixed Fuel Truck #2 becoming available after savegame loading if corresponding upgrade have not yet been purchased
  • Added two new initial new game startup game states (used at the very beginning of a new game before flight scheduling algorithms kick in). Initial states of a new game are randomly selected upon each start of a new game with equal probability
  • Further balanced vending machines profitability (nerfed low level of VMs upgrades profitability and upped high level upgrades profitability) - the balance is in no way final, as VMs profitability will be re-balanced again when Gift Shop profitability and Cafeteria profitability get balanced altogether
  • Added electric power consumption smoothing algorithm to all taxiway and runway lights during dusk-dawn cycle changes and when visibility reduces to LVP conditions
  • Temporarily disabled individual runway and taxiway lights reporting 'out of order' status to maintenance facility as currently Player is unable to take any action to fix the broken light in question; this will be re-enabled with maintenance facility introduction in further versions
  • Non-regular flights now have random turnover times, not less than minimum turnover time for aircraft type and no more than two hours (the latest value will become Player manageable via scheduling sheet UI in further versions)
  • Fixed annoying glitch when game was saved during aircraft engines shutdown sequence and then re-loaded the last engine in sequence would run on idle for extended period of time before being shut down by flight crew) - now if such saved game is loaded, the standard shutdown sequence is initiated with no delay on last engine in sequence

Aircraft
  • Added new aircraft type Looney L20V Tribute Ultra (real-life prototype Mooney M20V Acclaim Ultra), the newest version of all-times general aviation classics! Looneys are easily recognized even at a distance thanks to signature tail and stabilizer shape. The following liveries of L20V were added (all privately owned): N215G, S224N, L701U, F-ISHR
  • Fixed bug with too much pitch smoothing upon reaching cleared altitude (or Flight Level) - this resulted in a very weird bug on some machines (presumably those with CPU occupied by many processes running) - a plane would reach say 999.99999 feet instead of cleared altitude of 1000 feet and will not climb further nor pilot would consider this value to actually be the same altitude - thus planes (mostly slower and with lower climb-profile) may have flown out of the game world - this is now fixed; pitch smoothing is redone in such a way that it does not produce really obscure floating point values and additionally, pilots now consider 999 feet to be 1000 feet

ATC
  • When 'extend downwind' command is now issued by ATC, it is now supplied by range of extension, i.e. was: 'FSC123, extend downwind', now: 'FSC123, extend downwind 2 nm'
  • Reworked ATC's traffic resolutions when mixing slower and faster traffic on final
  • Reworked ATC's traffic resolutions when mixing IFR and VFR traffic on final
  • No lineup\takeoff clearances are allowed now, when there is an aircraft that is going around and said aircraft is above the runway (on upwind leg of visual circuit or on runway heading when executing published IFR missed approach procedure)
  • Fixed bug with Time slots and Squawk code data loaded from savegame being overwritten by dummy data in process
  • Fixed bug with IFR arrival time slots not being reported correctly by ATC unit to actual flight strips upon savegame loading
  • ATC Time slots and Scheduling Time slots are now unified, this allows for more robust and transparent management of time slots both by player and by ATC units

Sound
  • Reduced range at which aircraft engine(s) sounds spread (temporary, this will change back to full range when weather engine is fully implemented and in game, since atmospheric sound dampening curve influences all sounds in the scene (e.g. in high moisture conditions the sounds spread less etc)
  • Added more types of engine sounds range spreads - previously was: Jet & Prop, currently following types of engine soundwave range exist: Small piston engines, Small turbo props, Medium turbo props, VLJs, Small Jets
  • Added variable function of aircraft noise spread depending on altitude and angle to camera (this if highly experimental feature for now and thus it only affects hearing range by no more than 10% of value typical to engine type)

Visual enhancements
  • City: added new types of houses: 8-storey living building, 10-storey office-type building
  • City: added StoreStar Warehouses on the opposite side of main airport road as a part of city venues and attractions (StoreStar Warehouses will facilitate cargo traffic)
  • Timetables in Passenger Terminal and Control Tower now display day-of-week of a flight together with time of flights; flights are now correctly sorted from earliest to latest and timetables update more frequently

User Interface
  • Added display of mouse cursor changing to hand when moving cursor over any non-UI object that can be clicked and on click it takes Player to managing related facility, business or object (e.g. Player 'walks' in main camera view and hovers mouse over Passenger Terminal building - the cursor changes to hand icon and if Player presses LMB, the view transitions to Terminal camera view, if then he hovers over a Vending machine again the cursor changes to hand icon and if Player presses LMB the view transitions to Vending Machines management screen etc.)
  • Fixed in-game settings window fonts may have broken up at certain screen resolutions, now fixed
  • Fixed Squawk, Time slot and cleared altitude fields appearing blank or misreading on Flight Strips after savegame loading
  • Aircraft information window now correctly states 'aircraft is flying visual circuit' (as opposed to 'visual circle' pilots' slang).
  • Added Vending Machines management screen - player can access this screen either by pressing Manage Vending Machines button in Admin Building UI screen (under Terminal Business) or if player is inside Passenger Terminal by clicking any vending machine in his sight
  • Implemented all upgrades to Vending Machines via management screen UI
  • Added new screen to Help system: Help Screen #3 explains how to read and understand ATC FlightStrips and how to easily distinguish flights by FlightStrips color coding
...

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