XaiJu
Visual Entertainment And Technologies LLC
Visual Entertainment And Technologies LLC

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AeroMogul Update #5 (2022/12/21)

Greetings everyone! 


Another AeroMogul video for you this time.


Something I failed to mention in the video, this is likely not the final design for the seating configuration system. It is a minimum functionality design since the Russian bombardment of infrastructure in Ukraine has left Sergihy without electricity and me without an artist. But even if we have to use this minimal functionality design, I think it's still pretty good, although I might clean up the UI a little more to make it less cluttered.


The main goal of this work was the aircraft backend stuff, a base for aircraft data, aircraft tables, and displaying aircraft information. It's part of the drive to make a minimum functional game. I need airplanes, airports, and routes. Everything else is layered on top of these three systems.


Enjoy!


https://www.youtube.com/watch?v=5bJ_VKXPUAI

Comments

<i>>In other reply you mentioned that AI will be running manufacturing of planes as a business. If you end up going all the way in modeling those systems, </i> There is no doubt I will be going that far with this system. That is one of the project's fundamental goals and one of the major flaws I see in the many Airline sims I've played over the years. If I purchase 2000 Lockheed TriStars***, Lockheed isn't going to up and leave the passenger jet business. ***No trademarked names will appear in the game. This is just a historical example. <i>>is there any chance that we, as players, have a chance to run it ourselves? </i> There is a small chance that this will be a stretch DLC for the game. But it is unlikely. <i>>Not gonna lie, idea of having gearcity like game but for planes, while being able to run an airline company too, sounds so good.. </i> This often comes up when GearCity folks think up AeroMogul. While running a commercial airliner business sounds cool, it would be boring as a straight design and spreadsheet management game. Airliner manufacturers make very few designs, and aircraft have very long production runs. In the automotive industry, you design many different vehicles types, replacing them every 4-8 years. In the airline industry, you spend half a decade designing an aircraft. You put it into production for the next 20-30 years. If you didn't go out of business, you might make another generation. Historically, most passenger airliner manufacturers only last 1-3 aircraft during the jet age. That's why the industry has narrowed into a duopoly for wide bodies, and a handful of narrow body companies. The only way for an airline manufacturer simulator to work well is if it is a personal and factory floor management game. A straight design/ceo management game like GearCity wouldn't work too well to sell. Any aerospace company game would need to work in the other parts of the aerospace industry. Most of the successful airliner manufacturers did military designs and production too. Those that focused solely on civil, often failed. And military aircraft is beyond AeroMogul's scope. That said, there is an excellent board game where you run a German aircraft manufacturer during WW1. In that era, there frequent designing to stay ahead, and the production runs are shorter, making it more interesting.

Eric Jones

In other reply you mentioned that AI will be running manufacturing of planes as a business. If you end up going all the way in modeling those systems, is there any chance that we, as players, have a chance to run it ourselves? Not gonna lie, idea of having gearcity like game but for planes, while being able to run an airline company too, sounds so good..

Arunas Chlevickas

<i>> As someone who isn't an airline expert: What are the F/J/W/Y in the seating/fill areas?</i> F = first class, J = Business Class, W = Premium Economy, Y = <s>Cattle</s> Economy. <i>> And I suppose the B/C/D checks?</i> Aircraft are required to get periodic maintenance based on fixed schedules. The maintenance work is classified from A to D. With an A being minor maintenance that happens regularly and D being a very expensive and time-consuming overhaul of the aircraft every decade or so. B, C, and D checks take enough time that you'll need to schedule around them while the plane is out of service. C's and D's you'll need to budget for, and the latter, you might even want to get rid of the aircraft before having one. Some reading material for you: https://en.wikipedia.org/wiki/Aircraft_maintenance_checks <i>> It isn't important to answer that now (I won't be founding an airline anytime soon), but tooltips to help explain them to new players would be really helpful.</i> Tooltips will be everywhere in the game. You can see some examples of them on the main menu videos. I haven't worked them into this page yet, since the primary concern here was basic layouts, getting more familiar with the table system, and getting things set up for the basic front end needed to pair up with the basic game/logic program. I'll probably have several hours of video/audio tutorials like GC too. <i>> I'm also a bit curious if there will be standard configurations of seats.</i> Aircraft are sold with a standard seating configuration. It costs more money to change that seating configuration, so it's probably best to leave it how it is unless you're optimizing it for a specific task. For example, if you're a budget carrier not known for first class or business fliers, you can probably dump those classes and add more economy seats to maximize space/passengers per flight. I think the used aircraft market will have whatever configuration the previous owner sold it with.

Eric Jones

As someone who isn't an airline expert: What are the F/J/W/Y in the seating/fill areas? And I suppose the B/C/D checks? It isn't important to answer that now (I won't be founding an airline anytime soon), but tooltips to help explain them to new players would be really helpful. I'm also a bit curious if there will be standard configurations of seats. I'm thinking about how can it have the detail the veterans want but be approchable to newcomers? The amount of detail in GearCity is both great, and also kind of a lot if you aren't already a car person.

Andrew


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