Has been leaked as a future improvement a few weeks ago. So that’s coming at some point. Might not be until remaining aircraft are updated however.
Difficult to implement if only for the larger aircraft, would have to be all or nothing and I’m not sure how that works with the way they design the gate areas.
Been discussed but not possible at this time
Has also been discussed but again given the game mechanics not sure if that’s possible at this time
And even more important: development time. It gets exponentially more complicated to add more runways according to kubasan and can take many months to do taxi logic
Actually there’s a 3rd one, game size. Due to the requirements already in place this game is huge in terms of space needed. That’s why the devs changed it from downloading everything to just what is needed to play. Increasing the size of the graphical model to incorporate the extra runways not only takes dev time, game performance but also sheer size. We’ve seen the challenges with LHR which is a beast and I will be very interested to see how big SYD is when it comes on line
Different subject and I’ve mentioned this before with little response, but does it bother anyone else that the sounds for the planes just increases/decreases volume based on distance and NOT pitch!? In real life, we have the Doppler effect which alters the sound we perceive as an object is approaching vs getting further away. Considering the game already calculates sound based on where the player is vs the object, I don’t see how it would be hard to implement the Doppler effect—basically, you’re just compressing the sound (higher freq/pitch) when it’s approaching the player, keeping it the same if equidistant or stationary, and decompressing the sound (lower freq/pitch) when the object is moving away from the player.
At the same time I can’t imagine this wasn’t thought about during the building of the game sound and thereafter, so perhaps there’s a larger hurdle for the devs to do this.
Maybe they could do an experiment: Make one new airport in 2D only mode or with bare minimum graphics as a lite model. Gives people with device problems an option. If it’s popular, it could be a way to get more airports in the game faster.
This is true, but not only would it be quite inaccurate to call this a low quality game, it’s not really what I’m referring to.
What I’m saying is the devs are not going to find ways to pump out airports as fast as possible. They are going to take those few months and put together well detailed airports
Quality does not directly refer to graphics. The contracts at the airport, liveries, events, and the taxiway / runway mechanics all impact an airports quality. Not to mention what else the devs might be doing at the same time, like airplane remodels and the soon coming landing gear animations, also slowing down development.
Hi all, I was wondering if, as time progresses, the airports in-game will reflect the construction done at the airport in real life?
Example 1: INN’s runway was expanded and resurfaced a few years ago, and much larger turnpads were built. This change is shown in 2D view in the game, but not in the 3D model.
Example 2: SAN currently has a new terminal under construction, expanding the airport’s capacity. This terminal is being built where the cargo stands are in game.
I think it’s a bit of a challenge when airports are currently under construction like Washington and San Diego but I think that’s a great feature to have in the future updates. Airports in real life go through under construction gradually until the airport is fully completed.
Players need to choose where the temporary stands are spotted and move the cargo terminal to the other side of the airport.
I had an idea a while ago for normal play, but I think it would go great with construction: Holding stands. Somewhere you can select like gates, but then when it is there you can assign it a real gate, which it will then taxi to.