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Start your topic title with a relevant prefix.
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UI – for user interface suggestions
ATC – for aircraft control and movement features
Economy – for changes to income, payouts, or cost structures
Cargo – for anything related to cargo operations
Multiplayer – for co-op, competitive, or social features
Other – for anything not covered by the above (e.g. tutorials, accessibility, languages)
What is your suggestion?
In the sky, you can see contrails from the planes or from the planes currently flying overhead, or you can recognize the planes that are currently flying overhead. My suggestion is to somehow incorporate this into the game so that you can simply see contrails in the sky, or how they form because planes are currently flying overhead.
How would it work in the game?
While playing at an airport, it should be possible for there to be airplanes flying over the sky again and again, which then leave behind the contrail, which then gradually dissolves in the sky, just like in reality.
Why is this a good idea?
it makes the airport experience more realistic and gives an authentic feeling
To be honest, I have so many ideas and features floating around in my head that are exactly the same as in reality. I just hope the game is as realistic as possible, and I’m happy to help or support the team in that process.
We wish we could give every player an M5 iPad Pro, but unfortunately, that’s not possible. The second most reported issue — crashes at large airports like IAD and LHR — is almost always due to device limitations. Many players don’t realize that when they have hundreds of planes at an airport, their device has to render and manage all of them in real-time.
Each of our new 3.0 aircraft models contains around 15,000–17,000 triangles just for the base 3D model. On top of that, multiple unique liveries must be loaded into memory and displayed simultaneously. That’s a heavy GPU and memory load, especially on older or mid-range devices.
We don’t use AI for pathfinding — it’s all handled through custom logic and math, which saves performance, and we haven’t even implemented decals yet, which would add another layer of complexity.
That’s why we need to carefully consider every new asset or feature before adding it. Anything new must genuinely improve gameplay — otherwise, the increased load may negatively affect the experience, especially on lower-end devices. In the end, the slowest device becomes the limit for everyone. We pull the last fps on optimization, unfortunately not the sky but the slowest device is our limit.