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16 May, 2025
Roadmap - Long Term Plan

New Fleet Commonality System

New features

NOTE: THIS FEATURE IS CURRENTLY ONLY AVAILABLE IN THE NEW AGE OF FLIGHT SCENARIO.

  • The whole code for calculating the commonality costs has been fully rewritten (AirwaySim v.2.0).

  • The biggest change is that once you add a new fleet, the costs of the other fleets stay as they are already - there are no sudden and hidden jumps and the whole system is more predictable. However, there is a new "Fleet Count Bloat Factor" that starts to increase all commonality costs company-wide mildly and logically from the third fleet type onwards. In other words we still have the disadvantage-factor of operating too many fleets, but it now behaves and scales totally differently than before for better realism.

  • The overall commonality related training and maintenance costs are thus lower than in the past version.

  • The costs are calculated on a "base cost per fleet type" + "per-aircraft cost in fleet" manner, so operating one single aircraft is relatively more expensive than operating for example 10 aircraft of the same fleet.

  • Another notable change for realism is that all your aircraft in operational state ( = even the ones with no routes) count towards the commonality costs (since the costs for having the ability to operate the aircraft naturally start when the aircraft is in your possession). Aircraft in long-term storage are still free of all commonality related costs.

  • The training costs are now calculated in a more realistic manner based on the actual crew numbers needed by the fleet. (This includes also a rather significant bugfix where flight crew numbers were not correctly taken into account by the old commonality model, and thus you will see lower training costs in v.2.0 fleet commonality.)

  • Aircraft size scales now the costs properly, and is based on the fleet's Size Class (1-4) and the fleet's average size (MTOW).

  • Training and Maintenance costs have a new internal "Efficiency Factor" that gives you benefits of scale, i.e. large fleet brings the overall costs per aircraft down, in a similar way the Admin costs have already been in the old version.

  • Aircraft's fleet-specific "Maintenance Cost Factor" is also taken into account, basically giving cost advantages to more modern fleet types.

  • There is a new "Base Bloat Factor" that increases costs if your fleet is spread to different base airports since they each need their separate support facilities. Naturally if you operate a single fleet at a single base only, no such bloat exists for that fleet's costs.

  • Costs for small airlines are made a bit lower overall (up to airlines with a fleet of 10 planes or less) to help with the start-up phase.

  • A new "partial commonality bonus" will be introduced in the next update round of this feature.

  • The User Interface is also new and v.2.0 mobile-compatible. This will be fine-tuned with more improvements soon, with for example a "commonality calculator" feature.

Other New features

  • Website's main news system is upgraded to a new publishing system (no visual changes to user interface at this stage).

Improvements

  • Adjusted a bit the cargo-conversion rates by AI Used Aircraft Brokers (less frequent now).

  • Minor usability improvements to text editor in airline/alliance description & notepad.

  • Improved the in-game single-page loader (SPA) where the backend notifications won't load if the page is left open/idle for a long time.

  • Core website now includes a better detection of temporary and disposable e-mail addresses, also additional anti-spam services added to registration and forum posting.

  • System now purges unused user accounts more effectively and earlier.

  • Made some re-organization to some backend files and assets for better management.