Load Factor · public · first seen
You all told me the management side was too thin. Fair. So I went looking for what was actually eating your time and it turned out to be admin.
Building a timetable by hand meant clicking in flight after flight, one aircraft at a time, making sure each plane got home again with a legal turnaround. That is a real job at an airline. It is also not a decision. It was soaking up all the attention that should have been going into the interesting stuff: what to fly, where, how often, and for how much.
So it is gone.
Open a route and add a departure, a time, and the days it runs. Want a morning bank and an afternoon one? Add a second departure. Want it Monday to Friday only? Untick the weekend.
Your fleet gets assigned to it automatically. You never place a single flight.
Each plane is based somewhere, and it flies out and back from that base. Which means where you put your metal genuinely matters, a route has to touch a base for that aircraft to be able to serve it. Move a plane to a new base and its whole week changes to suit.
This is the bit I'm most pleased with. There's a new Assignment page under Network that answers the question the game could never answer before: why isn't my route flying what I asked for?
EGLL–KJFK — 9 of 14 flown. No aircraft based at EGLL has the range with a full cabin.
That's a shopping list, not an error message. It'll also tell you when it had to substitute an aircraft type you didn't pick, and which of your planes are sitting idle because no route reaches their base.
Your existing timetable gets read back into route plans, keeping the departure times and days you had. Nothing to redo.
One thing to know: a save from 0.16.0 can't be opened by an older version of the game. If you want to be careful, take a copy of your save before you load it.
| Depot | New manifest | Previous manifest |
|---|---|---|
| 5078601 | 20398302498857664 | 333232375791151960 |