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AirlineSim
simulogics Developer
simulogics Publisher
Coming soon Release
Game News Posts: 10
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive (76 reviews)
Public Linux Depots:
  • [0 B]
Spring Sale and Development Update

It's spring! At least here around simulogics HQ, the flowers are blooming, the birds are chirping and the outdoors is tempting. But be that as it may, we have been and are busy working on new stuff for AirlineSim, so today I want to give you a brief update on what's in the pipeline. But first things first...

Spring Sale and Otto XIII pre-announcement


Two important items to get out of the way before we talk development projects: Firstly, credits will be 10% off over the long Easter weekend, meaning from today until Monday. No egg-hunting required! Secondly, I will be more or less out-of-office next week, so I want to use this opportunity to remind everyone that Otto will relaunch on Monday the 21st. There won't be much fuzz about it on that day, so mark your calendars!

New features in the pipeline


If you are following my weekly development log, the following paragraphs will hardly be news to you. And if you aren't...you should! You can also click the little bell icon in the upper right corner to get notified about every issue. A feature that is technically done and ready to go live is our v1.5 aircraft performance system. But you guessed it: While done in code, our team of volunteers stands merely at the beginning of researching the data required to feed the new formulas. So while this new system promises much more realistic fuel consumption and improved landing and takeoff performance, I have to ask for a bit more patience until we can flip the switch and enable it in new (and possibly existing) game worlds. We might also be able to pull off a "gradual release" once we feel like we've got the most important types covered. In that scenario, some types would use the new and some would use the old system. This is yet to be determined, though. Another feature that's mostly done but not quite ready for primetime yet is the first part of the over-arching DS-ORS hybrid project, namely individual travel request generation in bulk. If that is all Greek to you, let me give you some context: The current system that distributes passengers and cargo among competing connections is called the ORS. It comes with several flaws, one of which being that it really only knows three types of passengers (plus one type of cargo) which all airlines have to compete for. This means that it is near impossible to employ different business models: All airlines end up looking and working the same. To address this fundamental issue, we applied for and received public funding several years ago which allowed us to build a prototype of the Distribution System, or DS for short. Contrary to the ORS, the DS generated individual, point-to-point, return travel requests between arbitrary locations and would then book each one of these requests based on a set of itineraries matching the respective request's criteria. I barely got this "pure model" to work in the prototype, and it's very unlikely that I'd get it to work in current generation AirlineSim. So I opted for a compromise: Whatever components I can re-use from the prototype I'll graft onto current generation AirlineSim. And wherever I run into performance issues (or other show-stoppers), I try to find a best-effort solution that comes as close to the "pure model" as possible. Case in point: Instead of generating and booking hundreds of return trips every second, the DS-ORS hybrid will initially employ the ORS' code to generate physical connections. This means each airport is processed once a day (as today) and all physical connections to each destination are computed at once. Then, for each destination, the DS' travel request generation generates the required amount of travel requests "in bulk" which are then matched to the connections. This by itself should already bring a lot more depth to the game. But it's merely the first step: Bit by bit, more concepts from the DS will follow, like custom booking classes, fares and much more. So stay tuned!

Next steps


All of the above is nice and dandy, but I hear you asking: When will all of this actually ship? Well, technically, it already has. All of what I described is already live in all game worlds behind feature flags. But while the aircraft performance formulas are pending data, bulk travel request generation has to go through a few cycles of testing and tuning. To that end, I plan on launching a public (but premium-only) game world in the near future where everyone can (and will be invited to) build real airlines so we can get a feel for the new system. Over the coming weeks, I will still be preoccupied with a few private matters (again, see the devlog). Despite that, my plan is to have this preview game world ready to go before the end of the quarter. What follows afterwards is yet to be determined and will naturally depend on the outcome of our public test run. But in either case, you can vote for what you'd like to see next in the roadmap category on the forums. And with that, I wish you all Happy Easter! And if that's not your thing, a beautiful weekend! Martin


[ 2025-04-18 06:49:19 CET ] [ Original post ]

THE AIRLINE SIMULATION FOR PROS


In AirlineSim, you become the CEO of your own airline: Take your business to the skies as you acquire aircraft, schedule flights, form alliances and compete on a real-time market!

Manage your airline directly from the browser and use comprehensive tools modeled after legacy IT systems to adjust service levels, analyze routes and keep an eye on company finances as your business grows over time.

THE SKY'S THE LIMIT


Airport capacities, traffic rights, passenger demand and many other aspects of the game are modeled after the real world. With its sophisticated planning, management and monitoring tools, over 440 different aircraft types and more than 4,500 destinations to choose from, you’ll run your virtual airline like it’s the real thing.

Whether you’re offering domestic routes with a regional airline or expanding your network all over the globe – with efficient planning, the sky is yours!



PLAN

No business without a plan: Set the foundation for your new company by acquiring aircraft, creating cabin layouts and optimizing service profiles, use AirlineSim’s advanced planning features to evaluate potential routes and create complex flight schedules to get those virtual passengers to board your planes.

COMPETE

Watch as passengers book your flights using a state-of-the-art reservation system and keep track of your airline’s performance by monitoring your load factors and those of your competition, adjusting prices and service levels to adapt to an ever-changing market that operates each day throughout the year.

And no need to grind! AirlineSim offers a level playing field for everyone, so the success of your virtual business is not limited by the amount of time you put in.

COOPERATE

It’s not all about competition though: Build lasting connections with other players by cooperating in alliances or establish interline agreements to expand your network and let passengers transfer between flights operated by you and your interlining partner.

You also have the option to connect with other players by leasing out aircraft or providing terminal capacities to their companies. The choice is yours!

CHOOSE YOUR PATH

In AirlineSim, you create your own path: No matter if you want to go low-cost or full-service, explore local routes with a domestic airline or grow an international network with destinations all across the globe - set your own goals and take your business to the skies as you establish your airline on the game’s dynamic market!

A LEVEL PLAYING FIELD

With its prepaid pay-to-play model, everyone can play AirlineSim for the same price. Buying credits does not constitute a subscription, so you can purchase them whenever you like. After signing up, your account is equipped with 60 credits that cover a trial period in which you can play the game for free. For more details on pricing, you can also check out our website.

MINIMAL SETUP
  • OS: Ubuntu 22.04 LTS or similar
  • Processor: 2.4 GHz dual-coreMemory: 2 GB RAMNetwork: Broadband Internet connection
  • Memory: 2 GB RAMNetwork: Broadband Internet connection
RECOMMENDED SETUP
  • OS: Ubuntu 22.04 LTS or similar
  • Processor: 2.6 GHz quad-coreMemory: 4 GB RAMNetwork: Broadband Internet connection
  • Memory: 4 GB RAMNetwork: Broadband Internet connection

GAMEBILLET

[ 6081 ]

25.19$ (16%)
1.00$ (90%)
8.78$ (12%)
4.47$ (55%)
25.19$ (16%)
24.59$ (18%)
5.87$ (16%)
13.14$ (12%)
16.57$ (17%)
12.44$ (17%)
3.35$ (78%)
52.19$ (13%)
13.34$ (11%)
4.47$ (55%)
52.19$ (13%)
17.19$ (14%)
8.27$ (17%)
33.19$ (17%)
6.00$ (70%)
7.79$ (74%)
7.54$ (16%)
8.27$ (17%)
9.84$ (51%)
16.57$ (17%)
6.61$ (17%)
12.59$ (16%)
5.52$ (84%)
12.84$ (79%)
6.61$ (17%)
4.47$ (78%)
GAMERSGATE

[ 1481 ]

30.0$ (50%)
1.0$ (80%)
10.0$ (60%)
3.0$ (85%)
1.0$ (90%)
1.6$ (90%)
1.7$ (91%)
3.0$ (50%)
1.0$ (80%)
8.0$ (60%)
5.22$ (74%)
0.75$ (92%)
1.8$ (90%)
2.64$ (82%)
3.26$ (78%)
2.55$ (83%)
2.09$ (87%)
12.0$ (60%)
0.8$ (60%)
2.0$ (80%)
16.0$ (60%)
3.0$ (70%)
4.8$ (76%)
6.96$ (83%)
4.0$ (80%)
1.5$ (90%)
2.0$ (80%)
3.48$ (83%)
5.22$ (74%)
2.1$ (79%)
MacGamestore

[ 4227 ]

0.89$ (87%)
5.99$ (90%)
2.98$ (90%)
8.99$ (10%)
1.19$ (88%)
1.24$ (75%)
3.99$ (73%)
0.99$ (75%)
19.09$ (5%)
6.99$ (86%)
1.19$ (76%)
7.49$ (75%)
1.19$ (88%)
2.49$ (88%)
20.99$ (65%)
2.49$ (88%)
2.99$ (70%)
6.99$ (86%)
1.09$ (78%)
7.49$ (50%)
2.39$ (85%)
1.19$ (76%)
25.99$ (13%)
1.89$ (81%)
9.49$ (81%)
1.19$ (88%)
1.49$ (85%)
2.49$ (50%)
7.79$ (40%)
1.09$ (86%)

FANATICAL BUNDLES

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356355 days, 14 hours, 24 minutes


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6 days, 21 hours, 24 minutes


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HUMBLE BUNDLES

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1 days, 15 hours, 24 minutes


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8 days, 15 hours, 24 minutes


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9 days, 15 hours, 24 minutes


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13 days, 15 hours, 24 minutes


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18 days, 15 hours, 24 minutes

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