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OpenPax: Open-source Passenger add-on (early development)

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3/2/2025 Development Update

Ticket Sales UI

Although development has slowed down a bit as I mentioned at the end of the last dev update, I'm still enjoying my time working on OpenPax. I'm currently focused on the ticket sales UI, trying to design it in a way where it's intuitive, while offering all the information of what's going on behind the scenes. I'm hoping you'll like it!

More of a life update

Just last night I graduated S1 on VATSIM's ZOA ARTCC. After 11 weeks of training, and many, many hours of being tested on theory and very busy simulated airports, I can now control Clearance Delivery and Ground in various Northern California airports in the US. If you see me online on KOAK (OAK_GND) or another nearby airport, say hi!

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I can't wait for you to release this and see if someone with knowledge allows us to use it in xplane with xuipc or something similar.

Thanks for the update, Leftos, and a big congrats on the S1 achievement. Are you only designing UI at the moment, or are systems being implemented as well?

Dean Farley

  • Author
6 hours ago, Andayle said:

Thanks for the update, Leftos, and a big congrats on the S1 achievement. Are you only designing UI at the moment, or are systems being implemented as well?

Thank you so much!

I needed to take a break from backend implementation because all the great logic in the world doesn't help if it's not exposed to the user, so right now I'm trying to get the ticket sales UI done, and after that there's like maybe 10 items remaining until the first public alpha, the most complex of which I expect to be fog-of-war. This has been a solo project so far, which is fine, but UI is less of an area of experience for me, so inevitably things slow down when it comes to that.

I'm still open to working with collaborators with experience especially in UI design and implementation, as well as pixel art, but I'll get the project past the finish line solo if I have to as well.

I wish you all the best.  I'm no good at art UI design or programming, so I can't help, I'm afraid.  I will definitely be checking it out once you have something ready though.

Dean Farley

  • 2 months later...
  • 2 months later...
  • Author

7/28/2025 Development Update

Hey folks, it's been a while! I'll admit that fighting Godot's UI framework burned me out on working on OpenPax for a few months, and my excitement about getting rated as a VATSIM controller kind of took over most of my free hobby time. However, I've found myself newly interested in working on OpenPax, and I have some new WIP screenshots to share, this time focused on the Ticket Sales simulation engine. The goals here were to make the interface beautiful (well, for some definition of beautiful), easy-to-use, and super informative with regards to everything about each passenger and passenger group's factors that led them to buy or not buy tickets for your flight on any given day of the simulation. I won't do a detailed written breakdown at the moment, as a lot of this has been covered before, but hopefully the screenshots help you get an understanding of what all goes into ticket sales in OpenPax!

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I’ve worked with top level UI guys in various jobs, and picked up a little (I’m not a pro UI person by any means) and I’ll say that your interface is fine.
 

It’s a v1, exposing functionality and figuring out user flows is more important right now. Keep at it! 

9800X3d, 4090, 64 GB DDR5 6000 RAM, 4 TB NVME (2x2), 4K Ultra + Framegen

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And here's a seat map (wip) so you can see the seats being booked with each day.

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