Real-time, offline-safe flights
Flights are timestamp-based on the server, not a tick you have to watch. Close the tab; claim landed flights whenever you're back.
Airline simulator
Flyorian is an airline simulator for the parts of running a carrier that are fun to watch and easy to reason about — flight time, fuel cost and route yield — without fare tables or crew rosters.
Every flight in this airline simulator runs in real time on the server: cruise speed and distance decide how long an aircraft is airborne, whether you’re watching the map or the tab is closed. There’s no fast-forward and no pause — a Twin Otter hop lands in minutes, a widebody long-haul takes hours, exactly as it would in the air.
Revenue is one transparent formula: seats × distance (km) × €0.42/seat-km, scaled by a small destination-type bias. Cabins always fly full, so the variables you actually control are aircraft capacity, route length and destination type — not overbooking or fare buckets.
Flight time follows the same logic as revenue: it's derived, not designed. Cruise speed and great-circle distance set how long an aircraft is airborne — there's no difficulty setting that speeds up a widebody or slows down a turboprop. That means the simulation is legible before you ever fly a route: given an aircraft's speed and a destination's distance, you can work out roughly how long the hop takes and roughly what it pays, before committing fuel to it.
Fuel is the one place the simulation asks for a decision rather than just running a formula. Buying fuel at refuel time is the only recurring cost in the model — no landing fees, no crew pay, no maintenance bill mid-flight — so the entire operating-cost side of the simulation comes down to how much you buy and when. Under-fuel a long-haul hop and the aircraft can't dispatch; over-fuel a short regional route and cash sits burned on weight the flight didn't need.
The 27 modeled aircraft aren't cosmetic skins on the same stats — each has its own seat count, cruise speed and fuel burn, and those three numbers are the only inputs the simulation needs to price a route. A 19-seat turboprop and a 300-seat widebody flying the same distance produce very different seats × distance revenue, which is why fleet choice, not destination hunting, is usually the bigger lever on income per flight.
A 180-seat jet flying a 350 km regional hop claims about €26,460. The same aircraft on the same distance to a luxury destination claims about €33,075 — destination type is a yield modifier, not a different game system. Swap the aircraft instead of the destination and the same math still holds: a 50-seat regional jet on that same 350 km hop claims about €7,350 before any destination bias — roughly a fifth of the 180-seat jet's payout, because seats are the other multiplier in the same formula.
Flights are timestamp-based on the server, not a tick you have to watch. Close the tab; claim landed flights whenever you're back.
No crew pay, no landing fees, no maintenance surprises mid-flight — fuel bought at refuel time is what a route costs to fly.
Short-hop turboprops to long-haul widebodies, each with its own capacity, speed and fuel burn that feed directly into route math.
Business ×1.1, tourism ×0.95, luxury ×1.25, regional ×1 — a light bias layered on the same seats × distance base, for business, tourism, luxury, regional airports.
Every route's length is calculated point-to-point on the world map, so a hop between neighbouring airports and one across a continent feed genuinely different distances into the same seats × distance formula.
There's no separate pricing model for regional versus long-haul, or for one aircraft type versus another — the same seats × distance × €0.42/seat-km base, adjusted only by destination-type bias, prices every flight in the game.
No — the simulation focuses on flight time, fuel cost and route yield; there's no cockpit view, checklist or manual approach to fly.
Because revenue scales with seats × distance while flight time also scales with distance — the two roughly cancel, so turnaround frequency and destination-type bias often decide which route pays better per hour.
From cruise speed and the great-circle distance between the two airports — the same two numbers used to check whether an aircraft has the range for the route at all.
On the same route, yes — more seats means more seats × distance revenue. But a bigger aircraft also burns more fuel and needs more hangar and runway capacity, so the comparison that matters is revenue after fuel cost, not raw seat count.
Only if fuel cost exceeds the seats × distance payout, which mainly happens when an aircraft is fuelled for a route far past its efficient range. Matching aircraft to route length keeps the math favourable.
So the formula stays legible: seats × distance × €0.42/seat-km, adjusted by destination type, is something you can calculate before you fly — dynamic or surge pricing would make every route a guess.
Yes — it's a constant in the formula. What changes between aircraft is seat count, speed and fuel burn, which is why fleet choice moves revenue and flight time far more than which aircraft you pick for a given destination type.
No — business, tourism, luxury and regional multipliers are fixed biases on the same base formula, not a live demand system, so a route's payout for a given aircraft is predictable before you dispatch it.
The Maintenance Bay and A-checks keep an aircraft dispatchable, but the seats × distance formula itself only depends on capacity, speed and fuel burn — condition affects uptime, not the revenue math.
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