📌From a company to money — seven steps to your first flight
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A new player gets four steps. That is all it takes to fly the first job.
Have a company Aircraft, money and reputation belong to a company — it is founded automatically when your account request is approved (you fill in the name and home airport in the request); if you got your account another way, the game offers to found one right after your first sign-in. A name, an optional three-letter code and a home airport are enough; a one-person company is fine, you are its owner and, for now, its only pilot. To fly for someone else instead, you need an invitation from that company’s owner or director — accept it on the Crew screen, People tab. Starting capital and the starting loan go only to a player’s first company — whoever lets a company dissolve starts the next one without them.
Have something to fly In Dispatch, the Rental tab rents you someone else’s aircraft. You pick how long to block it (2 to 20 hours) — nobody else gets it in that window, and then it goes back to its owner. Nothing is paid up front; the rent is charged after each flight by the actual flight time (taxiing is not billed). You can return it any time with the button on the aircraft in the At this airport or All mine tab; if it is parked somewhere other than where you picked it up, the ferry back is charged. A company may have at most two aircraft rented at once. On a dry rental you pay for fuel yourself, and whatever the tanks are down when you return it is charged to you; the fuel-included rate has it in the price. You fly a rented aircraft yourself — an AI crew only flies your own aircraft. Your own aircraft is on the Market: new from a dealer, used from stock, or from another player’s listing.
Take a job from the board The board shows jobs from the airport you have loaded. Pick an aircraft on the right: the At this airport tab shows your aircraft here, All mine your whole fleet (clicking an aircraft elsewhere switches the board to its airport) and For rent the aircraft you can rent. A job the selected aircraft cannot fly carries a tag with the reason — fuel already in the tanks, takeoff weight, seats, range and runway are counted exactly like at dispatch. The “only what the selected aircraft can carry” filter hides such jobs. Clicking a job selects it and the detail below the map shows what the pay is made of. Book holds the job for you; jobs to several destinations can be flown as one flight with stopovers. You may hold as many bookings as your fleet can carry, rented aircraft included, and an expired booking costs a little reputation. Besides demand routes, every airport also offers local jobs to nearby airports, small and large alike — a few passengers or a small load for a short hop, so even a light aircraft has work. The board refreshes by airport size — large airports every hour, grass strips once every 16 hours — and when players empty it below half, it is topped up sooner. Each job is only listed for part of the time until its deadline, though — an urgent one for a few hours, a deferred one for several days — and expired jobs disappear at the next refresh. When the admin announces a delivery bonus (Christmas, a test), the board shows it at the top: a percentage on top of the pay for jobs delivered before the promotion ends — tracked flights only, with a daily cap per company. It is booked separately and does not raise your credit rating. A new company has a guaranteed first job at its home airport, just for itself: a small load over a short distance to a paved runway that any rental aircraft can carry, tagged “first flight” and paying extra. The first steps panel in Dispatch shows it; it disappears after the first settled flight. When nothing on the board fits your aircraft at an airport, your company gets one guaranteed job tagged “just for you”: one passenger to one of the nearby airports your aircraft may use — large or small, a different one each day. Nobody else sees it, it takes no slot on the board, and you get the next one once this one is flown or expires. A large aircraft with nothing to carry at its airport finds work at nearby airports in the Fleet, on the Work nearby tab — with the profit after the empty ferry.
Dispatch the flight The aircraft has to be at the airport where the booking waits — if it stands elsewhere (an HAS aircraft in its depot, say), Dispatch flight ferries it there empty. Dispatch first opens a briefing: route and course, weather at both ends, runway state, cargo with deadlines, fuel and the money that leaves right away. That is also where you refuel — once dispatched, the aircraft is reserved and cannot be refuelled. Only the button in the briefing dispatches the flight, pays for the fuel and sends it to Operations. When bookings to several destinations wait at the airport, add stopovers with a chip in the briefing: the server orders the stops nearest first, adds up cargo and passengers on every leg and refuses an overloaded route. At each stop the jobs for it are unloaded and paid and cargo waiting there for the route is picked up; the server dispatches the next leg after landing and the tracker keeps recording it by itself once unloading is done. In X-Plane the tracker loads fuel and payload from the dispatch by itself; in MSFS load them in the aircraft. A wet lease and an HLS aircraft are not refuelled by you; fuel is in the rate.
Fly Download the tracker for Windows (Logbook, Tracker section), run it next to the simulator and sign in with the same e-mail and password as here. It recognises the flight by the airport the aircraft stands at and records from stand to stand: position, altitude, speed, fuel and the landing. You don't have to be online during the flight — without internet it records into a queue and sends it when the connection is back. The World screen shows who is flying online. A flight cannot be closed without a tracker track. The tracker window shows, in the Aircraft section, which type it read from the simulator and which one is dispatched. No dispatched type in your simulator? Fly a substitute: the tracker asks once and remembers it — a remembered substitute can be cancelled in its settings. The substitute has to hold the type's performance — not exceed its speed by more than the rules allow, not fly shorter and not burn less fuel than the type needs. The tracker shows the limits beforehand; miss them and the flight is voided. In flight the tracker also watches for position jumps, slew and accelerated simulation: it reports them at once and has the server check the track, which voids such a flight — you don't have to finish flying to find out. A small position shift after a simulator stutter is tolerated, altitude is not watched and a pause is just a pause — it does not count as acceleration. A longer pause or a rate below double only gets a warning. When the admin turns on the real time and weather bonus, the main tracker window shows whether the simulator runs in real time with real weather — you can turn it on until takeoff, switching in flight forfeits the bonus for that flight. The bonus is a percentage of the flight pay, booked separately, and does not raise your credit rating. Weather can only be verified in X-Plane; MSFS does not reveal its setting. Before takeoff it shows a check — airport, type, fuel, weight against MTOW and simulation rate; after takeoff it shrinks into a compact window with time to destination, fuel, speed against the limit and messages from the server; its Map tab shows the flight route, on a sightseeing flight the stops in order, the alternate airport, the aircraft position and the track flown. After landing it shows a landing analysis, including where on the runway you touched down, and what this aircraft can fly from the destination. It saves the flight plan into the X-Plane FMS or as a file for MSFS. You switch the tracker language with the flag in the top bar. Everything else is in its settings: units, notifications, a shortcut, data on this computer item by item and a replay of the last flight. The installed tracker updates itself.
Close the flight After landing and a minute parked — or when you shut the simulator down after stopping — the tracker closes the flight by itself. From the track the server computes block time, fuel burn and the landing, then revenue, commission and costs; the aircraft takes wear and is back on the ground. Block time and rental hours come from the flight times, not from when the track was sent. If you landed elsewhere, report a diversion in Operations. An active flight can be cancelled in the Logbook or in Operations: the aircraft returns to departure, the bookings wait and you can fly it again — nothing is paid out. The flight score grades the landing, fuel economy and smoothness. It never touches money — it is feedback and the basis for the leaderboards. An ordinary touchdown and a turn up to sixty degrees are full marks; a detour or a delay costs you no points, you pay for those in fuel, rental and crew wages.
Get paid Revenue minus commission minus costs is the profit of the flight. It is in the cash figure at the top right away and in the ledger to the last cent. Delivering on time raises reputation, delivering late lowers it and cuts the pay. From cash the rest grows: the next aircraft, a pilot, a base.
Based on the in-game help and manual (Help tab) — the numbers are the default rule values; the in-game manual shows the ones the server is using right now. Post questions and experience in this thread.
A new player gets four steps. That is all it takes to fly the first job.
Aircraft, money and reputation belong to a company — it is founded automatically when your account request is approved (you fill in the name and home airport in the request); if you got your account another way, the game offers to found one right after your first sign-in. A name, an optional three-letter code and a home airport are enough; a one-person company is fine, you are its owner and, for now, its only pilot. To fly for someone else instead, you need an invitation from that company’s owner or director — accept it on the Crew screen, People tab. Starting capital and the starting loan go only to a player’s first company — whoever lets a company dissolve starts the next one without them.
In Dispatch, the Rental tab rents you someone else’s aircraft. You pick how long to block it (2 to 20 hours) — nobody else gets it in that window, and then it goes back to its owner. Nothing is paid up front; the rent is charged after each flight by the actual flight time (taxiing is not billed). You can return it any time with the button on the aircraft in the At this airport or All mine tab; if it is parked somewhere other than where you picked it up, the ferry back is charged. A company may have at most two aircraft rented at once. On a dry rental you pay for fuel yourself, and whatever the tanks are down when you return it is charged to you; the fuel-included rate has it in the price. You fly a rented aircraft yourself — an AI crew only flies your own aircraft. Your own aircraft is on the Market: new from a dealer, used from stock, or from another player’s listing.
The board shows jobs from the airport you have loaded. Pick an aircraft on the right: the At this airport tab shows your aircraft here, All mine your whole fleet (clicking an aircraft elsewhere switches the board to its airport) and For rent the aircraft you can rent. A job the selected aircraft cannot fly carries a tag with the reason — fuel already in the tanks, takeoff weight, seats, range and runway are counted exactly like at dispatch. The “only what the selected aircraft can carry” filter hides such jobs. Clicking a job selects it and the detail below the map shows what the pay is made of. Book holds the job for you; jobs to several destinations can be flown as one flight with stopovers. You may hold as many bookings as your fleet can carry, rented aircraft included, and an expired booking costs a little reputation. Besides demand routes, every airport also offers local jobs to nearby airports, small and large alike — a few passengers or a small load for a short hop, so even a light aircraft has work. The board refreshes by airport size — large airports every hour, grass strips once every 16 hours — and when players empty it below half, it is topped up sooner. Each job is only listed for part of the time until its deadline, though — an urgent one for a few hours, a deferred one for several days — and expired jobs disappear at the next refresh. When the admin announces a delivery bonus (Christmas, a test), the board shows it at the top: a percentage on top of the pay for jobs delivered before the promotion ends — tracked flights only, with a daily cap per company. It is booked separately and does not raise your credit rating. A new company has a guaranteed first job at its home airport, just for itself: a small load over a short distance to a paved runway that any rental aircraft can carry, tagged “first flight” and paying extra. The first steps panel in Dispatch shows it; it disappears after the first settled flight. When nothing on the board fits your aircraft at an airport, your company gets one guaranteed job tagged “just for you”: one passenger to one of the nearby airports your aircraft may use — large or small, a different one each day. Nobody else sees it, it takes no slot on the board, and you get the next one once this one is flown or expires. A large aircraft with nothing to carry at its airport finds work at nearby airports in the Fleet, on the Work nearby tab — with the profit after the empty ferry.
The aircraft has to be at the airport where the booking waits — if it stands elsewhere (an HAS aircraft in its depot, say), Dispatch flight ferries it there empty. Dispatch first opens a briefing: route and course, weather at both ends, runway state, cargo with deadlines, fuel and the money that leaves right away. That is also where you refuel — once dispatched, the aircraft is reserved and cannot be refuelled. Only the button in the briefing dispatches the flight, pays for the fuel and sends it to Operations. When bookings to several destinations wait at the airport, add stopovers with a chip in the briefing: the server orders the stops nearest first, adds up cargo and passengers on every leg and refuses an overloaded route. At each stop the jobs for it are unloaded and paid and cargo waiting there for the route is picked up; the server dispatches the next leg after landing and the tracker keeps recording it by itself once unloading is done. In X-Plane the tracker loads fuel and payload from the dispatch by itself; in MSFS load them in the aircraft. A wet lease and an HLS aircraft are not refuelled by you; fuel is in the rate.
Download the tracker for Windows (Logbook, Tracker section), run it next to the simulator and sign in with the same e-mail and password as here. It recognises the flight by the airport the aircraft stands at and records from stand to stand: position, altitude, speed, fuel and the landing. You don't have to be online during the flight — without internet it records into a queue and sends it when the connection is back. The World screen shows who is flying online. A flight cannot be closed without a tracker track. The tracker window shows, in the Aircraft section, which type it read from the simulator and which one is dispatched. No dispatched type in your simulator? Fly a substitute: the tracker asks once and remembers it — a remembered substitute can be cancelled in its settings. The substitute has to hold the type's performance — not exceed its speed by more than the rules allow, not fly shorter and not burn less fuel than the type needs. The tracker shows the limits beforehand; miss them and the flight is voided. In flight the tracker also watches for position jumps, slew and accelerated simulation: it reports them at once and has the server check the track, which voids such a flight — you don't have to finish flying to find out. A small position shift after a simulator stutter is tolerated, altitude is not watched and a pause is just a pause — it does not count as acceleration. A longer pause or a rate below double only gets a warning. When the admin turns on the real time and weather bonus, the main tracker window shows whether the simulator runs in real time with real weather — you can turn it on until takeoff, switching in flight forfeits the bonus for that flight. The bonus is a percentage of the flight pay, booked separately, and does not raise your credit rating. Weather can only be verified in X-Plane; MSFS does not reveal its setting. Before takeoff it shows a check — airport, type, fuel, weight against MTOW and simulation rate; after takeoff it shrinks into a compact window with time to destination, fuel, speed against the limit and messages from the server; its Map tab shows the flight route, on a sightseeing flight the stops in order, the alternate airport, the aircraft position and the track flown. After landing it shows a landing analysis, including where on the runway you touched down, and what this aircraft can fly from the destination. It saves the flight plan into the X-Plane FMS or as a file for MSFS. You switch the tracker language with the flag in the top bar. Everything else is in its settings: units, notifications, a shortcut, data on this computer item by item and a replay of the last flight. The installed tracker updates itself.
After landing and a minute parked — or when you shut the simulator down after stopping — the tracker closes the flight by itself. From the track the server computes block time, fuel burn and the landing, then revenue, commission and costs; the aircraft takes wear and is back on the ground. Block time and rental hours come from the flight times, not from when the track was sent. If you landed elsewhere, report a diversion in Operations. An active flight can be cancelled in the Logbook or in Operations: the aircraft returns to departure, the bookings wait and you can fly it again — nothing is paid out. The flight score grades the landing, fuel economy and smoothness. It never touches money — it is feedback and the basis for the leaderboards. An ordinary touchdown and a turn up to sixty degrees are full marks; a detour or a delay costs you no points, you pay for those in fuel, rental and crew wages.
Revenue minus commission minus costs is the profit of the flight. It is in the cash figure at the top right away and in the ledger to the last cent. Delivering on time raises reputation, delivering late lowers it and cuts the pay. From cash the rest grows: the next aircraft, a pilot, a base.
Based on the in-game help and manual (Help tab) — the numbers are the default rule values; the in-game manual shows the ones the server is using right now. Post questions and experience in this thread.