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Custom Airports

Custom location files for Endless ATC · By startgrid

Suggestions List - by the Endless ATC Discord!

A topic by ZacKaplowitz created Mar 17, 2021 Views: 300 Replies: 4
Viewing posts 1 to 4

Hey! This is a suggestion list put together by the Endless ATC discord server. I'm sure you're aware of it but we have over 60 members, you're very welcome to join.: https://discord.gg/v4wDGh3.

The list of requested features is separated into easy and difficult to implement, and the most important ones have the number highlighted in red. 

We appreciate all the work, and would love to see these features implemented!


https://docs.google.com/document/d/1ftVK9WEVSG6UAJRGRa8xA4mDEHpWCXFM2lF568iNil0/...

Developer

Thanks for the (huge) suggestion list! While preparing the next update (which will be released soon) I've read through the list and I've already implemented a few points (1, 13, 15, 17). 

Notes on other suggestions: (2) this is possible by overriding planetype properties but, as the game takes place in the vicinity of an aiport, most planes are below FL100 already so 250KT is the default limit; (4) for now I'll add a general 'localizerspeed' item for customization; (6) the distance will be reduced from 6 to 4 miles for more convenient waypoint selection; (11) type 'fail000' to disable emergencies; (12) is possible but only by using keyboard commands.

Some other points seem easy to add, but may add much complexity, whether for the game mechanics itself, the airport developer or the player. It's a tricky balance between: how much time to sink into creating every little detail, versus the simplicity that makes the game easy to learn and most importantly: fun to play. The feedback however is appreciated and I will keep all suggestions in mind for future improvements.

Thanks so much for the response. 



(2) this is possible by overriding planetype properties but, as the game takes place in the vicinity of an aiport, most planes are below FL100 already so 250KT is the default limit

Controllers can generally give speeds higher (within aircraft limits) - I think 290 knots would be a reasonable cap.


(6) the distance will be reduced from 6 to 4 miles for more convenient waypoint selection

Could this be something customisable? It would be great to be able to set.


I'd like to specifically ask for your thoughts on 7, 9, 10, 16, and also 18 which I added as it's not an insignificant part of controlling a terminal area.


Thank you!

Developer

You're welcome. I agree with most points of the list actually, although some are just not a high priority due to added complexity in gameplay or development. Current thoughts:

(2) If an inbound plane has a speed of over 250KT, the speed can be maintained by doubleclicking between the speed +/- buttons. I'll have the check if increasing the speed upper limit has implications on other aspects (like automated speed adjustments) of the game. If the player forgets to reduce speed, planes will go around. (6) I'm not sure what exactly the use is for planes heading for a waypoint just 3 miles or less away, as it will be reached in no-time. (7) I may add specific descendaltitudes per spawn point. Currently all planes descend to the same altitude mainly because it's predictable to the player; lowering planes 1000 feet will clear them of conflict with any other inbound plane near the boundaries. Only recently, specific inbound beacons were added, so perhaps specific altitudes could also be an option. (9) It sounds complicated, especially the 7NM will surprise users. (10) The game is designed with the idea that departures would climb above the entering arrivals, therefore the arrivals enter at or slightly above the descendaltitude and are thus clear of outbound traffic. I also think that creating much larger airspaces than anticipated (default airports extend to only 30 to 40NM) increases the occurance of early levelling off. (16) & (18) Neat but minor details.

Yep! I think in terms of separation, a specified value per localiser as a minima would be fantastic.

My experience with speed control is that if coming in faster than 250, it's difficult to control. If you reduce it, it jumps to 250, then continues down as normal. As soon as you give a speed of 250 or less, the option to give higher disappears. Even at FL130, the maximum I can give aircraft is 250 unless they come in faster. Especially since TMAs can reach very high (FL250 or so in some cases), 250 knots is incredibly slow. 

The reason that early level offs are an issue is because the lack of automatic arrival clearances means that airspace has to be unrealistically extended to allow for the user to manually clear them. Something such as autoarr = true would work, unless the main airport has multiple arrival runways. If that were the case, possibly the player could be able to set arrival runway for arriving aircraft before they enter the airspace?

I understand your reluctancy to complicate things, but I think giving airport developers maximum freedom can only be a good thing. It has true potential to be a proper radar simulator - of course consider the path you take, but it's an incredible base at the moment that seems to be only getting better! :)