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LUNACY
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ATCSIM.ZIP
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ATC.DOC
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1989-09-23
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ATCSIM V1.2
-----------
Air Traffic Control Simulation
------------------------------
System Requirement
------------------
- Intel (TM) 8088,80286,386,486 processor running at any clock
speed
- graphics adaptor card: CGA,MCGA,EGA,VGA,Hercules Monochrome &
Incolor (TM)
- DOS 2.0 or higher (but not MS-DOS 2.11!)
- at least 256K of memory
- hard disk optional
- for registered program, if you have at least 199K free extended
memory or free disk space on your default hard/floppy disk,
the program will swap most of itself out of conventional
memory during shell to DOS, using up only 3K. Otherwise,
program will shell to DOS using 3K of conventional memory.
Files Distributed
-----------------
ASE.DOC - explains how the Aircraft Specification Editor works
ASE.EXE - Aircraft Specification Editor
ATC.DOC - this file
ATC.EXE - the game
REG.DOC - registration form
REG.EXE - program to enter registration data to ATC.EXE and
to enable all the features
Quick Start
-----------
If you are already familiar with air traffic control (ATC),
you can play the game right away. Run ATC.EXE, when the radar
display appears, press <ESC> to see the menu, then press <H> to
display help on command syntax, exit radials and restrictions. On
the right of the radar display is a "rack" of flight progress
strips (FPS), upper half for departures and lower half arrivals.
To upgrade from V1.0 or 1.1 to 1.2
----------------------------------
If you are already a registered user of ATCSIM V1.0 or 1.1,
this upgrade version 1.2 is free to you! Replace ATC.EXE and
REG.EXE of Version 1.0 or 1.1 with those from this version and run
REG.EXE using the same password I sent you before. If you
unfortunately lose your password, send me the registration form
quoting your registration number and I shall send you the password
again.
What is ATC ?
-------------
Aircrafts fly in and out of a large airport in fixed routes
called airways. They are equivalent to the freeways for cars.
Unlike driving where you can stop and look around, aircrafts must
keep on flying. The job of the air traffic controller is to direct
aircrafts from one place to another via radio and to keep them
separated to avoid collision. He achieves this with the help of
radar.
In this game, the radar display shows the airport at the
center of the screen as a light-red triangle of 3 dots. There are
2 runways. Each can be used at either end. At the start of the
game, the program will decide which runway or runways may be used
for takeoff and landings. There may be only one active runway or
all 4 possible runways may be active. An active runway is shown on
the radar display as a yellow dotted line together with its
approach area shown as a light-blue rectangle. There are 5 exits
where departing aircrafts will leave. They are shown as light-green
brackets together with their names near the edges of the radar
display.
You have to direct departing aircrafts to take off, climb to
a certain altitude (at least 6,000 ft), to turn left or right so
that they fly towards their destinations (the 5 exits). You have
to direct arriving aircrafts to descend to a certain altitude
(maximum 4,000 ft), to turn left or right so that they fly into the
approach area (rectangle), 'clear' them for approach and clear them
to land.
To prevent collisions, aircrafts fly at heights at least one
thousand feet apart. When 2 aircrafts are vertically separated by
less than 1000 ft. and horizontally less than approximately 0.5
inch on the radar display, a collision is likely and the condition
is called "near miss". The game ends when 2 aircrafts collide in
midair.
A word about 'headings'
-----------------------
Flying is like sailing where direction is measured on a 360
degree basis. North is heading 0, east 90, south 180, west 270.
Therefore, if you direct an aircraft to turn right heading 135, you
tell it to fly south-east.
Runways are named by its heading in tenth's of degree. Runway
09 is heading 90-99 east, runway 16 is heading 160-169 south south
east. The reciprocal runways (takeoff and landing in the opposite
direction) are respectively runway 27 and 34.
Flight Levels
-------------
Aircrafts fly in heights measured in hundreds of feet called
flight levels. A flight level of 30 means 30 hundred feet or 3,000
feet. Throughout this game altitudes are measured in flight levels
and so are your altitude changing commands.
What is a Flight Progress Strip (FPS)
-------------------------------------
Air traffic controllers keep details about each aircrafts on
strips of paper called flight progress strips (FPS). These FPS are
displayed on the right of the radar display in 2 sections, the
upper half departures, lower half arrivals.
The FPS of each aircraft consists of 2 lines of data, e.g.
24X 747 XKL 580 09
120 140 16 60 135 100
24X is the identification of the aircraft. It is the 'call sign'
which you have to enter on each command.
747 is the aircraft type. In this game, there are 2 types of
aircrafts by default: Boeing 747 and Cessna 182. 747 is the
fast jet which climbs and fly faster and 182 is the slower
single propeller plane. Please note that you can change the
name and performance of these aircrafts and optionally add up
to 2 aircrafts of your own specifications using the Aircraft
Specification Editor. Please see accompanying ASE.DOC
XKL is the name of the destination for departing aircrafts. For
arriving aircrafts, this field is blank. There are 5
destinations:
Name Radials (bearing from airport center)
---- -------
ELT 93
ECO 125
DVR 162
EDS 232
XKL 322
580 is the fuel indicator for the aircraft. 747 starts off with 600
units of fuel and 182 with 400. They burn fuel while waiting
for departures as well as flying. They use more fuel climbing
and less descending. You should keep an eye on it. When an
aircraft runs out of fuel, the game is over!
09 is the runway indicator:
- when an aircraft is waiting for departure, either 09,16,27 or
34 will be seen showing it is waiting for take off at that
runway.
- when you clear an aircraft for take off, the indicator becomes
09T etc. to show that the aircraft is rolling down that
runway.
- after take off, and for arriving aircrafts in flight, this
field is blank.
- when you clear an arriving aircraft for approach, the
indicator shows 09A etc.
- when an aircraft is cleared to land, the indicator becomes 09C
etc.
120 is the heading that the aircraft is currently flying.
140 is the desired heading that you direct the plane to turn
towards. When the plane is not turning, this field is blank.
16 is the altitude in Flight Levels (hundreds of ft) that the
aircraft is currently flying (1,600 ft).
60 is the desired altitude you specified. When the plane is flying
level, this field is blank.
135 is the bearing of the plane from the airport center. This plane
is to the south-east of the airport. When the plane is waiting
on the ground, this field is blank.
100 is the distance of the plane from the airport. It is
approximately 100 units for the edges and 130 units for the
corners of the radar display.
Departure Example
-----------------
Plane : (24X is ready for take off runway 09)
A beep is heard and you see on the departure section a FPS
with this entry: 24X 747 XKL 598 09
There are no aircrafts around so you clear it for departure
by this command:
ATC : 24XT<CR>
Plane : "Two Four rolling"
The pilot replies in synthesized voice!
When the plane gets off the ground, you hear a beep and it
will be displayed on the radar by a circle and a line, indicating
its heading. In 3-dimensional display mode, a smaller brown circle
is seen below the aircraft. This is the shadow of the aircraft on
the ground. A data-tag will also be near it showing its call sign,
altitude and speed. The bearing of XKL from the airport is 322. To
fly to the exit XKL at 6,000 ft or above, you issue the command:
ATC : 24X+60L300
Plane : "Two Four climb to six zero left three zero zero"
When you see that the bearing of the plane approaches 322, you
tell it to turn right heading 322. It will then fly directly to
XKL.
ATC : 24XR322<CR>
Plane : "Two Four right three two two"
Arrival Example
---------------
You hear a beep and you see on the arrival section a FPS:
14C 182 396
65 90 245 158
A Cessna 182 at 9,000 ft is flying in from south-west. While
it is outside the radar display, you cannot 'control' it. When it
enters, you hear a beep and you enter this command to prepare it
to land using runway 09:
ATC : 14C-40L40<CR>
Plane : "One Four descend to four zero left four zero"
The aim is to direct the plane to enter the approach rectangle
at 4,000 ft or below. You can only clear an aircraft for approach
while it is inside the rectangle. In 3-dimensional display mode,
while the brown circle is inside the rectangle.
ATC : 14CA09<CR>
Plane : "One Four approach zero nine"
After you have cleared an aircraft for approach, it will
automatically turn left or right to align with the runway and
gently descend towards the ground using the Instrumental Landing
System (ILS) on board! Before it touches the ground, you have to
give landing clearance. Otherwise scores will be deducted.
ATC : 14CC<CR>
Plane : "One Four cleared to land"
Other commands
--------------
There are commands for help, to quit the game, to change how
fast the game is played, to change sound level, to shell out to DOS
(so that your boss will not know!), to toggle between 2-dimensional
and 3-dimensional display and to save the game so that it can be
played again from exactly the same situation. Press <ESC> at any
time for the menu, press <Q> to quit the game, <H> for help, <O>
to jump to DOS, <D> to change speed, <S> to change sound level,
<T> to toggle 2-D/3-D display and <V> to save the game.
Why paid & register?
--------------------
Many months of hard work have been spent on writing this
program. If you like this game, if you appreciate my work, please
send me a contribution. The copy of this program you received is
a trialware version with limited capability. It is a demonstration
to let you evaluate if it is worth $20 or not. The jump to DOS,
change speed and save game functions are not available and you can
only handle 2 aircrafts at a speed of 3 seconds per 'tick'. This
is too slow and too few aircrafts for the experts and may be too
fast for the beginners.
After registration, you will be able to:
1. Choose your skill level from 1 to 5:
Level 1 : Trainee
- play 'at your own pace' from as slow as 9 seconds per tick
- no fuel restriction
- no exit restriction. Fly departing aircrafts anywhere you like
to 'get the hang of ATCing'
- handle 6 aircrafts generated at slower successions.
Level 2 : Cadet
- still no fuel restrictions
- now learn to fly aircrafts to their destinations
- handle 10 aircrafts.
Level 3 : Officer
- with full fuel & destination restrictions
- handle 14 aircrafts generated at faster successions.
Level 4 : Supervisor
- arriving aircrafts may 'miss approach' due to poor weather
condition or poor technique of pilots. They are low on fuel
so you have to 'vector' them for another approach as soon as
possible.
- handle 18 aircrafts
Level 5 : Chief
- meet the greatest challenge and handle 22 aircrafts at a busy
airport!
- you cannot play slower than 5 seconds per tick
- exit name will not be shown on the display
- there will be more miss approaches
2. Change speed of play depending on skill level restriction.
3. Shell out to DOS with only 3K of DOS used up! You can work and
play together!
4. Save the game in a file ATC.SAV in the default drive and
subdirectory and resume playing it later. Data about all the
active aircrafts, sound level, speed of play, active runways as
well as 2-dimensional/3-dimensional display mode is saved. To
resume playing a saved game, choose option 0 at the start-up
screen. Please note that the file ATC.SAV is a binary data file.
You should not edit it or the program will go haywire.
5. You will be able to change and save aircrafts performance data
using the Aircraft Specification Editor (see ASE.DOC)
Registration is simple. Print & fill in REG.DOC and post it
together with a US$20 personal check, bank draft or money order
payable to "Francis Yan Keung Leung" by air mail to
Francis Yan Keung Leung
38A Hillwood Road,
3/F Kowloon,
Hong Kong.
After I have received your form, I shall mail you the password to
be used with REG.EXE to register your own copy of ATC.EXE and I
don't have to send you another disk! If you are a CompuServe user
and you have supplied your User ID, I shall send the password to
you via EasyPlex. After registration, all the features of the game
will be available and the program will display your name and
address when you start the game. Each user will have his own unique
password.
Notes on Shelling to DOS
------------------------
For registered program, at the start of the game, the program
will check if you have enough extended memory or EMS available
(about 199K) to swap the program when you shell to DOS, leaving
only 3K of conventional memory used up. If you don't have enough
memory, the program will open a hidden file SWAP.$$$ on your
default disk and subdirectory. It will be 199K big. If you don't
have enough disk space, the program will warn you and the program
will jump to DOS without swapping, using up 202K of conventional
memory.
My advice to hackers
--------------------
There are no unbreakable protection scheme but please don't
waste your talent cracking my code. If you like this game, please
support and pay. It is only $20!
Distribution Policy
-------------------
This software is distributed as Trialware = try before you
buy. You are given 30 days to try out this product. If you are
satisfied at the end of 30 days, please register. If you are not
satisfied, you should cease using it. You are free and encouraged
to distribute this program as widely as possible in its unmodified
form. You should not charge a fee more than the cost of a floppy
disk + postage and in case of Bulletin Boards, the normal connected
charges if present. Please help trialware by uploading it to
anywhere you think people are interested in. Trialware can only
survive and continue to produce quality program at such a low price
if the author does not have to spend a lot of money on
advertisement and there are many users who do paid. Thank you in
advance for your support!
This version 1.2 has been thoroughly tested. Unless I hear
some great suggestions from you or a bug is discovered, there will
be no revisions for a while. So please distribute.
Legal Stuff
-----------
This program is supplied 'as is' without guarantee of any
kind. The author will not be liable for any losses or damages
consequential or coincidental to the use of this software.
This software is copyrighted under International Laws
applicable. You can only distribute the original trialware version
of the program in its original package (the ATCSIM.EXE) freely. You
cannot disassemble the program or modify it so as to enable the
functions for registered users. The only legal way to modify the
program ATC.EXE is by using REG.EXE to enter the password supplied
from registration and the ASE.EXE to modify the aircraft
specification data. ATC.EXE after registration will become your
personal copy and cease to be trialware. Distribution of registered
personal copy is a violation of applicable Copyright Laws.
Acknowledgement
---------------
The speech synthesizer module is by David Neal Dubois and Michael
Day and is available in Borland Programming Forum A Library 2 as
TALK.ZIP
The execswap module to swap most of the program to EMS or hard disk
during shell to DOS is by Kim Kokonen and is available in Borland
Programming Forum A Library 2 as EXECSW.ARC
Feedback
--------
If you have any comments and suggestions, please feel free to
write to me or send EasyPlex to ID 14777,101 if you are a
CompuServe user. What I shall do for the next revision (and next
program!) depends a lot on users feedback and support. If you
encounter any bugs please also report. If you have a graphics card
that is not supported, I may be able to provide a custom made
program for you. Please send details about your graphics card.
Thanks for your support of Trialware!
Revision History
----------------
Version 1.2 - September 23, 1989
- add option to save/resume game in file ATC.SAV.
- add 3-dimensional display.
- add Aircraft Specification Editor to change aircraft
performance data and optionally add 1 or 2 more aircraft
types.
- display number of aircrafts handled.
- add runway 27 and 34.
- randomly use 1-4 runways.
- allow shell to DOS even though there is not enough swap
space.
- sometimes a datatag will not clear at the next 'tick', bug
fixed.
- documentation revised.
Version 1.1 - August 1, 1989
- when the last active aircraft has landed/reached
destination, the program will go haywire and may hang the
system requiring reboot, bug fixed.
- an aircraft may repeatedly miss approach. The algorithm has
been rewritten so that it reflects the real situation
better.
- on start up screen, the state is shown as 2 upper case
letters instead of one upper case and one lower case.
- the cruising speed of Boeing 747 is increased to 26 making
the game more exciting! (This change becomes redundant in
V1.2 as you can use the ASE)
- better documentation (this file!)
Version 1.0 - July 21, 1989
- initial release.