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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.
-