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- DOCUMENTATION FILE FOR ATC-GAME. (Version 0.60) / 1
- ================================
-
- ***************************************************
- * This documentation is only 8 pages long! *
- * So, please, print it.... and read it! *
- ***************************************************
-
-
- WARNING !
- ---------
- The ATC-Game and ATC-PRO require a high definition VGA video
- card & monitor (640 x 480, 16 colors). The graphics part of
- the game (the radar screen) is drawn in vector graphics, not in
- bit-map which is much too slow for this application. Changing the
- screen definition would cause aspect ratio calculations for each
- vector which would put further limitations on the CPU require-
- ments. In order to keep the game available to the widest base of
- users, we have choosen not to process any aspect ratio calcula-
- tions, hence limiting the game to only one screen definition which
- however is becoming quite a standard (also for IBM OS/2). The ATC-
- Game has been succesfully run on an 8088 / 8 Mhz CPU with a Wes-
- tern Digital Paradise-Plus video card without severe performance
- degradation. For the registered version, ATC-PRO, we recommend an
- 8088 + coprocessor 8087, or an 80286 or better to cope with the
- more sophisticated simulator calculations (vectors and reals).
-
- When you start up the ATC-Game, it will self-detect your video
- mode (setting) and report its findings if this is different from
- VGA 640 x 480, 16 colors. So, if you are not sure of what you
- have, you can always try without locking up your system.
-
-
- CONTENTS OF THIS DOCUMENTATION:
- -------------------------------
- 1. Game definition.
- 2. How to play.
- 3. Screen layout.
- 4. Terminal area layout.
- 5. Game rules.
- 6. Game Commands.
- 7. Radar display layout.
- 8. Flight simulator parameters.
- 9. Terminal Area parameters.
- 10. Hints.
- 11. Information on ATC-PRO.
-
-
-
- 1. GAME DEFINITION.
- -------------------
-
- The ATC-Game is an ATC (Air Traffic Control) simulation game.
- As an Air Traffic Controller you are in charge of the Terminal
- Area (TMA) of a medium sized international airport. The TMA is
- a volume of airspace which is the buffer between the airport
- take off and landing activity on the one hand and the Airways
- which are used by arriving and departing traffic on the other
- hand. The Wingsfield TMA is a square of 28 nm extending from
- the ground up to 12,000 feet. In the TMA it is your reponsibili-
- ty to vector the departing traffic to the appropriate airway and
- the arriving traffic to the appropriate runway, maintaining suf-
- ficient separation between aircrafts. Standard minimum separa-
- tion is 3 nm (nautical miles) horizontal or 1,000 ft (feet) ver-
- tical. You will actually control the traffic by issuing clearan-
- ces. In this you are assisted by the most recent technological
- developments in Air Traffic Control such as a Data Link with all
- aircrafts and Computer Assisted Traffic Monitoring (CATM) which
- are things real world Air Traffic Controllers can only dream of.
-
- LIABILITY DISCLAIMER: The ATC-Game and ATC-PRO are games with
- no other purpose then leisure and free time occupancy. This
- software is not suited for professionnal training nor for com-
- mercial use and no assumption can be made that the (realistic)
- simulation in this game could be in conformity with internatio-
- nal air traffic rules or regulations.
-
-
-
- 2. PLAYING THE GAME.
- --------------------
-
- Aircrafts are handed over to you either by the Airport Tower
- Controller (yellow progression strips) when they are ready for
- take off, or by the Airways Controller (blue progression strips)
- when they arrive from outside with your airport as a destination.
-
- Airway controllers will warn you in advance of arriving aircraft,
- their estimated arrival time and altitude, so that you do not
- vector departing aircrafts head-on with arriving ones! Clearances
- to arriving traffic can only be issued after they have actually
- entered the TMA (= visible "blip" on your screen).
-
- Because the aircraft parking area is located between the two pa-
- rallel runways (25L /25R) the tower controller will direct depar-
- ting traffic to the most appropriate runway depending on ground
- traffic conditions at the moment.
-
- Wingsfield airport is located in a quite touristic area. Occasio-
- nally it will happen that private pilots doing some sightseeing
- will cut through the TMA without being aware of it. Of course
- they are not in radio contact and you will not be able to issue
- them any clearance. The CATM will report those aircrafts on your
- screen as "not identified" as soon as they are under primary
- radar coverage and it has been determined that no Data Link can
- be established with them. If the airport's precision approach
- radar is able to track an unidentified aircraft, it will deter-
- mine its altitude and issue traffic advisories in case of con-
- flict with TMA traffic.
-
-
-
- 3. SCREEN LAYOUT.
- -----------------
-
- The screen of the ATC-Game is divided in 5 areas.
-
- The main area is the Radar Display which contains a blue over-
- lay of the TMA layout and where the radar tracked aircrafts will
- appear in the form of a green "Blip". The CATM (Computer Assisted
- Traffic Monitor) will add a tail to each "blip", representing the
- actual direction and speed of the tracked aircraft. It will also
- add a "label" with the flight-ID and Type of aircraft (Jet or
- propeler driven Light airplane) and the most important flight
- information collected from the aircraft through the Data Link.
- (Actual altitude, actual trend, final destination, active clea-
- rance).
-
- The right side of the screen contains a window on the top with
- the actual airport conditions (wind, time, runway in use).
-
- The middle window on the right contains the progression
- strips of all airplanes under control of the TMA. The strips
- are automatically maintained by the CATM and color coded.
-
- The lower window on the right is the space where you can type in
- your clearances.
-
- At the bottom of the screen there is a 2 line message window. If
- you do the job well, it will be empty! If any problems are iden-
- tified by the CATM or reported from the aircraft, a warning mes-
- sage will be displayed in the message window.
-
-
- 4. TERMINAL AREA LAYOUT.
- ------------------------
-
- The Wingsfield Terminal area extends from ground to 12,000 ft.
-
- Besides the airport, represented by its runways in the center,
- the terminal area contains the following items (all in blue
- overlay):
-
- - 3 navigation beacons (STA, BRA, WET).
- - Over Beacon STA (Stacky) there is a holding pattern where
- you can temporarily "store" airplanes out of the way.
- - In the ATC-Game Shareware version, only the runways 25R / 25L
- are operational (runway centerline is 250°).
- - 4 airways identified as N, S, E, W with their "floor" at
- 5,000 ft.
- - A noise restricted area in the left bottom corner. This area
- is restricted for flight below 5,000 ft. Incursions in the area
- at an altitude below 3,000 ft will cause an official complaint
- to be issued to by the local community.
- - Out of the end of all runways there is a "Locator Outer
- Marker" (LOM). These are navigation beacons used by the airpla-
- nes in the landing procedure. The reason why they appear
- on your screen is because you should vector all aircrafts in
- such a way that they will be able to pass the LOM at the proper
- altitude and lined up with the runway for landing. Vectoring air-
- crafts too fast, too high or not properly lined up over the LOM
- may cause a "missed approach" if the pilot cannot handle the ap-
- proach within safe limits.
-
- We strongly recommend that you printout the TMA Layout which
- will be possible with most system configurations by pressing
- the "Print Screen" button. Don't forget to include the
- "GRAPHICS" command in your Autoexec.bat file. You can then
- use the printouts to draw direction lines and reference points
- on them to assist you in vectoring aircrafts properly.
-
-
- 5. GAME RULES.
- --------------
-
- You start the game with a salary of 8,000 (of whatever currency!).
-
- The airways controllers and the Airport Tower controller will hand
- you over the airplanes when appropriate.
-
- Airways are handed over in blue strips with the estimated arrival
- time and the arrival altitude.
-
- Ground traffic is handed over in yellow strips when the airplane is
- ready and waiting to line up onto the runway for take off.
-
- The ATC-Game will handle about 50 movements (i.e. arriving
- or departing aircraft) per hour, which is pretty busy times for
- one controller. So if it looks simple in the beginning, be a little
- bit patient.... If you are on the slow side, the ATC-game will au-
- tomatically lower the number of movements handled, but this will
- be reflected in your salary!
-
- As soon as an airplane has been taken over by you (by issuing a
- clearance) it will be shown in a green strip.
-
- When you clear an arriving airplane for landing, it will change
- its strip to light blue while it is conducting the approach and
- final landing. As the landing is conducted on instruments by the
- pilot there are no further clearances required. If you vectored
- the airplane in such a way that it cannot conduct the approach
- safely, the pilot will decide a missed approach. The standard
- procedure for missed approach is "Set course to STA and climb
- to 3,000 ft", which all aircrafts will always do in a missed
- approach situation, waiting for new clearances.
-
- If you are a safe controler, your salary will increase gradually.
- However, if you are not "up to standards" your salary will decrea-
- se. "Below standard" conditions are:
- - Excessive delay before clearing handed-over traffic.
- - Vectoring airplanes out of the TMA or not in the proper Airway
- for their destination.
- - Traffic advisory which is when the separation between airplanes
- is less then 3 nm horizontal or 1,000 ft vertical.
- - Air Miss, which is a near collision situation.
- - Incursions in the noise restricted area.
- Low altitude incursions (below 3000 ft) are more serious.
- - Missed approach.
- - Vectoring a departing aircraft to landing.
- - Vectoring airplanes into airways BELOW 5,000 ft.
-
- Vectoring aircrafts in such a way that they fly into the ground
- or into eachother (mid-air collision) will cause you to be fired!
-
-
-
- 6. GAME COMMANDS.
- -----------------
-
- While typing your command, you can correct typing errors with
- <Back-Space> and clear the complete command line with <Escape>.
-
- A clearance takes effect after you pressed <Enter>.
-
- Clearances which cannot be interpreted correctly will cause a
- low tone "beep" and are not transmitted to the airplane.
-
- All commands are in the format:
- FlightID + Command + [Command String].
-
- Commands: C = Clearance ( + Command String).
- T = Take Off ( no command string).
-
- Clearance command strings:
- 3 digits = Set course to heading xxx.
- 1 or 2 digits = Cleared to altidue n x 1,000 ft.
- 25L or 25R = Cleared to land on runway 25L or 25R.
- WET, S, STA, ... = Set course to a known TMA fix.
-
- Examples: ANYID T = Cleared for take off.
- will cause the airplane to line up onto the
- runway and take off.
- ANYID C 035 = Set course to 035°.
- Will cause the airplane to turn to this hea-
- ding. Notice that leading zeros are required.
- ANYID C 3 = Cleared to 3,000 ft.
- Will cause the airplane to climb or let down
- until the required altitude is reached.
- ANYID C 12 = cleared to 12,000 ft.
- ANYID C W = Cleared to airway W (west).
- Will cause the airplane to set course to W.
- ANYID C BRA = Cleared to BRA (Bravo) TMA fix.
- Will cause the airplane to set course to BRA.
- ANYID C 25R = cleared to intercept and land on 25R.
- Will cause the airplane to maintain present
- heading until it intercepts the runway center
- line, then follow the approach path to land.
-
- Limitations on landing clearances:
- Landing clearances will only be accepted if the ACTUAL
- heading of the airplane is within +/- 60° of the
- runway centerline (for 25R / 25L this is 250°) and
- the ACTUAL altitude is 2,000 ft (or close enough to
- this value to intercept the approach glide-slope).
- Clearing an airplane for landing PASSED the runway
- center line (i.e. you cleared the airplane too late)
- may cause the pilot to fail to detect the approach
- glide-slope and continue on the interception heading.
- Clearing an airplane for landing from a heading which
- does not intercept the runway center line will cause
- the pilot to keep flying on this heading without ever
- detecting the approach glide-slope.
-
-
- Holding over STA:
- The Shareware version of ATC-Game does not include
- an automatic holding procedure over STA. However,
- the holding has been positioned on a 270 / 090°
- radial and the flight simulator algoritms are designed
- so that planes will turn LEFT with a 180 difference in
- heading. By successively issuing the clearances
- ANYID C 270, ANYID C 090, ANYID C 270, ... you can
- maintain an airplane in the holding pattern. The regis-
- tered version, ATC-PRO, contains an automatic holding
- procedure which will keep the holding airplanes in the
- stack until you give them a new clearance.
-
-
- A limited on-line help screen is provided with the "HELP" command.
-
- Help will also freeze the flight simulator which means that while
- the help screen is displayed all aircraft positions are "frozen".
- This enables you to temporarily stop the game to answer a tele-
- phone call or so.... Sorry, there is no "BOSS Escape" function!
-
-
-
- 7. RADAR DISPLAY LAYOUT.
- ------------------------
-
- Each blip on the Radar screen generates a label with the flight
- information.
-
- Typical label design is: ANYID J
- =5 W>WE
-
- First label line gives the flight ID + airplane type.
- Airplane types are J for Jet.
- L for propeller Light aircraft.
-
- Second label line gives the traffic situation:
- = Trend;
- 5 Actual altitude x 1,000 ft;
- W Flight destination;
- >WE actual (last) clearance under execution.
-
- Trend can be = Level flight;
- U Up;
- D Down;
- I Intercepting (runway centerline);
- L Landing (on centerline in final approach);
- G Ground (landed);
- T Taking off.
-
- Flight destination can be:
- W, E, S, N for departing aircraft;
- A for all arriving aircrafts;
-
-
-
- 8. FLIGHT SIMULATOR PARAMETERS.
- -------------------------------
-
- One of the major parts of this software is the flight simulator
- which moves all the airplanes on the screen. The flight simula-
- tor uses advanced flight envelope algoritms which move each air-
- plane according to its individual parameters.
-
- The flight simulator parameters are set as follows:
- - Airspeed: 160 kts (knots) for Light aircraft.
- 240 kts for Jets.
- - Approach speed: 160 kts for Jets;
- 80 kts for light aircraft.
- - Climb: 1,800 ft/min for Jets;
- 1,200 ft/min for lights.
- - Turn: Standard procedural turn at 180° per minute.
- Nearest turn left or right to new heading.
- - Let Down: 1,800 ft/min all aircrafts above 2,000 ft;
- 1,200 ft/min all aircrafts below 2,000 ft.
-
- The use of advanced flight simulator software causes the
- "airplanes" to behave in a very realistic way:
- - Acceleration at take off and lift off when the appropriate
- speed has been reached.
- - Self determination of the course to a TMA-defined fix.
- - Self determination of left or right turn to new heading.
- - After a plane recieved a clearance to a runway, it will
- reduce its speed to approach speed, maintain its heading
- until interception of the approach glide-slope, track the
- approach path down to the treshold, land and brake...
- unless landing conditions (altitude, speed, centerline,
- heading) are not met at the "missed approach point" which
- will cause a "missed approach".
-
-
-
- 9. TERMINAL AREA PARAMETERS.
- ----------------------------
- - The TMA extends from ground to 12,000 ft.
- - Airways connecting to the TMA extend from 5,000 to 12,000 ft.
- - Arriving traffic in Airways is always on EVEN altitudes, i.e.
- 6,000 ft, 8,000 ft, 10,000 ft, 12,000 ft.
- - Clearance to land on a runway must be given when the ACTUAL
- airplane conditions are as follows:
- * Altitude: 2,000 ft (there is some tolerance in here!);
- * Heading +/- 60° from runway centerline (250°).
- - Airplanes will track the approach glide-slope when within
- +/- 3° of the runway centerline.
- - Once airplanes are established on the runway centerline for
- final approach the horizontal separation limit is reduced so
- that both runways can be used simultaneously for approach
- without causing traffic advisories ("L" condition in the blip
- label).
-
-
- 10. HINTS.
- ----------
- - When you clear an airplane for take off, it takes some time
- before it will be lined up, switch on the transponder (so
- that it will appear on your screen) and start the take off
- roll.
- - If you take off from parallel runways don't forget that
- separation minima apply as soon as the airplanes are airborne.
- - Airplanes reduce their speed when cleared for a runway
- (approach). Don't follow too close at high speed!
- - There is an significant difference in approach speed between
- lights and jets. Don't follow close at all!
- - Clear leaving airplanes to oneven altitudes so that they
- will always be separated from arriving traffic which is on
- the even altitudes.
- - Stay away (3 nm) or high from unidentified airplanes.
- - Read your progress strips as well as the blip labels to
- keep aware of what's going on and what clearances you issued.
- - Prepare your next clearance typed ready in the command-string.
- The clearance takes effect only when you press <Enter>.
- If something more urgent has to be done first, clear your
- waiting clearance with <Escape> and type-in a new one.
- - Above anything else keep calm, don't pannic! It's only a game!
-
-
- 11. INFORMATION ON ATC-PRO.
- ---------------------------
-
- Registration information is shown on the introduction screen
- of the ATC-Game.
-
- If you like a more chalenging version of this game, you should
- register for ATC-PRO with the following enhancements:
- - Improved radar screen graphics with "write trough" of the radar
- blips and labels and "XOR refresh" of the blue overlay. This
- gives a much more readable radar display. This caused rewriting
- of a major part of the vector graphics and this version to
- become available for shareware.
- - ATC-PRO contains an automatic Holding procedure for STA. Air-
- planes cleared for holding will head to STA and start the
- round-robin in the holding until further clearance... or
- fuel exhaustion!
- - A "Break Approach" command requiring a landing aircraft to
- "go-around". This is an emergency feature should you have
- cleared an airplane to land on a busy runway!
- - Operation from all runways (07 and 02 are the real challenge!).
- - Variable wind direction and strength with application of the
- wind component to the flight simulator. This causes the
- airplanes to "drift off" in the wind while flying (like the
- real ones do!). Expect strong winds in the "senior" mode!
- - Choice of two proficiency levels:
- a senior level with 60 to 80 movements per hour;
- a training level with 30 movements per hour.
- - Fuel exhaustion of arriving airplanes if you keep them rooming
- around too long.
- - Improved tracking to TMA fixes.
- - And more features to come when I get good suggestions from
- registered users.
-
-
- (C) Copyright 1993 by E. van de Winckel, Brussels, Belgium.
-
-
- >>>>> END OF AUTHOR'S DOCUMENTATION FILE <<<<<<
-