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Feature requests

Stack instructions: In the real life, controllers often issues several instructions in one call. Right now all of the following examples in the game require two or more back-forth calls which takes unrealistic amount of time. If the frequency is busy, I hope the game would allow player to pre-select several instructions on screen, and when there’s opportunity to make the call, it would go in one run. DAL1234, taxi to ramp via Alpha, cross runway 31L, hold short of runway 4R. DAL3456, push back approved, facing north, expect new departure runway 31L. DAL7890, go around, fly runway heading, 3000ft and contact departure. Add an option to ask pilots to monitor a frequency instead to “contact.” Pilots would tune to the new frequency without making a check-in call. It’s also a real world procedure. This is helpful when there is a queue for takeoff and there’s no point for the pilots to call tower and receive a “hold short“ instruction when the aircraft is the 5th in the line for takeoff. Give way during taxi. Instead of asking aircrafts to hold position, and continue taxi, ATCs use something like “DAL12, give way to Airbus A320 on Bravo.” The pilot would hold short of Bravo, and continue taxi as soon as A320 passes. Tower controls the area between active runways instead of Ground. At JFK, between 4L and 4R are handled by the tower, and it’s simply because it does not make sense for Ground to clear for crossing 4L, when landing is managed by the tower. So instead of handling landing traffic on 4R directly to Ground, they would say, “DAL456, exit left on Echo, taxi on Yankee, Foxtrot and hold short of 4L.“ What’s more interesting is that taxi on Foxtrot, cross runway 4L, contact Ground can be issued combined in one call.

mdbyyc 14 days ago

3
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Feature Proposals

Automate departure handover, don't interfere frequencies

For the record; this is the type of game I’ve been waiting for for decades… I know similar are around, but turned out to be money-grabbing shitshows in where the base game is buggy - without it ever being addressed - and each additional airport is a pricey ‘DLC.’ We all know which game I’m talking about hence I never bought it, never will. (and you know it’s REALLY bad if even those putting boats on the seven seas, ignore a potential $1500,- game…) But back to THIS upcomming game. Please don’t f*ck up the massive potential it has! It looks good, can run on a potato (I’m having one Massively Overclocked and optimized in every way, can still run pretty much everything, except current Tripple A but those are not the games I’m interested in anyway) »> Approach, Ground, Tower, Departure have different frequencies IRL and in game. « I don’t have a problem a player handling them all (gameplay wise) BUT therefore an approach contact from pilot should NOT interfere with a Ground / Tower instruction a player wants to give OR ANYTHING a player wants to instruct; it should go 1st! The player can deal with whatever the pilot requested later… Since player combines several IRL roles , maybe a que from earliest to lastest can be added to respond to. It is also therefor the player handover for newly airborne planes is just an annoying non-neccessary interaction that interferes with gameplay. Simularly the player can’t interact/change landing runways (which SHOULD be an option) but the interaction to handover skyborne planes to departure (although an IRL mandatory) has no added value in game. « IF you can keep up and improve gameplay at the currentregular level IMO best approach would free limited demo + (relatively cheap to devekopping game) Early Access. Like I said I’m looking for something like this for years, hence will buy any way (provided you don’t go the road above…) and I think many - any that ever played https://atc-sim.com/ -wiil feel/do alike. Then it’s only a matter of caterring the airport enthusiasts with RL planes (already in) and RL schedules (no that’s imo NOT a licencing problem (it might be for the airline liveries) but FREE advertisement for the airlines once it considers real airport schedules(easy to download), puzzlers, indie-games enthusiasts and many, many more since a shitload of people are hynothised by looking at planes, airports etc… (basically everything they don’t truly understand). Just my 2 cents, yet I truely hope you make this a success, with plenty of monetization without it being a money grabber offering bad / buggy game play like most of your predecessors did..

Jay dS 15 days ago

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Feature Proposals

Great Game - soo many suggestions

multiscreen - it would be nice to actually setup multiple screens to have a realistic tower view (or even better support VR Co-op play, play online with someone as ground, and some one as tower. more advanced play, in realife you give more complex taxi commands. taxi via X,Y,Z - hold short of Runway … it is a bit annoying having to split that into two commands -expert mode - don’t show the taxi path. just have the player select the the Taxi way call sign from buttons to form a path to the designated apron. also in real life some flight sometimes have to be moved between gates. the score board show how many flights where on time - it would be nice to know how many in total (23 out of 30 on time) Also tower usually can decide which runway to direct landing planes to, this feature is missing. bad weather should be a hazard, having to change runway mid game. online play with leader boards for each airport, and free play with random traffic

Rasmus Madsen 20 days ago

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Feature Proposals