Pinned
Available in Nightly
Dealing with aircraft getting stuck head-on to each other on taxiways
I had a situation when one aicraft had just pushed back into the way of an aircraft coming in to its gate. There was no way for either aircraft to avoid the other, leaving them stuck for eternity.

2448 2 months ago
Feature Proposals
Pinned
Available in Nightly
Dealing with aircraft getting stuck head-on to each other on taxiways
I had a situation when one aicraft had just pushed back into the way of an aircraft coming in to its gate. There was no way for either aircraft to avoid the other, leaving them stuck for eternity.

2448 2 months ago
Feature Proposals
Pinned
Available in Nightly
Deadlock on a Domestic Airport Taxiway: Model Refusal to Yield Leads to CES6313 and CSN9043 Coming to a Standoff
As shown in the figure, the CES6313 and CSN9043 aircraft models are touching each other, causing both aircraft to stop moving even after commands are reissued. This is likely because they are not yielding to each other, resulting in a collision and a deadlock. I always encounter issues with aircraft getting stuck during the taxiing phase at this domestic airport.

Vanilla3901 2 months ago
Found Bugs
Pinned
Available in Nightly
Deadlock on a Domestic Airport Taxiway: Model Refusal to Yield Leads to CES6313 and CSN9043 Coming to a Standoff
As shown in the figure, the CES6313 and CSN9043 aircraft models are touching each other, causing both aircraft to stop moving even after commands are reissued. This is likely because they are not yielding to each other, resulting in a collision and a deadlock. I always encounter issues with aircraft getting stuck during the taxiing phase at this domestic airport.

Vanilla3901 2 months ago
Found Bugs
Pinned
Available in Nightly
Endless Mode
I will be posting three articles about my ideas for this proposal. I welcome your feedback. This is Part 1️⃣: "Real-Time Mode" 1. Enable Real-Time Synchronization ( Bind the game’s initial time and in-game time to real-world time ) 1A. Save Mechanism: After saving the game, the system will retain the data for flight plans that have not yet been executed (including the original flight number, designated apron, and takeoff/landing runway ) and the accumulated number of days under air traffic control (will not be new flights will not appear out of nowhere; new flights will not be generated out of thin air. New flights will only be refreshed after playing for more than 5 minutes following the next save file load. Similarly, the apron will only issue departure instructions after playing for more than 5 minutes. After 5 minutes, the system will generate a new schedule for the following hour, similar to the in-game weather system’s forecasts) 1B. Save File Loading Mechanism: When you reopen a saved game, the system will realign the game’s initial time with real-time, starting a new round of gameplay and continuing to track the number of days as an air traffic controller. When loading a save, all flights from the previous flight plan will be loaded , and the corresponding landing, parking, takeoff, and departure times in the schedule will be delayed (as for how to delay them, I’m thinking of a timeline shifting algorithm ). Content that changes after loading includes:In-game time, the corresponding sky background, lighting and shading textures, and the scheduled times for tasks associated with flights in the flight plan ( this is to allow players to catch up on tasks rather than deleting all previous plans ). ✈️ 1C. Regarding the Timeline Shift Algorithm (Reference provided by AI) Logic: Calculate the "time difference." Formula: New Schedule Time = Original Schedule Time + (Real-time Load Time - Game Time at Save) Result: At the time of saving, it is Monday at 10:00, and Flight A is scheduled to depart at 11:00. When loading the save, it is Tuesday at 10:00 AM (24 hours later). The new departure time for Flight A automatically becomes Tuesday at 11:00 (original time + 24 hours). Advantages: This perfectly preserves the relative order of flights. When the air traffic controller logs back in, it’s as if the game “paused” for 24 hours the moment they left and then resumed playback. ( This is designed to help players catch up on their previous tasks.) Other: The core purpose of this mechanism is to achieve a "seamless transition" from the previous flight while adjusting the time and lighting. It is recommended to include a prominent prompt in the notification window, e.g., “❕ Welcome back, air traffic controller. [XX] flights have accumulated during the [XX hours] you were away. Please prioritize these; additional flights will arrive in five minutes.” That concludes Part 1️⃣: "Real-Time Mode" 🙃. Next up is Part 2️⃣: "Random Time Mode." Thank you all for watching, air traffic controllers! (*๓´╰╯`๓)♡ ☆☆☆ Whether this can be implemented depends on the dev team ੭ ᐕ)੭*⁾⁾☆☆☆ Wishing the development team all the best! 💖

Center in your life 3 months ago
Feature Proposals
Pinned
Available in Nightly
Endless Mode
I will be posting three articles about my ideas for this proposal. I welcome your feedback. This is Part 1️⃣: "Real-Time Mode" 1. Enable Real-Time Synchronization ( Bind the game’s initial time and in-game time to real-world time ) 1A. Save Mechanism: After saving the game, the system will retain the data for flight plans that have not yet been executed (including the original flight number, designated apron, and takeoff/landing runway ) and the accumulated number of days under air traffic control (will not be new flights will not appear out of nowhere; new flights will not be generated out of thin air. New flights will only be refreshed after playing for more than 5 minutes following the next save file load. Similarly, the apron will only issue departure instructions after playing for more than 5 minutes. After 5 minutes, the system will generate a new schedule for the following hour, similar to the in-game weather system’s forecasts) 1B. Save File Loading Mechanism: When you reopen a saved game, the system will realign the game’s initial time with real-time, starting a new round of gameplay and continuing to track the number of days as an air traffic controller. When loading a save, all flights from the previous flight plan will be loaded , and the corresponding landing, parking, takeoff, and departure times in the schedule will be delayed (as for how to delay them, I’m thinking of a timeline shifting algorithm ). Content that changes after loading includes:In-game time, the corresponding sky background, lighting and shading textures, and the scheduled times for tasks associated with flights in the flight plan ( this is to allow players to catch up on tasks rather than deleting all previous plans ). ✈️ 1C. Regarding the Timeline Shift Algorithm (Reference provided by AI) Logic: Calculate the "time difference." Formula: New Schedule Time = Original Schedule Time + (Real-time Load Time - Game Time at Save) Result: At the time of saving, it is Monday at 10:00, and Flight A is scheduled to depart at 11:00. When loading the save, it is Tuesday at 10:00 AM (24 hours later). The new departure time for Flight A automatically becomes Tuesday at 11:00 (original time + 24 hours). Advantages: This perfectly preserves the relative order of flights. When the air traffic controller logs back in, it’s as if the game “paused” for 24 hours the moment they left and then resumed playback. ( This is designed to help players catch up on their previous tasks.) Other: The core purpose of this mechanism is to achieve a "seamless transition" from the previous flight while adjusting the time and lighting. It is recommended to include a prominent prompt in the notification window, e.g., “❕ Welcome back, air traffic controller. [XX] flights have accumulated during the [XX hours] you were away. Please prioritize these; additional flights will arrive in five minutes.” That concludes Part 1️⃣: "Real-Time Mode" 🙃. Next up is Part 2️⃣: "Random Time Mode." Thank you all for watching, air traffic controllers! (*๓´╰╯`๓)♡ ☆☆☆ Whether this can be implemented depends on the dev team ੭ ᐕ)੭*⁾⁾☆☆☆ Wishing the development team all the best! 💖

Center in your life 3 months ago
Feature Proposals
Pinned
Verified
Voice-activated commands
After testing the beta version for a few days, my overall impression is quite positive. Here are a few personal suggestions: First, I hope the voice command feature like Mini Air Traffic Control can be implemented soon to enhance gameplay enjoyment. Second, I'd like to see an Endless Mode and randomly generated flights added, making the game truly endless and offering a fresh experience each time. Third, I'm eager for the Chongqing Jiangbei Airport (ZUCK) to be released as soon as possible. Thanks to the development team—you've worked hard!

203 5 months ago
Feature Proposals
Pinned
Verified
Voice-activated commands
After testing the beta version for a few days, my overall impression is quite positive. Here are a few personal suggestions: First, I hope the voice command feature like Mini Air Traffic Control can be implemented soon to enhance gameplay enjoyment. Second, I'd like to see an Endless Mode and randomly generated flights added, making the game truly endless and offering a fresh experience each time. Third, I'm eager for the Chongqing Jiangbei Airport (ZUCK) to be released as soon as possible. Thanks to the development team—you've worked hard!

203 5 months ago
Feature Proposals
Available in Nightly
关于遥墙机场的bug反馈
帖子是6.6中午写的但是bug记录是6.5晚上23点左右玩的,不确定是否中途出现过更新(大概率是没有的吧哈哈)。以下bug是个人测试出来的遥墙机场部分问题。 1.遥墙机场黎明时段刚开始出现了中英播报混杂情况。仅有刚开始几架飞机存在这个问题,后续航班没有出现该问题。该问题触发是随机性的,即出现时对应的航班号是不同的,但是反复打开时都会复现(我尝试了大概3次都出现了此情况)。无线电记录部分显示中文正常,仅语音部分出现中英混杂。上午时段未出现此情况。中英播报混杂是指有些时候问答都是英语有些时候回归正常中文。 2.遥墙机场开启倍速时,在未开启“需要响应时自动降速”功能会吞语音。尤其是在推出时和地面转塔台时出现该情况。建议在需要响应时即使没开“需要响应时自动降速”功能,也有个基础的提醒音效。 3.无线电记录文字大小依旧无法调整。好像在群聊里看到过管理员说可以在定义布局的板块里调整但是没有看到,不知道是不是仅限于内测版有。 4.部分机型起飞姿态还是很奇怪,尤其是抬轮以后的上升轨迹,较以前有明显改善,但是还是会出现不合理的高度上升。 5.如图所示,右上角进近雷达降落轨迹为直角弯。虽然好像航点图确实是折线但是能否在折点处改为圆滑过渡更加美观。(因为本人只是爱好航空但不专业,如果这一点为直角更符合实际请忽略) 6.如图所示,飞机已经到达滑行道末端且已经归属塔台管制,但是仍有“允许滑行”与“等待滑行”按键,以及该处也有“派遣推车”功能(现实中推车在规章里可以到这个地方吗?但是方便玩家游戏还是可以理解)。在这里删除“允许滑行”与“等待滑行”按键,可以决策面板更加美观。 7.在上午时段,飞机降落后联系地面以后会快速弹出“允许滑行”案件,如果手速够快的话可以快速点击“允许滑行”并”确定“的话,后续仍会跳出时间读条但是仅剩”更改路径“案件,想要结束读条只能按”更加路径“结束,这一点应该也算个小小漏洞。这个不是偶发问题,是所有降落航班都出现了这个问题。 8.在两机靠近时出现了莫名其妙的滑行道警告。深圳9929已经提前”暂停滑行“等候了,但是在两机明确不会发生碰撞时,反复触发滑行道预警并停止成都2985的滑行。不知道这个是不是判定问题。 问题总结如上,均为遥墙机场的问题。有些问题我已经测试多次依旧存在但不确定是不是我的电脑或者版本的偶发问题,恳请制作组复查。以上还有一些个人的优化建议,如果不合理求轻喷。祝机场管制越来越好!(另外贵公司CCC game官网上好像还是机场管制25哈哈可以修改一下)

郝煜明 7 days ago
Found Bugs
Available in Nightly
关于遥墙机场的bug反馈
帖子是6.6中午写的但是bug记录是6.5晚上23点左右玩的,不确定是否中途出现过更新(大概率是没有的吧哈哈)。以下bug是个人测试出来的遥墙机场部分问题。 1.遥墙机场黎明时段刚开始出现了中英播报混杂情况。仅有刚开始几架飞机存在这个问题,后续航班没有出现该问题。该问题触发是随机性的,即出现时对应的航班号是不同的,但是反复打开时都会复现(我尝试了大概3次都出现了此情况)。无线电记录部分显示中文正常,仅语音部分出现中英混杂。上午时段未出现此情况。中英播报混杂是指有些时候问答都是英语有些时候回归正常中文。 2.遥墙机场开启倍速时,在未开启“需要响应时自动降速”功能会吞语音。尤其是在推出时和地面转塔台时出现该情况。建议在需要响应时即使没开“需要响应时自动降速”功能,也有个基础的提醒音效。 3.无线电记录文字大小依旧无法调整。好像在群聊里看到过管理员说可以在定义布局的板块里调整但是没有看到,不知道是不是仅限于内测版有。 4.部分机型起飞姿态还是很奇怪,尤其是抬轮以后的上升轨迹,较以前有明显改善,但是还是会出现不合理的高度上升。 5.如图所示,右上角进近雷达降落轨迹为直角弯。虽然好像航点图确实是折线但是能否在折点处改为圆滑过渡更加美观。(因为本人只是爱好航空但不专业,如果这一点为直角更符合实际请忽略) 6.如图所示,飞机已经到达滑行道末端且已经归属塔台管制,但是仍有“允许滑行”与“等待滑行”按键,以及该处也有“派遣推车”功能(现实中推车在规章里可以到这个地方吗?但是方便玩家游戏还是可以理解)。在这里删除“允许滑行”与“等待滑行”按键,可以决策面板更加美观。 7.在上午时段,飞机降落后联系地面以后会快速弹出“允许滑行”案件,如果手速够快的话可以快速点击“允许滑行”并”确定“的话,后续仍会跳出时间读条但是仅剩”更改路径“案件,想要结束读条只能按”更加路径“结束,这一点应该也算个小小漏洞。这个不是偶发问题,是所有降落航班都出现了这个问题。 8.在两机靠近时出现了莫名其妙的滑行道警告。深圳9929已经提前”暂停滑行“等候了,但是在两机明确不会发生碰撞时,反复触发滑行道预警并停止成都2985的滑行。不知道这个是不是判定问题。 问题总结如上,均为遥墙机场的问题。有些问题我已经测试多次依旧存在但不确定是不是我的电脑或者版本的偶发问题,恳请制作组复查。以上还有一些个人的优化建议,如果不合理求轻喷。祝机场管制越来越好!(另外贵公司CCC game官网上好像还是机场管制25哈哈可以修改一下)

郝煜明 7 days ago
Found Bugs
Available in Nightly
Separate voices
When doing multiple stations simultaneous it would help situational awareness to have separate voices. like a woman’s voice for ground control and a mans voice for Tower.

Henrik Lundberg 9 days ago
Bad Experience
Available in Nightly
Separate voices
When doing multiple stations simultaneous it would help situational awareness to have separate voices. like a woman’s voice for ground control and a mans voice for Tower.

Henrik Lundberg 9 days ago
Bad Experience
无限模式kjfk 两处bug
如视频所示英航6716在4r复飞后再次进近在终端附近一直转圈(复飞了两次第一次也在转但是没录上) 美航4583下达起飞指令以后在31l的JB入口进入后静止不动 还有一个小的建议那架英航第一次复飞以后再次进近的时候跟原计划的同跑道的航班贴上了两机只距离2海里 并且复飞的那架与31r跑道也出现了时空冲突 导致自动复飞 希望可以优化一下逻辑

Aloysius 9 days ago
Found Bugs
无限模式kjfk 两处bug
如视频所示英航6716在4r复飞后再次进近在终端附近一直转圈(复飞了两次第一次也在转但是没录上) 美航4583下达起飞指令以后在31l的JB入口进入后静止不动 还有一个小的建议那架英航第一次复飞以后再次进近的时候跟原计划的同跑道的航班贴上了两机只距离2海里 并且复飞的那架与31r跑道也出现了时空冲突 导致自动复飞 希望可以优化一下逻辑

Aloysius 9 days ago
Found Bugs
Available in Nightly
Immediate climb after go-around command
Great game so far. have discovered a behaviour of the approaching planes that differs from real-world behaviour: When a pilot is commanded to go around, he will immediately climb to the altitude given in the missed approach procedure for his planned approach. In the game, after reading back the command, the pilot continues to descend until he has reached the decision altitude for the approach and then starts to climb. I think it would add to the game to let the pilot climb immediately to clear the approach path for following approaches.

Ingo Krüger 10 days ago
Feature Proposals
Available in Nightly
Immediate climb after go-around command
Great game so far. have discovered a behaviour of the approaching planes that differs from real-world behaviour: When a pilot is commanded to go around, he will immediately climb to the altitude given in the missed approach procedure for his planned approach. In the game, after reading back the command, the pilot continues to descend until he has reached the decision altitude for the approach and then starts to climb. I think it would add to the game to let the pilot climb immediately to clear the approach path for following approaches.

Ingo Krüger 10 days ago
Feature Proposals
【程序】撤销“进跑道指令”/进跑道+起飞指令长按确认
当前版本起飞机组进跑道许可与起飞许可为单击发送,无相关长按确认,在部分情况下发送在跑道外等待许可误触进跑道许可 是否考虑为所有跑道相关指令添加可配置 长按确认选项,以防止此类现象发生 同时,当前这种情况发生下,若机组距离等待点仍有距离可重新发送滑行指令覆盖进跑道指令,以取消其进跑道许可在跑道外等待,是否考虑当仍有距离时(误触/发送进跑道许可/起飞许可)提供取消指令按钮/feat

HTony03 10 days ago
Feature Proposals
【程序】撤销“进跑道指令”/进跑道+起飞指令长按确认
当前版本起飞机组进跑道许可与起飞许可为单击发送,无相关长按确认,在部分情况下发送在跑道外等待许可误触进跑道许可 是否考虑为所有跑道相关指令添加可配置 长按确认选项,以防止此类现象发生 同时,当前这种情况发生下,若机组距离等待点仍有距离可重新发送滑行指令覆盖进跑道指令,以取消其进跑道许可在跑道外等待,是否考虑当仍有距离时(误触/发送进跑道许可/起飞许可)提供取消指令按钮/feat

HTony03 10 days ago
Feature Proposals
【程序】复飞/联系地面发送指令时间
当前版本复飞指令可在“inital contact”至”接地前“任意时刻发送,在过低高度下(如200ft以下,如已过”跑道净空判断点“自主复飞情况后)禁用发送复飞指令选项 同时 当前版本接地瞬间后就可以发送联系地面指令,是否考虑将次联系指令延后,改为当飞机即将进入快速脱离道时(或更稍早前)弹出联系地面指令

HTony03 10 days ago
Feature Proposals
【程序】复飞/联系地面发送指令时间
当前版本复飞指令可在“inital contact”至”接地前“任意时刻发送,在过低高度下(如200ft以下,如已过”跑道净空判断点“自主复飞情况后)禁用发送复飞指令选项 同时 当前版本接地瞬间后就可以发送联系地面指令,是否考虑将次联系指令延后,改为当飞机即将进入快速脱离道时(或更稍早前)弹出联系地面指令

HTony03 10 days ago
Feature Proposals
跑道风速单位与风向预测
ui界面中显示风单位为KT节,而实际播报中为m/s米每秒 例如预报显示风速为9KT,语音播报落地/起飞许可为9m/s 是否考虑对应不同地图添加KT/ “m/s”单位切换或其他feat修改此问题 (与“根据机场所属国家不同天气显示不同单位 - Airport Control”报告类似) 同时,无尽模式下风向预测会出现“顺风起落”情况,是否考虑无尽模式下生成天气数据时考虑玩家选择的运行方向与天气情况进行生成

HTony03 10 days ago
Found Bugs
跑道风速单位与风向预测
ui界面中显示风单位为KT节,而实际播报中为m/s米每秒 例如预报显示风速为9KT,语音播报落地/起飞许可为9m/s 是否考虑对应不同地图添加KT/ “m/s”单位切换或其他feat修改此问题 (与“根据机场所属国家不同天气显示不同单位 - Airport Control”报告类似) 同时,无尽模式下风向预测会出现“顺风起落”情况,是否考虑无尽模式下生成天气数据时考虑玩家选择的运行方向与天气情况进行生成

HTony03 10 days ago
Found Bugs
滑行路径选择不畅
新版nightly在离港机组选择跑道等待点时易选择到报道内部,如A19选择到跑到内hold short点位,并可能导致移交塔台后无法正常提供起飞/跑到内等指令,须点击对应跑道等待点标牌才能正常判断 是否考虑在跑道等待点附近自动snap到对应跑道等待点

HTony03 10 days ago
Bad Experience
滑行路径选择不畅
新版nightly在离港机组选择跑道等待点时易选择到报道内部,如A19选择到跑到内hold short点位,并可能导致移交塔台后无法正常提供起飞/跑到内等指令,须点击对应跑道等待点标牌才能正常判断 是否考虑在跑道等待点附近自动snap到对应跑道等待点

HTony03 10 days ago
Bad Experience