Pinned
Working in Progress
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 about 1 month ago
Feature Proposals
Pinned
Working in Progress
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 about 1 month 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 4 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 4 months ago
Feature Proposals
更地道的ATC配音
今天玩了下demo觉得ATC的配音人机感太强了。所以我有一点小苛刻的要求,希望制作组给atc的配音地道一点,国内机场atc可以带一点Chinglish的味道,甚至可以带一点方言口音之类的。可以靠全国的飞友收集的音频训练一个ai模型出来,国外的也是,这样玩起来体验感会更好一些。

ChatDvD 3 days ago
Feature Proposals
更地道的ATC配音
今天玩了下demo觉得ATC的配音人机感太强了。所以我有一点小苛刻的要求,希望制作组给atc的配音地道一点,国内机场atc可以带一点Chinglish的味道,甚至可以带一点方言口音之类的。可以靠全国的飞友收集的音频训练一个ai模型出来,国外的也是,这样玩起来体验感会更好一些。

ChatDvD 3 days ago
Feature Proposals
go around and next...
When a "go around" has been designated for an aircraft, the second time it returns to make its landing there is an altitude anomaly. We have the possibility of doing the "GRD control" even though it is not even visually on the runway!

Fred OnZeNet 3 days ago
Found Bugs
go around and next...
When a "go around" has been designated for an aircraft, the second time it returns to make its landing there is an altitude anomaly. We have the possibility of doing the "GRD control" even though it is not even visually on the runway!

Fred OnZeNet 3 days ago
Found Bugs
Here are a few suggestions:
1. You can assign secondary radar transponder codes to individual flights on the approach radar (just generate random four-digit numbers, but avoid special codes such as 7700, 7600, and 7500). 2. Implement in-flight incident handling; when an emergency code is detected, the approach radar can display a red indicator for distinction 3. The approach radar display can mimic real-world radar by showing scan lines (typically 3 revolutions per minute or 6 revolutions per minute). New flight detection rules can also be based on these scan lines, so that new flights are only detected when the scan line passes a specific bearing. Additionally, flight paths and waypoints can be displayed on the approach radar screen (PS: Sincere advice from a retired radar operator—hope the developers will consider this. Thanks!)

Air-Force87 6 days ago
Feature Proposals
Here are a few suggestions:
1. You can assign secondary radar transponder codes to individual flights on the approach radar (just generate random four-digit numbers, but avoid special codes such as 7700, 7600, and 7500). 2. Implement in-flight incident handling; when an emergency code is detected, the approach radar can display a red indicator for distinction 3. The approach radar display can mimic real-world radar by showing scan lines (typically 3 revolutions per minute or 6 revolutions per minute). New flight detection rules can also be based on these scan lines, so that new flights are only detected when the scan line passes a specific bearing. Additionally, flight paths and waypoints can be displayed on the approach radar screen (PS: Sincere advice from a retired radar operator—hope the developers will consider this. Thanks!)

Air-Force87 6 days ago
Feature Proposals
The speaking rate in radio communications should be increased.
The speaking speed is currently too slow. It would be better to increase it by 10%–20%.

He Pickly 6 days ago
Feature Proposals
The speaking rate in radio communications should be increased.
The speaking speed is currently too slow. It would be better to increase it by 10%–20%.

He Pickly 6 days ago
Feature Proposals
Procedures should be established for revoking takeoff clearances and issuing instructions to abort takeoff.
For aircraft that have been cleared for takeoff, there should be buttons to revoke the takeoff clearance and to abort the takeoff. The distinction between these buttons should be based on whether the aircraft has begun taxiing. For aircraft that have not yet entered the runway or are in the process of aligning with it, revoking the clearance should result in the aircraft waiting in place for further instructions; for aircraft that have already gained speed, the aircraft should decelerate and come to a stop on the runway to await further instructions; for aircraft whose speed exceeds V1 at the time of the call, the aircraft should continue its takeoff.

He Pickly 6 days ago
Feature Proposals
Procedures should be established for revoking takeoff clearances and issuing instructions to abort takeoff.
For aircraft that have been cleared for takeoff, there should be buttons to revoke the takeoff clearance and to abort the takeoff. The distinction between these buttons should be based on whether the aircraft has begun taxiing. For aircraft that have not yet entered the runway or are in the process of aligning with it, revoking the clearance should result in the aircraft waiting in place for further instructions; for aircraft that have already gained speed, the aircraft should decelerate and come to a stop on the runway to await further instructions; for aircraft whose speed exceeds V1 at the time of the call, the aircraft should continue its takeoff.

He Pickly 6 days ago
Feature Proposals
Need Info
Steam doesn't recognize that the game has closed
After the program exits, it no longer appears in Task Manager. However, Steam does not recognize the exit status; when you click "Stop," it continues to display "Stopping." I have tested this on two devices, and both exhibit this issue.

SummerGUI 6 days ago
Found Bugs
Need Info
Steam doesn't recognize that the game has closed
After the program exits, it no longer appears in Task Manager. However, Steam does not recognize the exit status; when you click "Stop," it continues to display "Stopping." I have tested this on two devices, and both exhibit this issue.

SummerGUI 6 days ago
Found Bugs
Set the control zones for each position based on actual conditions
The area enclosed by the purple dashed line is the RAMP control zone; therefore, aircraft entering and exiting the apron should be under apron control. On the ground, the only area designated for ground operations is the space between the purple dashed line and the yellow stop line. We strongly recommend that control zones be delineated according to actual control positions.

He Pickly 6 days ago
Feature Proposals
Set the control zones for each position based on actual conditions
The area enclosed by the purple dashed line is the RAMP control zone; therefore, aircraft entering and exiting the apron should be under apron control. On the ground, the only area designated for ground operations is the space between the purple dashed line and the yellow stop line. We strongly recommend that control zones be delineated according to actual control positions.

He Pickly 6 days ago
Feature Proposals
About Adding an Animation at the End of a Level
I hope that in the official release, an animation will be added at the end of each level. That would make completing a level feel more rewarding and give players more motivation to tackle the levels that follow.

AL1S 6 days ago
Feature Proposals
About Adding an Animation at the End of a Level
I hope that in the official release, an animation will be added at the end of each level. That would make completing a level feel more rewarding and give players more motivation to tackle the levels that follow.

AL1S 6 days ago
Feature Proposals
Planned
reactivate a HUD window
Hello, When you hide the surface radar and then reactivate it, you lose your own zoom and centering settings in the window. Regards

Fred OnZeNet 6 days ago
Found Bugs
Planned
reactivate a HUD window
Hello, When you hide the surface radar and then reactivate it, you lose your own zoom and centering settings in the window. Regards

Fred OnZeNet 6 days ago
Found Bugs
Next Release
During daytime landings on Runway 13L at Kennedy Airport, some aircraft models land too close to the exit.
As shown in the figure, the A333 model lands on Runway 13L and exits via Exit Y. The landing point is too close to Exit Y; there likely isn’t enough distance for such a large aircraft to decelerate properly. Additionally, the reverse thrust is shown as engaging immediately upon touchdown and then shutting off right away, which does not match actual conditions. We recommend making improvements.

MerbleVV 7 days ago
Bad Experience
Next Release
During daytime landings on Runway 13L at Kennedy Airport, some aircraft models land too close to the exit.
As shown in the figure, the A333 model lands on Runway 13L and exits via Exit Y. The landing point is too close to Exit Y; there likely isn’t enough distance for such a large aircraft to decelerate properly. Additionally, the reverse thrust is shown as engaging immediately upon touchdown and then shutting off right away, which does not match actual conditions. We recommend making improvements.

MerbleVV 7 days ago
Bad Experience
Planned
The speed display has not been updated
When using the + and - keys to adjust the game speed, the speed display at the bottom does not update (though the new speed is already in effect).

1 2 8 days ago
Found Bugs
Planned
The speed display has not been updated
When using the + and - keys to adjust the game speed, the speed display at the bottom does not update (though the new speed is already in effect).

1 2 8 days ago
Found Bugs
Acceleration is off
Acceleration is not calculated correctly, making it seem very “arcady”. In the game it’s linear, which is not realistic. No need to implement a full blown physics system with drag and thrust calculations, but maybe implement something like 5m/sec^2 until it hits Vr. Play around with that and I think you will find your planes looking more realistic when taking off. Deceleration feels off too, but not as bad. Almost as though the speed plateaus down (faster between 150 and 100 kts, the slower down to 50, then slower etc.)

Dismas 8 days ago
Feature Proposals
Acceleration is off
Acceleration is not calculated correctly, making it seem very “arcady”. In the game it’s linear, which is not realistic. No need to implement a full blown physics system with drag and thrust calculations, but maybe implement something like 5m/sec^2 until it hits Vr. Play around with that and I think you will find your planes looking more realistic when taking off. Deceleration feels off too, but not as bad. Almost as though the speed plateaus down (faster between 150 and 100 kts, the slower down to 50, then slower etc.)

Dismas 8 days ago
Feature Proposals
Recommended Domestic Airports: Hong Kong Kai Tak Airport (VHHX/HKG)
When talking about one of the most distinctive airports, you simply can’t avoid mentioning Kai Tak—and you certainly can’t ignore Runway 13/31. Among the thousands of commercial airports worldwide, this is the only one that requires pilots to make a 47-degree turn at an altitude of just a few hundred feet, aligning with a checkerboard marker on the mountainside, before plunging straight onto the runway.Flanking the runway on both sides are residential buildings in Kowloon, so close that the flight crew can make out what’s playing on the TVs inside. Almost every pilot who has flown over Kai Tak has made a similar remark. It’s no coincidence that this approach procedure is nicknamed “the Kai Tak Heart Attack”—it’s arguably the most extreme example in civil aviation history of flying skills, terrain constraints, and urban density all compressed into a single challenge. This alone makes it worthy of inclusion in any flight simulation game. But what truly makes Kai Tak irreplaceable isn’t the difficulty—it’s the view. A 747 cuts in from above Victoria Harbour, with the densely packed skyscrapers of Hong Kong Island and Victoria Peak as a backdrop. Below the fuselage, a ferry leaves a white wake in its wake, and then the plane skims over the rooftops of Kowloon City, slamming down onto that runway jutting out into the sea. What is this scene? It is a visual summary of Hong Kong’s entire economic miracle.A city brimming with ambition and vitality, where even the airport was crammed into the city center, and where landing felt like a physical struggle against the city itself. Kai Tak wasn’t just a transportation facility; it was the most intuitive symbol of Hong Kong’s golden age—everything was crammed, everything was full, everything operated on the edge of its limits, yet it somehow kept turning. After moving to Chek Lap Kok in 1998, Hong Kong gained a larger, safer, and more efficient airport, but lost a totem. No planes take off or land from the heart of the city anymore, and that raw, overflowing sense of prosperity has vanished along with it. Kai Tak is the only airport where the very act of landing tells the story of a city.

Hobbs John 9 days ago
Airport proposal
Recommended Domestic Airports: Hong Kong Kai Tak Airport (VHHX/HKG)
When talking about one of the most distinctive airports, you simply can’t avoid mentioning Kai Tak—and you certainly can’t ignore Runway 13/31. Among the thousands of commercial airports worldwide, this is the only one that requires pilots to make a 47-degree turn at an altitude of just a few hundred feet, aligning with a checkerboard marker on the mountainside, before plunging straight onto the runway.Flanking the runway on both sides are residential buildings in Kowloon, so close that the flight crew can make out what’s playing on the TVs inside. Almost every pilot who has flown over Kai Tak has made a similar remark. It’s no coincidence that this approach procedure is nicknamed “the Kai Tak Heart Attack”—it’s arguably the most extreme example in civil aviation history of flying skills, terrain constraints, and urban density all compressed into a single challenge. This alone makes it worthy of inclusion in any flight simulation game. But what truly makes Kai Tak irreplaceable isn’t the difficulty—it’s the view. A 747 cuts in from above Victoria Harbour, with the densely packed skyscrapers of Hong Kong Island and Victoria Peak as a backdrop. Below the fuselage, a ferry leaves a white wake in its wake, and then the plane skims over the rooftops of Kowloon City, slamming down onto that runway jutting out into the sea. What is this scene? It is a visual summary of Hong Kong’s entire economic miracle.A city brimming with ambition and vitality, where even the airport was crammed into the city center, and where landing felt like a physical struggle against the city itself. Kai Tak wasn’t just a transportation facility; it was the most intuitive symbol of Hong Kong’s golden age—everything was crammed, everything was full, everything operated on the edge of its limits, yet it somehow kept turning. After moving to Chek Lap Kok in 1998, Hong Kong gained a larger, safer, and more efficient airport, but lost a totem. No planes take off or land from the heart of the city anymore, and that raw, overflowing sense of prosperity has vanished along with it. Kai Tak is the only airport where the very act of landing tells the story of a city.

Hobbs John 9 days ago
Airport proposal